diff --git a/docker-compose/requirements/nginx/static/javascript/cannon-es/dist/cannon-es.cjs.js b/docker-compose/requirements/nginx/static/javascript/cannon-es/dist/cannon-es.cjs.js deleted file mode 100644 index 9bd6c2a..0000000 --- a/docker-compose/requirements/nginx/static/javascript/cannon-es/dist/cannon-es.cjs.js +++ /dev/null @@ -1,13081 +0,0 @@ -'use strict'; - -Object.defineProperty(exports, '__esModule', { value: true }); - -/** - * Records what objects are colliding with each other - */ -class ObjectCollisionMatrix { - /** - * The matrix storage. - */ - - /** - * @todo Remove useless constructor - */ - constructor() { - this.matrix = {}; - } - /** - * get - */ - - - get(bi, bj) { - let { - id: i - } = bi; - let { - id: j - } = bj; - - if (j > i) { - const temp = j; - j = i; - i = temp; - } - - return `${i}-${j}` in this.matrix; - } - /** - * set - */ - - - set(bi, bj, value) { - let { - id: i - } = bi; - let { - id: j - } = bj; - - if (j > i) { - const temp = j; - j = i; - i = temp; - } - - if (value) { - this.matrix[`${i}-${j}`] = true; - } else { - delete this.matrix[`${i}-${j}`]; - } - } - /** - * Empty the matrix - */ - - - reset() { - this.matrix = {}; - } - /** - * Set max number of objects - */ - - - setNumObjects(n) {} - -} - -/** - * A 3x3 matrix. - * Authored by {@link http://github.com/schteppe/ schteppe} - */ -class Mat3 { - /** - * A vector of length 9, containing all matrix elements. - */ - - /** - * @param elements A vector of length 9, containing all matrix elements. - */ - constructor(elements) { - if (elements === void 0) { - elements = [0, 0, 0, 0, 0, 0, 0, 0, 0]; - } - - this.elements = elements; - } - /** - * Sets the matrix to identity - * @todo Should perhaps be renamed to `setIdentity()` to be more clear. - * @todo Create another function that immediately creates an identity matrix eg. `eye()` - */ - - - identity() { - const e = this.elements; - e[0] = 1; - e[1] = 0; - e[2] = 0; - e[3] = 0; - e[4] = 1; - e[5] = 0; - e[6] = 0; - e[7] = 0; - e[8] = 1; - } - /** - * Set all elements to zero - */ - - - setZero() { - const e = this.elements; - e[0] = 0; - e[1] = 0; - e[2] = 0; - e[3] = 0; - e[4] = 0; - e[5] = 0; - e[6] = 0; - e[7] = 0; - e[8] = 0; - } - /** - * Sets the matrix diagonal elements from a Vec3 - */ - - - setTrace(vector) { - const e = this.elements; - e[0] = vector.x; - e[4] = vector.y; - e[8] = vector.z; - } - /** - * Gets the matrix diagonal elements - */ - - - getTrace(target) { - if (target === void 0) { - target = new Vec3(); - } - - const e = this.elements; - target.x = e[0]; - target.y = e[4]; - target.z = e[8]; - return target; - } - /** - * Matrix-Vector multiplication - * @param v The vector to multiply with - * @param target Optional, target to save the result in. - */ - - - vmult(v, target) { - if (target === void 0) { - target = new Vec3(); - } - - const e = this.elements; - const x = v.x; - const y = v.y; - const z = v.z; - target.x = e[0] * x + e[1] * y + e[2] * z; - target.y = e[3] * x + e[4] * y + e[5] * z; - target.z = e[6] * x + e[7] * y + e[8] * z; - return target; - } - /** - * Matrix-scalar multiplication - */ - - - smult(s) { - for (let i = 0; i < this.elements.length; i++) { - this.elements[i] *= s; - } - } - /** - * Matrix multiplication - * @param matrix Matrix to multiply with from left side. - */ - - - mmult(matrix, target) { - if (target === void 0) { - target = new Mat3(); - } - - const A = this.elements; - const B = matrix.elements; - const T = target.elements; - const a11 = A[0], - a12 = A[1], - a13 = A[2], - a21 = A[3], - a22 = A[4], - a23 = A[5], - a31 = A[6], - a32 = A[7], - a33 = A[8]; - const b11 = B[0], - b12 = B[1], - b13 = B[2], - b21 = B[3], - b22 = B[4], - b23 = B[5], - b31 = B[6], - b32 = B[7], - b33 = B[8]; - T[0] = a11 * b11 + a12 * b21 + a13 * b31; - T[1] = a11 * b12 + a12 * b22 + a13 * b32; - T[2] = a11 * b13 + a12 * b23 + a13 * b33; - T[3] = a21 * b11 + a22 * b21 + a23 * b31; - T[4] = a21 * b12 + a22 * b22 + a23 * b32; - T[5] = a21 * b13 + a22 * b23 + a23 * b33; - T[6] = a31 * b11 + a32 * b21 + a33 * b31; - T[7] = a31 * b12 + a32 * b22 + a33 * b32; - T[8] = a31 * b13 + a32 * b23 + a33 * b33; - return target; - } - /** - * Scale each column of the matrix - */ - - - scale(vector, target) { - if (target === void 0) { - target = new Mat3(); - } - - const e = this.elements; - const t = target.elements; - - for (let i = 0; i !== 3; i++) { - t[3 * i + 0] = vector.x * e[3 * i + 0]; - t[3 * i + 1] = vector.y * e[3 * i + 1]; - t[3 * i + 2] = vector.z * e[3 * i + 2]; - } - - return target; - } - /** - * Solve Ax=b - * @param b The right hand side - * @param target Optional. Target vector to save in. - * @return The solution x - * @todo should reuse arrays - */ - - - solve(b, target) { - if (target === void 0) { - target = new Vec3(); - } - - // Construct equations - const nr = 3; // num rows - - const nc = 4; // num cols - - const eqns = []; - let i; - let j; - - for (i = 0; i < nr * nc; i++) { - eqns.push(0); - } - - for (i = 0; i < 3; i++) { - for (j = 0; j < 3; j++) { - eqns[i + nc * j] = this.elements[i + 3 * j]; - } - } - - eqns[3 + 4 * 0] = b.x; - eqns[3 + 4 * 1] = b.y; - eqns[3 + 4 * 2] = b.z; // Compute right upper triangular version of the matrix - Gauss elimination - - let n = 3; - const k = n; - let np; - const kp = 4; // num rows - - let p; - - do { - i = k - n; - - if (eqns[i + nc * i] === 0) { - // the pivot is null, swap lines - for (j = i + 1; j < k; j++) { - if (eqns[i + nc * j] !== 0) { - np = kp; - - do { - // do ligne( i ) = ligne( i ) + ligne( k ) - p = kp - np; - eqns[p + nc * i] += eqns[p + nc * j]; - } while (--np); - - break; - } - } - } - - if (eqns[i + nc * i] !== 0) { - for (j = i + 1; j < k; j++) { - const multiplier = eqns[i + nc * j] / eqns[i + nc * i]; - np = kp; - - do { - // do ligne( k ) = ligne( k ) - multiplier * ligne( i ) - p = kp - np; - eqns[p + nc * j] = p <= i ? 0 : eqns[p + nc * j] - eqns[p + nc * i] * multiplier; - } while (--np); - } - } - } while (--n); // Get the solution - - - target.z = eqns[2 * nc + 3] / eqns[2 * nc + 2]; - target.y = (eqns[1 * nc + 3] - eqns[1 * nc + 2] * target.z) / eqns[1 * nc + 1]; - target.x = (eqns[0 * nc + 3] - eqns[0 * nc + 2] * target.z - eqns[0 * nc + 1] * target.y) / eqns[0 * nc + 0]; - - if (isNaN(target.x) || isNaN(target.y) || isNaN(target.z) || target.x === Infinity || target.y === Infinity || target.z === Infinity) { - throw `Could not solve equation! Got x=[${target.toString()}], b=[${b.toString()}], A=[${this.toString()}]`; - } - - return target; - } - /** - * Get an element in the matrix by index. Index starts at 0, not 1!!! - * @param value If provided, the matrix element will be set to this value. - */ - - - e(row, column, value) { - if (value === undefined) { - return this.elements[column + 3 * row]; - } else { - // Set value - this.elements[column + 3 * row] = value; - } - } - /** - * Copy another matrix into this matrix object. - */ - - - copy(matrix) { - for (let i = 0; i < matrix.elements.length; i++) { - this.elements[i] = matrix.elements[i]; - } - - return this; - } - /** - * Returns a string representation of the matrix. - */ - - - toString() { - let r = ''; - const sep = ','; - - for (let i = 0; i < 9; i++) { - r += this.elements[i] + sep; - } - - return r; - } - /** - * reverse the matrix - * @param target Target matrix to save in. - * @return The solution x - */ - - - reverse(target) { - if (target === void 0) { - target = new Mat3(); - } - - // Construct equations - const nr = 3; // num rows - - const nc = 6; // num cols - - const eqns = reverse_eqns; - let i; - let j; - - for (i = 0; i < 3; i++) { - for (j = 0; j < 3; j++) { - eqns[i + nc * j] = this.elements[i + 3 * j]; - } - } - - eqns[3 + 6 * 0] = 1; - eqns[3 + 6 * 1] = 0; - eqns[3 + 6 * 2] = 0; - eqns[4 + 6 * 0] = 0; - eqns[4 + 6 * 1] = 1; - eqns[4 + 6 * 2] = 0; - eqns[5 + 6 * 0] = 0; - eqns[5 + 6 * 1] = 0; - eqns[5 + 6 * 2] = 1; // Compute right upper triangular version of the matrix - Gauss elimination - - let n = 3; - const k = n; - let np; - const kp = nc; // num rows - - let p; - - do { - i = k - n; - - if (eqns[i + nc * i] === 0) { - // the pivot is null, swap lines - for (j = i + 1; j < k; j++) { - if (eqns[i + nc * j] !== 0) { - np = kp; - - do { - // do line( i ) = line( i ) + line( k ) - p = kp - np; - eqns[p + nc * i] += eqns[p + nc * j]; - } while (--np); - - break; - } - } - } - - if (eqns[i + nc * i] !== 0) { - for (j = i + 1; j < k; j++) { - const multiplier = eqns[i + nc * j] / eqns[i + nc * i]; - np = kp; - - do { - // do line( k ) = line( k ) - multiplier * line( i ) - p = kp - np; - eqns[p + nc * j] = p <= i ? 0 : eqns[p + nc * j] - eqns[p + nc * i] * multiplier; - } while (--np); - } - } - } while (--n); // eliminate the upper left triangle of the matrix - - - i = 2; - - do { - j = i - 1; - - do { - const multiplier = eqns[i + nc * j] / eqns[i + nc * i]; - np = nc; - - do { - p = nc - np; - eqns[p + nc * j] = eqns[p + nc * j] - eqns[p + nc * i] * multiplier; - } while (--np); - } while (j--); - } while (--i); // operations on the diagonal - - - i = 2; - - do { - const multiplier = 1 / eqns[i + nc * i]; - np = nc; - - do { - p = nc - np; - eqns[p + nc * i] = eqns[p + nc * i] * multiplier; - } while (--np); - } while (i--); - - i = 2; - - do { - j = 2; - - do { - p = eqns[nr + j + nc * i]; - - if (isNaN(p) || p === Infinity) { - throw `Could not reverse! A=[${this.toString()}]`; - } - - target.e(i, j, p); - } while (j--); - } while (i--); - - return target; - } - /** - * Set the matrix from a quaterion - */ - - - setRotationFromQuaternion(q) { - const x = q.x; - const y = q.y; - const z = q.z; - const w = q.w; - const x2 = x + x; - const y2 = y + y; - const z2 = z + z; - const xx = x * x2; - const xy = x * y2; - const xz = x * z2; - const yy = y * y2; - const yz = y * z2; - const zz = z * z2; - const wx = w * x2; - const wy = w * y2; - const wz = w * z2; - const e = this.elements; - e[3 * 0 + 0] = 1 - (yy + zz); - e[3 * 0 + 1] = xy - wz; - e[3 * 0 + 2] = xz + wy; - e[3 * 1 + 0] = xy + wz; - e[3 * 1 + 1] = 1 - (xx + zz); - e[3 * 1 + 2] = yz - wx; - e[3 * 2 + 0] = xz - wy; - e[3 * 2 + 1] = yz + wx; - e[3 * 2 + 2] = 1 - (xx + yy); - return this; - } - /** - * Transpose the matrix - * @param target Optional. Where to store the result. - * @return The target Mat3, or a new Mat3 if target was omitted. - */ - - - transpose(target) { - if (target === void 0) { - target = new Mat3(); - } - - const M = this.elements; - const T = target.elements; - let tmp; //Set diagonals - - T[0] = M[0]; - T[4] = M[4]; - T[8] = M[8]; - tmp = M[1]; - T[1] = M[3]; - T[3] = tmp; - tmp = M[2]; - T[2] = M[6]; - T[6] = tmp; - tmp = M[5]; - T[5] = M[7]; - T[7] = tmp; - return target; - } - -} -const reverse_eqns = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; - -/** - * 3-dimensional vector - * @example - * const v = new Vec3(1, 2, 3) - * console.log('x=' + v.x) // x=1 - */ - -class Vec3 { - constructor(x, y, z) { - if (x === void 0) { - x = 0.0; - } - - if (y === void 0) { - y = 0.0; - } - - if (z === void 0) { - z = 0.0; - } - - this.x = x; - this.y = y; - this.z = z; - } - /** - * Vector cross product - * @param target Optional target to save in. - */ - - - cross(vector, target) { - if (target === void 0) { - target = new Vec3(); - } - - const vx = vector.x; - const vy = vector.y; - const vz = vector.z; - const x = this.x; - const y = this.y; - const z = this.z; - target.x = y * vz - z * vy; - target.y = z * vx - x * vz; - target.z = x * vy - y * vx; - return target; - } - /** - * Set the vectors' 3 elements - */ - - - set(x, y, z) { - this.x = x; - this.y = y; - this.z = z; - return this; - } - /** - * Set all components of the vector to zero. - */ - - - setZero() { - this.x = this.y = this.z = 0; - } - /** - * Vector addition - */ - - - vadd(vector, target) { - if (target) { - target.x = vector.x + this.x; - target.y = vector.y + this.y; - target.z = vector.z + this.z; - } else { - return new Vec3(this.x + vector.x, this.y + vector.y, this.z + vector.z); - } - } - /** - * Vector subtraction - * @param target Optional target to save in. - */ - - - vsub(vector, target) { - if (target) { - target.x = this.x - vector.x; - target.y = this.y - vector.y; - target.z = this.z - vector.z; - } else { - return new Vec3(this.x - vector.x, this.y - vector.y, this.z - vector.z); - } - } - /** - * Get the cross product matrix a_cross from a vector, such that a x b = a_cross * b = c - * - * See {@link https://www8.cs.umu.se/kurser/TDBD24/VT06/lectures/Lecture6.pdf Umeå University Lecture} - */ - - - crossmat() { - return new Mat3([0, -this.z, this.y, this.z, 0, -this.x, -this.y, this.x, 0]); - } - /** - * Normalize the vector. Note that this changes the values in the vector. - * @return Returns the norm of the vector - */ - - - normalize() { - const x = this.x; - const y = this.y; - const z = this.z; - const n = Math.sqrt(x * x + y * y + z * z); - - if (n > 0.0) { - const invN = 1 / n; - this.x *= invN; - this.y *= invN; - this.z *= invN; - } else { - // Make something up - this.x = 0; - this.y = 0; - this.z = 0; - } - - return n; - } - /** - * Get the version of this vector that is of length 1. - * @param target Optional target to save in - * @return Returns the unit vector - */ - - - unit(target) { - if (target === void 0) { - target = new Vec3(); - } - - const x = this.x; - const y = this.y; - const z = this.z; - let ninv = Math.sqrt(x * x + y * y + z * z); - - if (ninv > 0.0) { - ninv = 1.0 / ninv; - target.x = x * ninv; - target.y = y * ninv; - target.z = z * ninv; - } else { - target.x = 1; - target.y = 0; - target.z = 0; - } - - return target; - } - /** - * Get the length of the vector - */ - - - length() { - const x = this.x; - const y = this.y; - const z = this.z; - return Math.sqrt(x * x + y * y + z * z); - } - /** - * Get the squared length of the vector. - */ - - - lengthSquared() { - return this.dot(this); - } - /** - * Get distance from this point to another point - */ - - - distanceTo(p) { - const x = this.x; - const y = this.y; - const z = this.z; - const px = p.x; - const py = p.y; - const pz = p.z; - return Math.sqrt((px - x) * (px - x) + (py - y) * (py - y) + (pz - z) * (pz - z)); - } - /** - * Get squared distance from this point to another point - */ - - - distanceSquared(p) { - const x = this.x; - const y = this.y; - const z = this.z; - const px = p.x; - const py = p.y; - const pz = p.z; - return (px - x) * (px - x) + (py - y) * (py - y) + (pz - z) * (pz - z); - } - /** - * Multiply all the components of the vector with a scalar. - * @param target The vector to save the result in. - */ - - - scale(scalar, target) { - if (target === void 0) { - target = new Vec3(); - } - - const x = this.x; - const y = this.y; - const z = this.z; - target.x = scalar * x; - target.y = scalar * y; - target.z = scalar * z; - return target; - } - /** - * Multiply the vector with an other vector, component-wise. - * @param target The vector to save the result in. - */ - - - vmul(vector, target) { - if (target === void 0) { - target = new Vec3(); - } - - target.x = vector.x * this.x; - target.y = vector.y * this.y; - target.z = vector.z * this.z; - return target; - } - /** - * Scale a vector and add it to this vector. Save the result in "target". (target = this + vector * scalar) - * @param target The vector to save the result in. - */ - - - addScaledVector(scalar, vector, target) { - if (target === void 0) { - target = new Vec3(); - } - - target.x = this.x + scalar * vector.x; - target.y = this.y + scalar * vector.y; - target.z = this.z + scalar * vector.z; - return target; - } - /** - * Calculate dot product - * @param vector - */ - - - dot(vector) { - return this.x * vector.x + this.y * vector.y + this.z * vector.z; - } - - isZero() { - return this.x === 0 && this.y === 0 && this.z === 0; - } - /** - * Make the vector point in the opposite direction. - * @param target Optional target to save in - */ - - - negate(target) { - if (target === void 0) { - target = new Vec3(); - } - - target.x = -this.x; - target.y = -this.y; - target.z = -this.z; - return target; - } - /** - * Compute two artificial tangents to the vector - * @param t1 Vector object to save the first tangent in - * @param t2 Vector object to save the second tangent in - */ - - - tangents(t1, t2) { - const norm = this.length(); - - if (norm > 0.0) { - const n = Vec3_tangents_n; - const inorm = 1 / norm; - n.set(this.x * inorm, this.y * inorm, this.z * inorm); - const randVec = Vec3_tangents_randVec; - - if (Math.abs(n.x) < 0.9) { - randVec.set(1, 0, 0); - n.cross(randVec, t1); - } else { - randVec.set(0, 1, 0); - n.cross(randVec, t1); - } - - n.cross(t1, t2); - } else { - // The normal length is zero, make something up - t1.set(1, 0, 0); - t2.set(0, 1, 0); - } - } - /** - * Converts to a more readable format - */ - - - toString() { - return `${this.x},${this.y},${this.z}`; - } - /** - * Converts to an array - */ - - - toArray() { - return [this.x, this.y, this.z]; - } - /** - * Copies value of source to this vector. - */ - - - copy(vector) { - this.x = vector.x; - this.y = vector.y; - this.z = vector.z; - return this; - } - /** - * Do a linear interpolation between two vectors - * @param t A number between 0 and 1. 0 will make this function return u, and 1 will make it return v. Numbers in between will generate a vector in between them. - */ - - - lerp(vector, t, target) { - const x = this.x; - const y = this.y; - const z = this.z; - target.x = x + (vector.x - x) * t; - target.y = y + (vector.y - y) * t; - target.z = z + (vector.z - z) * t; - } - /** - * Check if a vector equals is almost equal to another one. - */ - - - almostEquals(vector, precision) { - if (precision === void 0) { - precision = 1e-6; - } - - if (Math.abs(this.x - vector.x) > precision || Math.abs(this.y - vector.y) > precision || Math.abs(this.z - vector.z) > precision) { - return false; - } - - return true; - } - /** - * Check if a vector is almost zero - */ - - - almostZero(precision) { - if (precision === void 0) { - precision = 1e-6; - } - - if (Math.abs(this.x) > precision || Math.abs(this.y) > precision || Math.abs(this.z) > precision) { - return false; - } - - return true; - } - /** - * Check if the vector is anti-parallel to another vector. - * @param precision Set to zero for exact comparisons - */ - - - isAntiparallelTo(vector, precision) { - this.negate(antip_neg); - return antip_neg.almostEquals(vector, precision); - } - /** - * Clone the vector - */ - - - clone() { - return new Vec3(this.x, this.y, this.z); - } - -} -Vec3.ZERO = new Vec3(0, 0, 0); -Vec3.UNIT_X = new Vec3(1, 0, 0); -Vec3.UNIT_Y = new Vec3(0, 1, 0); -Vec3.UNIT_Z = new Vec3(0, 0, 1); -const Vec3_tangents_n = new Vec3(); -const Vec3_tangents_randVec = new Vec3(); -const antip_neg = new Vec3(); - -/** - * Axis aligned bounding box class. - */ -class AABB { - /** - * The lower bound of the bounding box - */ - - /** - * The upper bound of the bounding box - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.lowerBound = new Vec3(); - this.upperBound = new Vec3(); - - if (options.lowerBound) { - this.lowerBound.copy(options.lowerBound); - } - - if (options.upperBound) { - this.upperBound.copy(options.upperBound); - } - } - /** - * Set the AABB bounds from a set of points. - * @param points An array of Vec3's. - * @return The self object - */ - - - setFromPoints(points, position, quaternion, skinSize) { - const l = this.lowerBound; - const u = this.upperBound; - const q = quaternion; // Set to the first point - - l.copy(points[0]); - - if (q) { - q.vmult(l, l); - } - - u.copy(l); - - for (let i = 1; i < points.length; i++) { - let p = points[i]; - - if (q) { - q.vmult(p, tmp$1); - p = tmp$1; - } - - if (p.x > u.x) { - u.x = p.x; - } - - if (p.x < l.x) { - l.x = p.x; - } - - if (p.y > u.y) { - u.y = p.y; - } - - if (p.y < l.y) { - l.y = p.y; - } - - if (p.z > u.z) { - u.z = p.z; - } - - if (p.z < l.z) { - l.z = p.z; - } - } // Add offset - - - if (position) { - position.vadd(l, l); - position.vadd(u, u); - } - - if (skinSize) { - l.x -= skinSize; - l.y -= skinSize; - l.z -= skinSize; - u.x += skinSize; - u.y += skinSize; - u.z += skinSize; - } - - return this; - } - /** - * Copy bounds from an AABB to this AABB - * @param aabb Source to copy from - * @return The this object, for chainability - */ - - - copy(aabb) { - this.lowerBound.copy(aabb.lowerBound); - this.upperBound.copy(aabb.upperBound); - return this; - } - /** - * Clone an AABB - */ - - - clone() { - return new AABB().copy(this); - } - /** - * Extend this AABB so that it covers the given AABB too. - */ - - - extend(aabb) { - this.lowerBound.x = Math.min(this.lowerBound.x, aabb.lowerBound.x); - this.upperBound.x = Math.max(this.upperBound.x, aabb.upperBound.x); - this.lowerBound.y = Math.min(this.lowerBound.y, aabb.lowerBound.y); - this.upperBound.y = Math.max(this.upperBound.y, aabb.upperBound.y); - this.lowerBound.z = Math.min(this.lowerBound.z, aabb.lowerBound.z); - this.upperBound.z = Math.max(this.upperBound.z, aabb.upperBound.z); - } - /** - * Returns true if the given AABB overlaps this AABB. - */ - - - overlaps(aabb) { - const l1 = this.lowerBound; - const u1 = this.upperBound; - const l2 = aabb.lowerBound; - const u2 = aabb.upperBound; // l2 u2 - // |---------| - // |--------| - // l1 u1 - - const overlapsX = l2.x <= u1.x && u1.x <= u2.x || l1.x <= u2.x && u2.x <= u1.x; - const overlapsY = l2.y <= u1.y && u1.y <= u2.y || l1.y <= u2.y && u2.y <= u1.y; - const overlapsZ = l2.z <= u1.z && u1.z <= u2.z || l1.z <= u2.z && u2.z <= u1.z; - return overlapsX && overlapsY && overlapsZ; - } // Mostly for debugging - - - volume() { - const l = this.lowerBound; - const u = this.upperBound; - return (u.x - l.x) * (u.y - l.y) * (u.z - l.z); - } - /** - * Returns true if the given AABB is fully contained in this AABB. - */ - - - contains(aabb) { - const l1 = this.lowerBound; - const u1 = this.upperBound; - const l2 = aabb.lowerBound; - const u2 = aabb.upperBound; // l2 u2 - // |---------| - // |---------------| - // l1 u1 - - return l1.x <= l2.x && u1.x >= u2.x && l1.y <= l2.y && u1.y >= u2.y && l1.z <= l2.z && u1.z >= u2.z; - } - - getCorners(a, b, c, d, e, f, g, h) { - const l = this.lowerBound; - const u = this.upperBound; - a.copy(l); - b.set(u.x, l.y, l.z); - c.set(u.x, u.y, l.z); - d.set(l.x, u.y, u.z); - e.set(u.x, l.y, u.z); - f.set(l.x, u.y, l.z); - g.set(l.x, l.y, u.z); - h.copy(u); - } - /** - * Get the representation of an AABB in another frame. - * @return The "target" AABB object. - */ - - - toLocalFrame(frame, target) { - const corners = transformIntoFrame_corners; - const a = corners[0]; - const b = corners[1]; - const c = corners[2]; - const d = corners[3]; - const e = corners[4]; - const f = corners[5]; - const g = corners[6]; - const h = corners[7]; // Get corners in current frame - - this.getCorners(a, b, c, d, e, f, g, h); // Transform them to new local frame - - for (let i = 0; i !== 8; i++) { - const corner = corners[i]; - frame.pointToLocal(corner, corner); - } - - return target.setFromPoints(corners); - } - /** - * Get the representation of an AABB in the global frame. - * @return The "target" AABB object. - */ - - - toWorldFrame(frame, target) { - const corners = transformIntoFrame_corners; - const a = corners[0]; - const b = corners[1]; - const c = corners[2]; - const d = corners[3]; - const e = corners[4]; - const f = corners[5]; - const g = corners[6]; - const h = corners[7]; // Get corners in current frame - - this.getCorners(a, b, c, d, e, f, g, h); // Transform them to new local frame - - for (let i = 0; i !== 8; i++) { - const corner = corners[i]; - frame.pointToWorld(corner, corner); - } - - return target.setFromPoints(corners); - } - /** - * Check if the AABB is hit by a ray. - */ - - - overlapsRay(ray) { - const { - direction, - from - } = ray; // const t = 0 - // ray.direction is unit direction vector of ray - - const dirFracX = 1 / direction.x; - const dirFracY = 1 / direction.y; - const dirFracZ = 1 / direction.z; // this.lowerBound is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner - - const t1 = (this.lowerBound.x - from.x) * dirFracX; - const t2 = (this.upperBound.x - from.x) * dirFracX; - const t3 = (this.lowerBound.y - from.y) * dirFracY; - const t4 = (this.upperBound.y - from.y) * dirFracY; - const t5 = (this.lowerBound.z - from.z) * dirFracZ; - const t6 = (this.upperBound.z - from.z) * dirFracZ; // const tmin = Math.max(Math.max(Math.min(t1, t2), Math.min(t3, t4))); - // const tmax = Math.min(Math.min(Math.max(t1, t2), Math.max(t3, t4))); - - const tmin = Math.max(Math.max(Math.min(t1, t2), Math.min(t3, t4)), Math.min(t5, t6)); - const tmax = Math.min(Math.min(Math.max(t1, t2), Math.max(t3, t4)), Math.max(t5, t6)); // if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behing us - - if (tmax < 0) { - //t = tmax; - return false; - } // if tmin > tmax, ray doesn't intersect AABB - - - if (tmin > tmax) { - //t = tmax; - return false; - } - - return true; - } - -} -const tmp$1 = new Vec3(); -const transformIntoFrame_corners = [new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3()]; - -/** - * Collision "matrix". - * It's actually a triangular-shaped array of whether two bodies are touching this step, for reference next step - */ -class ArrayCollisionMatrix { - /** - * The matrix storage. - */ - constructor() { - this.matrix = []; - } - /** - * Get an element - */ - - - get(bi, bj) { - let { - index: i - } = bi; - let { - index: j - } = bj; - - if (j > i) { - const temp = j; - j = i; - i = temp; - } - - return this.matrix[(i * (i + 1) >> 1) + j - 1]; - } - /** - * Set an element - */ - - - set(bi, bj, value) { - let { - index: i - } = bi; - let { - index: j - } = bj; - - if (j > i) { - const temp = j; - j = i; - i = temp; - } - - this.matrix[(i * (i + 1) >> 1) + j - 1] = value ? 1 : 0; - } - /** - * Sets all elements to zero - */ - - - reset() { - for (let i = 0, l = this.matrix.length; i !== l; i++) { - this.matrix[i] = 0; - } - } - /** - * Sets the max number of objects - */ - - - setNumObjects(n) { - this.matrix.length = n * (n - 1) >> 1; - } - -} - -/** - * Base class for objects that dispatches events. - */ -class EventTarget { - /** - * Add an event listener - * @return The self object, for chainability. - */ - addEventListener(type, listener) { - if (this._listeners === undefined) { - this._listeners = {}; - } - - const listeners = this._listeners; - - if (listeners[type] === undefined) { - listeners[type] = []; - } - - if (!listeners[type].includes(listener)) { - listeners[type].push(listener); - } - - return this; - } - /** - * Check if an event listener is added - */ - - - hasEventListener(type, listener) { - if (this._listeners === undefined) { - return false; - } - - const listeners = this._listeners; - - if (listeners[type] !== undefined && listeners[type].includes(listener)) { - return true; - } - - return false; - } - /** - * Check if any event listener of the given type is added - */ - - - hasAnyEventListener(type) { - if (this._listeners === undefined) { - return false; - } - - const listeners = this._listeners; - return listeners[type] !== undefined; - } - /** - * Remove an event listener - * @return The self object, for chainability. - */ - - - removeEventListener(type, listener) { - if (this._listeners === undefined) { - return this; - } - - const listeners = this._listeners; - - if (listeners[type] === undefined) { - return this; - } - - const index = listeners[type].indexOf(listener); - - if (index !== -1) { - listeners[type].splice(index, 1); - } - - return this; - } - /** - * Emit an event. - * @return The self object, for chainability. - */ - - - dispatchEvent(event) { - if (this._listeners === undefined) { - return this; - } - - const listeners = this._listeners; - const listenerArray = listeners[event.type]; - - if (listenerArray !== undefined) { - event.target = this; - - for (let i = 0, l = listenerArray.length; i < l; i++) { - listenerArray[i].call(this, event); - } - } - - return this; - } - -} - -/** - * A Quaternion describes a rotation in 3D space. The Quaternion is mathematically defined as Q = x*i + y*j + z*k + w, where (i,j,k) are imaginary basis vectors. (x,y,z) can be seen as a vector related to the axis of rotation, while the real multiplier, w, is related to the amount of rotation. - * @param x Multiplier of the imaginary basis vector i. - * @param y Multiplier of the imaginary basis vector j. - * @param z Multiplier of the imaginary basis vector k. - * @param w Multiplier of the real part. - * @see http://en.wikipedia.org/wiki/Quaternion - */ - -class Quaternion { - constructor(x, y, z, w) { - if (x === void 0) { - x = 0; - } - - if (y === void 0) { - y = 0; - } - - if (z === void 0) { - z = 0; - } - - if (w === void 0) { - w = 1; - } - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - } - /** - * Set the value of the quaternion. - */ - - - set(x, y, z, w) { - this.x = x; - this.y = y; - this.z = z; - this.w = w; - return this; - } - /** - * Convert to a readable format - * @return "x,y,z,w" - */ - - - toString() { - return `${this.x},${this.y},${this.z},${this.w}`; - } - /** - * Convert to an Array - * @return [x, y, z, w] - */ - - - toArray() { - return [this.x, this.y, this.z, this.w]; - } - /** - * Set the quaternion components given an axis and an angle in radians. - */ - - - setFromAxisAngle(vector, angle) { - const s = Math.sin(angle * 0.5); - this.x = vector.x * s; - this.y = vector.y * s; - this.z = vector.z * s; - this.w = Math.cos(angle * 0.5); - return this; - } - /** - * Converts the quaternion to [ axis, angle ] representation. - * @param targetAxis A vector object to reuse for storing the axis. - * @return An array, first element is the axis and the second is the angle in radians. - */ - - - toAxisAngle(targetAxis) { - if (targetAxis === void 0) { - targetAxis = new Vec3(); - } - - this.normalize(); // if w>1 acos and sqrt will produce errors, this cant happen if quaternion is normalised - - const angle = 2 * Math.acos(this.w); - const s = Math.sqrt(1 - this.w * this.w); // assuming quaternion normalised then w is less than 1, so term always positive. - - if (s < 0.001) { - // test to avoid divide by zero, s is always positive due to sqrt - // if s close to zero then direction of axis not important - targetAxis.x = this.x; // if it is important that axis is normalised then replace with x=1; y=z=0; - - targetAxis.y = this.y; - targetAxis.z = this.z; - } else { - targetAxis.x = this.x / s; // normalise axis - - targetAxis.y = this.y / s; - targetAxis.z = this.z / s; - } - - return [targetAxis, angle]; - } - /** - * Set the quaternion value given two vectors. The resulting rotation will be the needed rotation to rotate u to v. - */ - - - setFromVectors(u, v) { - if (u.isAntiparallelTo(v)) { - const t1 = sfv_t1; - const t2 = sfv_t2; - u.tangents(t1, t2); - this.setFromAxisAngle(t1, Math.PI); - } else { - const a = u.cross(v); - this.x = a.x; - this.y = a.y; - this.z = a.z; - this.w = Math.sqrt(u.length() ** 2 * v.length() ** 2) + u.dot(v); - this.normalize(); - } - - return this; - } - /** - * Multiply the quaternion with an other quaternion. - */ - - - mult(quat, target) { - if (target === void 0) { - target = new Quaternion(); - } - - const ax = this.x; - const ay = this.y; - const az = this.z; - const aw = this.w; - const bx = quat.x; - const by = quat.y; - const bz = quat.z; - const bw = quat.w; - target.x = ax * bw + aw * bx + ay * bz - az * by; - target.y = ay * bw + aw * by + az * bx - ax * bz; - target.z = az * bw + aw * bz + ax * by - ay * bx; - target.w = aw * bw - ax * bx - ay * by - az * bz; - return target; - } - /** - * Get the inverse quaternion rotation. - */ - - - inverse(target) { - if (target === void 0) { - target = new Quaternion(); - } - - const x = this.x; - const y = this.y; - const z = this.z; - const w = this.w; - this.conjugate(target); - const inorm2 = 1 / (x * x + y * y + z * z + w * w); - target.x *= inorm2; - target.y *= inorm2; - target.z *= inorm2; - target.w *= inorm2; - return target; - } - /** - * Get the quaternion conjugate - */ - - - conjugate(target) { - if (target === void 0) { - target = new Quaternion(); - } - - target.x = -this.x; - target.y = -this.y; - target.z = -this.z; - target.w = this.w; - return target; - } - /** - * Normalize the quaternion. Note that this changes the values of the quaternion. - */ - - - normalize() { - let l = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); - - if (l === 0) { - this.x = 0; - this.y = 0; - this.z = 0; - this.w = 0; - } else { - l = 1 / l; - this.x *= l; - this.y *= l; - this.z *= l; - this.w *= l; - } - - return this; - } - /** - * Approximation of quaternion normalization. Works best when quat is already almost-normalized. - * @author unphased, https://github.com/unphased - */ - - - normalizeFast() { - const f = (3.0 - (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w)) / 2.0; - - if (f === 0) { - this.x = 0; - this.y = 0; - this.z = 0; - this.w = 0; - } else { - this.x *= f; - this.y *= f; - this.z *= f; - this.w *= f; - } - - return this; - } - /** - * Multiply the quaternion by a vector - */ - - - vmult(v, target) { - if (target === void 0) { - target = new Vec3(); - } - - const x = v.x; - const y = v.y; - const z = v.z; - const qx = this.x; - const qy = this.y; - const qz = this.z; - const qw = this.w; // q*v - - 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; - target.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; - target.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; - target.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return target; - } - /** - * Copies value of source to this quaternion. - * @return this - */ - - - copy(quat) { - this.x = quat.x; - this.y = quat.y; - this.z = quat.z; - this.w = quat.w; - return this; - } - /** - * Convert the quaternion to euler angle representation. Order: YZX, as this page describes: https://www.euclideanspace.com/maths/standards/index.htm - * @param order Three-character string, defaults to "YZX" - */ - - - toEuler(target, order) { - if (order === void 0) { - order = 'YZX'; - } - - let heading; - let attitude; - let bank; - const x = this.x; - const y = this.y; - const z = this.z; - const w = this.w; - - switch (order) { - case 'YZX': - const test = x * y + z * w; - - if (test > 0.499) { - // singularity at north pole - heading = 2 * Math.atan2(x, w); - attitude = Math.PI / 2; - bank = 0; - } - - if (test < -0.499) { - // singularity at south pole - heading = -2 * Math.atan2(x, w); - attitude = -Math.PI / 2; - bank = 0; - } - - if (heading === undefined) { - const sqx = x * x; - const sqy = y * y; - const sqz = z * z; - heading = Math.atan2(2 * y * w - 2 * x * z, 1 - 2 * sqy - 2 * sqz); // Heading - - attitude = Math.asin(2 * test); // attitude - - bank = Math.atan2(2 * x * w - 2 * y * z, 1 - 2 * sqx - 2 * sqz); // bank - } - - break; - - default: - throw new Error(`Euler order ${order} not supported yet.`); - } - - target.y = heading; - target.z = attitude; - target.x = bank; - } - /** - * Set the quaternion components given Euler angle representation. - * - * @param order The order to apply angles: 'XYZ' or 'YXZ' or any other combination. - * - * See {@link https://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors MathWorks} reference - */ - - - setFromEuler(x, y, z, order) { - if (order === void 0) { - order = 'XYZ'; - } - - const c1 = Math.cos(x / 2); - const c2 = Math.cos(y / 2); - const c3 = Math.cos(z / 2); - const s1 = Math.sin(x / 2); - const s2 = Math.sin(y / 2); - const s3 = Math.sin(z / 2); - - if (order === 'XYZ') { - this.x = s1 * c2 * c3 + c1 * s2 * s3; - this.y = c1 * s2 * c3 - s1 * c2 * s3; - this.z = c1 * c2 * s3 + s1 * s2 * c3; - this.w = c1 * c2 * c3 - s1 * s2 * s3; - } else if (order === 'YXZ') { - this.x = s1 * c2 * c3 + c1 * s2 * s3; - this.y = c1 * s2 * c3 - s1 * c2 * s3; - this.z = c1 * c2 * s3 - s1 * s2 * c3; - this.w = c1 * c2 * c3 + s1 * s2 * s3; - } else if (order === 'ZXY') { - this.x = s1 * c2 * c3 - c1 * s2 * s3; - this.y = c1 * s2 * c3 + s1 * c2 * s3; - this.z = c1 * c2 * s3 + s1 * s2 * c3; - this.w = c1 * c2 * c3 - s1 * s2 * s3; - } else if (order === 'ZYX') { - this.x = s1 * c2 * c3 - c1 * s2 * s3; - this.y = c1 * s2 * c3 + s1 * c2 * s3; - this.z = c1 * c2 * s3 - s1 * s2 * c3; - this.w = c1 * c2 * c3 + s1 * s2 * s3; - } else if (order === 'YZX') { - this.x = s1 * c2 * c3 + c1 * s2 * s3; - this.y = c1 * s2 * c3 + s1 * c2 * s3; - this.z = c1 * c2 * s3 - s1 * s2 * c3; - this.w = c1 * c2 * c3 - s1 * s2 * s3; - } else if (order === 'XZY') { - this.x = s1 * c2 * c3 - c1 * s2 * s3; - this.y = c1 * s2 * c3 - s1 * c2 * s3; - this.z = c1 * c2 * s3 + s1 * s2 * c3; - this.w = c1 * c2 * c3 + s1 * s2 * s3; - } - - return this; - } - - clone() { - return new Quaternion(this.x, this.y, this.z, this.w); - } - /** - * Performs a spherical linear interpolation between two quat - * - * @param toQuat second operand - * @param t interpolation amount between the self quaternion and toQuat - * @param target A quaternion to store the result in. If not provided, a new one will be created. - * @returns {Quaternion} The "target" object - */ - - - slerp(toQuat, t, target) { - if (target === void 0) { - target = new Quaternion(); - } - - const ax = this.x; - const ay = this.y; - const az = this.z; - const aw = this.w; - let bx = toQuat.x; - let by = toQuat.y; - let bz = toQuat.z; - let bw = toQuat.w; - let omega; - let cosom; - let sinom; - let scale0; - let scale1; // calc cosine - - cosom = ax * bx + ay * by + az * bz + aw * bw; // adjust signs (if necessary) - - if (cosom < 0.0) { - cosom = -cosom; - bx = -bx; - by = -by; - bz = -bz; - bw = -bw; - } // calculate coefficients - - - if (1.0 - cosom > 0.000001) { - // standard case (slerp) - omega = Math.acos(cosom); - sinom = Math.sin(omega); - scale0 = Math.sin((1.0 - t) * omega) / sinom; - scale1 = Math.sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } // calculate final values - - - target.x = scale0 * ax + scale1 * bx; - target.y = scale0 * ay + scale1 * by; - target.z = scale0 * az + scale1 * bz; - target.w = scale0 * aw + scale1 * bw; - return target; - } - /** - * Rotate an absolute orientation quaternion given an angular velocity and a time step. - */ - - - integrate(angularVelocity, dt, angularFactor, target) { - if (target === void 0) { - target = new Quaternion(); - } - - const ax = angularVelocity.x * angularFactor.x, - ay = angularVelocity.y * angularFactor.y, - az = angularVelocity.z * angularFactor.z, - bx = this.x, - by = this.y, - bz = this.z, - bw = this.w; - const half_dt = dt * 0.5; - target.x += half_dt * (ax * bw + ay * bz - az * by); - target.y += half_dt * (ay * bw + az * bx - ax * bz); - target.z += half_dt * (az * bw + ax * by - ay * bx); - target.w += half_dt * (-ax * bx - ay * by - az * bz); - return target; - } - -} -const sfv_t1 = new Vec3(); -const sfv_t2 = new Vec3(); - -/** - * The available shape types. - */ -const SHAPE_TYPES = { - /** SPHERE */ - SPHERE: 1, - - /** PLANE */ - PLANE: 2, - - /** BOX */ - BOX: 4, - - /** COMPOUND */ - COMPOUND: 8, - - /** CONVEXPOLYHEDRON */ - CONVEXPOLYHEDRON: 16, - - /** HEIGHTFIELD */ - HEIGHTFIELD: 32, - - /** PARTICLE */ - PARTICLE: 64, - - /** CYLINDER */ - CYLINDER: 128, - - /** TRIMESH */ - TRIMESH: 256 -}; -/** - * ShapeType - */ - -/** - * Base class for shapes - */ -class Shape { - /** - * Identifier of the Shape. - */ - - /** - * The type of this shape. Must be set to an int > 0 by subclasses. - */ - - /** - * The local bounding sphere radius of this shape. - */ - - /** - * Whether to produce contact forces when in contact with other bodies. Note that contacts will be generated, but they will be disabled. - * @default true - */ - - /** - * @default 1 - */ - - /** - * @default -1 - */ - - /** - * Optional material of the shape that regulates contact properties. - */ - - /** - * The body to which the shape is added to. - */ - - /** - * All the Shape types. - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.id = Shape.idCounter++; - this.type = options.type || 0; - this.boundingSphereRadius = 0; - this.collisionResponse = options.collisionResponse ? options.collisionResponse : true; - this.collisionFilterGroup = options.collisionFilterGroup !== undefined ? options.collisionFilterGroup : 1; - this.collisionFilterMask = options.collisionFilterMask !== undefined ? options.collisionFilterMask : -1; - this.material = options.material ? options.material : null; - this.body = null; - } - /** - * Computes the bounding sphere radius. - * The result is stored in the property `.boundingSphereRadius` - */ - - - updateBoundingSphereRadius() { - throw `computeBoundingSphereRadius() not implemented for shape type ${this.type}`; - } - /** - * Get the volume of this shape - */ - - - volume() { - throw `volume() not implemented for shape type ${this.type}`; - } - /** - * Calculates the inertia in the local frame for this shape. - * @see http://en.wikipedia.org/wiki/List_of_moments_of_inertia - */ - - - calculateLocalInertia(mass, target) { - throw `calculateLocalInertia() not implemented for shape type ${this.type}`; - } - /** - * @todo use abstract for these kind of methods - */ - - - calculateWorldAABB(pos, quat, min, max) { - throw `calculateWorldAABB() not implemented for shape type ${this.type}`; - } - -} -Shape.idCounter = 0; -Shape.types = SHAPE_TYPES; - -/** - * Transformation utilities. - */ -class Transform { - /** - * position - */ - - /** - * quaternion - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.position = new Vec3(); - this.quaternion = new Quaternion(); - - if (options.position) { - this.position.copy(options.position); - } - - if (options.quaternion) { - this.quaternion.copy(options.quaternion); - } - } - /** - * Get a global point in local transform coordinates. - */ - - - pointToLocal(worldPoint, result) { - return Transform.pointToLocalFrame(this.position, this.quaternion, worldPoint, result); - } - /** - * Get a local point in global transform coordinates. - */ - - - pointToWorld(localPoint, result) { - return Transform.pointToWorldFrame(this.position, this.quaternion, localPoint, result); - } - /** - * vectorToWorldFrame - */ - - - vectorToWorldFrame(localVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - this.quaternion.vmult(localVector, result); - return result; - } - /** - * pointToLocalFrame - */ - - - static pointToLocalFrame(position, quaternion, worldPoint, result) { - if (result === void 0) { - result = new Vec3(); - } - - worldPoint.vsub(position, result); - quaternion.conjugate(tmpQuat$1); - tmpQuat$1.vmult(result, result); - return result; - } - /** - * pointToWorldFrame - */ - - - static pointToWorldFrame(position, quaternion, localPoint, result) { - if (result === void 0) { - result = new Vec3(); - } - - quaternion.vmult(localPoint, result); - result.vadd(position, result); - return result; - } - /** - * vectorToWorldFrame - */ - - - static vectorToWorldFrame(quaternion, localVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - quaternion.vmult(localVector, result); - return result; - } - /** - * vectorToLocalFrame - */ - - - static vectorToLocalFrame(position, quaternion, worldVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - quaternion.w *= -1; - quaternion.vmult(worldVector, result); - quaternion.w *= -1; - return result; - } - -} -const tmpQuat$1 = new Quaternion(); - -/** - * A set of polygons describing a convex shape. - * - * The shape MUST be convex for the code to work properly. No polygons may be coplanar (contained - * in the same 3D plane), instead these should be merged into one polygon. - * - * @author qiao / https://github.com/qiao (original author, see https://github.com/qiao/three.js/commit/85026f0c769e4000148a67d45a9e9b9c5108836f) - * @author schteppe / https://github.com/schteppe - * @see https://www.altdevblogaday.com/2011/05/13/contact-generation-between-3d-convex-meshes/ - * - * @todo Move the clipping functions to ContactGenerator? - * @todo Automatically merge coplanar polygons in constructor. - * @example - * const convexShape = new CANNON.ConvexPolyhedron({ vertices, faces }) - * const convexBody = new CANNON.Body({ mass: 1, shape: convexShape }) - * world.addBody(convexBody) - */ -class ConvexPolyhedron extends Shape { - /** vertices */ - - /** - * Array of integer arrays, indicating which vertices each face consists of - */ - - /** faceNormals */ - - /** worldVertices */ - - /** worldVerticesNeedsUpdate */ - - /** worldFaceNormals */ - - /** worldFaceNormalsNeedsUpdate */ - - /** - * If given, these locally defined, normalized axes are the only ones being checked when doing separating axis check. - */ - - /** uniqueEdges */ - - /** - * @param vertices An array of Vec3's - * @param faces Array of integer arrays, describing which vertices that is included in each face. - */ - constructor(props) { - if (props === void 0) { - props = {}; - } - - const { - vertices = [], - faces = [], - normals = [], - axes, - boundingSphereRadius - } = props; - super({ - type: Shape.types.CONVEXPOLYHEDRON - }); - this.vertices = vertices; - this.faces = faces; - this.faceNormals = normals; - - if (this.faceNormals.length === 0) { - this.computeNormals(); - } - - if (!boundingSphereRadius) { - this.updateBoundingSphereRadius(); - } else { - this.boundingSphereRadius = boundingSphereRadius; - } - - this.worldVertices = []; // World transformed version of .vertices - - this.worldVerticesNeedsUpdate = true; - this.worldFaceNormals = []; // World transformed version of .faceNormals - - this.worldFaceNormalsNeedsUpdate = true; - this.uniqueAxes = axes ? axes.slice() : null; - this.uniqueEdges = []; - this.computeEdges(); - } - /** - * Computes uniqueEdges - */ - - - computeEdges() { - const faces = this.faces; - const vertices = this.vertices; - const edges = this.uniqueEdges; - edges.length = 0; - const edge = new Vec3(); - - for (let i = 0; i !== faces.length; i++) { - const face = faces[i]; - const numVertices = face.length; - - for (let j = 0; j !== numVertices; j++) { - const k = (j + 1) % numVertices; - vertices[face[j]].vsub(vertices[face[k]], edge); - edge.normalize(); - let found = false; - - for (let p = 0; p !== edges.length; p++) { - if (edges[p].almostEquals(edge) || edges[p].almostEquals(edge)) { - found = true; - break; - } - } - - if (!found) { - edges.push(edge.clone()); - } - } - } - } - /** - * Compute the normals of the faces. - * Will reuse existing Vec3 objects in the `faceNormals` array if they exist. - */ - - - computeNormals() { - this.faceNormals.length = this.faces.length; // Generate normals - - for (let i = 0; i < this.faces.length; i++) { - // Check so all vertices exists for this face - for (let j = 0; j < this.faces[i].length; j++) { - if (!this.vertices[this.faces[i][j]]) { - throw new Error(`Vertex ${this.faces[i][j]} not found!`); - } - } - - const n = this.faceNormals[i] || new Vec3(); - this.getFaceNormal(i, n); - n.negate(n); - this.faceNormals[i] = n; - const vertex = this.vertices[this.faces[i][0]]; - - if (n.dot(vertex) < 0) { - console.error(`.faceNormals[${i}] = Vec3(${n.toString()}) looks like it points into the shape? The vertices follow. Make sure they are ordered CCW around the normal, using the right hand rule.`); - - for (let j = 0; j < this.faces[i].length; j++) { - console.warn(`.vertices[${this.faces[i][j]}] = Vec3(${this.vertices[this.faces[i][j]].toString()})`); - } - } - } - } - /** - * Compute the normal of a face from its vertices - */ - - - getFaceNormal(i, target) { - const f = this.faces[i]; - const va = this.vertices[f[0]]; - const vb = this.vertices[f[1]]; - const vc = this.vertices[f[2]]; - ConvexPolyhedron.computeNormal(va, vb, vc, target); - } - /** - * Get face normal given 3 vertices - */ - - - static computeNormal(va, vb, vc, target) { - const cb = new Vec3(); - const ab = new Vec3(); - vb.vsub(va, ab); - vc.vsub(vb, cb); - cb.cross(ab, target); - - if (!target.isZero()) { - target.normalize(); - } - } - /** - * @param minDist Clamp distance - * @param result The an array of contact point objects, see clipFaceAgainstHull - */ - - - clipAgainstHull(posA, quatA, hullB, posB, quatB, separatingNormal, minDist, maxDist, result) { - const WorldNormal = new Vec3(); - let closestFaceB = -1; - let dmax = -Number.MAX_VALUE; - - for (let face = 0; face < hullB.faces.length; face++) { - WorldNormal.copy(hullB.faceNormals[face]); - quatB.vmult(WorldNormal, WorldNormal); - const d = WorldNormal.dot(separatingNormal); - - if (d > dmax) { - dmax = d; - closestFaceB = face; - } - } - - const worldVertsB1 = []; - - for (let i = 0; i < hullB.faces[closestFaceB].length; i++) { - const b = hullB.vertices[hullB.faces[closestFaceB][i]]; - const worldb = new Vec3(); - worldb.copy(b); - quatB.vmult(worldb, worldb); - posB.vadd(worldb, worldb); - worldVertsB1.push(worldb); - } - - if (closestFaceB >= 0) { - this.clipFaceAgainstHull(separatingNormal, posA, quatA, worldVertsB1, minDist, maxDist, result); - } - } - /** - * Find the separating axis between this hull and another - * @param target The target vector to save the axis in - * @return Returns false if a separation is found, else true - */ - - - findSeparatingAxis(hullB, posA, quatA, posB, quatB, target, faceListA, faceListB) { - const faceANormalWS3 = new Vec3(); - const Worldnormal1 = new Vec3(); - const deltaC = new Vec3(); - const worldEdge0 = new Vec3(); - const worldEdge1 = new Vec3(); - const Cross = new Vec3(); - let dmin = Number.MAX_VALUE; - const hullA = this; - - if (!hullA.uniqueAxes) { - const numFacesA = faceListA ? faceListA.length : hullA.faces.length; // Test face normals from hullA - - for (let i = 0; i < numFacesA; i++) { - const fi = faceListA ? faceListA[i] : i; // Get world face normal - - faceANormalWS3.copy(hullA.faceNormals[fi]); - quatA.vmult(faceANormalWS3, faceANormalWS3); - const d = hullA.testSepAxis(faceANormalWS3, hullB, posA, quatA, posB, quatB); - - if (d === false) { - return false; - } - - if (d < dmin) { - dmin = d; - target.copy(faceANormalWS3); - } - } - } else { - // Test unique axes - for (let i = 0; i !== hullA.uniqueAxes.length; i++) { - // Get world axis - quatA.vmult(hullA.uniqueAxes[i], faceANormalWS3); - const d = hullA.testSepAxis(faceANormalWS3, hullB, posA, quatA, posB, quatB); - - if (d === false) { - return false; - } - - if (d < dmin) { - dmin = d; - target.copy(faceANormalWS3); - } - } - } - - if (!hullB.uniqueAxes) { - // Test face normals from hullB - const numFacesB = faceListB ? faceListB.length : hullB.faces.length; - - for (let i = 0; i < numFacesB; i++) { - const fi = faceListB ? faceListB[i] : i; - Worldnormal1.copy(hullB.faceNormals[fi]); - quatB.vmult(Worldnormal1, Worldnormal1); - const d = hullA.testSepAxis(Worldnormal1, hullB, posA, quatA, posB, quatB); - - if (d === false) { - return false; - } - - if (d < dmin) { - dmin = d; - target.copy(Worldnormal1); - } - } - } else { - // Test unique axes in B - for (let i = 0; i !== hullB.uniqueAxes.length; i++) { - quatB.vmult(hullB.uniqueAxes[i], Worldnormal1); - const d = hullA.testSepAxis(Worldnormal1, hullB, posA, quatA, posB, quatB); - - if (d === false) { - return false; - } - - if (d < dmin) { - dmin = d; - target.copy(Worldnormal1); - } - } - } // Test edges - - - for (let e0 = 0; e0 !== hullA.uniqueEdges.length; e0++) { - // Get world edge - quatA.vmult(hullA.uniqueEdges[e0], worldEdge0); - - for (let e1 = 0; e1 !== hullB.uniqueEdges.length; e1++) { - // Get world edge 2 - quatB.vmult(hullB.uniqueEdges[e1], worldEdge1); - worldEdge0.cross(worldEdge1, Cross); - - if (!Cross.almostZero()) { - Cross.normalize(); - const dist = hullA.testSepAxis(Cross, hullB, posA, quatA, posB, quatB); - - if (dist === false) { - return false; - } - - if (dist < dmin) { - dmin = dist; - target.copy(Cross); - } - } - } - } - - posB.vsub(posA, deltaC); - - if (deltaC.dot(target) > 0.0) { - target.negate(target); - } - - return true; - } - /** - * Test separating axis against two hulls. Both hulls are projected onto the axis and the overlap size is returned if there is one. - * @return The overlap depth, or FALSE if no penetration. - */ - - - testSepAxis(axis, hullB, posA, quatA, posB, quatB) { - const hullA = this; - ConvexPolyhedron.project(hullA, axis, posA, quatA, maxminA); - ConvexPolyhedron.project(hullB, axis, posB, quatB, maxminB); - const maxA = maxminA[0]; - const minA = maxminA[1]; - const maxB = maxminB[0]; - const minB = maxminB[1]; - - if (maxA < minB || maxB < minA) { - return false; // Separated - } - - const d0 = maxA - minB; - const d1 = maxB - minA; - const depth = d0 < d1 ? d0 : d1; - return depth; - } - /** - * calculateLocalInertia - */ - - - calculateLocalInertia(mass, target) { - // Approximate with box inertia - // Exact inertia calculation is overkill, but see http://geometrictools.com/Documentation/PolyhedralMassProperties.pdf for the correct way to do it - const aabbmax = new Vec3(); - const aabbmin = new Vec3(); - this.computeLocalAABB(aabbmin, aabbmax); - const x = aabbmax.x - aabbmin.x; - const y = aabbmax.y - aabbmin.y; - const z = aabbmax.z - aabbmin.z; - target.x = 1.0 / 12.0 * mass * (2 * y * 2 * y + 2 * z * 2 * z); - target.y = 1.0 / 12.0 * mass * (2 * x * 2 * x + 2 * z * 2 * z); - target.z = 1.0 / 12.0 * mass * (2 * y * 2 * y + 2 * x * 2 * x); - } - /** - * @param face_i Index of the face - */ - - - getPlaneConstantOfFace(face_i) { - const f = this.faces[face_i]; - const n = this.faceNormals[face_i]; - const v = this.vertices[f[0]]; - const c = -n.dot(v); - return c; - } - /** - * Clip a face against a hull. - * @param worldVertsB1 An array of Vec3 with vertices in the world frame. - * @param minDist Distance clamping - * @param Array result Array to store resulting contact points in. Will be objects with properties: point, depth, normal. These are represented in world coordinates. - */ - - - clipFaceAgainstHull(separatingNormal, posA, quatA, worldVertsB1, minDist, maxDist, result) { - const faceANormalWS = new Vec3(); - const edge0 = new Vec3(); - const WorldEdge0 = new Vec3(); - const worldPlaneAnormal1 = new Vec3(); - const planeNormalWS1 = new Vec3(); - const worldA1 = new Vec3(); - const localPlaneNormal = new Vec3(); - const planeNormalWS = new Vec3(); - const hullA = this; - const worldVertsB2 = []; - const pVtxIn = worldVertsB1; - const pVtxOut = worldVertsB2; - let closestFaceA = -1; - let dmin = Number.MAX_VALUE; // Find the face with normal closest to the separating axis - - for (let face = 0; face < hullA.faces.length; face++) { - faceANormalWS.copy(hullA.faceNormals[face]); - quatA.vmult(faceANormalWS, faceANormalWS); - const d = faceANormalWS.dot(separatingNormal); - - if (d < dmin) { - dmin = d; - closestFaceA = face; - } - } - - if (closestFaceA < 0) { - return; - } // Get the face and construct connected faces - - - const polyA = hullA.faces[closestFaceA]; - polyA.connectedFaces = []; - - for (let i = 0; i < hullA.faces.length; i++) { - for (let j = 0; j < hullA.faces[i].length; j++) { - if ( - /* Sharing a vertex*/ - polyA.indexOf(hullA.faces[i][j]) !== -1 && - /* Not the one we are looking for connections from */ - i !== closestFaceA && - /* Not already added */ - polyA.connectedFaces.indexOf(i) === -1) { - polyA.connectedFaces.push(i); - } - } - } // Clip the polygon to the back of the planes of all faces of hull A, - // that are adjacent to the witness face - - - const numVerticesA = polyA.length; - - for (let i = 0; i < numVerticesA; i++) { - const a = hullA.vertices[polyA[i]]; - const b = hullA.vertices[polyA[(i + 1) % numVerticesA]]; - a.vsub(b, edge0); - WorldEdge0.copy(edge0); - quatA.vmult(WorldEdge0, WorldEdge0); - posA.vadd(WorldEdge0, WorldEdge0); - worldPlaneAnormal1.copy(this.faceNormals[closestFaceA]); - quatA.vmult(worldPlaneAnormal1, worldPlaneAnormal1); - posA.vadd(worldPlaneAnormal1, worldPlaneAnormal1); - WorldEdge0.cross(worldPlaneAnormal1, planeNormalWS1); - planeNormalWS1.negate(planeNormalWS1); - worldA1.copy(a); - quatA.vmult(worldA1, worldA1); - posA.vadd(worldA1, worldA1); - const otherFace = polyA.connectedFaces[i]; - localPlaneNormal.copy(this.faceNormals[otherFace]); - const localPlaneEq = this.getPlaneConstantOfFace(otherFace); - planeNormalWS.copy(localPlaneNormal); - quatA.vmult(planeNormalWS, planeNormalWS); - const planeEqWS = localPlaneEq - planeNormalWS.dot(posA); // Clip face against our constructed plane - - this.clipFaceAgainstPlane(pVtxIn, pVtxOut, planeNormalWS, planeEqWS); // Throw away all clipped points, but save the remaining until next clip - - while (pVtxIn.length) { - pVtxIn.shift(); - } - - while (pVtxOut.length) { - pVtxIn.push(pVtxOut.shift()); - } - } // only keep contact points that are behind the witness face - - - localPlaneNormal.copy(this.faceNormals[closestFaceA]); - const localPlaneEq = this.getPlaneConstantOfFace(closestFaceA); - planeNormalWS.copy(localPlaneNormal); - quatA.vmult(planeNormalWS, planeNormalWS); - const planeEqWS = localPlaneEq - planeNormalWS.dot(posA); - - for (let i = 0; i < pVtxIn.length; i++) { - let depth = planeNormalWS.dot(pVtxIn[i]) + planeEqWS; // ??? - - if (depth <= minDist) { - console.log(`clamped: depth=${depth} to minDist=${minDist}`); - depth = minDist; - } - - if (depth <= maxDist) { - const point = pVtxIn[i]; - - if (depth <= 1e-6) { - const p = { - point, - normal: planeNormalWS, - depth - }; - result.push(p); - } - } - } - } - /** - * Clip a face in a hull against the back of a plane. - * @param planeConstant The constant in the mathematical plane equation - */ - - - clipFaceAgainstPlane(inVertices, outVertices, planeNormal, planeConstant) { - let n_dot_first; - let n_dot_last; - const numVerts = inVertices.length; - - if (numVerts < 2) { - return outVertices; - } - - let firstVertex = inVertices[inVertices.length - 1]; - let lastVertex = inVertices[0]; - n_dot_first = planeNormal.dot(firstVertex) + planeConstant; - - for (let vi = 0; vi < numVerts; vi++) { - lastVertex = inVertices[vi]; - n_dot_last = planeNormal.dot(lastVertex) + planeConstant; - - if (n_dot_first < 0) { - if (n_dot_last < 0) { - // Start < 0, end < 0, so output lastVertex - const newv = new Vec3(); - newv.copy(lastVertex); - outVertices.push(newv); - } else { - // Start < 0, end >= 0, so output intersection - const newv = new Vec3(); - firstVertex.lerp(lastVertex, n_dot_first / (n_dot_first - n_dot_last), newv); - outVertices.push(newv); - } - } else { - if (n_dot_last < 0) { - // Start >= 0, end < 0 so output intersection and end - const newv = new Vec3(); - firstVertex.lerp(lastVertex, n_dot_first / (n_dot_first - n_dot_last), newv); - outVertices.push(newv); - outVertices.push(lastVertex); - } - } - - firstVertex = lastVertex; - n_dot_first = n_dot_last; - } - - return outVertices; - } - /** - * Updates `.worldVertices` and sets `.worldVerticesNeedsUpdate` to false. - */ - - - computeWorldVertices(position, quat) { - while (this.worldVertices.length < this.vertices.length) { - this.worldVertices.push(new Vec3()); - } - - const verts = this.vertices; - const worldVerts = this.worldVertices; - - for (let i = 0; i !== this.vertices.length; i++) { - quat.vmult(verts[i], worldVerts[i]); - position.vadd(worldVerts[i], worldVerts[i]); - } - - this.worldVerticesNeedsUpdate = false; - } - - computeLocalAABB(aabbmin, aabbmax) { - const vertices = this.vertices; - aabbmin.set(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); - aabbmax.set(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE); - - for (let i = 0; i < this.vertices.length; i++) { - const v = vertices[i]; - - if (v.x < aabbmin.x) { - aabbmin.x = v.x; - } else if (v.x > aabbmax.x) { - aabbmax.x = v.x; - } - - if (v.y < aabbmin.y) { - aabbmin.y = v.y; - } else if (v.y > aabbmax.y) { - aabbmax.y = v.y; - } - - if (v.z < aabbmin.z) { - aabbmin.z = v.z; - } else if (v.z > aabbmax.z) { - aabbmax.z = v.z; - } - } - } - /** - * Updates `worldVertices` and sets `worldVerticesNeedsUpdate` to false. - */ - - - computeWorldFaceNormals(quat) { - const N = this.faceNormals.length; - - while (this.worldFaceNormals.length < N) { - this.worldFaceNormals.push(new Vec3()); - } - - const normals = this.faceNormals; - const worldNormals = this.worldFaceNormals; - - for (let i = 0; i !== N; i++) { - quat.vmult(normals[i], worldNormals[i]); - } - - this.worldFaceNormalsNeedsUpdate = false; - } - /** - * updateBoundingSphereRadius - */ - - - updateBoundingSphereRadius() { - // Assume points are distributed with local (0,0,0) as center - let max2 = 0; - const verts = this.vertices; - - for (let i = 0; i !== verts.length; i++) { - const norm2 = verts[i].lengthSquared(); - - if (norm2 > max2) { - max2 = norm2; - } - } - - this.boundingSphereRadius = Math.sqrt(max2); - } - /** - * calculateWorldAABB - */ - - - calculateWorldAABB(pos, quat, min, max) { - const verts = this.vertices; - let minx; - let miny; - let minz; - let maxx; - let maxy; - let maxz; - let tempWorldVertex = new Vec3(); - - for (let i = 0; i < verts.length; i++) { - tempWorldVertex.copy(verts[i]); - quat.vmult(tempWorldVertex, tempWorldVertex); - pos.vadd(tempWorldVertex, tempWorldVertex); - const v = tempWorldVertex; - - if (minx === undefined || v.x < minx) { - minx = v.x; - } - - if (maxx === undefined || v.x > maxx) { - maxx = v.x; - } - - if (miny === undefined || v.y < miny) { - miny = v.y; - } - - if (maxy === undefined || v.y > maxy) { - maxy = v.y; - } - - if (minz === undefined || v.z < minz) { - minz = v.z; - } - - if (maxz === undefined || v.z > maxz) { - maxz = v.z; - } - } - - min.set(minx, miny, minz); - max.set(maxx, maxy, maxz); - } - /** - * Get approximate convex volume - */ - - - volume() { - return 4.0 * Math.PI * this.boundingSphereRadius / 3.0; - } - /** - * Get an average of all the vertices positions - */ - - - getAveragePointLocal(target) { - if (target === void 0) { - target = new Vec3(); - } - - const verts = this.vertices; - - for (let i = 0; i < verts.length; i++) { - target.vadd(verts[i], target); - } - - target.scale(1 / verts.length, target); - return target; - } - /** - * Transform all local points. Will change the .vertices - */ - - - transformAllPoints(offset, quat) { - const n = this.vertices.length; - const verts = this.vertices; // Apply rotation - - if (quat) { - // Rotate vertices - for (let i = 0; i < n; i++) { - const v = verts[i]; - quat.vmult(v, v); - } // Rotate face normals - - - for (let i = 0; i < this.faceNormals.length; i++) { - const v = this.faceNormals[i]; - quat.vmult(v, v); - } - /* - // Rotate edges - for(let i=0; i 0 || r1 > 0 && r2 < 0) { - return false; // Encountered some other sign. Exit. - } - } // If we got here, all dot products were of the same sign. - - - return positiveResult ? 1 : -1; - } - /** - * Get max and min dot product of a convex hull at position (pos,quat) projected onto an axis. - * Results are saved in the array maxmin. - * @param result result[0] and result[1] will be set to maximum and minimum, respectively. - */ - - - static project(shape, axis, pos, quat, result) { - const n = shape.vertices.length; - project_worldVertex; - const localAxis = project_localAxis; - let max = 0; - let min = 0; - const localOrigin = project_localOrigin; - const vs = shape.vertices; - localOrigin.setZero(); // Transform the axis to local - - Transform.vectorToLocalFrame(pos, quat, axis, localAxis); - Transform.pointToLocalFrame(pos, quat, localOrigin, localOrigin); - const add = localOrigin.dot(localAxis); - min = max = vs[0].dot(localAxis); - - for (let i = 1; i < n; i++) { - const val = vs[i].dot(localAxis); - - if (val > max) { - max = val; - } - - if (val < min) { - min = val; - } - } - - min -= add; - max -= add; - - if (min > max) { - // Inconsistent - swap - const temp = min; - min = max; - max = temp; - } // Output - - - result[0] = max; - result[1] = min; - } - -} -const maxminA = []; -const maxminB = []; -const project_worldVertex = new Vec3(); -const project_localAxis = new Vec3(); -const project_localOrigin = new Vec3(); - -/** - * A 3d box shape. - * @example - * const size = 1 - * const halfExtents = new CANNON.Vec3(size, size, size) - * const boxShape = new CANNON.Box(halfExtents) - * const boxBody = new CANNON.Body({ mass: 1, shape: boxShape }) - * world.addBody(boxBody) - */ -class Box extends Shape { - /** - * The half extents of the box. - */ - - /** - * Used by the contact generator to make contacts with other convex polyhedra for example. - */ - constructor(halfExtents) { - super({ - type: Shape.types.BOX - }); - this.halfExtents = halfExtents; - this.convexPolyhedronRepresentation = null; - this.updateConvexPolyhedronRepresentation(); - this.updateBoundingSphereRadius(); - } - /** - * Updates the local convex polyhedron representation used for some collisions. - */ - - - updateConvexPolyhedronRepresentation() { - const sx = this.halfExtents.x; - const sy = this.halfExtents.y; - const sz = this.halfExtents.z; - const V = Vec3; - const vertices = [new V(-sx, -sy, -sz), new V(sx, -sy, -sz), new V(sx, sy, -sz), new V(-sx, sy, -sz), new V(-sx, -sy, sz), new V(sx, -sy, sz), new V(sx, sy, sz), new V(-sx, sy, sz)]; - const faces = [[3, 2, 1, 0], // -z - [4, 5, 6, 7], // +z - [5, 4, 0, 1], // -y - [2, 3, 7, 6], // +y - [0, 4, 7, 3], // -x - [1, 2, 6, 5] // +x - ]; - const axes = [new V(0, 0, 1), new V(0, 1, 0), new V(1, 0, 0)]; - const h = new ConvexPolyhedron({ - vertices, - faces, - axes - }); - this.convexPolyhedronRepresentation = h; - h.material = this.material; - } - /** - * Calculate the inertia of the box. - */ - - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - Box.calculateInertia(this.halfExtents, mass, target); - return target; - } - - static calculateInertia(halfExtents, mass, target) { - const e = halfExtents; - target.x = 1.0 / 12.0 * mass * (2 * e.y * 2 * e.y + 2 * e.z * 2 * e.z); - target.y = 1.0 / 12.0 * mass * (2 * e.x * 2 * e.x + 2 * e.z * 2 * e.z); - target.z = 1.0 / 12.0 * mass * (2 * e.y * 2 * e.y + 2 * e.x * 2 * e.x); - } - /** - * Get the box 6 side normals - * @param sixTargetVectors An array of 6 vectors, to store the resulting side normals in. - * @param quat Orientation to apply to the normal vectors. If not provided, the vectors will be in respect to the local frame. - */ - - - getSideNormals(sixTargetVectors, quat) { - const sides = sixTargetVectors; - const ex = this.halfExtents; - sides[0].set(ex.x, 0, 0); - sides[1].set(0, ex.y, 0); - sides[2].set(0, 0, ex.z); - sides[3].set(-ex.x, 0, 0); - sides[4].set(0, -ex.y, 0); - sides[5].set(0, 0, -ex.z); - - if (quat !== undefined) { - for (let i = 0; i !== sides.length; i++) { - quat.vmult(sides[i], sides[i]); - } - } - - return sides; - } - /** - * Returns the volume of the box. - */ - - - volume() { - return 8.0 * this.halfExtents.x * this.halfExtents.y * this.halfExtents.z; - } - /** - * updateBoundingSphereRadius - */ - - - updateBoundingSphereRadius() { - this.boundingSphereRadius = this.halfExtents.length(); - } - /** - * forEachWorldCorner - */ - - - forEachWorldCorner(pos, quat, callback) { - const e = this.halfExtents; - const corners = [[e.x, e.y, e.z], [-e.x, e.y, e.z], [-e.x, -e.y, e.z], [-e.x, -e.y, -e.z], [e.x, -e.y, -e.z], [e.x, e.y, -e.z], [-e.x, e.y, -e.z], [e.x, -e.y, e.z]]; - - for (let i = 0; i < corners.length; i++) { - worldCornerTempPos.set(corners[i][0], corners[i][1], corners[i][2]); - quat.vmult(worldCornerTempPos, worldCornerTempPos); - pos.vadd(worldCornerTempPos, worldCornerTempPos); - callback(worldCornerTempPos.x, worldCornerTempPos.y, worldCornerTempPos.z); - } - } - /** - * calculateWorldAABB - */ - - - calculateWorldAABB(pos, quat, min, max) { - const e = this.halfExtents; - worldCornersTemp[0].set(e.x, e.y, e.z); - worldCornersTemp[1].set(-e.x, e.y, e.z); - worldCornersTemp[2].set(-e.x, -e.y, e.z); - worldCornersTemp[3].set(-e.x, -e.y, -e.z); - worldCornersTemp[4].set(e.x, -e.y, -e.z); - worldCornersTemp[5].set(e.x, e.y, -e.z); - worldCornersTemp[6].set(-e.x, e.y, -e.z); - worldCornersTemp[7].set(e.x, -e.y, e.z); - const wc = worldCornersTemp[0]; - quat.vmult(wc, wc); - pos.vadd(wc, wc); - max.copy(wc); - min.copy(wc); - - for (let i = 1; i < 8; i++) { - const wc = worldCornersTemp[i]; - quat.vmult(wc, wc); - pos.vadd(wc, wc); - const x = wc.x; - const y = wc.y; - const z = wc.z; - - if (x > max.x) { - max.x = x; - } - - if (y > max.y) { - max.y = y; - } - - if (z > max.z) { - max.z = z; - } - - if (x < min.x) { - min.x = x; - } - - if (y < min.y) { - min.y = y; - } - - if (z < min.z) { - min.z = z; - } - } // Get each axis max - // min.set(Infinity,Infinity,Infinity); - // max.set(-Infinity,-Infinity,-Infinity); - // this.forEachWorldCorner(pos,quat,function(x,y,z){ - // if(x > max.x){ - // max.x = x; - // } - // if(y > max.y){ - // max.y = y; - // } - // if(z > max.z){ - // max.z = z; - // } - // if(x < min.x){ - // min.x = x; - // } - // if(y < min.y){ - // min.y = y; - // } - // if(z < min.z){ - // min.z = z; - // } - // }); - - } - -} -const worldCornerTempPos = new Vec3(); -const worldCornersTemp = [new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3()]; - -/** - * BODY_TYPES - */ -const BODY_TYPES = { - /** DYNAMIC */ - DYNAMIC: 1, - - /** STATIC */ - STATIC: 2, - - /** KINEMATIC */ - KINEMATIC: 4 -}; -/** - * BodyType - */ - -/** - * BODY_SLEEP_STATES - */ -const BODY_SLEEP_STATES = { - /** AWAKE */ - AWAKE: 0, - - /** SLEEPY */ - SLEEPY: 1, - - /** SLEEPING */ - SLEEPING: 2 -}; -/** - * BodySleepState - */ - -/** - * Base class for all body types. - * @example - * const shape = new CANNON.Sphere(1) - * const body = new CANNON.Body({ - * mass: 1, - * shape, - * }) - * world.addBody(body) - */ -class Body extends EventTarget { - /** - * Dispatched after two bodies collide. This event is dispatched on each - * of the two bodies involved in the collision. - * @event collide - * @param body The body that was involved in the collision. - * @param contact The details of the collision. - */ - - /** - * A dynamic body is fully simulated. Can be moved manually by the user, but normally they move according to forces. A dynamic body can collide with all body types. A dynamic body always has finite, non-zero mass. - */ - - /** - * A static body does not move during simulation and behaves as if it has infinite mass. Static bodies can be moved manually by setting the position of the body. The velocity of a static body is always zero. Static bodies do not collide with other static or kinematic bodies. - */ - - /** - * A kinematic body moves under simulation according to its velocity. They do not respond to forces. They can be moved manually, but normally a kinematic body is moved by setting its velocity. A kinematic body behaves as if it has infinite mass. Kinematic bodies do not collide with other static or kinematic bodies. - */ - - /** - * AWAKE - */ - - /** - * SLEEPY - */ - - /** - * SLEEPING - */ - - /** - * Dispatched after a sleeping body has woken up. - * @event wakeup - */ - - /** - * Dispatched after a body has gone in to the sleepy state. - * @event sleepy - */ - - /** - * Dispatched after a body has fallen asleep. - * @event sleep - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - super(); - this.id = Body.idCounter++; - this.index = -1; - this.world = null; - this.vlambda = new Vec3(); - this.collisionFilterGroup = typeof options.collisionFilterGroup === 'number' ? options.collisionFilterGroup : 1; - this.collisionFilterMask = typeof options.collisionFilterMask === 'number' ? options.collisionFilterMask : -1; - this.collisionResponse = typeof options.collisionResponse === 'boolean' ? options.collisionResponse : true; - this.position = new Vec3(); - this.previousPosition = new Vec3(); - this.interpolatedPosition = new Vec3(); - this.initPosition = new Vec3(); - - if (options.position) { - this.position.copy(options.position); - this.previousPosition.copy(options.position); - this.interpolatedPosition.copy(options.position); - this.initPosition.copy(options.position); - } - - this.velocity = new Vec3(); - - if (options.velocity) { - this.velocity.copy(options.velocity); - } - - this.initVelocity = new Vec3(); - this.force = new Vec3(); - const mass = typeof options.mass === 'number' ? options.mass : 0; - this.mass = mass; - this.invMass = mass > 0 ? 1.0 / mass : 0; - this.material = options.material || null; - this.linearDamping = typeof options.linearDamping === 'number' ? options.linearDamping : 0.01; - this.type = mass <= 0.0 ? Body.STATIC : Body.DYNAMIC; - - if (typeof options.type === typeof Body.STATIC) { - this.type = options.type; - } - - this.allowSleep = typeof options.allowSleep !== 'undefined' ? options.allowSleep : true; - this.sleepState = Body.AWAKE; - this.sleepSpeedLimit = typeof options.sleepSpeedLimit !== 'undefined' ? options.sleepSpeedLimit : 0.1; - this.sleepTimeLimit = typeof options.sleepTimeLimit !== 'undefined' ? options.sleepTimeLimit : 1; - this.timeLastSleepy = 0; - this.wakeUpAfterNarrowphase = false; - this.torque = new Vec3(); - this.quaternion = new Quaternion(); - this.initQuaternion = new Quaternion(); - this.previousQuaternion = new Quaternion(); - this.interpolatedQuaternion = new Quaternion(); - - if (options.quaternion) { - this.quaternion.copy(options.quaternion); - this.initQuaternion.copy(options.quaternion); - this.previousQuaternion.copy(options.quaternion); - this.interpolatedQuaternion.copy(options.quaternion); - } - - this.angularVelocity = new Vec3(); - - if (options.angularVelocity) { - this.angularVelocity.copy(options.angularVelocity); - } - - this.initAngularVelocity = new Vec3(); - this.shapes = []; - this.shapeOffsets = []; - this.shapeOrientations = []; - this.inertia = new Vec3(); - this.invInertia = new Vec3(); - this.invInertiaWorld = new Mat3(); - this.invMassSolve = 0; - this.invInertiaSolve = new Vec3(); - this.invInertiaWorldSolve = new Mat3(); - this.fixedRotation = typeof options.fixedRotation !== 'undefined' ? options.fixedRotation : false; - this.angularDamping = typeof options.angularDamping !== 'undefined' ? options.angularDamping : 0.01; - this.linearFactor = new Vec3(1, 1, 1); - - if (options.linearFactor) { - this.linearFactor.copy(options.linearFactor); - } - - this.angularFactor = new Vec3(1, 1, 1); - - if (options.angularFactor) { - this.angularFactor.copy(options.angularFactor); - } - - this.aabb = new AABB(); - this.aabbNeedsUpdate = true; - this.boundingRadius = 0; - this.wlambda = new Vec3(); - this.isTrigger = Boolean(options.isTrigger); - - if (options.shape) { - this.addShape(options.shape); - } - - this.updateMassProperties(); - } - /** - * Wake the body up. - */ - - - wakeUp() { - const prevState = this.sleepState; - this.sleepState = Body.AWAKE; - this.wakeUpAfterNarrowphase = false; - - if (prevState === Body.SLEEPING) { - this.dispatchEvent(Body.wakeupEvent); - } - } - /** - * Force body sleep - */ - - - sleep() { - this.sleepState = Body.SLEEPING; - this.velocity.set(0, 0, 0); - this.angularVelocity.set(0, 0, 0); - this.wakeUpAfterNarrowphase = false; - } - /** - * Called every timestep to update internal sleep timer and change sleep state if needed. - * @param time The world time in seconds - */ - - - sleepTick(time) { - if (this.allowSleep) { - const sleepState = this.sleepState; - const speedSquared = this.velocity.lengthSquared() + this.angularVelocity.lengthSquared(); - const speedLimitSquared = this.sleepSpeedLimit ** 2; - - if (sleepState === Body.AWAKE && speedSquared < speedLimitSquared) { - this.sleepState = Body.SLEEPY; // Sleepy - - this.timeLastSleepy = time; - this.dispatchEvent(Body.sleepyEvent); - } else if (sleepState === Body.SLEEPY && speedSquared > speedLimitSquared) { - this.wakeUp(); // Wake up - } else if (sleepState === Body.SLEEPY && time - this.timeLastSleepy > this.sleepTimeLimit) { - this.sleep(); // Sleeping - - this.dispatchEvent(Body.sleepEvent); - } - } - } - /** - * If the body is sleeping, it should be immovable / have infinite mass during solve. We solve it by having a separate "solve mass". - */ - - - updateSolveMassProperties() { - if (this.sleepState === Body.SLEEPING || this.type === Body.KINEMATIC) { - this.invMassSolve = 0; - this.invInertiaSolve.setZero(); - this.invInertiaWorldSolve.setZero(); - } else { - this.invMassSolve = this.invMass; - this.invInertiaSolve.copy(this.invInertia); - this.invInertiaWorldSolve.copy(this.invInertiaWorld); - } - } - /** - * Convert a world point to local body frame. - */ - - - pointToLocalFrame(worldPoint, result) { - if (result === void 0) { - result = new Vec3(); - } - - worldPoint.vsub(this.position, result); - this.quaternion.conjugate().vmult(result, result); - return result; - } - /** - * Convert a world vector to local body frame. - */ - - - vectorToLocalFrame(worldVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - this.quaternion.conjugate().vmult(worldVector, result); - return result; - } - /** - * Convert a local body point to world frame. - */ - - - pointToWorldFrame(localPoint, result) { - if (result === void 0) { - result = new Vec3(); - } - - this.quaternion.vmult(localPoint, result); - result.vadd(this.position, result); - return result; - } - /** - * Convert a local body point to world frame. - */ - - - vectorToWorldFrame(localVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - this.quaternion.vmult(localVector, result); - return result; - } - /** - * Add a shape to the body with a local offset and orientation. - * @return The body object, for chainability. - */ - - - addShape(shape, _offset, _orientation) { - const offset = new Vec3(); - const orientation = new Quaternion(); - - if (_offset) { - offset.copy(_offset); - } - - if (_orientation) { - orientation.copy(_orientation); - } - - this.shapes.push(shape); - this.shapeOffsets.push(offset); - this.shapeOrientations.push(orientation); - this.updateMassProperties(); - this.updateBoundingRadius(); - this.aabbNeedsUpdate = true; - shape.body = this; - return this; - } - /** - * Remove a shape from the body. - * @return The body object, for chainability. - */ - - - removeShape(shape) { - const index = this.shapes.indexOf(shape); - - if (index === -1) { - console.warn('Shape does not belong to the body'); - return this; - } - - this.shapes.splice(index, 1); - this.shapeOffsets.splice(index, 1); - this.shapeOrientations.splice(index, 1); - this.updateMassProperties(); - this.updateBoundingRadius(); - this.aabbNeedsUpdate = true; - shape.body = null; - return this; - } - /** - * Update the bounding radius of the body. Should be done if any of the shapes are changed. - */ - - - updateBoundingRadius() { - const shapes = this.shapes; - const shapeOffsets = this.shapeOffsets; - const N = shapes.length; - let radius = 0; - - for (let i = 0; i !== N; i++) { - const shape = shapes[i]; - shape.updateBoundingSphereRadius(); - const offset = shapeOffsets[i].length(); - const r = shape.boundingSphereRadius; - - if (offset + r > radius) { - radius = offset + r; - } - } - - this.boundingRadius = radius; - } - /** - * Updates the .aabb - */ - - - updateAABB() { - const shapes = this.shapes; - const shapeOffsets = this.shapeOffsets; - const shapeOrientations = this.shapeOrientations; - const N = shapes.length; - const offset = tmpVec; - const orientation = tmpQuat; - const bodyQuat = this.quaternion; - const aabb = this.aabb; - const shapeAABB = updateAABB_shapeAABB; - - for (let i = 0; i !== N; i++) { - const shape = shapes[i]; // Get shape world position - - bodyQuat.vmult(shapeOffsets[i], offset); - offset.vadd(this.position, offset); // Get shape world quaternion - - bodyQuat.mult(shapeOrientations[i], orientation); // Get shape AABB - - shape.calculateWorldAABB(offset, orientation, shapeAABB.lowerBound, shapeAABB.upperBound); - - if (i === 0) { - aabb.copy(shapeAABB); - } else { - aabb.extend(shapeAABB); - } - } - - this.aabbNeedsUpdate = false; - } - /** - * Update `.inertiaWorld` and `.invInertiaWorld` - */ - - - updateInertiaWorld(force) { - const I = this.invInertia; - - if (I.x === I.y && I.y === I.z && !force) ; else { - const m1 = uiw_m1; - const m2 = uiw_m2; - uiw_m3; - m1.setRotationFromQuaternion(this.quaternion); - m1.transpose(m2); - m1.scale(I, m1); - m1.mmult(m2, this.invInertiaWorld); - } - } - /** - * Apply force to a point of the body. This could for example be a point on the Body surface. - * Applying force this way will add to Body.force and Body.torque. - * @param force The amount of force to add. - * @param relativePoint A point relative to the center of mass to apply the force on. - */ - - - applyForce(force, relativePoint) { - if (relativePoint === void 0) { - relativePoint = new Vec3(); - } - - // Needed? - if (this.type !== Body.DYNAMIC) { - return; - } - - if (this.sleepState === Body.SLEEPING) { - this.wakeUp(); - } // Compute produced rotational force - - - const rotForce = Body_applyForce_rotForce; - relativePoint.cross(force, rotForce); // Add linear force - - this.force.vadd(force, this.force); // Add rotational force - - this.torque.vadd(rotForce, this.torque); - } - /** - * Apply force to a local point in the body. - * @param force The force vector to apply, defined locally in the body frame. - * @param localPoint A local point in the body to apply the force on. - */ - - - applyLocalForce(localForce, localPoint) { - if (localPoint === void 0) { - localPoint = new Vec3(); - } - - if (this.type !== Body.DYNAMIC) { - return; - } - - const worldForce = Body_applyLocalForce_worldForce; - const relativePointWorld = Body_applyLocalForce_relativePointWorld; // Transform the force vector to world space - - this.vectorToWorldFrame(localForce, worldForce); - this.vectorToWorldFrame(localPoint, relativePointWorld); - this.applyForce(worldForce, relativePointWorld); - } - /** - * Apply torque to the body. - * @param torque The amount of torque to add. - */ - - - applyTorque(torque) { - if (this.type !== Body.DYNAMIC) { - return; - } - - if (this.sleepState === Body.SLEEPING) { - this.wakeUp(); - } // Add rotational force - - - this.torque.vadd(torque, this.torque); - } - /** - * Apply impulse to a point of the body. This could for example be a point on the Body surface. - * An impulse is a force added to a body during a short period of time (impulse = force * time). - * Impulses will be added to Body.velocity and Body.angularVelocity. - * @param impulse The amount of impulse to add. - * @param relativePoint A point relative to the center of mass to apply the force on. - */ - - - applyImpulse(impulse, relativePoint) { - if (relativePoint === void 0) { - relativePoint = new Vec3(); - } - - if (this.type !== Body.DYNAMIC) { - return; - } - - if (this.sleepState === Body.SLEEPING) { - this.wakeUp(); - } // Compute point position relative to the body center - - - const r = relativePoint; // Compute produced central impulse velocity - - const velo = Body_applyImpulse_velo; - velo.copy(impulse); - velo.scale(this.invMass, velo); // Add linear impulse - - this.velocity.vadd(velo, this.velocity); // Compute produced rotational impulse velocity - - const rotVelo = Body_applyImpulse_rotVelo; - r.cross(impulse, rotVelo); - /* - rotVelo.x *= this.invInertia.x; - rotVelo.y *= this.invInertia.y; - rotVelo.z *= this.invInertia.z; - */ - - this.invInertiaWorld.vmult(rotVelo, rotVelo); // Add rotational Impulse - - this.angularVelocity.vadd(rotVelo, this.angularVelocity); - } - /** - * Apply locally-defined impulse to a local point in the body. - * @param force The force vector to apply, defined locally in the body frame. - * @param localPoint A local point in the body to apply the force on. - */ - - - applyLocalImpulse(localImpulse, localPoint) { - if (localPoint === void 0) { - localPoint = new Vec3(); - } - - if (this.type !== Body.DYNAMIC) { - return; - } - - const worldImpulse = Body_applyLocalImpulse_worldImpulse; - const relativePointWorld = Body_applyLocalImpulse_relativePoint; // Transform the force vector to world space - - this.vectorToWorldFrame(localImpulse, worldImpulse); - this.vectorToWorldFrame(localPoint, relativePointWorld); - this.applyImpulse(worldImpulse, relativePointWorld); - } - /** - * Should be called whenever you change the body shape or mass. - */ - - - updateMassProperties() { - const halfExtents = Body_updateMassProperties_halfExtents; - this.invMass = this.mass > 0 ? 1.0 / this.mass : 0; - const I = this.inertia; - const fixed = this.fixedRotation; // Approximate with AABB box - - this.updateAABB(); - halfExtents.set((this.aabb.upperBound.x - this.aabb.lowerBound.x) / 2, (this.aabb.upperBound.y - this.aabb.lowerBound.y) / 2, (this.aabb.upperBound.z - this.aabb.lowerBound.z) / 2); - Box.calculateInertia(halfExtents, this.mass, I); - this.invInertia.set(I.x > 0 && !fixed ? 1.0 / I.x : 0, I.y > 0 && !fixed ? 1.0 / I.y : 0, I.z > 0 && !fixed ? 1.0 / I.z : 0); - this.updateInertiaWorld(true); - } - /** - * Get world velocity of a point in the body. - * @param worldPoint - * @param result - * @return The result vector. - */ - - - getVelocityAtWorldPoint(worldPoint, result) { - const r = new Vec3(); - worldPoint.vsub(this.position, r); - this.angularVelocity.cross(r, result); - this.velocity.vadd(result, result); - return result; - } - /** - * Move the body forward in time. - * @param dt Time step - * @param quatNormalize Set to true to normalize the body quaternion - * @param quatNormalizeFast If the quaternion should be normalized using "fast" quaternion normalization - */ - - - integrate(dt, quatNormalize, quatNormalizeFast) { - // Save previous position - this.previousPosition.copy(this.position); - this.previousQuaternion.copy(this.quaternion); - - if (!(this.type === Body.DYNAMIC || this.type === Body.KINEMATIC) || this.sleepState === Body.SLEEPING) { - // Only for dynamic - return; - } - - const velo = this.velocity; - const angularVelo = this.angularVelocity; - const pos = this.position; - const force = this.force; - const torque = this.torque; - const quat = this.quaternion; - const invMass = this.invMass; - const invInertia = this.invInertiaWorld; - const linearFactor = this.linearFactor; - const iMdt = invMass * dt; - velo.x += force.x * iMdt * linearFactor.x; - velo.y += force.y * iMdt * linearFactor.y; - velo.z += force.z * iMdt * linearFactor.z; - const e = invInertia.elements; - const angularFactor = this.angularFactor; - const tx = torque.x * angularFactor.x; - const ty = torque.y * angularFactor.y; - const tz = torque.z * angularFactor.z; - angularVelo.x += dt * (e[0] * tx + e[1] * ty + e[2] * tz); - angularVelo.y += dt * (e[3] * tx + e[4] * ty + e[5] * tz); - angularVelo.z += dt * (e[6] * tx + e[7] * ty + e[8] * tz); // Use new velocity - leap frog - - pos.x += velo.x * dt; - pos.y += velo.y * dt; - pos.z += velo.z * dt; - quat.integrate(this.angularVelocity, dt, this.angularFactor, quat); - - if (quatNormalize) { - if (quatNormalizeFast) { - quat.normalizeFast(); - } else { - quat.normalize(); - } - } - - this.aabbNeedsUpdate = true; // Update world inertia - - this.updateInertiaWorld(); - } - -} -Body.idCounter = 0; -Body.COLLIDE_EVENT_NAME = 'collide'; -Body.DYNAMIC = BODY_TYPES.DYNAMIC; -Body.STATIC = BODY_TYPES.STATIC; -Body.KINEMATIC = BODY_TYPES.KINEMATIC; -Body.AWAKE = BODY_SLEEP_STATES.AWAKE; -Body.SLEEPY = BODY_SLEEP_STATES.SLEEPY; -Body.SLEEPING = BODY_SLEEP_STATES.SLEEPING; -Body.wakeupEvent = { - type: 'wakeup' -}; -Body.sleepyEvent = { - type: 'sleepy' -}; -Body.sleepEvent = { - type: 'sleep' -}; -const tmpVec = new Vec3(); -const tmpQuat = new Quaternion(); -const updateAABB_shapeAABB = new AABB(); -const uiw_m1 = new Mat3(); -const uiw_m2 = new Mat3(); -const uiw_m3 = new Mat3(); -const Body_applyForce_rotForce = new Vec3(); -const Body_applyLocalForce_worldForce = new Vec3(); -const Body_applyLocalForce_relativePointWorld = new Vec3(); -const Body_applyImpulse_velo = new Vec3(); -const Body_applyImpulse_rotVelo = new Vec3(); -const Body_applyLocalImpulse_worldImpulse = new Vec3(); -const Body_applyLocalImpulse_relativePoint = new Vec3(); -const Body_updateMassProperties_halfExtents = new Vec3(); - -/** - * Base class for broadphase implementations - * @author schteppe - */ -class Broadphase { - /** - * The world to search for collisions in. - */ - - /** - * If set to true, the broadphase uses bounding boxes for intersection tests, else it uses bounding spheres. - */ - - /** - * Set to true if the objects in the world moved. - */ - constructor() { - this.world = null; - this.useBoundingBoxes = false; - this.dirty = true; - } - /** - * Get the collision pairs from the world - * @param world The world to search in - * @param p1 Empty array to be filled with body objects - * @param p2 Empty array to be filled with body objects - */ - - - collisionPairs(world, p1, p2) { - throw new Error('collisionPairs not implemented for this BroadPhase class!'); - } - /** - * Check if a body pair needs to be intersection tested at all. - */ - - - needBroadphaseCollision(bodyA, bodyB) { - // Check collision filter masks - if ((bodyA.collisionFilterGroup & bodyB.collisionFilterMask) === 0 || (bodyB.collisionFilterGroup & bodyA.collisionFilterMask) === 0) { - return false; - } // Check types - - - if (((bodyA.type & Body.STATIC) !== 0 || bodyA.sleepState === Body.SLEEPING) && ((bodyB.type & Body.STATIC) !== 0 || bodyB.sleepState === Body.SLEEPING)) { - // Both bodies are static or sleeping. Skip. - return false; - } - - return true; - } - /** - * Check if the bounding volumes of two bodies intersect. - */ - - - intersectionTest(bodyA, bodyB, pairs1, pairs2) { - if (this.useBoundingBoxes) { - this.doBoundingBoxBroadphase(bodyA, bodyB, pairs1, pairs2); - } else { - this.doBoundingSphereBroadphase(bodyA, bodyB, pairs1, pairs2); - } - } - /** - * Check if the bounding spheres of two bodies are intersecting. - * @param pairs1 bodyA is appended to this array if intersection - * @param pairs2 bodyB is appended to this array if intersection - */ - - - doBoundingSphereBroadphase(bodyA, bodyB, pairs1, pairs2) { - const r = Broadphase_collisionPairs_r; - bodyB.position.vsub(bodyA.position, r); - const boundingRadiusSum2 = (bodyA.boundingRadius + bodyB.boundingRadius) ** 2; - const norm2 = r.lengthSquared(); - - if (norm2 < boundingRadiusSum2) { - pairs1.push(bodyA); - pairs2.push(bodyB); - } - } - /** - * Check if the bounding boxes of two bodies are intersecting. - */ - - - doBoundingBoxBroadphase(bodyA, bodyB, pairs1, pairs2) { - if (bodyA.aabbNeedsUpdate) { - bodyA.updateAABB(); - } - - if (bodyB.aabbNeedsUpdate) { - bodyB.updateAABB(); - } // Check AABB / AABB - - - if (bodyA.aabb.overlaps(bodyB.aabb)) { - pairs1.push(bodyA); - pairs2.push(bodyB); - } - } - /** - * Removes duplicate pairs from the pair arrays. - */ - - - makePairsUnique(pairs1, pairs2) { - const t = Broadphase_makePairsUnique_temp; - const p1 = Broadphase_makePairsUnique_p1; - const p2 = Broadphase_makePairsUnique_p2; - const N = pairs1.length; - - for (let i = 0; i !== N; i++) { - p1[i] = pairs1[i]; - p2[i] = pairs2[i]; - } - - pairs1.length = 0; - pairs2.length = 0; - - for (let i = 0; i !== N; i++) { - const id1 = p1[i].id; - const id2 = p2[i].id; - const key = id1 < id2 ? `${id1},${id2}` : `${id2},${id1}`; - t[key] = i; - t.keys.push(key); - } - - for (let i = 0; i !== t.keys.length; i++) { - const key = t.keys.pop(); - const pairIndex = t[key]; - pairs1.push(p1[pairIndex]); - pairs2.push(p2[pairIndex]); - delete t[key]; - } - } - /** - * To be implemented by subcasses - */ - - - setWorld(world) {} - /** - * Check if the bounding spheres of two bodies overlap. - */ - - - static boundingSphereCheck(bodyA, bodyB) { - const dist = new Vec3(); // bsc_dist; - - bodyA.position.vsub(bodyB.position, dist); - const sa = bodyA.shapes[0]; - const sb = bodyB.shapes[0]; - return Math.pow(sa.boundingSphereRadius + sb.boundingSphereRadius, 2) > dist.lengthSquared(); - } - /** - * Returns all the bodies within the AABB. - */ - - - aabbQuery(world, aabb, result) { - console.warn('.aabbQuery is not implemented in this Broadphase subclass.'); - return []; - } - -} // Temp objects - -const Broadphase_collisionPairs_r = new Vec3(); -new Vec3(); -new Quaternion(); -new Vec3(); -const Broadphase_makePairsUnique_temp = { - keys: [] -}; -const Broadphase_makePairsUnique_p1 = []; -const Broadphase_makePairsUnique_p2 = []; -new Vec3(); - -/** - * Axis aligned uniform grid broadphase. - * @todo Needs support for more than just planes and spheres. - */ -class GridBroadphase extends Broadphase { - /** - * Number of boxes along x - */ - - /** - * Number of boxes along y - */ - - /** - * Number of boxes along z - */ - - /** - * aabbMin - */ - - /** - * aabbMax - */ - - /** - * bins - */ - - /** - * binLengths - */ - - /** - * @param nx Number of boxes along x. - * @param ny Number of boxes along y. - * @param nz Number of boxes along z. - */ - constructor(aabbMin, aabbMax, nx, ny, nz) { - if (aabbMin === void 0) { - aabbMin = new Vec3(100, 100, 100); - } - - if (aabbMax === void 0) { - aabbMax = new Vec3(-100, -100, -100); - } - - if (nx === void 0) { - nx = 10; - } - - if (ny === void 0) { - ny = 10; - } - - if (nz === void 0) { - nz = 10; - } - - super(); - this.nx = nx; - this.ny = ny; - this.nz = nz; - this.aabbMin = aabbMin; - this.aabbMax = aabbMax; - const nbins = this.nx * this.ny * this.nz; - - if (nbins <= 0) { - throw "GridBroadphase: Each dimension's n must be >0"; - } - - this.bins = []; - this.binLengths = []; // Rather than continually resizing arrays (thrashing the memory), just record length and allow them to grow - - this.bins.length = nbins; - this.binLengths.length = nbins; - - for (let i = 0; i < nbins; i++) { - this.bins[i] = []; - this.binLengths[i] = 0; - } - } - /** - * Get all the collision pairs in the physics world - */ - - - collisionPairs(world, pairs1, pairs2) { - const N = world.bodies.length; - const bodies = world.bodies; - const max = this.aabbMax; - const min = this.aabbMin; - const nx = this.nx; - const ny = this.ny; - const nz = this.nz; - const xstep = ny * nz; - const ystep = nz; - const zstep = 1; - const xmax = max.x; - const ymax = max.y; - const zmax = max.z; - const xmin = min.x; - const ymin = min.y; - const zmin = min.z; - const xmult = nx / (xmax - xmin); - const ymult = ny / (ymax - ymin); - const zmult = nz / (zmax - zmin); - const binsizeX = (xmax - xmin) / nx; - const binsizeY = (ymax - ymin) / ny; - const binsizeZ = (zmax - zmin) / nz; - const binRadius = Math.sqrt(binsizeX * binsizeX + binsizeY * binsizeY + binsizeZ * binsizeZ) * 0.5; - const types = Shape.types; - const SPHERE = types.SPHERE; - const PLANE = types.PLANE; - types.BOX; - types.COMPOUND; - types.CONVEXPOLYHEDRON; - const bins = this.bins; - const binLengths = this.binLengths; - const Nbins = this.bins.length; // Reset bins - - for (let i = 0; i !== Nbins; i++) { - binLengths[i] = 0; - } - - const ceil = Math.ceil; - - function addBoxToBins(x0, y0, z0, x1, y1, z1, bi) { - let xoff0 = (x0 - xmin) * xmult | 0; - let yoff0 = (y0 - ymin) * ymult | 0; - let zoff0 = (z0 - zmin) * zmult | 0; - let xoff1 = ceil((x1 - xmin) * xmult); - let yoff1 = ceil((y1 - ymin) * ymult); - let zoff1 = ceil((z1 - zmin) * zmult); - - if (xoff0 < 0) { - xoff0 = 0; - } else if (xoff0 >= nx) { - xoff0 = nx - 1; - } - - if (yoff0 < 0) { - yoff0 = 0; - } else if (yoff0 >= ny) { - yoff0 = ny - 1; - } - - if (zoff0 < 0) { - zoff0 = 0; - } else if (zoff0 >= nz) { - zoff0 = nz - 1; - } - - if (xoff1 < 0) { - xoff1 = 0; - } else if (xoff1 >= nx) { - xoff1 = nx - 1; - } - - if (yoff1 < 0) { - yoff1 = 0; - } else if (yoff1 >= ny) { - yoff1 = ny - 1; - } - - if (zoff1 < 0) { - zoff1 = 0; - } else if (zoff1 >= nz) { - zoff1 = nz - 1; - } - - xoff0 *= xstep; - yoff0 *= ystep; - zoff0 *= zstep; - xoff1 *= xstep; - yoff1 *= ystep; - zoff1 *= zstep; - - for (let xoff = xoff0; xoff <= xoff1; xoff += xstep) { - for (let yoff = yoff0; yoff <= yoff1; yoff += ystep) { - for (let zoff = zoff0; zoff <= zoff1; zoff += zstep) { - const idx = xoff + yoff + zoff; - bins[idx][binLengths[idx]++] = bi; - } - } - } - } // Put all bodies into the bins - - - for (let i = 0; i !== N; i++) { - const bi = bodies[i]; - const si = bi.shapes[0]; - - switch (si.type) { - case SPHERE: - { - const shape = si; // Put in bin - // check if overlap with other bins - - const x = bi.position.x; - const y = bi.position.y; - const z = bi.position.z; - const r = shape.radius; - addBoxToBins(x - r, y - r, z - r, x + r, y + r, z + r, bi); - break; - } - - case PLANE: - { - const shape = si; - - if (shape.worldNormalNeedsUpdate) { - shape.computeWorldNormal(bi.quaternion); - } - - const planeNormal = shape.worldNormal; //Relative position from origin of plane object to the first bin - //Incremented as we iterate through the bins - - const xreset = xmin + binsizeX * 0.5 - bi.position.x; - const yreset = ymin + binsizeY * 0.5 - bi.position.y; - const zreset = zmin + binsizeZ * 0.5 - bi.position.z; - const d = GridBroadphase_collisionPairs_d; - d.set(xreset, yreset, zreset); - - for (let xi = 0, xoff = 0; xi !== nx; xi++, xoff += xstep, d.y = yreset, d.x += binsizeX) { - for (let yi = 0, yoff = 0; yi !== ny; yi++, yoff += ystep, d.z = zreset, d.y += binsizeY) { - for (let zi = 0, zoff = 0; zi !== nz; zi++, zoff += zstep, d.z += binsizeZ) { - if (d.dot(planeNormal) < binRadius) { - const idx = xoff + yoff + zoff; - bins[idx][binLengths[idx]++] = bi; - } - } - } - } - - break; - } - - default: - { - if (bi.aabbNeedsUpdate) { - bi.updateAABB(); - } - - addBoxToBins(bi.aabb.lowerBound.x, bi.aabb.lowerBound.y, bi.aabb.lowerBound.z, bi.aabb.upperBound.x, bi.aabb.upperBound.y, bi.aabb.upperBound.z, bi); - break; - } - } - } // Check each bin - - - for (let i = 0; i !== Nbins; i++) { - const binLength = binLengths[i]; //Skip bins with no potential collisions - - if (binLength > 1) { - const bin = bins[i]; // Do N^2 broadphase inside - - for (let xi = 0; xi !== binLength; xi++) { - const bi = bin[xi]; - - for (let yi = 0; yi !== xi; yi++) { - const bj = bin[yi]; - - if (this.needBroadphaseCollision(bi, bj)) { - this.intersectionTest(bi, bj, pairs1, pairs2); - } - } - } - } - } // for (let zi = 0, zoff=0; zi < nz; zi++, zoff+= zstep) { - // console.log("layer "+zi); - // for (let yi = 0, yoff=0; yi < ny; yi++, yoff += ystep) { - // const row = ''; - // for (let xi = 0, xoff=0; xi < nx; xi++, xoff += xstep) { - // const idx = xoff + yoff + zoff; - // row += ' ' + binLengths[idx]; - // } - // console.log(row); - // } - // } - - - this.makePairsUnique(pairs1, pairs2); - } - -} -const GridBroadphase_collisionPairs_d = new Vec3(); -new Vec3(); - -/** - * Naive broadphase implementation, used in lack of better ones. - * - * The naive broadphase looks at all possible pairs without restriction, therefore it has complexity N^2 _(which is bad)_ - */ -class NaiveBroadphase extends Broadphase { - /** - * @todo Remove useless constructor - */ - constructor() { - super(); - } - /** - * Get all the collision pairs in the physics world - */ - - - collisionPairs(world, pairs1, pairs2) { - const bodies = world.bodies; - const n = bodies.length; - let bi; - let bj; // Naive N^2 ftw! - - for (let i = 0; i !== n; i++) { - for (let j = 0; j !== i; j++) { - bi = bodies[i]; - bj = bodies[j]; - - if (!this.needBroadphaseCollision(bi, bj)) { - continue; - } - - this.intersectionTest(bi, bj, pairs1, pairs2); - } - } - } - /** - * Returns all the bodies within an AABB. - * @param result An array to store resulting bodies in. - */ - - - aabbQuery(world, aabb, result) { - if (result === void 0) { - result = []; - } - - for (let i = 0; i < world.bodies.length; i++) { - const b = world.bodies[i]; - - if (b.aabbNeedsUpdate) { - b.updateAABB(); - } // Ugly hack until Body gets aabb - - - if (b.aabb.overlaps(aabb)) { - result.push(b); - } - } - - return result; - } - -} - -/** - * Storage for Ray casting data - */ -class RaycastResult { - /** - * rayFromWorld - */ - - /** - * rayToWorld - */ - - /** - * hitNormalWorld - */ - - /** - * hitPointWorld - */ - - /** - * hasHit - */ - - /** - * shape - */ - - /** - * body - */ - - /** - * The index of the hit triangle, if the hit shape was a trimesh - */ - - /** - * Distance to the hit. Will be set to -1 if there was no hit - */ - - /** - * If the ray should stop traversing the bodies - */ - constructor() { - this.rayFromWorld = new Vec3(); - this.rayToWorld = new Vec3(); - this.hitNormalWorld = new Vec3(); - this.hitPointWorld = new Vec3(); - this.hasHit = false; - this.shape = null; - this.body = null; - this.hitFaceIndex = -1; - this.distance = -1; - this.shouldStop = false; - } - /** - * Reset all result data. - */ - - - reset() { - this.rayFromWorld.setZero(); - this.rayToWorld.setZero(); - this.hitNormalWorld.setZero(); - this.hitPointWorld.setZero(); - this.hasHit = false; - this.shape = null; - this.body = null; - this.hitFaceIndex = -1; - this.distance = -1; - this.shouldStop = false; - } - /** - * abort - */ - - - abort() { - this.shouldStop = true; - } - /** - * Set result data. - */ - - - set(rayFromWorld, rayToWorld, hitNormalWorld, hitPointWorld, shape, body, distance) { - this.rayFromWorld.copy(rayFromWorld); - this.rayToWorld.copy(rayToWorld); - this.hitNormalWorld.copy(hitNormalWorld); - this.hitPointWorld.copy(hitPointWorld); - this.shape = shape; - this.body = body; - this.distance = distance; - } - -} - -let _Shape$types$SPHERE, _Shape$types$PLANE, _Shape$types$BOX, _Shape$types$CYLINDER, _Shape$types$CONVEXPO, _Shape$types$HEIGHTFI, _Shape$types$TRIMESH; - -/** - * RAY_MODES - */ -const RAY_MODES = { - /** CLOSEST */ - CLOSEST: 1, - - /** ANY */ - ANY: 2, - - /** ALL */ - ALL: 4 -}; -/** - * RayMode - */ - -_Shape$types$SPHERE = Shape.types.SPHERE; -_Shape$types$PLANE = Shape.types.PLANE; -_Shape$types$BOX = Shape.types.BOX; -_Shape$types$CYLINDER = Shape.types.CYLINDER; -_Shape$types$CONVEXPO = Shape.types.CONVEXPOLYHEDRON; -_Shape$types$HEIGHTFI = Shape.types.HEIGHTFIELD; -_Shape$types$TRIMESH = Shape.types.TRIMESH; - -/** - * A line in 3D space that intersects bodies and return points. - */ -class Ray { - /** - * from - */ - - /** - * to - */ - - /** - * direction - */ - - /** - * The precision of the ray. Used when checking parallelity etc. - * @default 0.0001 - */ - - /** - * Set to `false` if you don't want the Ray to take `collisionResponse` flags into account on bodies and shapes. - * @default true - */ - - /** - * If set to `true`, the ray skips any hits with normal.dot(rayDirection) < 0. - * @default false - */ - - /** - * collisionFilterMask - * @default -1 - */ - - /** - * collisionFilterGroup - * @default -1 - */ - - /** - * The intersection mode. Should be Ray.ANY, Ray.ALL or Ray.CLOSEST. - * @default RAY.ANY - */ - - /** - * Current result object. - */ - - /** - * Will be set to `true` during intersectWorld() if the ray hit anything. - */ - - /** - * User-provided result callback. Will be used if mode is Ray.ALL. - */ - - /** - * CLOSEST - */ - - /** - * ANY - */ - - /** - * ALL - */ - get [_Shape$types$SPHERE]() { - return this._intersectSphere; - } - - get [_Shape$types$PLANE]() { - return this._intersectPlane; - } - - get [_Shape$types$BOX]() { - return this._intersectBox; - } - - get [_Shape$types$CYLINDER]() { - return this._intersectConvex; - } - - get [_Shape$types$CONVEXPO]() { - return this._intersectConvex; - } - - get [_Shape$types$HEIGHTFI]() { - return this._intersectHeightfield; - } - - get [_Shape$types$TRIMESH]() { - return this._intersectTrimesh; - } - - constructor(from, to) { - if (from === void 0) { - from = new Vec3(); - } - - if (to === void 0) { - to = new Vec3(); - } - - this.from = from.clone(); - this.to = to.clone(); - this.direction = new Vec3(); - this.precision = 0.0001; - this.checkCollisionResponse = true; - this.skipBackfaces = false; - this.collisionFilterMask = -1; - this.collisionFilterGroup = -1; - this.mode = Ray.ANY; - this.result = new RaycastResult(); - this.hasHit = false; - - this.callback = result => {}; - } - /** - * Do itersection against all bodies in the given World. - * @return True if the ray hit anything, otherwise false. - */ - - - intersectWorld(world, options) { - this.mode = options.mode || Ray.ANY; - this.result = options.result || new RaycastResult(); - this.skipBackfaces = !!options.skipBackfaces; - this.collisionFilterMask = typeof options.collisionFilterMask !== 'undefined' ? options.collisionFilterMask : -1; - this.collisionFilterGroup = typeof options.collisionFilterGroup !== 'undefined' ? options.collisionFilterGroup : -1; - this.checkCollisionResponse = typeof options.checkCollisionResponse !== 'undefined' ? options.checkCollisionResponse : true; - - if (options.from) { - this.from.copy(options.from); - } - - if (options.to) { - this.to.copy(options.to); - } - - this.callback = options.callback || (() => {}); - - this.hasHit = false; - this.result.reset(); - this.updateDirection(); - this.getAABB(tmpAABB$1); - tmpArray.length = 0; - world.broadphase.aabbQuery(world, tmpAABB$1, tmpArray); - this.intersectBodies(tmpArray); - return this.hasHit; - } - /** - * Shoot a ray at a body, get back information about the hit. - * @deprecated @param result set the result property of the Ray instead. - */ - - - intersectBody(body, result) { - if (result) { - this.result = result; - this.updateDirection(); - } - - const checkCollisionResponse = this.checkCollisionResponse; - - if (checkCollisionResponse && !body.collisionResponse) { - return; - } - - if ((this.collisionFilterGroup & body.collisionFilterMask) === 0 || (body.collisionFilterGroup & this.collisionFilterMask) === 0) { - return; - } - - const xi = intersectBody_xi; - const qi = intersectBody_qi; - - for (let i = 0, N = body.shapes.length; i < N; i++) { - const shape = body.shapes[i]; - - if (checkCollisionResponse && !shape.collisionResponse) { - continue; // Skip - } - - body.quaternion.mult(body.shapeOrientations[i], qi); - body.quaternion.vmult(body.shapeOffsets[i], xi); - xi.vadd(body.position, xi); - this.intersectShape(shape, qi, xi, body); - - if (this.result.shouldStop) { - break; - } - } - } - /** - * Shoot a ray at an array bodies, get back information about the hit. - * @param bodies An array of Body objects. - * @deprecated @param result set the result property of the Ray instead. - * - */ - - - intersectBodies(bodies, result) { - if (result) { - this.result = result; - this.updateDirection(); - } - - for (let i = 0, l = bodies.length; !this.result.shouldStop && i < l; i++) { - this.intersectBody(bodies[i]); - } - } - /** - * Updates the direction vector. - */ - - - updateDirection() { - this.to.vsub(this.from, this.direction); - this.direction.normalize(); - } - - intersectShape(shape, quat, position, body) { - const from = this.from; // Checking boundingSphere - - const distance = distanceFromIntersection(from, this.direction, position); - - if (distance > shape.boundingSphereRadius) { - return; - } - - const intersectMethod = this[shape.type]; - - if (intersectMethod) { - intersectMethod.call(this, shape, quat, position, body, shape); - } - } - - _intersectBox(box, quat, position, body, reportedShape) { - return this._intersectConvex(box.convexPolyhedronRepresentation, quat, position, body, reportedShape); - } - - _intersectPlane(shape, quat, position, body, reportedShape) { - const from = this.from; - const to = this.to; - const direction = this.direction; // Get plane normal - - const worldNormal = new Vec3(0, 0, 1); - quat.vmult(worldNormal, worldNormal); - const len = new Vec3(); - from.vsub(position, len); - const planeToFrom = len.dot(worldNormal); - to.vsub(position, len); - const planeToTo = len.dot(worldNormal); - - if (planeToFrom * planeToTo > 0) { - // "from" and "to" are on the same side of the plane... bail out - return; - } - - if (from.distanceTo(to) < planeToFrom) { - return; - } - - const n_dot_dir = worldNormal.dot(direction); - - if (Math.abs(n_dot_dir) < this.precision) { - // No intersection - return; - } - - const planePointToFrom = new Vec3(); - const dir_scaled_with_t = new Vec3(); - const hitPointWorld = new Vec3(); - from.vsub(position, planePointToFrom); - const t = -worldNormal.dot(planePointToFrom) / n_dot_dir; - direction.scale(t, dir_scaled_with_t); - from.vadd(dir_scaled_with_t, hitPointWorld); - this.reportIntersection(worldNormal, hitPointWorld, reportedShape, body, -1); - } - /** - * Get the world AABB of the ray. - */ - - - getAABB(aabb) { - const { - lowerBound, - upperBound - } = aabb; - const to = this.to; - const from = this.from; - lowerBound.x = Math.min(to.x, from.x); - lowerBound.y = Math.min(to.y, from.y); - lowerBound.z = Math.min(to.z, from.z); - upperBound.x = Math.max(to.x, from.x); - upperBound.y = Math.max(to.y, from.y); - upperBound.z = Math.max(to.z, from.z); - } - - _intersectHeightfield(shape, quat, position, body, reportedShape) { - shape.data; - shape.elementSize; // Convert the ray to local heightfield coordinates - - const localRay = intersectHeightfield_localRay; //new Ray(this.from, this.to); - - localRay.from.copy(this.from); - localRay.to.copy(this.to); - Transform.pointToLocalFrame(position, quat, localRay.from, localRay.from); - Transform.pointToLocalFrame(position, quat, localRay.to, localRay.to); - localRay.updateDirection(); // Get the index of the data points to test against - - const index = intersectHeightfield_index; - let iMinX; - let iMinY; - let iMaxX; - let iMaxY; // Set to max - - iMinX = iMinY = 0; - iMaxX = iMaxY = shape.data.length - 1; - const aabb = new AABB(); - localRay.getAABB(aabb); - shape.getIndexOfPosition(aabb.lowerBound.x, aabb.lowerBound.y, index, true); - iMinX = Math.max(iMinX, index[0]); - iMinY = Math.max(iMinY, index[1]); - shape.getIndexOfPosition(aabb.upperBound.x, aabb.upperBound.y, index, true); - iMaxX = Math.min(iMaxX, index[0] + 1); - iMaxY = Math.min(iMaxY, index[1] + 1); - - for (let i = iMinX; i < iMaxX; i++) { - for (let j = iMinY; j < iMaxY; j++) { - if (this.result.shouldStop) { - return; - } - - shape.getAabbAtIndex(i, j, aabb); - - if (!aabb.overlapsRay(localRay)) { - continue; - } // Lower triangle - - - shape.getConvexTrianglePillar(i, j, false); - Transform.pointToWorldFrame(position, quat, shape.pillarOffset, worldPillarOffset); - - this._intersectConvex(shape.pillarConvex, quat, worldPillarOffset, body, reportedShape, intersectConvexOptions); - - if (this.result.shouldStop) { - return; - } // Upper triangle - - - shape.getConvexTrianglePillar(i, j, true); - Transform.pointToWorldFrame(position, quat, shape.pillarOffset, worldPillarOffset); - - this._intersectConvex(shape.pillarConvex, quat, worldPillarOffset, body, reportedShape, intersectConvexOptions); - } - } - } - - _intersectSphere(sphere, quat, position, body, reportedShape) { - const from = this.from; - const to = this.to; - const r = sphere.radius; - const a = (to.x - from.x) ** 2 + (to.y - from.y) ** 2 + (to.z - from.z) ** 2; - const b = 2 * ((to.x - from.x) * (from.x - position.x) + (to.y - from.y) * (from.y - position.y) + (to.z - from.z) * (from.z - position.z)); - const c = (from.x - position.x) ** 2 + (from.y - position.y) ** 2 + (from.z - position.z) ** 2 - r ** 2; - const delta = b ** 2 - 4 * a * c; - const intersectionPoint = Ray_intersectSphere_intersectionPoint; - const normal = Ray_intersectSphere_normal; - - if (delta < 0) { - // No intersection - return; - } else if (delta === 0) { - // single intersection point - from.lerp(to, delta, intersectionPoint); - intersectionPoint.vsub(position, normal); - normal.normalize(); - this.reportIntersection(normal, intersectionPoint, reportedShape, body, -1); - } else { - const d1 = (-b - Math.sqrt(delta)) / (2 * a); - const d2 = (-b + Math.sqrt(delta)) / (2 * a); - - if (d1 >= 0 && d1 <= 1) { - from.lerp(to, d1, intersectionPoint); - intersectionPoint.vsub(position, normal); - normal.normalize(); - this.reportIntersection(normal, intersectionPoint, reportedShape, body, -1); - } - - if (this.result.shouldStop) { - return; - } - - if (d2 >= 0 && d2 <= 1) { - from.lerp(to, d2, intersectionPoint); - intersectionPoint.vsub(position, normal); - normal.normalize(); - this.reportIntersection(normal, intersectionPoint, reportedShape, body, -1); - } - } - } - - _intersectConvex(shape, quat, position, body, reportedShape, options) { - intersectConvex_minDistNormal; - const normal = intersectConvex_normal; - const vector = intersectConvex_vector; - intersectConvex_minDistIntersect; - const faceList = options && options.faceList || null; // Checking faces - - const faces = shape.faces; - const vertices = shape.vertices; - const normals = shape.faceNormals; - const direction = this.direction; - const from = this.from; - const to = this.to; - const fromToDistance = from.distanceTo(to); - const Nfaces = faceList ? faceList.length : faces.length; - const result = this.result; - - for (let j = 0; !result.shouldStop && j < Nfaces; j++) { - const fi = faceList ? faceList[j] : j; - const face = faces[fi]; - const faceNormal = normals[fi]; - const q = quat; - const x = position; // determine if ray intersects the plane of the face - // note: this works regardless of the direction of the face normal - // Get plane point in world coordinates... - - vector.copy(vertices[face[0]]); - q.vmult(vector, vector); - vector.vadd(x, vector); // ...but make it relative to the ray from. We'll fix this later. - - vector.vsub(from, vector); // Get plane normal - - q.vmult(faceNormal, normal); // If this dot product is negative, we have something interesting - - const dot = direction.dot(normal); // Bail out if ray and plane are parallel - - if (Math.abs(dot) < this.precision) { - continue; - } // calc distance to plane - - - const scalar = normal.dot(vector) / dot; // if negative distance, then plane is behind ray - - if (scalar < 0) { - continue; - } // if (dot < 0) { - // Intersection point is from + direction * scalar - - - direction.scale(scalar, intersectPoint); - intersectPoint.vadd(from, intersectPoint); // a is the point we compare points b and c with. - - a.copy(vertices[face[0]]); - q.vmult(a, a); - x.vadd(a, a); - - for (let i = 1; !result.shouldStop && i < face.length - 1; i++) { - // Transform 3 vertices to world coords - b.copy(vertices[face[i]]); - c.copy(vertices[face[i + 1]]); - q.vmult(b, b); - q.vmult(c, c); - x.vadd(b, b); - x.vadd(c, c); - const distance = intersectPoint.distanceTo(from); - - if (!(Ray.pointInTriangle(intersectPoint, a, b, c) || Ray.pointInTriangle(intersectPoint, b, a, c)) || distance > fromToDistance) { - continue; - } - - this.reportIntersection(normal, intersectPoint, reportedShape, body, fi); - } // } - - } - } - /** - * @todo Optimize by transforming the world to local space first. - * @todo Use Octree lookup - */ - - - _intersectTrimesh(mesh, quat, position, body, reportedShape, options) { - const normal = intersectTrimesh_normal; - const triangles = intersectTrimesh_triangles; - const treeTransform = intersectTrimesh_treeTransform; - const vector = intersectConvex_vector; - const localDirection = intersectTrimesh_localDirection; - const localFrom = intersectTrimesh_localFrom; - const localTo = intersectTrimesh_localTo; - const worldIntersectPoint = intersectTrimesh_worldIntersectPoint; - const worldNormal = intersectTrimesh_worldNormal; // Checking faces - - const indices = mesh.indices; - mesh.vertices; // const normals = mesh.faceNormals - - const from = this.from; - const to = this.to; - const direction = this.direction; - treeTransform.position.copy(position); - treeTransform.quaternion.copy(quat); // Transform ray to local space! - - Transform.vectorToLocalFrame(position, quat, direction, localDirection); - Transform.pointToLocalFrame(position, quat, from, localFrom); - Transform.pointToLocalFrame(position, quat, to, localTo); - localTo.x *= mesh.scale.x; - localTo.y *= mesh.scale.y; - localTo.z *= mesh.scale.z; - localFrom.x *= mesh.scale.x; - localFrom.y *= mesh.scale.y; - localFrom.z *= mesh.scale.z; - localTo.vsub(localFrom, localDirection); - localDirection.normalize(); - const fromToDistanceSquared = localFrom.distanceSquared(localTo); - mesh.tree.rayQuery(this, treeTransform, triangles); - - for (let i = 0, N = triangles.length; !this.result.shouldStop && i !== N; i++) { - const trianglesIndex = triangles[i]; - mesh.getNormal(trianglesIndex, normal); // determine if ray intersects the plane of the face - // note: this works regardless of the direction of the face normal - // Get plane point in world coordinates... - - mesh.getVertex(indices[trianglesIndex * 3], a); // ...but make it relative to the ray from. We'll fix this later. - - a.vsub(localFrom, vector); // If this dot product is negative, we have something interesting - - const dot = localDirection.dot(normal); // Bail out if ray and plane are parallel - // if (Math.abs( dot ) < this.precision){ - // continue; - // } - // calc distance to plane - - const scalar = normal.dot(vector) / dot; // if negative distance, then plane is behind ray - - if (scalar < 0) { - continue; - } // Intersection point is from + direction * scalar - - - localDirection.scale(scalar, intersectPoint); - intersectPoint.vadd(localFrom, intersectPoint); // Get triangle vertices - - mesh.getVertex(indices[trianglesIndex * 3 + 1], b); - mesh.getVertex(indices[trianglesIndex * 3 + 2], c); - const squaredDistance = intersectPoint.distanceSquared(localFrom); - - if (!(Ray.pointInTriangle(intersectPoint, b, a, c) || Ray.pointInTriangle(intersectPoint, a, b, c)) || squaredDistance > fromToDistanceSquared) { - continue; - } // transform intersectpoint and normal to world - - - Transform.vectorToWorldFrame(quat, normal, worldNormal); - Transform.pointToWorldFrame(position, quat, intersectPoint, worldIntersectPoint); - this.reportIntersection(worldNormal, worldIntersectPoint, reportedShape, body, trianglesIndex); - } - - triangles.length = 0; - } - /** - * @return True if the intersections should continue - */ - - - reportIntersection(normal, hitPointWorld, shape, body, hitFaceIndex) { - const from = this.from; - const to = this.to; - const distance = from.distanceTo(hitPointWorld); - const result = this.result; // Skip back faces? - - if (this.skipBackfaces && normal.dot(this.direction) > 0) { - return; - } - - result.hitFaceIndex = typeof hitFaceIndex !== 'undefined' ? hitFaceIndex : -1; - - switch (this.mode) { - case Ray.ALL: - this.hasHit = true; - result.set(from, to, normal, hitPointWorld, shape, body, distance); - result.hasHit = true; - this.callback(result); - break; - - case Ray.CLOSEST: - // Store if closer than current closest - if (distance < result.distance || !result.hasHit) { - this.hasHit = true; - result.hasHit = true; - result.set(from, to, normal, hitPointWorld, shape, body, distance); - } - - break; - - case Ray.ANY: - // Report and stop. - this.hasHit = true; - result.hasHit = true; - result.set(from, to, normal, hitPointWorld, shape, body, distance); - result.shouldStop = true; - break; - } - } - /** - * As per "Barycentric Technique" as named - * {@link https://www.blackpawn.com/texts/pointinpoly/default.html here} but without the division - */ - - - static pointInTriangle(p, a, b, c) { - c.vsub(a, v0); - b.vsub(a, v1); - p.vsub(a, v2); - const dot00 = v0.dot(v0); - const dot01 = v0.dot(v1); - const dot02 = v0.dot(v2); - const dot11 = v1.dot(v1); - const dot12 = v1.dot(v2); - let u; - let v; - return (u = dot11 * dot02 - dot01 * dot12) >= 0 && (v = dot00 * dot12 - dot01 * dot02) >= 0 && u + v < dot00 * dot11 - dot01 * dot01; - } - -} -Ray.CLOSEST = RAY_MODES.CLOSEST; -Ray.ANY = RAY_MODES.ANY; -Ray.ALL = RAY_MODES.ALL; -const tmpAABB$1 = new AABB(); -const tmpArray = []; -const v1 = new Vec3(); -const v2 = new Vec3(); -const intersectBody_xi = new Vec3(); -const intersectBody_qi = new Quaternion(); -const intersectPoint = new Vec3(); -const a = new Vec3(); -const b = new Vec3(); -const c = new Vec3(); -new Vec3(); -new RaycastResult(); -const intersectConvexOptions = { - faceList: [0] -}; -const worldPillarOffset = new Vec3(); -const intersectHeightfield_localRay = new Ray(); -const intersectHeightfield_index = []; -const Ray_intersectSphere_intersectionPoint = new Vec3(); -const Ray_intersectSphere_normal = new Vec3(); -const intersectConvex_normal = new Vec3(); -const intersectConvex_minDistNormal = new Vec3(); -const intersectConvex_minDistIntersect = new Vec3(); -const intersectConvex_vector = new Vec3(); -const intersectTrimesh_normal = new Vec3(); -const intersectTrimesh_localDirection = new Vec3(); -const intersectTrimesh_localFrom = new Vec3(); -const intersectTrimesh_localTo = new Vec3(); -const intersectTrimesh_worldNormal = new Vec3(); -const intersectTrimesh_worldIntersectPoint = new Vec3(); -new AABB(); -const intersectTrimesh_triangles = []; -const intersectTrimesh_treeTransform = new Transform(); -const v0 = new Vec3(); -const intersect = new Vec3(); - -function distanceFromIntersection(from, direction, position) { - // v0 is vector from from to position - position.vsub(from, v0); - const dot = v0.dot(direction); // intersect = direction*dot + from - - direction.scale(dot, intersect); - intersect.vadd(from, intersect); - const distance = position.distanceTo(intersect); - return distance; -} - -/** - * Sweep and prune broadphase along one axis. - */ -class SAPBroadphase extends Broadphase { - /** - * List of bodies currently in the broadphase. - */ - - /** - * The world to search in. - */ - - /** - * Axis to sort the bodies along. - * Set to 0 for x axis, and 1 for y axis. - * For best performance, pick the axis where bodies are most distributed. - */ - - /** - * Check if the bounds of two bodies overlap, along the given SAP axis. - */ - static checkBounds(bi, bj, axisIndex) { - let biPos; - let bjPos; - - if (axisIndex === 0) { - biPos = bi.position.x; - bjPos = bj.position.x; - } else if (axisIndex === 1) { - biPos = bi.position.y; - bjPos = bj.position.y; - } else if (axisIndex === 2) { - biPos = bi.position.z; - bjPos = bj.position.z; - } - - const ri = bi.boundingRadius, - rj = bj.boundingRadius, - boundA2 = biPos + ri, - boundB1 = bjPos - rj; - return boundB1 < boundA2; - } // Note: these are identical, save for x/y/z lowerbound - - /** - * insertionSortX - */ - - - static insertionSortX(a) { - for (let i = 1, l = a.length; i < l; i++) { - const v = a[i]; - let j; - - for (j = i - 1; j >= 0; j--) { - if (a[j].aabb.lowerBound.x <= v.aabb.lowerBound.x) { - break; - } - - a[j + 1] = a[j]; - } - - a[j + 1] = v; - } - - return a; - } - /** - * insertionSortY - */ - - - static insertionSortY(a) { - for (let i = 1, l = a.length; i < l; i++) { - const v = a[i]; - let j; - - for (j = i - 1; j >= 0; j--) { - if (a[j].aabb.lowerBound.y <= v.aabb.lowerBound.y) { - break; - } - - a[j + 1] = a[j]; - } - - a[j + 1] = v; - } - - return a; - } - /** - * insertionSortZ - */ - - - static insertionSortZ(a) { - for (let i = 1, l = a.length; i < l; i++) { - const v = a[i]; - let j; - - for (j = i - 1; j >= 0; j--) { - if (a[j].aabb.lowerBound.z <= v.aabb.lowerBound.z) { - break; - } - - a[j + 1] = a[j]; - } - - a[j + 1] = v; - } - - return a; - } - - constructor(world) { - super(); - this.axisList = []; - this.world = null; - this.axisIndex = 0; - const axisList = this.axisList; - - this._addBodyHandler = event => { - axisList.push(event.body); - }; - - this._removeBodyHandler = event => { - const idx = axisList.indexOf(event.body); - - if (idx !== -1) { - axisList.splice(idx, 1); - } - }; - - if (world) { - this.setWorld(world); - } - } - /** - * Change the world - */ - - - setWorld(world) { - // Clear the old axis array - this.axisList.length = 0; // Add all bodies from the new world - - for (let i = 0; i < world.bodies.length; i++) { - this.axisList.push(world.bodies[i]); - } // Remove old handlers, if any - - - world.removeEventListener('addBody', this._addBodyHandler); - world.removeEventListener('removeBody', this._removeBodyHandler); // Add handlers to update the list of bodies. - - world.addEventListener('addBody', this._addBodyHandler); - world.addEventListener('removeBody', this._removeBodyHandler); - this.world = world; - this.dirty = true; - } - /** - * Collect all collision pairs - */ - - - collisionPairs(world, p1, p2) { - const bodies = this.axisList; - const N = bodies.length; - const axisIndex = this.axisIndex; - let i; - let j; - - if (this.dirty) { - this.sortList(); - this.dirty = false; - } // Look through the list - - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - - for (j = i + 1; j < N; j++) { - const bj = bodies[j]; - - if (!this.needBroadphaseCollision(bi, bj)) { - continue; - } - - if (!SAPBroadphase.checkBounds(bi, bj, axisIndex)) { - break; - } - - this.intersectionTest(bi, bj, p1, p2); - } - } - } - - sortList() { - const axisList = this.axisList; - const axisIndex = this.axisIndex; - const N = axisList.length; // Update AABBs - - for (let i = 0; i !== N; i++) { - const bi = axisList[i]; - - if (bi.aabbNeedsUpdate) { - bi.updateAABB(); - } - } // Sort the list - - - if (axisIndex === 0) { - SAPBroadphase.insertionSortX(axisList); - } else if (axisIndex === 1) { - SAPBroadphase.insertionSortY(axisList); - } else if (axisIndex === 2) { - SAPBroadphase.insertionSortZ(axisList); - } - } - /** - * Computes the variance of the body positions and estimates the best axis to use. - * Will automatically set property `axisIndex`. - */ - - - autoDetectAxis() { - let sumX = 0; - let sumX2 = 0; - let sumY = 0; - let sumY2 = 0; - let sumZ = 0; - let sumZ2 = 0; - const bodies = this.axisList; - const N = bodies.length; - const invN = 1 / N; - - for (let i = 0; i !== N; i++) { - const b = bodies[i]; - const centerX = b.position.x; - sumX += centerX; - sumX2 += centerX * centerX; - const centerY = b.position.y; - sumY += centerY; - sumY2 += centerY * centerY; - const centerZ = b.position.z; - sumZ += centerZ; - sumZ2 += centerZ * centerZ; - } - - const varianceX = sumX2 - sumX * sumX * invN; - const varianceY = sumY2 - sumY * sumY * invN; - const varianceZ = sumZ2 - sumZ * sumZ * invN; - - if (varianceX > varianceY) { - if (varianceX > varianceZ) { - this.axisIndex = 0; - } else { - this.axisIndex = 2; - } - } else if (varianceY > varianceZ) { - this.axisIndex = 1; - } else { - this.axisIndex = 2; - } - } - /** - * Returns all the bodies within an AABB. - * @param result An array to store resulting bodies in. - */ - - - aabbQuery(world, aabb, result) { - if (result === void 0) { - result = []; - } - - if (this.dirty) { - this.sortList(); - this.dirty = false; - } - - const axisIndex = this.axisIndex; - let axis = 'x'; - - if (axisIndex === 1) { - axis = 'y'; - } - - if (axisIndex === 2) { - axis = 'z'; - } - - const axisList = this.axisList; - aabb.lowerBound[axis]; - aabb.upperBound[axis]; - - for (let i = 0; i < axisList.length; i++) { - const b = axisList[i]; - - if (b.aabbNeedsUpdate) { - b.updateAABB(); - } - - if (b.aabb.overlaps(aabb)) { - result.push(b); - } - } - - return result; - } - -} - -class Utils { - /** - * Extend an options object with default values. - * @param options The options object. May be falsy: in this case, a new object is created and returned. - * @param defaults An object containing default values. - * @return The modified options object. - */ - static defaults(options, defaults) { - if (options === void 0) { - options = {}; - } - - for (let key in defaults) { - if (!(key in options)) { - options[key] = defaults[key]; - } - } - - return options; - } - -} - -/** - * Constraint base class - */ -class Constraint { - /** - * Equations to be solved in this constraint. - */ - - /** - * Body A. - */ - - /** - * Body B. - */ - - /** - * Set to false if you don't want the bodies to collide when they are connected. - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - options = Utils.defaults(options, { - collideConnected: true, - wakeUpBodies: true - }); - this.equations = []; - this.bodyA = bodyA; - this.bodyB = bodyB; - this.id = Constraint.idCounter++; - this.collideConnected = options.collideConnected; - - if (options.wakeUpBodies) { - if (bodyA) { - bodyA.wakeUp(); - } - - if (bodyB) { - bodyB.wakeUp(); - } - } - } - /** - * Update all the equations with data. - */ - - - update() { - throw new Error('method update() not implmemented in this Constraint subclass!'); - } - /** - * Enables all equations in the constraint. - */ - - - enable() { - const eqs = this.equations; - - for (let i = 0; i < eqs.length; i++) { - eqs[i].enabled = true; - } - } - /** - * Disables all equations in the constraint. - */ - - - disable() { - const eqs = this.equations; - - for (let i = 0; i < eqs.length; i++) { - eqs[i].enabled = false; - } - } - -} -Constraint.idCounter = 0; - -/** - * An element containing 6 entries, 3 spatial and 3 rotational degrees of freedom. - */ - -class JacobianElement { - /** - * spatial - */ - - /** - * rotational - */ - constructor() { - this.spatial = new Vec3(); - this.rotational = new Vec3(); - } - /** - * Multiply with other JacobianElement - */ - - - multiplyElement(element) { - return element.spatial.dot(this.spatial) + element.rotational.dot(this.rotational); - } - /** - * Multiply with two vectors - */ - - - multiplyVectors(spatial, rotational) { - return spatial.dot(this.spatial) + rotational.dot(this.rotational); - } - -} - -/** - * Equation base class. - * - * `a`, `b` and `eps` are {@link https://www8.cs.umu.se/kurser/5DV058/VT15/lectures/SPOOKlabnotes.pdf SPOOK} parameters that default to `0.0`. See {@link https://github.com/schteppe/cannon.js/issues/238#issuecomment-147172327 this exchange} for more details on Cannon's physics implementation. - */ -class Equation { - /** - * Minimum (read: negative max) force to be applied by the constraint. - */ - - /** - * Maximum (read: positive max) force to be applied by the constraint. - */ - - /** - * SPOOK parameter - */ - - /** - * SPOOK parameter - */ - - /** - * SPOOK parameter - */ - - /** - * A number, proportional to the force added to the bodies. - */ - constructor(bi, bj, minForce, maxForce) { - if (minForce === void 0) { - minForce = -1e6; - } - - if (maxForce === void 0) { - maxForce = 1e6; - } - - this.id = Equation.idCounter++; - this.minForce = minForce; - this.maxForce = maxForce; - this.bi = bi; - this.bj = bj; - this.a = 0.0; // SPOOK parameter - - this.b = 0.0; // SPOOK parameter - - this.eps = 0.0; // SPOOK parameter - - this.jacobianElementA = new JacobianElement(); - this.jacobianElementB = new JacobianElement(); - this.enabled = true; - this.multiplier = 0; - this.setSpookParams(1e7, 4, 1 / 60); // Set typical spook params - } - /** - * Recalculates a, b, and eps. - * - * The Equation constructor sets typical SPOOK parameters as such: - * * `stiffness` = 1e7 - * * `relaxation` = 4 - * * `timeStep`= 1 / 60, _note the hardcoded refresh rate._ - */ - - - setSpookParams(stiffness, relaxation, timeStep) { - const d = relaxation; - const k = stiffness; - const h = timeStep; - this.a = 4.0 / (h * (1 + 4 * d)); - this.b = 4.0 * d / (1 + 4 * d); - this.eps = 4.0 / (h * h * k * (1 + 4 * d)); - } - /** - * Computes the right hand side of the SPOOK equation - */ - - - computeB(a, b, h) { - const GW = this.computeGW(); - const Gq = this.computeGq(); - const GiMf = this.computeGiMf(); - return -Gq * a - GW * b - GiMf * h; - } - /** - * Computes G*q, where q are the generalized body coordinates - */ - - - computeGq() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const xi = bi.position; - const xj = bj.position; - return GA.spatial.dot(xi) + GB.spatial.dot(xj); - } - /** - * Computes G*W, where W are the body velocities - */ - - - computeGW() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const vi = bi.velocity; - const vj = bj.velocity; - const wi = bi.angularVelocity; - const wj = bj.angularVelocity; - return GA.multiplyVectors(vi, wi) + GB.multiplyVectors(vj, wj); - } - /** - * Computes G*Wlambda, where W are the body velocities - */ - - - computeGWlambda() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const vi = bi.vlambda; - const vj = bj.vlambda; - const wi = bi.wlambda; - const wj = bj.wlambda; - return GA.multiplyVectors(vi, wi) + GB.multiplyVectors(vj, wj); - } - /** - * Computes G*inv(M)*f, where M is the mass matrix with diagonal blocks for each body, and f are the forces on the bodies. - */ - - - computeGiMf() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const fi = bi.force; - const ti = bi.torque; - const fj = bj.force; - const tj = bj.torque; - const invMassi = bi.invMassSolve; - const invMassj = bj.invMassSolve; - fi.scale(invMassi, iMfi); - fj.scale(invMassj, iMfj); - bi.invInertiaWorldSolve.vmult(ti, invIi_vmult_taui); - bj.invInertiaWorldSolve.vmult(tj, invIj_vmult_tauj); - return GA.multiplyVectors(iMfi, invIi_vmult_taui) + GB.multiplyVectors(iMfj, invIj_vmult_tauj); - } - /** - * Computes G*inv(M)*G' - */ - - - computeGiMGt() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const invMassi = bi.invMassSolve; - const invMassj = bj.invMassSolve; - const invIi = bi.invInertiaWorldSolve; - const invIj = bj.invInertiaWorldSolve; - let result = invMassi + invMassj; - invIi.vmult(GA.rotational, tmp); - result += tmp.dot(GA.rotational); - invIj.vmult(GB.rotational, tmp); - result += tmp.dot(GB.rotational); - return result; - } - /** - * Add constraint velocity to the bodies. - */ - - - addToWlambda(deltalambda) { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const temp = addToWlambda_temp; // Add to linear velocity - // v_lambda += inv(M) * delta_lamba * G - - bi.vlambda.addScaledVector(bi.invMassSolve * deltalambda, GA.spatial, bi.vlambda); - bj.vlambda.addScaledVector(bj.invMassSolve * deltalambda, GB.spatial, bj.vlambda); // Add to angular velocity - - bi.invInertiaWorldSolve.vmult(GA.rotational, temp); - bi.wlambda.addScaledVector(deltalambda, temp, bi.wlambda); - bj.invInertiaWorldSolve.vmult(GB.rotational, temp); - bj.wlambda.addScaledVector(deltalambda, temp, bj.wlambda); - } - /** - * Compute the denominator part of the SPOOK equation: C = G*inv(M)*G' + eps - */ - - - computeC() { - return this.computeGiMGt() + this.eps; - } - -} -Equation.idCounter = 0; -const iMfi = new Vec3(); -const iMfj = new Vec3(); -const invIi_vmult_taui = new Vec3(); -const invIj_vmult_tauj = new Vec3(); -const tmp = new Vec3(); -const addToWlambda_temp = new Vec3(); - -/** - * Contact/non-penetration constraint equation - */ -class ContactEquation extends Equation { - /** - * "bounciness": u1 = -e*u0 - */ - - /** - * World-oriented vector that goes from the center of bi to the contact point. - */ - - /** - * World-oriented vector that starts in body j position and goes to the contact point. - */ - - /** - * Contact normal, pointing out of body i. - */ - constructor(bodyA, bodyB, maxForce) { - if (maxForce === void 0) { - maxForce = 1e6; - } - - super(bodyA, bodyB, 0, maxForce); - this.restitution = 0.0; - this.ri = new Vec3(); - this.rj = new Vec3(); - this.ni = new Vec3(); - } - - computeB(h) { - const a = this.a; - const b = this.b; - const bi = this.bi; - const bj = this.bj; - const ri = this.ri; - const rj = this.rj; - const rixn = ContactEquation_computeB_temp1; - const rjxn = ContactEquation_computeB_temp2; - const vi = bi.velocity; - const wi = bi.angularVelocity; - bi.force; - bi.torque; - const vj = bj.velocity; - const wj = bj.angularVelocity; - bj.force; - bj.torque; - const penetrationVec = ContactEquation_computeB_temp3; - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const n = this.ni; // Caluclate cross products - - ri.cross(n, rixn); - rj.cross(n, rjxn); // g = xj+rj -(xi+ri) - // G = [ -ni -rixn ni rjxn ] - - n.negate(GA.spatial); - rixn.negate(GA.rotational); - GB.spatial.copy(n); - GB.rotational.copy(rjxn); // Calculate the penetration vector - - penetrationVec.copy(bj.position); - penetrationVec.vadd(rj, penetrationVec); - penetrationVec.vsub(bi.position, penetrationVec); - penetrationVec.vsub(ri, penetrationVec); - const g = n.dot(penetrationVec); // Compute iteration - - const ePlusOne = this.restitution + 1; - const GW = ePlusOne * vj.dot(n) - ePlusOne * vi.dot(n) + wj.dot(rjxn) - wi.dot(rixn); - const GiMf = this.computeGiMf(); - const B = -g * a - GW * b - h * GiMf; - return B; - } - /** - * Get the current relative velocity in the contact point. - */ - - - getImpactVelocityAlongNormal() { - const vi = ContactEquation_getImpactVelocityAlongNormal_vi; - const vj = ContactEquation_getImpactVelocityAlongNormal_vj; - const xi = ContactEquation_getImpactVelocityAlongNormal_xi; - const xj = ContactEquation_getImpactVelocityAlongNormal_xj; - const relVel = ContactEquation_getImpactVelocityAlongNormal_relVel; - this.bi.position.vadd(this.ri, xi); - this.bj.position.vadd(this.rj, xj); - this.bi.getVelocityAtWorldPoint(xi, vi); - this.bj.getVelocityAtWorldPoint(xj, vj); - vi.vsub(vj, relVel); - return this.ni.dot(relVel); - } - -} -const ContactEquation_computeB_temp1 = new Vec3(); // Temp vectors - -const ContactEquation_computeB_temp2 = new Vec3(); -const ContactEquation_computeB_temp3 = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_vi = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_vj = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_xi = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_xj = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_relVel = new Vec3(); - -/** - * Connects two bodies at given offset points. - * @example - * const bodyA = new Body({ mass: 1 }) - * const bodyB = new Body({ mass: 1 }) - * bodyA.position.set(-1, 0, 0) - * bodyB.position.set(1, 0, 0) - * bodyA.addShape(shapeA) - * bodyB.addShape(shapeB) - * world.addBody(bodyA) - * world.addBody(bodyB) - * const localPivotA = new Vec3(1, 0, 0) - * const localPivotB = new Vec3(-1, 0, 0) - * const constraint = new PointToPointConstraint(bodyA, localPivotA, bodyB, localPivotB) - * world.addConstraint(constraint) - */ -class PointToPointConstraint extends Constraint { - /** - * Pivot, defined locally in bodyA. - */ - - /** - * Pivot, defined locally in bodyB. - */ - - /** - * @param pivotA The point relative to the center of mass of bodyA which bodyA is constrained to. - * @param bodyB Body that will be constrained in a similar way to the same point as bodyA. We will therefore get a link between bodyA and bodyB. If not specified, bodyA will be constrained to a static point. - * @param pivotB The point relative to the center of mass of bodyB which bodyB is constrained to. - * @param maxForce The maximum force that should be applied to constrain the bodies. - */ - constructor(bodyA, pivotA, bodyB, pivotB, maxForce) { - if (pivotA === void 0) { - pivotA = new Vec3(); - } - - if (pivotB === void 0) { - pivotB = new Vec3(); - } - - if (maxForce === void 0) { - maxForce = 1e6; - } - - super(bodyA, bodyB); - this.pivotA = pivotA.clone(); - this.pivotB = pivotB.clone(); - const x = this.equationX = new ContactEquation(bodyA, bodyB); - const y = this.equationY = new ContactEquation(bodyA, bodyB); - const z = this.equationZ = new ContactEquation(bodyA, bodyB); // Equations to be fed to the solver - - this.equations.push(x, y, z); // Make the equations bidirectional - - x.minForce = y.minForce = z.minForce = -maxForce; - x.maxForce = y.maxForce = z.maxForce = maxForce; - x.ni.set(1, 0, 0); - y.ni.set(0, 1, 0); - z.ni.set(0, 0, 1); - } - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const x = this.equationX; - const y = this.equationY; - const z = this.equationZ; // Rotate the pivots to world space - - bodyA.quaternion.vmult(this.pivotA, x.ri); - bodyB.quaternion.vmult(this.pivotB, x.rj); - y.ri.copy(x.ri); - y.rj.copy(x.rj); - z.ri.copy(x.ri); - z.rj.copy(x.rj); - } - -} - -/** - * Cone equation. Works to keep the given body world vectors aligned, or tilted within a given angle from each other. - */ -class ConeEquation extends Equation { - /** - * Local axis in A - */ - - /** - * Local axis in B - */ - - /** - * The "cone angle" to keep - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; - super(bodyA, bodyB, -maxForce, maxForce); - this.axisA = options.axisA ? options.axisA.clone() : new Vec3(1, 0, 0); - this.axisB = options.axisB ? options.axisB.clone() : new Vec3(0, 1, 0); - this.angle = typeof options.angle !== 'undefined' ? options.angle : 0; - } - - computeB(h) { - const a = this.a; - const b = this.b; - const ni = this.axisA; - const nj = this.axisB; - const nixnj = tmpVec1$2; - const njxni = tmpVec2$2; - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; // Caluclate cross products - - ni.cross(nj, nixnj); - nj.cross(ni, njxni); // The angle between two vector is: - // cos(theta) = a * b / (length(a) * length(b) = { len(a) = len(b) = 1 } = a * b - // g = a * b - // gdot = (b x a) * wi + (a x b) * wj - // G = [0 bxa 0 axb] - // W = [vi wi vj wj] - - GA.rotational.copy(njxni); - GB.rotational.copy(nixnj); - const g = Math.cos(this.angle) - ni.dot(nj); - const GW = this.computeGW(); - const GiMf = this.computeGiMf(); - const B = -g * a - GW * b - h * GiMf; - return B; - } - -} -const tmpVec1$2 = new Vec3(); -const tmpVec2$2 = new Vec3(); - -/** - * Rotational constraint. Works to keep the local vectors orthogonal to each other in world space. - */ -class RotationalEquation extends Equation { - /** - * World oriented rotational axis. - */ - - /** - * World oriented rotational axis. - */ - - /** - * maxAngle - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; - super(bodyA, bodyB, -maxForce, maxForce); - this.axisA = options.axisA ? options.axisA.clone() : new Vec3(1, 0, 0); - this.axisB = options.axisB ? options.axisB.clone() : new Vec3(0, 1, 0); - this.maxAngle = Math.PI / 2; - } - - computeB(h) { - const a = this.a; - const b = this.b; - const ni = this.axisA; - const nj = this.axisB; - const nixnj = tmpVec1$1; - const njxni = tmpVec2$1; - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; // Caluclate cross products - - ni.cross(nj, nixnj); - nj.cross(ni, njxni); // g = ni * nj - // gdot = (nj x ni) * wi + (ni x nj) * wj - // G = [0 njxni 0 nixnj] - // W = [vi wi vj wj] - - GA.rotational.copy(njxni); - GB.rotational.copy(nixnj); - const g = Math.cos(this.maxAngle) - ni.dot(nj); - const GW = this.computeGW(); - const GiMf = this.computeGiMf(); - const B = -g * a - GW * b - h * GiMf; - return B; - } - -} -const tmpVec1$1 = new Vec3(); -const tmpVec2$1 = new Vec3(); - -/** - * A Cone Twist constraint, useful for ragdolls. - */ -class ConeTwistConstraint extends PointToPointConstraint { - /** - * The axis direction for the constraint of the body A. - */ - - /** - * The axis direction for the constraint of the body B. - */ - - /** - * The aperture angle of the cone. - */ - - /** - * The twist angle of the joint. - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; // Set pivot point in between - - const pivotA = options.pivotA ? options.pivotA.clone() : new Vec3(); - const pivotB = options.pivotB ? options.pivotB.clone() : new Vec3(); - super(bodyA, pivotA, bodyB, pivotB, maxForce); - this.axisA = options.axisA ? options.axisA.clone() : new Vec3(); - this.axisB = options.axisB ? options.axisB.clone() : new Vec3(); - this.collideConnected = !!options.collideConnected; - this.angle = typeof options.angle !== 'undefined' ? options.angle : 0; - const c = this.coneEquation = new ConeEquation(bodyA, bodyB, options); - const t = this.twistEquation = new RotationalEquation(bodyA, bodyB, options); - this.twistAngle = typeof options.twistAngle !== 'undefined' ? options.twistAngle : 0; // Make the cone equation push the bodies toward the cone axis, not outward - - c.maxForce = 0; - c.minForce = -maxForce; // Make the twist equation add torque toward the initial position - - t.maxForce = 0; - t.minForce = -maxForce; - this.equations.push(c, t); - } - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const cone = this.coneEquation; - const twist = this.twistEquation; - super.update(); // Update the axes to the cone constraint - - bodyA.vectorToWorldFrame(this.axisA, cone.axisA); - bodyB.vectorToWorldFrame(this.axisB, cone.axisB); // Update the world axes in the twist constraint - - this.axisA.tangents(twist.axisA, twist.axisA); - bodyA.vectorToWorldFrame(twist.axisA, twist.axisA); - this.axisB.tangents(twist.axisB, twist.axisB); - bodyB.vectorToWorldFrame(twist.axisB, twist.axisB); - cone.angle = this.angle; - twist.maxAngle = this.twistAngle; - } - -} -new Vec3(); -new Vec3(); - -/** - * Constrains two bodies to be at a constant distance from each others center of mass. - */ -class DistanceConstraint extends Constraint { - /** - * The distance to keep. If undefined, it will be set to the current distance between bodyA and bodyB - */ - - /** - * @param distance The distance to keep. If undefined, it will be set to the current distance between bodyA and bodyB. - * @param maxForce The maximum force that should be applied to constrain the bodies. - */ - constructor(bodyA, bodyB, distance, maxForce) { - if (maxForce === void 0) { - maxForce = 1e6; - } - - super(bodyA, bodyB); - - if (typeof distance === 'undefined') { - distance = bodyA.position.distanceTo(bodyB.position); - } - - this.distance = distance; - const eq = this.distanceEquation = new ContactEquation(bodyA, bodyB); - this.equations.push(eq); // Make it bidirectional - - eq.minForce = -maxForce; - eq.maxForce = maxForce; - } - /** - * update - */ - - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const eq = this.distanceEquation; - const halfDist = this.distance * 0.5; - const normal = eq.ni; - bodyB.position.vsub(bodyA.position, normal); - normal.normalize(); - normal.scale(halfDist, eq.ri); - normal.scale(-halfDist, eq.rj); - } - -} - -/** - * Lock constraint. Will remove all degrees of freedom between the bodies. - */ -class LockConstraint extends PointToPointConstraint { - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; // Set pivot point in between - - const pivotA = new Vec3(); - const pivotB = new Vec3(); - const halfWay = new Vec3(); - bodyA.position.vadd(bodyB.position, halfWay); - halfWay.scale(0.5, halfWay); - bodyB.pointToLocalFrame(halfWay, pivotB); - bodyA.pointToLocalFrame(halfWay, pivotA); // The point-to-point constraint will keep a point shared between the bodies - - super(bodyA, pivotA, bodyB, pivotB, maxForce); // Store initial rotation of the bodies as unit vectors in the local body spaces - - this.xA = bodyA.vectorToLocalFrame(Vec3.UNIT_X); - this.xB = bodyB.vectorToLocalFrame(Vec3.UNIT_X); - this.yA = bodyA.vectorToLocalFrame(Vec3.UNIT_Y); - this.yB = bodyB.vectorToLocalFrame(Vec3.UNIT_Y); - this.zA = bodyA.vectorToLocalFrame(Vec3.UNIT_Z); - this.zB = bodyB.vectorToLocalFrame(Vec3.UNIT_Z); // ...and the following rotational equations will keep all rotational DOF's in place - - const r1 = this.rotationalEquation1 = new RotationalEquation(bodyA, bodyB, options); - const r2 = this.rotationalEquation2 = new RotationalEquation(bodyA, bodyB, options); - const r3 = this.rotationalEquation3 = new RotationalEquation(bodyA, bodyB, options); - this.equations.push(r1, r2, r3); - } - /** - * update - */ - - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - this.motorEquation; - const r1 = this.rotationalEquation1; - const r2 = this.rotationalEquation2; - const r3 = this.rotationalEquation3; - LockConstraint_update_tmpVec1; - LockConstraint_update_tmpVec2; - super.update(); // These vector pairs must be orthogonal - - bodyA.vectorToWorldFrame(this.xA, r1.axisA); - bodyB.vectorToWorldFrame(this.yB, r1.axisB); - bodyA.vectorToWorldFrame(this.yA, r2.axisA); - bodyB.vectorToWorldFrame(this.zB, r2.axisB); - bodyA.vectorToWorldFrame(this.zA, r3.axisA); - bodyB.vectorToWorldFrame(this.xB, r3.axisB); - } - -} -const LockConstraint_update_tmpVec1 = new Vec3(); -const LockConstraint_update_tmpVec2 = new Vec3(); - -/** - * Rotational motor constraint. Tries to keep the relative angular velocity of the bodies to a given value. - */ -class RotationalMotorEquation extends Equation { - /** - * World oriented rotational axis. - */ - - /** - * World oriented rotational axis. - */ - - /** - * Motor velocity. - */ - constructor(bodyA, bodyB, maxForce) { - if (maxForce === void 0) { - maxForce = 1e6; - } - - super(bodyA, bodyB, -maxForce, maxForce); - this.axisA = new Vec3(); - this.axisB = new Vec3(); - this.targetVelocity = 0; - } - - computeB(h) { - this.a; - const b = this.b; - this.bi; - this.bj; - const axisA = this.axisA; - const axisB = this.axisB; - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; // g = 0 - // gdot = axisA * wi - axisB * wj - // gdot = G * W = G * [vi wi vj wj] - // => - // G = [0 axisA 0 -axisB] - - GA.rotational.copy(axisA); - axisB.negate(GB.rotational); - const GW = this.computeGW() - this.targetVelocity; - const GiMf = this.computeGiMf(); - const B = -GW * b - h * GiMf; - return B; - } - -} - -/** - * Hinge constraint. Think of it as a door hinge. It tries to keep the door in the correct place and with the correct orientation. - */ -class HingeConstraint extends PointToPointConstraint { - /** - * Rotation axis, defined locally in bodyA. - */ - - /** - * Rotation axis, defined locally in bodyB. - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; - const pivotA = options.pivotA ? options.pivotA.clone() : new Vec3(); - const pivotB = options.pivotB ? options.pivotB.clone() : new Vec3(); - super(bodyA, pivotA, bodyB, pivotB, maxForce); - const axisA = this.axisA = options.axisA ? options.axisA.clone() : new Vec3(1, 0, 0); - axisA.normalize(); - const axisB = this.axisB = options.axisB ? options.axisB.clone() : new Vec3(1, 0, 0); - axisB.normalize(); - this.collideConnected = !!options.collideConnected; - const rotational1 = this.rotationalEquation1 = new RotationalEquation(bodyA, bodyB, options); - const rotational2 = this.rotationalEquation2 = new RotationalEquation(bodyA, bodyB, options); - const motor = this.motorEquation = new RotationalMotorEquation(bodyA, bodyB, maxForce); - motor.enabled = false; // Not enabled by default - // Equations to be fed to the solver - - this.equations.push(rotational1, rotational2, motor); - } - /** - * enableMotor - */ - - - enableMotor() { - this.motorEquation.enabled = true; - } - /** - * disableMotor - */ - - - disableMotor() { - this.motorEquation.enabled = false; - } - /** - * setMotorSpeed - */ - - - setMotorSpeed(speed) { - this.motorEquation.targetVelocity = speed; - } - /** - * setMotorMaxForce - */ - - - setMotorMaxForce(maxForce) { - this.motorEquation.maxForce = maxForce; - this.motorEquation.minForce = -maxForce; - } - /** - * update - */ - - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const motor = this.motorEquation; - const r1 = this.rotationalEquation1; - const r2 = this.rotationalEquation2; - const worldAxisA = HingeConstraint_update_tmpVec1; - const worldAxisB = HingeConstraint_update_tmpVec2; - const axisA = this.axisA; - const axisB = this.axisB; - super.update(); // Get world axes - - bodyA.quaternion.vmult(axisA, worldAxisA); - bodyB.quaternion.vmult(axisB, worldAxisB); - worldAxisA.tangents(r1.axisA, r2.axisA); - r1.axisB.copy(worldAxisB); - r2.axisB.copy(worldAxisB); - - if (this.motorEquation.enabled) { - bodyA.quaternion.vmult(this.axisA, motor.axisA); - bodyB.quaternion.vmult(this.axisB, motor.axisB); - } - } - -} -const HingeConstraint_update_tmpVec1 = new Vec3(); -const HingeConstraint_update_tmpVec2 = new Vec3(); - -/** - * Constrains the slipping in a contact along a tangent - */ -class FrictionEquation extends Equation { - // Tangent - - /** - * @param slipForce should be +-F_friction = +-mu * F_normal = +-mu * m * g - */ - constructor(bodyA, bodyB, slipForce) { - super(bodyA, bodyB, -slipForce, slipForce); - this.ri = new Vec3(); - this.rj = new Vec3(); - this.t = new Vec3(); - } - - computeB(h) { - this.a; - const b = this.b; - this.bi; - this.bj; - const ri = this.ri; - const rj = this.rj; - const rixt = FrictionEquation_computeB_temp1; - const rjxt = FrictionEquation_computeB_temp2; - const t = this.t; // Caluclate cross products - - ri.cross(t, rixt); - rj.cross(t, rjxt); // G = [-t -rixt t rjxt] - // And remember, this is a pure velocity constraint, g is always zero! - - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - t.negate(GA.spatial); - rixt.negate(GA.rotational); - GB.spatial.copy(t); - GB.rotational.copy(rjxt); - const GW = this.computeGW(); - const GiMf = this.computeGiMf(); - const B = -GW * b - h * GiMf; - return B; - } - -} -const FrictionEquation_computeB_temp1 = new Vec3(); -const FrictionEquation_computeB_temp2 = new Vec3(); - -/** - * Defines what happens when two materials meet. - * @todo Refactor materials to materialA and materialB - */ -class ContactMaterial { - /** - * Identifier of this material. - */ - - /** - * Participating materials. - */ - - /** - * Friction coefficient. - * @default 0.3 - */ - - /** - * Restitution coefficient. - * @default 0.3 - */ - - /** - * Stiffness of the produced contact equations. - * @default 1e7 - */ - - /** - * Relaxation time of the produced contact equations. - * @default 3 - */ - - /** - * Stiffness of the produced friction equations. - * @default 1e7 - */ - - /** - * Relaxation time of the produced friction equations - * @default 3 - */ - constructor(m1, m2, options) { - options = Utils.defaults(options, { - friction: 0.3, - restitution: 0.3, - contactEquationStiffness: 1e7, - contactEquationRelaxation: 3, - frictionEquationStiffness: 1e7, - frictionEquationRelaxation: 3 - }); - this.id = ContactMaterial.idCounter++; - this.materials = [m1, m2]; - this.friction = options.friction; - this.restitution = options.restitution; - this.contactEquationStiffness = options.contactEquationStiffness; - this.contactEquationRelaxation = options.contactEquationRelaxation; - this.frictionEquationStiffness = options.frictionEquationStiffness; - this.frictionEquationRelaxation = options.frictionEquationRelaxation; - } - -} -ContactMaterial.idCounter = 0; - -/** - * Defines a physics material. - */ -class Material { - /** - * Material name. - * If options is a string, name will be set to that string. - * @todo Deprecate this - */ - - /** Material id. */ - - /** - * Friction for this material. - * If non-negative, it will be used instead of the friction given by ContactMaterials. If there's no matching ContactMaterial, the value from `defaultContactMaterial` in the World will be used. - */ - - /** - * Restitution for this material. - * If non-negative, it will be used instead of the restitution given by ContactMaterials. If there's no matching ContactMaterial, the value from `defaultContactMaterial` in the World will be used. - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - let name = ''; // Backwards compatibility fix - - if (typeof options === 'string') { - //console.warn(`Passing a string to MaterialOptions is deprecated, and has no effect`) - name = options; - options = {}; - } - - this.name = name; - this.id = Material.idCounter++; - this.friction = typeof options.friction !== 'undefined' ? options.friction : -1; - this.restitution = typeof options.restitution !== 'undefined' ? options.restitution : -1; - } - -} -Material.idCounter = 0; - -/** - * A spring, connecting two bodies. - * @example - * const spring = new Spring(boxBody, sphereBody, { - * restLength: 0, - * stiffness: 50, - * damping: 1, - * }) - * - * // Compute the force after each step - * world.addEventListener('postStep', (event) => { - * spring.applyForce() - * }) - */ -class Spring { - /** - * Rest length of the spring. A number > 0. - * @default 1 - */ - - /** - * Stiffness of the spring. A number >= 0. - * @default 100 - */ - - /** - * Damping of the spring. A number >= 0. - * @default 1 - */ - - /** - * First connected body. - */ - - /** - * Second connected body. - */ - - /** - * Anchor for bodyA in local bodyA coordinates. - * Where to hook the spring to body A, in local body coordinates. - * @default new Vec3() - */ - - /** - * Anchor for bodyB in local bodyB coordinates. - * Where to hook the spring to body B, in local body coordinates. - * @default new Vec3() - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - this.restLength = typeof options.restLength === 'number' ? options.restLength : 1; - this.stiffness = options.stiffness || 100; - this.damping = options.damping || 1; - this.bodyA = bodyA; - this.bodyB = bodyB; - this.localAnchorA = new Vec3(); - this.localAnchorB = new Vec3(); - - if (options.localAnchorA) { - this.localAnchorA.copy(options.localAnchorA); - } - - if (options.localAnchorB) { - this.localAnchorB.copy(options.localAnchorB); - } - - if (options.worldAnchorA) { - this.setWorldAnchorA(options.worldAnchorA); - } - - if (options.worldAnchorB) { - this.setWorldAnchorB(options.worldAnchorB); - } - } - /** - * Set the anchor point on body A, using world coordinates. - */ - - - setWorldAnchorA(worldAnchorA) { - this.bodyA.pointToLocalFrame(worldAnchorA, this.localAnchorA); - } - /** - * Set the anchor point on body B, using world coordinates. - */ - - - setWorldAnchorB(worldAnchorB) { - this.bodyB.pointToLocalFrame(worldAnchorB, this.localAnchorB); - } - /** - * Get the anchor point on body A, in world coordinates. - * @param result The vector to store the result in. - */ - - - getWorldAnchorA(result) { - this.bodyA.pointToWorldFrame(this.localAnchorA, result); - } - /** - * Get the anchor point on body B, in world coordinates. - * @param result The vector to store the result in. - */ - - - getWorldAnchorB(result) { - this.bodyB.pointToWorldFrame(this.localAnchorB, result); - } - /** - * Apply the spring force to the connected bodies. - */ - - - applyForce() { - const k = this.stiffness; - const d = this.damping; - const l = this.restLength; - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const r = applyForce_r; - const r_unit = applyForce_r_unit; - const u = applyForce_u; - const f = applyForce_f; - const tmp = applyForce_tmp; - const worldAnchorA = applyForce_worldAnchorA; - const worldAnchorB = applyForce_worldAnchorB; - const ri = applyForce_ri; - const rj = applyForce_rj; - const ri_x_f = applyForce_ri_x_f; - const rj_x_f = applyForce_rj_x_f; // Get world anchors - - this.getWorldAnchorA(worldAnchorA); - this.getWorldAnchorB(worldAnchorB); // Get offset points - - worldAnchorA.vsub(bodyA.position, ri); - worldAnchorB.vsub(bodyB.position, rj); // Compute distance vector between world anchor points - - worldAnchorB.vsub(worldAnchorA, r); - const rlen = r.length(); - r_unit.copy(r); - r_unit.normalize(); // Compute relative velocity of the anchor points, u - - bodyB.velocity.vsub(bodyA.velocity, u); // Add rotational velocity - - bodyB.angularVelocity.cross(rj, tmp); - u.vadd(tmp, u); - bodyA.angularVelocity.cross(ri, tmp); - u.vsub(tmp, u); // F = - k * ( x - L ) - D * ( u ) - - r_unit.scale(-k * (rlen - l) - d * u.dot(r_unit), f); // Add forces to bodies - - bodyA.force.vsub(f, bodyA.force); - bodyB.force.vadd(f, bodyB.force); // Angular force - - ri.cross(f, ri_x_f); - rj.cross(f, rj_x_f); - bodyA.torque.vsub(ri_x_f, bodyA.torque); - bodyB.torque.vadd(rj_x_f, bodyB.torque); - } - -} -const applyForce_r = new Vec3(); -const applyForce_r_unit = new Vec3(); -const applyForce_u = new Vec3(); -const applyForce_f = new Vec3(); -const applyForce_worldAnchorA = new Vec3(); -const applyForce_worldAnchorB = new Vec3(); -const applyForce_ri = new Vec3(); -const applyForce_rj = new Vec3(); -const applyForce_ri_x_f = new Vec3(); -const applyForce_rj_x_f = new Vec3(); -const applyForce_tmp = new Vec3(); - -/** - * WheelInfo - */ -class WheelInfo { - /** - * Max travel distance of the suspension, in meters. - * @default 1 - */ - - /** - * Speed to apply to the wheel rotation when the wheel is sliding. - * @default -0.1 - */ - - /** - * If the customSlidingRotationalSpeed should be used. - * @default false - */ - - /** - * sliding - */ - - /** - * Connection point, defined locally in the chassis body frame. - */ - - /** - * chassisConnectionPointWorld - */ - - /** - * directionLocal - */ - - /** - * directionWorld - */ - - /** - * axleLocal - */ - - /** - * axleWorld - */ - - /** - * suspensionRestLength - * @default 1 - */ - - /** - * suspensionMaxLength - * @default 2 - */ - - /** - * radius - * @default 1 - */ - - /** - * suspensionStiffness - * @default 100 - */ - - /** - * dampingCompression - * @default 10 - */ - - /** - * dampingRelaxation - * @default 10 - */ - - /** - * frictionSlip - * @default 10.5 - */ - - /** forwardAcceleration */ - - /** sideAcceleration */ - - /** - * steering - * @default 0 - */ - - /** - * Rotation value, in radians. - * @default 0 - */ - - /** - * deltaRotation - * @default 0 - */ - - /** - * rollInfluence - * @default 0.01 - */ - - /** - * maxSuspensionForce - */ - - /** - * engineForce - */ - - /** - * brake - */ - - /** - * isFrontWheel - * @default true - */ - - /** - * clippedInvContactDotSuspension - * @default 1 - */ - - /** - * suspensionRelativeVelocity - * @default 0 - */ - - /** - * suspensionForce - * @default 0 - */ - - /** - * slipInfo - */ - - /** - * skidInfo - * @default 0 - */ - - /** - * suspensionLength - * @default 0 - */ - - /** - * sideImpulse - */ - - /** - * forwardImpulse - */ - - /** - * The result from raycasting. - */ - - /** - * Wheel world transform. - */ - - /** - * isInContact - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - options = Utils.defaults(options, { - chassisConnectionPointLocal: new Vec3(), - chassisConnectionPointWorld: new Vec3(), - directionLocal: new Vec3(), - directionWorld: new Vec3(), - axleLocal: new Vec3(), - axleWorld: new Vec3(), - suspensionRestLength: 1, - suspensionMaxLength: 2, - radius: 1, - suspensionStiffness: 100, - dampingCompression: 10, - dampingRelaxation: 10, - frictionSlip: 10.5, - forwardAcceleration: 1, - sideAcceleration: 1, - steering: 0, - rotation: 0, - deltaRotation: 0, - rollInfluence: 0.01, - maxSuspensionForce: Number.MAX_VALUE, - isFrontWheel: true, - clippedInvContactDotSuspension: 1, - suspensionRelativeVelocity: 0, - suspensionForce: 0, - slipInfo: 0, - skidInfo: 0, - suspensionLength: 0, - maxSuspensionTravel: 1, - useCustomSlidingRotationalSpeed: false, - customSlidingRotationalSpeed: -0.1 - }); - this.maxSuspensionTravel = options.maxSuspensionTravel; - this.customSlidingRotationalSpeed = options.customSlidingRotationalSpeed; - this.useCustomSlidingRotationalSpeed = options.useCustomSlidingRotationalSpeed; - this.sliding = false; - this.chassisConnectionPointLocal = options.chassisConnectionPointLocal.clone(); - this.chassisConnectionPointWorld = options.chassisConnectionPointWorld.clone(); - this.directionLocal = options.directionLocal.clone(); - this.directionWorld = options.directionWorld.clone(); - this.axleLocal = options.axleLocal.clone(); - this.axleWorld = options.axleWorld.clone(); - this.suspensionRestLength = options.suspensionRestLength; - this.suspensionMaxLength = options.suspensionMaxLength; - this.radius = options.radius; - this.suspensionStiffness = options.suspensionStiffness; - this.dampingCompression = options.dampingCompression; - this.dampingRelaxation = options.dampingRelaxation; - this.frictionSlip = options.frictionSlip; - this.forwardAcceleration = options.forwardAcceleration; - this.sideAcceleration = options.sideAcceleration; - this.steering = 0; - this.rotation = 0; - this.deltaRotation = 0; - this.rollInfluence = options.rollInfluence; - this.maxSuspensionForce = options.maxSuspensionForce; - this.engineForce = 0; - this.brake = 0; - this.isFrontWheel = options.isFrontWheel; - this.clippedInvContactDotSuspension = 1; - this.suspensionRelativeVelocity = 0; - this.suspensionForce = 0; - this.slipInfo = 0; - this.skidInfo = 0; - this.suspensionLength = 0; - this.sideImpulse = 0; - this.forwardImpulse = 0; - this.raycastResult = new RaycastResult(); - this.worldTransform = new Transform(); - this.isInContact = false; - } - - updateWheel(chassis) { - const raycastResult = this.raycastResult; - - if (this.isInContact) { - const project = raycastResult.hitNormalWorld.dot(raycastResult.directionWorld); - raycastResult.hitPointWorld.vsub(chassis.position, relpos); - chassis.getVelocityAtWorldPoint(relpos, chassis_velocity_at_contactPoint); - const projVel = raycastResult.hitNormalWorld.dot(chassis_velocity_at_contactPoint); - - if (project >= -0.1) { - this.suspensionRelativeVelocity = 0.0; - this.clippedInvContactDotSuspension = 1.0 / 0.1; - } else { - const inv = -1 / project; - this.suspensionRelativeVelocity = projVel * inv; - this.clippedInvContactDotSuspension = inv; - } - } else { - // Not in contact : position wheel in a nice (rest length) position - raycastResult.suspensionLength = this.suspensionRestLength; - this.suspensionRelativeVelocity = 0.0; - raycastResult.directionWorld.scale(-1, raycastResult.hitNormalWorld); - this.clippedInvContactDotSuspension = 1.0; - } - } - -} -const chassis_velocity_at_contactPoint = new Vec3(); -const relpos = new Vec3(); - -/** - * Vehicle helper class that casts rays from the wheel positions towards the ground and applies forces. - */ -class RaycastVehicle { - /** The car chassis body. */ - - /** The wheels. */ - - /** Will be set to true if the car is sliding. */ - - /** Index of the right axis. x=0, y=1, z=2 */ - - /** Index of the forward axis. x=0, y=1, z=2 */ - - /** Index of the up axis. x=0, y=1, z=2 */ - - /** The constraints. */ - - /** Optional pre-step callback. */ - - /** Number of wheels on the ground. */ - constructor(options) { - this.chassisBody = options.chassisBody; - this.wheelInfos = []; - this.sliding = false; - this.world = null; - this.indexRightAxis = typeof options.indexRightAxis !== 'undefined' ? options.indexRightAxis : 2; - this.indexForwardAxis = typeof options.indexForwardAxis !== 'undefined' ? options.indexForwardAxis : 0; - this.indexUpAxis = typeof options.indexUpAxis !== 'undefined' ? options.indexUpAxis : 1; - this.constraints = []; - - this.preStepCallback = () => {}; - - this.currentVehicleSpeedKmHour = 0; - this.numWheelsOnGround = 0; - } - /** - * Add a wheel. For information about the options, see `WheelInfo`. - */ - - - addWheel(options) { - if (options === void 0) { - options = {}; - } - - const info = new WheelInfo(options); - const index = this.wheelInfos.length; - this.wheelInfos.push(info); - return index; - } - /** - * Set the steering value of a wheel. - */ - - - setSteeringValue(value, wheelIndex) { - const wheel = this.wheelInfos[wheelIndex]; - wheel.steering = value; - } - /** - * Set the wheel force to apply on one of the wheels each time step - */ - - - applyEngineForce(value, wheelIndex) { - this.wheelInfos[wheelIndex].engineForce = value; - } - /** - * Set the braking force of a wheel - */ - - - setBrake(brake, wheelIndex) { - this.wheelInfos[wheelIndex].brake = brake; - } - /** - * Add the vehicle including its constraints to the world. - */ - - - addToWorld(world) { - world.addBody(this.chassisBody); - const that = this; - - this.preStepCallback = () => { - that.updateVehicle(world.dt); - }; - - world.addEventListener('preStep', this.preStepCallback); - this.world = world; - } - /** - * Get one of the wheel axles, world-oriented. - */ - - - getVehicleAxisWorld(axisIndex, result) { - result.set(axisIndex === 0 ? 1 : 0, axisIndex === 1 ? 1 : 0, axisIndex === 2 ? 1 : 0); - this.chassisBody.vectorToWorldFrame(result, result); - } - - updateVehicle(timeStep) { - const wheelInfos = this.wheelInfos; - const numWheels = wheelInfos.length; - const chassisBody = this.chassisBody; - - for (let i = 0; i < numWheels; i++) { - this.updateWheelTransform(i); - } - - this.currentVehicleSpeedKmHour = 3.6 * chassisBody.velocity.length(); - const forwardWorld = new Vec3(); - this.getVehicleAxisWorld(this.indexForwardAxis, forwardWorld); - - if (forwardWorld.dot(chassisBody.velocity) < 0) { - this.currentVehicleSpeedKmHour *= -1; - } // simulate suspension - - - for (let i = 0; i < numWheels; i++) { - this.castRay(wheelInfos[i]); - } - - this.updateSuspension(timeStep); - const impulse = new Vec3(); - const relpos = new Vec3(); - - for (let i = 0; i < numWheels; i++) { - //apply suspension force - const wheel = wheelInfos[i]; - let suspensionForce = wheel.suspensionForce; - - if (suspensionForce > wheel.maxSuspensionForce) { - suspensionForce = wheel.maxSuspensionForce; - } - - wheel.raycastResult.hitNormalWorld.scale(suspensionForce * timeStep, impulse); - wheel.raycastResult.hitPointWorld.vsub(chassisBody.position, relpos); - chassisBody.applyImpulse(impulse, relpos); - } - - this.updateFriction(timeStep); - const hitNormalWorldScaledWithProj = new Vec3(); - const fwd = new Vec3(); - const vel = new Vec3(); - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; //const relpos = new Vec3(); - //wheel.chassisConnectionPointWorld.vsub(chassisBody.position, relpos); - - chassisBody.getVelocityAtWorldPoint(wheel.chassisConnectionPointWorld, vel); // Hack to get the rotation in the correct direction - - let m = 1; - - switch (this.indexUpAxis) { - case 1: - m = -1; - break; - } - - if (wheel.isInContact) { - this.getVehicleAxisWorld(this.indexForwardAxis, fwd); - const proj = fwd.dot(wheel.raycastResult.hitNormalWorld); - wheel.raycastResult.hitNormalWorld.scale(proj, hitNormalWorldScaledWithProj); - fwd.vsub(hitNormalWorldScaledWithProj, fwd); - const proj2 = fwd.dot(vel); - wheel.deltaRotation = m * proj2 * timeStep / wheel.radius; - } - - if ((wheel.sliding || !wheel.isInContact) && wheel.engineForce !== 0 && wheel.useCustomSlidingRotationalSpeed) { - // Apply custom rotation when accelerating and sliding - wheel.deltaRotation = (wheel.engineForce > 0 ? 1 : -1) * wheel.customSlidingRotationalSpeed * timeStep; - } // Lock wheels - - - if (Math.abs(wheel.brake) > Math.abs(wheel.engineForce)) { - wheel.deltaRotation = 0; - } - - wheel.rotation += wheel.deltaRotation; // Use the old value - - wheel.deltaRotation *= 0.99; // damping of rotation when not in contact - } - } - - updateSuspension(deltaTime) { - const chassisBody = this.chassisBody; - const chassisMass = chassisBody.mass; - const wheelInfos = this.wheelInfos; - const numWheels = wheelInfos.length; - - for (let w_it = 0; w_it < numWheels; w_it++) { - const wheel = wheelInfos[w_it]; - - if (wheel.isInContact) { - let force; // Spring - - const susp_length = wheel.suspensionRestLength; - const current_length = wheel.suspensionLength; - const length_diff = susp_length - current_length; - force = wheel.suspensionStiffness * length_diff * wheel.clippedInvContactDotSuspension; // Damper - - const projected_rel_vel = wheel.suspensionRelativeVelocity; - let susp_damping; - - if (projected_rel_vel < 0) { - susp_damping = wheel.dampingCompression; - } else { - susp_damping = wheel.dampingRelaxation; - } - - force -= susp_damping * projected_rel_vel; - wheel.suspensionForce = force * chassisMass; - - if (wheel.suspensionForce < 0) { - wheel.suspensionForce = 0; - } - } else { - wheel.suspensionForce = 0; - } - } - } - /** - * Remove the vehicle including its constraints from the world. - */ - - - removeFromWorld(world) { - this.constraints; - world.removeBody(this.chassisBody); - world.removeEventListener('preStep', this.preStepCallback); - this.world = null; - } - - castRay(wheel) { - const rayvector = castRay_rayvector; - const target = castRay_target; - this.updateWheelTransformWorld(wheel); - const chassisBody = this.chassisBody; - let depth = -1; - const raylen = wheel.suspensionRestLength + wheel.radius; - wheel.directionWorld.scale(raylen, rayvector); - const source = wheel.chassisConnectionPointWorld; - source.vadd(rayvector, target); - const raycastResult = wheel.raycastResult; - raycastResult.reset(); // Turn off ray collision with the chassis temporarily - - const oldState = chassisBody.collisionResponse; - chassisBody.collisionResponse = false; // Cast ray against world - - this.world.rayTest(source, target, raycastResult); - chassisBody.collisionResponse = oldState; - const object = raycastResult.body; - wheel.raycastResult.groundObject = 0; - - if (object) { - depth = raycastResult.distance; - wheel.raycastResult.hitNormalWorld = raycastResult.hitNormalWorld; - wheel.isInContact = true; - const hitDistance = raycastResult.distance; - wheel.suspensionLength = hitDistance - wheel.radius; // clamp on max suspension travel - - const minSuspensionLength = wheel.suspensionRestLength - wheel.maxSuspensionTravel; - const maxSuspensionLength = wheel.suspensionRestLength + wheel.maxSuspensionTravel; - - if (wheel.suspensionLength < minSuspensionLength) { - wheel.suspensionLength = minSuspensionLength; - } - - if (wheel.suspensionLength > maxSuspensionLength) { - wheel.suspensionLength = maxSuspensionLength; - wheel.raycastResult.reset(); - } - - const denominator = wheel.raycastResult.hitNormalWorld.dot(wheel.directionWorld); - const chassis_velocity_at_contactPoint = new Vec3(); - chassisBody.getVelocityAtWorldPoint(wheel.raycastResult.hitPointWorld, chassis_velocity_at_contactPoint); - const projVel = wheel.raycastResult.hitNormalWorld.dot(chassis_velocity_at_contactPoint); - - if (denominator >= -0.1) { - wheel.suspensionRelativeVelocity = 0; - wheel.clippedInvContactDotSuspension = 1 / 0.1; - } else { - const inv = -1 / denominator; - wheel.suspensionRelativeVelocity = projVel * inv; - wheel.clippedInvContactDotSuspension = inv; - } - } else { - //put wheel info as in rest position - wheel.suspensionLength = wheel.suspensionRestLength + 0 * wheel.maxSuspensionTravel; - wheel.suspensionRelativeVelocity = 0.0; - wheel.directionWorld.scale(-1, wheel.raycastResult.hitNormalWorld); - wheel.clippedInvContactDotSuspension = 1.0; - } - - return depth; - } - - updateWheelTransformWorld(wheel) { - wheel.isInContact = false; - const chassisBody = this.chassisBody; - chassisBody.pointToWorldFrame(wheel.chassisConnectionPointLocal, wheel.chassisConnectionPointWorld); - chassisBody.vectorToWorldFrame(wheel.directionLocal, wheel.directionWorld); - chassisBody.vectorToWorldFrame(wheel.axleLocal, wheel.axleWorld); - } - /** - * Update one of the wheel transform. - * Note when rendering wheels: during each step, wheel transforms are updated BEFORE the chassis; ie. their position becomes invalid after the step. Thus when you render wheels, you must update wheel transforms before rendering them. See raycastVehicle demo for an example. - * @param wheelIndex The wheel index to update. - */ - - - updateWheelTransform(wheelIndex) { - const up = tmpVec4; - const right = tmpVec5; - const fwd = tmpVec6; - const wheel = this.wheelInfos[wheelIndex]; - this.updateWheelTransformWorld(wheel); - wheel.directionLocal.scale(-1, up); - right.copy(wheel.axleLocal); - up.cross(right, fwd); - fwd.normalize(); - right.normalize(); // Rotate around steering over the wheelAxle - - const steering = wheel.steering; - const steeringOrn = new Quaternion(); - steeringOrn.setFromAxisAngle(up, steering); - const rotatingOrn = new Quaternion(); - rotatingOrn.setFromAxisAngle(right, wheel.rotation); // World rotation of the wheel - - const q = wheel.worldTransform.quaternion; - this.chassisBody.quaternion.mult(steeringOrn, q); - q.mult(rotatingOrn, q); - q.normalize(); // world position of the wheel - - const p = wheel.worldTransform.position; - p.copy(wheel.directionWorld); - p.scale(wheel.suspensionLength, p); - p.vadd(wheel.chassisConnectionPointWorld, p); - } - /** - * Get the world transform of one of the wheels - */ - - - getWheelTransformWorld(wheelIndex) { - return this.wheelInfos[wheelIndex].worldTransform; - } - - updateFriction(timeStep) { - const surfNormalWS_scaled_proj = updateFriction_surfNormalWS_scaled_proj; //calculate the impulse, so that the wheels don't move sidewards - - const wheelInfos = this.wheelInfos; - const numWheels = wheelInfos.length; - const chassisBody = this.chassisBody; - const forwardWS = updateFriction_forwardWS; - const axle = updateFriction_axle; - this.numWheelsOnGround = 0; - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - const groundObject = wheel.raycastResult.body; - - if (groundObject) { - this.numWheelsOnGround++; - } - - wheel.sideImpulse = 0; - wheel.forwardImpulse = 0; - - if (!forwardWS[i]) { - forwardWS[i] = new Vec3(); - } - - if (!axle[i]) { - axle[i] = new Vec3(); - } - } - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - const groundObject = wheel.raycastResult.body; - - if (groundObject) { - const axlei = axle[i]; - const wheelTrans = this.getWheelTransformWorld(i); // Get world axle - - wheelTrans.vectorToWorldFrame(directions[this.indexRightAxis], axlei); - const surfNormalWS = wheel.raycastResult.hitNormalWorld; - const proj = axlei.dot(surfNormalWS); - surfNormalWS.scale(proj, surfNormalWS_scaled_proj); - axlei.vsub(surfNormalWS_scaled_proj, axlei); - axlei.normalize(); - surfNormalWS.cross(axlei, forwardWS[i]); - forwardWS[i].normalize(); - wheel.sideImpulse = resolveSingleBilateral(chassisBody, wheel.raycastResult.hitPointWorld, groundObject, wheel.raycastResult.hitPointWorld, axlei); - wheel.sideImpulse *= sideFrictionStiffness2; - } - } - - const sideFactor = 1; - const fwdFactor = 0.5; - this.sliding = false; - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - const groundObject = wheel.raycastResult.body; - let rollingFriction = 0; - wheel.slipInfo = 1; - - if (groundObject) { - const defaultRollingFrictionImpulse = 0; - const maxImpulse = wheel.brake ? wheel.brake : defaultRollingFrictionImpulse; // btWheelContactPoint contactPt(chassisBody,groundObject,wheelInfraycastInfo.hitPointWorld,forwardWS[wheel],maxImpulse); - // rollingFriction = calcRollingFriction(contactPt); - - rollingFriction = calcRollingFriction(chassisBody, groundObject, wheel.raycastResult.hitPointWorld, forwardWS[i], maxImpulse); - rollingFriction += wheel.engineForce * timeStep; // rollingFriction = 0; - - const factor = maxImpulse / rollingFriction; - wheel.slipInfo *= factor; - } //switch between active rolling (throttle), braking and non-active rolling friction (nthrottle/break) - - - wheel.forwardImpulse = 0; - wheel.skidInfo = 1; - - if (groundObject) { - wheel.skidInfo = 1; - const maximp = wheel.suspensionForce * timeStep * wheel.frictionSlip; - const maximpSide = maximp; - const maximpSquared = maximp * maximpSide; - wheel.forwardImpulse = rollingFriction; //wheelInfo.engineForce* timeStep; - - const x = wheel.forwardImpulse * fwdFactor / wheel.forwardAcceleration; - const y = wheel.sideImpulse * sideFactor / wheel.sideAcceleration; - const impulseSquared = x * x + y * y; - wheel.sliding = false; - - if (impulseSquared > maximpSquared) { - this.sliding = true; - wheel.sliding = true; - const factor = maximp / Math.sqrt(impulseSquared); - wheel.skidInfo *= factor; - } - } - } - - if (this.sliding) { - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - - if (wheel.sideImpulse !== 0) { - if (wheel.skidInfo < 1) { - wheel.forwardImpulse *= wheel.skidInfo; - wheel.sideImpulse *= wheel.skidInfo; - } - } - } - } // apply the impulses - - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - const rel_pos = new Vec3(); - wheel.raycastResult.hitPointWorld.vsub(chassisBody.position, rel_pos); // cannons applyimpulse is using world coord for the position - //rel_pos.copy(wheel.raycastResult.hitPointWorld); - - if (wheel.forwardImpulse !== 0) { - const impulse = new Vec3(); - forwardWS[i].scale(wheel.forwardImpulse, impulse); - chassisBody.applyImpulse(impulse, rel_pos); - } - - if (wheel.sideImpulse !== 0) { - const groundObject = wheel.raycastResult.body; - const rel_pos2 = new Vec3(); - wheel.raycastResult.hitPointWorld.vsub(groundObject.position, rel_pos2); //rel_pos2.copy(wheel.raycastResult.hitPointWorld); - - const sideImp = new Vec3(); - axle[i].scale(wheel.sideImpulse, sideImp); // Scale the relative position in the up direction with rollInfluence. - // If rollInfluence is 1, the impulse will be applied on the hitPoint (easy to roll over), if it is zero it will be applied in the same plane as the center of mass (not easy to roll over). - - chassisBody.vectorToLocalFrame(rel_pos, rel_pos); - rel_pos['xyz'[this.indexUpAxis]] *= wheel.rollInfluence; - chassisBody.vectorToWorldFrame(rel_pos, rel_pos); - chassisBody.applyImpulse(sideImp, rel_pos); //apply friction impulse on the ground - - sideImp.scale(-1, sideImp); - groundObject.applyImpulse(sideImp, rel_pos2); - } - } - } - -} -new Vec3(); -new Vec3(); -new Vec3(); -const tmpVec4 = new Vec3(); -const tmpVec5 = new Vec3(); -const tmpVec6 = new Vec3(); -new Ray(); -new Vec3(); -const castRay_rayvector = new Vec3(); -const castRay_target = new Vec3(); -const directions = [new Vec3(1, 0, 0), new Vec3(0, 1, 0), new Vec3(0, 0, 1)]; -const updateFriction_surfNormalWS_scaled_proj = new Vec3(); -const updateFriction_axle = []; -const updateFriction_forwardWS = []; -const sideFrictionStiffness2 = 1; -const calcRollingFriction_vel1 = new Vec3(); -const calcRollingFriction_vel2 = new Vec3(); -const calcRollingFriction_vel = new Vec3(); - -function calcRollingFriction(body0, body1, frictionPosWorld, frictionDirectionWorld, maxImpulse) { - let j1 = 0; - const contactPosWorld = frictionPosWorld; // const rel_pos1 = new Vec3(); - // const rel_pos2 = new Vec3(); - - const vel1 = calcRollingFriction_vel1; - const vel2 = calcRollingFriction_vel2; - const vel = calcRollingFriction_vel; // contactPosWorld.vsub(body0.position, rel_pos1); - // contactPosWorld.vsub(body1.position, rel_pos2); - - body0.getVelocityAtWorldPoint(contactPosWorld, vel1); - body1.getVelocityAtWorldPoint(contactPosWorld, vel2); - vel1.vsub(vel2, vel); - const vrel = frictionDirectionWorld.dot(vel); - const denom0 = computeImpulseDenominator(body0, frictionPosWorld, frictionDirectionWorld); - const denom1 = computeImpulseDenominator(body1, frictionPosWorld, frictionDirectionWorld); - const relaxation = 1; - const jacDiagABInv = relaxation / (denom0 + denom1); // calculate j that moves us to zero relative velocity - - j1 = -vrel * jacDiagABInv; - - if (maxImpulse < j1) { - j1 = maxImpulse; - } - - if (j1 < -maxImpulse) { - j1 = -maxImpulse; - } - - return j1; -} - -const computeImpulseDenominator_r0 = new Vec3(); -const computeImpulseDenominator_c0 = new Vec3(); -const computeImpulseDenominator_vec = new Vec3(); -const computeImpulseDenominator_m = new Vec3(); - -function computeImpulseDenominator(body, pos, normal) { - const r0 = computeImpulseDenominator_r0; - const c0 = computeImpulseDenominator_c0; - const vec = computeImpulseDenominator_vec; - const m = computeImpulseDenominator_m; - pos.vsub(body.position, r0); - r0.cross(normal, c0); - body.invInertiaWorld.vmult(c0, m); - m.cross(r0, vec); - return body.invMass + normal.dot(vec); -} - -const resolveSingleBilateral_vel1 = new Vec3(); -const resolveSingleBilateral_vel2 = new Vec3(); -const resolveSingleBilateral_vel = new Vec3(); // bilateral constraint between two dynamic objects - -function resolveSingleBilateral(body1, pos1, body2, pos2, normal) { - const normalLenSqr = normal.lengthSquared(); - - if (normalLenSqr > 1.1) { - return 0; // no impulse - } // const rel_pos1 = new Vec3(); - // const rel_pos2 = new Vec3(); - // pos1.vsub(body1.position, rel_pos1); - // pos2.vsub(body2.position, rel_pos2); - - - const vel1 = resolveSingleBilateral_vel1; - const vel2 = resolveSingleBilateral_vel2; - const vel = resolveSingleBilateral_vel; - body1.getVelocityAtWorldPoint(pos1, vel1); - body2.getVelocityAtWorldPoint(pos2, vel2); - vel1.vsub(vel2, vel); - const rel_vel = normal.dot(vel); - const contactDamping = 0.2; - const massTerm = 1 / (body1.invMass + body2.invMass); - const impulse = -contactDamping * rel_vel * massTerm; - return impulse; -} - -/** - * Spherical shape - * @example - * const radius = 1 - * const sphereShape = new CANNON.Sphere(radius) - * const sphereBody = new CANNON.Body({ mass: 1, shape: sphereShape }) - * world.addBody(sphereBody) - */ -class Sphere extends Shape { - /** - * The radius of the sphere. - */ - - /** - * - * @param radius The radius of the sphere, a non-negative number. - */ - constructor(radius) { - super({ - type: Shape.types.SPHERE - }); - this.radius = radius !== undefined ? radius : 1.0; - - if (this.radius < 0) { - throw new Error('The sphere radius cannot be negative.'); - } - - this.updateBoundingSphereRadius(); - } - /** calculateLocalInertia */ - - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - const I = 2.0 * mass * this.radius * this.radius / 5.0; - target.x = I; - target.y = I; - target.z = I; - return target; - } - /** volume */ - - - volume() { - return 4.0 * Math.PI * Math.pow(this.radius, 3) / 3.0; - } - - updateBoundingSphereRadius() { - this.boundingSphereRadius = this.radius; - } - - calculateWorldAABB(pos, quat, min, max) { - const r = this.radius; - const axes = ['x', 'y', 'z']; - - for (let i = 0; i < axes.length; i++) { - const ax = axes[i]; - min[ax] = pos[ax] - r; - max[ax] = pos[ax] + r; - } - } - -} - -/** - * Simple vehicle helper class with spherical rigid body wheels. - */ -class RigidVehicle { - /** - * The bodies of the wheels. - */ - - /** - * The chassis body. - */ - - /** - * The constraints. - */ - - /** - * The wheel axes. - */ - - /** - * The wheel forces. - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.wheelBodies = []; - this.coordinateSystem = typeof options.coordinateSystem !== 'undefined' ? options.coordinateSystem.clone() : new Vec3(1, 2, 3); - - if (options.chassisBody) { - this.chassisBody = options.chassisBody; - } else { - // No chassis body given. Create it! - this.chassisBody = new Body({ - mass: 1, - shape: new Box(new Vec3(5, 0.5, 2)) - }); - } - - this.constraints = []; - this.wheelAxes = []; - this.wheelForces = []; - } - /** - * Add a wheel - */ - - - addWheel(options) { - if (options === void 0) { - options = {}; - } - - let wheelBody; - - if (options.body) { - wheelBody = options.body; - } else { - // No wheel body given. Create it! - wheelBody = new Body({ - mass: 1, - shape: new Sphere(1.2) - }); - } - - this.wheelBodies.push(wheelBody); - this.wheelForces.push(0); // Position constrain wheels - - const position = typeof options.position !== 'undefined' ? options.position.clone() : new Vec3(); // Set position locally to the chassis - - const worldPosition = new Vec3(); - this.chassisBody.pointToWorldFrame(position, worldPosition); - wheelBody.position.set(worldPosition.x, worldPosition.y, worldPosition.z); // Constrain wheel - - const axis = typeof options.axis !== 'undefined' ? options.axis.clone() : new Vec3(0, 0, 1); - this.wheelAxes.push(axis); - const hingeConstraint = new HingeConstraint(this.chassisBody, wheelBody, { - pivotA: position, - axisA: axis, - pivotB: Vec3.ZERO, - axisB: axis, - collideConnected: false - }); - this.constraints.push(hingeConstraint); - return this.wheelBodies.length - 1; - } - /** - * Set the steering value of a wheel. - * @todo check coordinateSystem - */ - - - setSteeringValue(value, wheelIndex) { - // Set angle of the hinge axis - const axis = this.wheelAxes[wheelIndex]; - const c = Math.cos(value); - const s = Math.sin(value); - const x = axis.x; - const z = axis.z; - this.constraints[wheelIndex].axisA.set(-c * x + s * z, 0, s * x + c * z); - } - /** - * Set the target rotational speed of the hinge constraint. - */ - - - setMotorSpeed(value, wheelIndex) { - const hingeConstraint = this.constraints[wheelIndex]; - hingeConstraint.enableMotor(); - hingeConstraint.motorTargetVelocity = value; - } - /** - * Set the target rotational speed of the hinge constraint. - */ - - - disableMotor(wheelIndex) { - const hingeConstraint = this.constraints[wheelIndex]; - hingeConstraint.disableMotor(); - } - /** - * Set the wheel force to apply on one of the wheels each time step - */ - - - setWheelForce(value, wheelIndex) { - this.wheelForces[wheelIndex] = value; - } - /** - * Apply a torque on one of the wheels. - */ - - - applyWheelForce(value, wheelIndex) { - const axis = this.wheelAxes[wheelIndex]; - const wheelBody = this.wheelBodies[wheelIndex]; - const bodyTorque = wheelBody.torque; - axis.scale(value, torque); - wheelBody.vectorToWorldFrame(torque, torque); - bodyTorque.vadd(torque, bodyTorque); - } - /** - * Add the vehicle including its constraints to the world. - */ - - - addToWorld(world) { - const constraints = this.constraints; - const bodies = this.wheelBodies.concat([this.chassisBody]); - - for (let i = 0; i < bodies.length; i++) { - world.addBody(bodies[i]); - } - - for (let i = 0; i < constraints.length; i++) { - world.addConstraint(constraints[i]); - } - - world.addEventListener('preStep', this._update.bind(this)); - } - - _update() { - const wheelForces = this.wheelForces; - - for (let i = 0; i < wheelForces.length; i++) { - this.applyWheelForce(wheelForces[i], i); - } - } - /** - * Remove the vehicle including its constraints from the world. - */ - - - removeFromWorld(world) { - const constraints = this.constraints; - const bodies = this.wheelBodies.concat([this.chassisBody]); - - for (let i = 0; i < bodies.length; i++) { - world.removeBody(bodies[i]); - } - - for (let i = 0; i < constraints.length; i++) { - world.removeConstraint(constraints[i]); - } - } - /** - * Get current rotational velocity of a wheel - */ - - - getWheelSpeed(wheelIndex) { - const axis = this.wheelAxes[wheelIndex]; - const wheelBody = this.wheelBodies[wheelIndex]; - const w = wheelBody.angularVelocity; - this.chassisBody.vectorToWorldFrame(axis, worldAxis); - return w.dot(worldAxis); - } - -} -const torque = new Vec3(); -const worldAxis = new Vec3(); - -/** - * Smoothed-particle hydrodynamics system - * @todo Make parameters customizable in the constructor - */ -class SPHSystem { - /** - * The particles array. - */ - - /** - * Density of the system (kg/m3). - * @default 1 - */ - - /** - * Distance below which two particles are considered to be neighbors. - * It should be adjusted so there are about 15-20 neighbor particles within this radius. - * @default 1 - */ - - /** - * @default 1 - */ - - /** - * Viscosity of the system. - * @default 0.01 - */ - - /** - * @default 0.000001 - */ - constructor() { - this.particles = []; - this.density = 1; - this.smoothingRadius = 1; - this.speedOfSound = 1; - this.viscosity = 0.01; - this.eps = 0.000001; // Stuff Computed per particle - - this.pressures = []; - this.densities = []; - this.neighbors = []; - } - /** - * Add a particle to the system. - */ - - - add(particle) { - this.particles.push(particle); - - if (this.neighbors.length < this.particles.length) { - this.neighbors.push([]); - } - } - /** - * Remove a particle from the system. - */ - - - remove(particle) { - const idx = this.particles.indexOf(particle); - - if (idx !== -1) { - this.particles.splice(idx, 1); - - if (this.neighbors.length > this.particles.length) { - this.neighbors.pop(); - } - } - } - /** - * Get neighbors within smoothing volume, save in the array neighbors - */ - - - getNeighbors(particle, neighbors) { - const N = this.particles.length; - const id = particle.id; - const R2 = this.smoothingRadius * this.smoothingRadius; - const dist = SPHSystem_getNeighbors_dist; - - for (let i = 0; i !== N; i++) { - const p = this.particles[i]; - p.position.vsub(particle.position, dist); - - if (id !== p.id && dist.lengthSquared() < R2) { - neighbors.push(p); - } - } - } - - update() { - const N = this.particles.length; - const dist = SPHSystem_update_dist; - const cs = this.speedOfSound; - const eps = this.eps; - - for (let i = 0; i !== N; i++) { - const p = this.particles[i]; // Current particle - - const neighbors = this.neighbors[i]; // Get neighbors - - neighbors.length = 0; - this.getNeighbors(p, neighbors); - neighbors.push(this.particles[i]); // Add current too - - const numNeighbors = neighbors.length; // Accumulate density for the particle - - let sum = 0.0; - - for (let j = 0; j !== numNeighbors; j++) { - //printf("Current particle has position %f %f %f\n",objects[id].pos.x(),objects[id].pos.y(),objects[id].pos.z()); - p.position.vsub(neighbors[j].position, dist); - const len = dist.length(); - const weight = this.w(len); - sum += neighbors[j].mass * weight; - } // Save - - - this.densities[i] = sum; - this.pressures[i] = cs * cs * (this.densities[i] - this.density); - } // Add forces - // Sum to these accelerations - - - const a_pressure = SPHSystem_update_a_pressure; - const a_visc = SPHSystem_update_a_visc; - const gradW = SPHSystem_update_gradW; - const r_vec = SPHSystem_update_r_vec; - const u = SPHSystem_update_u; - - for (let i = 0; i !== N; i++) { - const particle = this.particles[i]; - a_pressure.set(0, 0, 0); - a_visc.set(0, 0, 0); // Init vars - - let Pij; - let nabla; - - const neighbors = this.neighbors[i]; - const numNeighbors = neighbors.length; //printf("Neighbors: "); - - for (let j = 0; j !== numNeighbors; j++) { - const neighbor = neighbors[j]; //printf("%d ",nj); - // Get r once for all.. - - particle.position.vsub(neighbor.position, r_vec); - const r = r_vec.length(); // Pressure contribution - - Pij = -neighbor.mass * (this.pressures[i] / (this.densities[i] * this.densities[i] + eps) + this.pressures[j] / (this.densities[j] * this.densities[j] + eps)); - this.gradw(r_vec, gradW); // Add to pressure acceleration - - gradW.scale(Pij, gradW); - a_pressure.vadd(gradW, a_pressure); // Viscosity contribution - - neighbor.velocity.vsub(particle.velocity, u); - u.scale(1.0 / (0.0001 + this.densities[i] * this.densities[j]) * this.viscosity * neighbor.mass, u); - nabla = this.nablaw(r); - u.scale(nabla, u); // Add to viscosity acceleration - - a_visc.vadd(u, a_visc); - } // Calculate force - - - a_visc.scale(particle.mass, a_visc); - a_pressure.scale(particle.mass, a_pressure); // Add force to particles - - particle.force.vadd(a_visc, particle.force); - particle.force.vadd(a_pressure, particle.force); - } - } // Calculate the weight using the W(r) weightfunction - - - w(r) { - // 315 - const h = this.smoothingRadius; - return 315.0 / (64.0 * Math.PI * h ** 9) * (h * h - r * r) ** 3; - } // calculate gradient of the weight function - - - gradw(rVec, resultVec) { - const r = rVec.length(); - const h = this.smoothingRadius; - rVec.scale(945.0 / (32.0 * Math.PI * h ** 9) * (h * h - r * r) ** 2, resultVec); - } // Calculate nabla(W) - - - nablaw(r) { - const h = this.smoothingRadius; - const nabla = 945.0 / (32.0 * Math.PI * h ** 9) * (h * h - r * r) * (7 * r * r - 3 * h * h); - return nabla; - } - -} -const SPHSystem_getNeighbors_dist = new Vec3(); // Temp vectors for calculation - -const SPHSystem_update_dist = new Vec3(); // Relative velocity - -const SPHSystem_update_a_pressure = new Vec3(); -const SPHSystem_update_a_visc = new Vec3(); -const SPHSystem_update_gradW = new Vec3(); -const SPHSystem_update_r_vec = new Vec3(); -const SPHSystem_update_u = new Vec3(); - -/** - * Cylinder class. - * @example - * const radiusTop = 0.5 - * const radiusBottom = 0.5 - * const height = 2 - * const numSegments = 12 - * const cylinderShape = new CANNON.Cylinder(radiusTop, radiusBottom, height, numSegments) - * const cylinderBody = new CANNON.Body({ mass: 1, shape: cylinderShape }) - * world.addBody(cylinderBody) - */ - -class Cylinder extends ConvexPolyhedron { - /** The radius of the top of the Cylinder. */ - - /** The radius of the bottom of the Cylinder. */ - - /** The height of the Cylinder. */ - - /** The number of segments to build the cylinder out of. */ - - /** - * @param radiusTop The radius of the top of the Cylinder. - * @param radiusBottom The radius of the bottom of the Cylinder. - * @param height The height of the Cylinder. - * @param numSegments The number of segments to build the cylinder out of. - */ - constructor(radiusTop, radiusBottom, height, numSegments) { - if (radiusTop === void 0) { - radiusTop = 1; - } - - if (radiusBottom === void 0) { - radiusBottom = 1; - } - - if (height === void 0) { - height = 1; - } - - if (numSegments === void 0) { - numSegments = 8; - } - - if (radiusTop < 0) { - throw new Error('The cylinder radiusTop cannot be negative.'); - } - - if (radiusBottom < 0) { - throw new Error('The cylinder radiusBottom cannot be negative.'); - } - - const N = numSegments; - const vertices = []; - const axes = []; - const faces = []; - const bottomface = []; - const topface = []; - const cos = Math.cos; - const sin = Math.sin; // First bottom point - - vertices.push(new Vec3(-radiusBottom * sin(0), -height * 0.5, radiusBottom * cos(0))); - bottomface.push(0); // First top point - - vertices.push(new Vec3(-radiusTop * sin(0), height * 0.5, radiusTop * cos(0))); - topface.push(1); - - for (let i = 0; i < N; i++) { - const theta = 2 * Math.PI / N * (i + 1); - const thetaN = 2 * Math.PI / N * (i + 0.5); - - if (i < N - 1) { - // Bottom - vertices.push(new Vec3(-radiusBottom * sin(theta), -height * 0.5, radiusBottom * cos(theta))); - bottomface.push(2 * i + 2); // Top - - vertices.push(new Vec3(-radiusTop * sin(theta), height * 0.5, radiusTop * cos(theta))); - topface.push(2 * i + 3); // Face - - faces.push([2 * i, 2 * i + 1, 2 * i + 3, 2 * i + 2]); - } else { - faces.push([2 * i, 2 * i + 1, 1, 0]); // Connect - } // Axis: we can cut off half of them if we have even number of segments - - - if (N % 2 === 1 || i < N / 2) { - axes.push(new Vec3(-sin(thetaN), 0, cos(thetaN))); - } - } - - faces.push(bottomface); - axes.push(new Vec3(0, 1, 0)); // Reorder top face - - const temp = []; - - for (let i = 0; i < topface.length; i++) { - temp.push(topface[topface.length - i - 1]); - } - - faces.push(temp); - super({ - vertices, - faces, - axes - }); - this.type = Shape.types.CYLINDER; - this.radiusTop = radiusTop; - this.radiusBottom = radiusBottom; - this.height = height; - this.numSegments = numSegments; - } - -} - -/** - * Particle shape. - * @example - * const particleShape = new CANNON.Particle() - * const particleBody = new CANNON.Body({ mass: 1, shape: particleShape }) - * world.addBody(particleBody) - */ -class Particle extends Shape { - constructor() { - super({ - type: Shape.types.PARTICLE - }); - } - /** - * calculateLocalInertia - */ - - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - target.set(0, 0, 0); - return target; - } - - volume() { - return 0; - } - - updateBoundingSphereRadius() { - this.boundingSphereRadius = 0; - } - - calculateWorldAABB(pos, quat, min, max) { - // Get each axis max - min.copy(pos); - max.copy(pos); - } - -} - -/** - * A plane, facing in the Z direction. The plane has its surface at z=0 and everything below z=0 is assumed to be solid plane. To make the plane face in some other direction than z, you must put it inside a Body and rotate that body. See the demos. - * @example - * const planeShape = new CANNON.Plane() - * const planeBody = new CANNON.Body({ mass: 0, shape: planeShape }) - * planeBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0) // make it face up - * world.addBody(planeBody) - */ -class Plane extends Shape { - /** worldNormal */ - - /** worldNormalNeedsUpdate */ - constructor() { - super({ - type: Shape.types.PLANE - }); // World oriented normal - - this.worldNormal = new Vec3(); - this.worldNormalNeedsUpdate = true; - this.boundingSphereRadius = Number.MAX_VALUE; - } - /** computeWorldNormal */ - - - computeWorldNormal(quat) { - const n = this.worldNormal; - n.set(0, 0, 1); - quat.vmult(n, n); - this.worldNormalNeedsUpdate = false; - } - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - return target; - } - - volume() { - return (// The plane is infinite... - Number.MAX_VALUE - ); - } - - calculateWorldAABB(pos, quat, min, max) { - // The plane AABB is infinite, except if the normal is pointing along any axis - tempNormal.set(0, 0, 1); // Default plane normal is z - - quat.vmult(tempNormal, tempNormal); - const maxVal = Number.MAX_VALUE; - min.set(-maxVal, -maxVal, -maxVal); - max.set(maxVal, maxVal, maxVal); - - if (tempNormal.x === 1) { - max.x = pos.x; - } else if (tempNormal.x === -1) { - min.x = pos.x; - } - - if (tempNormal.y === 1) { - max.y = pos.y; - } else if (tempNormal.y === -1) { - min.y = pos.y; - } - - if (tempNormal.z === 1) { - max.z = pos.z; - } else if (tempNormal.z === -1) { - min.z = pos.z; - } - } - - updateBoundingSphereRadius() { - this.boundingSphereRadius = Number.MAX_VALUE; - } - -} -const tempNormal = new Vec3(); - -/** - * Heightfield shape class. Height data is given as an array. These data points are spread out evenly with a given distance. - * @todo Should be possible to use along all axes, not just y - * @todo should be possible to scale along all axes - * @todo Refactor elementSize to elementSizeX and elementSizeY - * - * @example - * // Generate some height data (y-values). - * const data = [] - * for (let i = 0; i < 1000; i++) { - * const y = 0.5 * Math.cos(0.2 * i) - * data.push(y) - * } - * - * // Create the heightfield shape - * const heightfieldShape = new CANNON.Heightfield(data, { - * elementSize: 1 // Distance between the data points in X and Y directions - * }) - * const heightfieldBody = new CANNON.Body({ shape: heightfieldShape }) - * world.addBody(heightfieldBody) - */ -class Heightfield extends Shape { - /** - * An array of numbers, or height values, that are spread out along the x axis. - */ - - /** - * Max value of the data points in the data array. - */ - - /** - * Minimum value of the data points in the data array. - */ - - /** - * World spacing between the data points in X and Y direction. - * @todo elementSizeX and Y - * @default 1 - */ - - /** - * @default true - */ - - /** - * @param data An array of numbers, or height values, that are spread out along the x axis. - */ - constructor(data, options) { - if (options === void 0) { - options = {}; - } - - options = Utils.defaults(options, { - maxValue: null, - minValue: null, - elementSize: 1 - }); - super({ - type: Shape.types.HEIGHTFIELD - }); - this.data = data; - this.maxValue = options.maxValue; - this.minValue = options.minValue; - this.elementSize = options.elementSize; - - if (options.minValue === null) { - this.updateMinValue(); - } - - if (options.maxValue === null) { - this.updateMaxValue(); - } - - this.cacheEnabled = true; - this.pillarConvex = new ConvexPolyhedron(); - this.pillarOffset = new Vec3(); - this.updateBoundingSphereRadius(); // "i_j_isUpper" => { convex: ..., offset: ... } - // for example: - // _cachedPillars["0_2_1"] - - this._cachedPillars = {}; - } - /** - * Call whenever you change the data array. - */ - - - update() { - this._cachedPillars = {}; - } - /** - * Update the `minValue` property - */ - - - updateMinValue() { - const data = this.data; - let minValue = data[0][0]; - - for (let i = 0; i !== data.length; i++) { - for (let j = 0; j !== data[i].length; j++) { - const v = data[i][j]; - - if (v < minValue) { - minValue = v; - } - } - } - - this.minValue = minValue; - } - /** - * Update the `maxValue` property - */ - - - updateMaxValue() { - const data = this.data; - let maxValue = data[0][0]; - - for (let i = 0; i !== data.length; i++) { - for (let j = 0; j !== data[i].length; j++) { - const v = data[i][j]; - - if (v > maxValue) { - maxValue = v; - } - } - } - - this.maxValue = maxValue; - } - /** - * Set the height value at an index. Don't forget to update maxValue and minValue after you're done. - */ - - - setHeightValueAtIndex(xi, yi, value) { - const data = this.data; - data[xi][yi] = value; // Invalidate cache - - this.clearCachedConvexTrianglePillar(xi, yi, false); - - if (xi > 0) { - this.clearCachedConvexTrianglePillar(xi - 1, yi, true); - this.clearCachedConvexTrianglePillar(xi - 1, yi, false); - } - - if (yi > 0) { - this.clearCachedConvexTrianglePillar(xi, yi - 1, true); - this.clearCachedConvexTrianglePillar(xi, yi - 1, false); - } - - if (yi > 0 && xi > 0) { - this.clearCachedConvexTrianglePillar(xi - 1, yi - 1, true); - } - } - /** - * Get max/min in a rectangle in the matrix data - * @param result An array to store the results in. - * @return The result array, if it was passed in. Minimum will be at position 0 and max at 1. - */ - - - getRectMinMax(iMinX, iMinY, iMaxX, iMaxY, result) { - if (result === void 0) { - result = []; - } - - // Get max and min of the data - const data = this.data; // Set first value - - let max = this.minValue; - - for (let i = iMinX; i <= iMaxX; i++) { - for (let j = iMinY; j <= iMaxY; j++) { - const height = data[i][j]; - - if (height > max) { - max = height; - } - } - } - - result[0] = this.minValue; - result[1] = max; - } - /** - * Get the index of a local position on the heightfield. The indexes indicate the rectangles, so if your terrain is made of N x N height data points, you will have rectangle indexes ranging from 0 to N-1. - * @param result Two-element array - * @param clamp If the position should be clamped to the heightfield edge. - */ - - - getIndexOfPosition(x, y, result, clamp) { - // Get the index of the data points to test against - const w = this.elementSize; - const data = this.data; - let xi = Math.floor(x / w); - let yi = Math.floor(y / w); - result[0] = xi; - result[1] = yi; - - if (clamp) { - // Clamp index to edges - if (xi < 0) { - xi = 0; - } - - if (yi < 0) { - yi = 0; - } - - if (xi >= data.length - 1) { - xi = data.length - 1; - } - - if (yi >= data[0].length - 1) { - yi = data[0].length - 1; - } - } // Bail out if we are out of the terrain - - - if (xi < 0 || yi < 0 || xi >= data.length - 1 || yi >= data[0].length - 1) { - return false; - } - - return true; - } - - getTriangleAt(x, y, edgeClamp, a, b, c) { - const idx = getHeightAt_idx; - this.getIndexOfPosition(x, y, idx, edgeClamp); - let xi = idx[0]; - let yi = idx[1]; - const data = this.data; - - if (edgeClamp) { - xi = Math.min(data.length - 2, Math.max(0, xi)); - yi = Math.min(data[0].length - 2, Math.max(0, yi)); - } - - const elementSize = this.elementSize; - const lowerDist2 = (x / elementSize - xi) ** 2 + (y / elementSize - yi) ** 2; - const upperDist2 = (x / elementSize - (xi + 1)) ** 2 + (y / elementSize - (yi + 1)) ** 2; - const upper = lowerDist2 > upperDist2; - this.getTriangle(xi, yi, upper, a, b, c); - return upper; - } - - getNormalAt(x, y, edgeClamp, result) { - const a = getNormalAt_a; - const b = getNormalAt_b; - const c = getNormalAt_c; - const e0 = getNormalAt_e0; - const e1 = getNormalAt_e1; - this.getTriangleAt(x, y, edgeClamp, a, b, c); - b.vsub(a, e0); - c.vsub(a, e1); - e0.cross(e1, result); - result.normalize(); - } - /** - * Get an AABB of a square in the heightfield - * @param xi - * @param yi - * @param result - */ - - - getAabbAtIndex(xi, yi, _ref) { - let { - lowerBound, - upperBound - } = _ref; - const data = this.data; - const elementSize = this.elementSize; - lowerBound.set(xi * elementSize, yi * elementSize, data[xi][yi]); - upperBound.set((xi + 1) * elementSize, (yi + 1) * elementSize, data[xi + 1][yi + 1]); - } - /** - * Get the height in the heightfield at a given position - */ - - - getHeightAt(x, y, edgeClamp) { - const data = this.data; - const a = getHeightAt_a; - const b = getHeightAt_b; - const c = getHeightAt_c; - const idx = getHeightAt_idx; - this.getIndexOfPosition(x, y, idx, edgeClamp); - let xi = idx[0]; - let yi = idx[1]; - - if (edgeClamp) { - xi = Math.min(data.length - 2, Math.max(0, xi)); - yi = Math.min(data[0].length - 2, Math.max(0, yi)); - } - - const upper = this.getTriangleAt(x, y, edgeClamp, a, b, c); - barycentricWeights(x, y, a.x, a.y, b.x, b.y, c.x, c.y, getHeightAt_weights); - const w = getHeightAt_weights; - - if (upper) { - // Top triangle verts - return data[xi + 1][yi + 1] * w.x + data[xi][yi + 1] * w.y + data[xi + 1][yi] * w.z; - } else { - // Top triangle verts - return data[xi][yi] * w.x + data[xi + 1][yi] * w.y + data[xi][yi + 1] * w.z; - } - } - - getCacheConvexTrianglePillarKey(xi, yi, getUpperTriangle) { - return `${xi}_${yi}_${getUpperTriangle ? 1 : 0}`; - } - - getCachedConvexTrianglePillar(xi, yi, getUpperTriangle) { - return this._cachedPillars[this.getCacheConvexTrianglePillarKey(xi, yi, getUpperTriangle)]; - } - - setCachedConvexTrianglePillar(xi, yi, getUpperTriangle, convex, offset) { - this._cachedPillars[this.getCacheConvexTrianglePillarKey(xi, yi, getUpperTriangle)] = { - convex, - offset - }; - } - - clearCachedConvexTrianglePillar(xi, yi, getUpperTriangle) { - delete this._cachedPillars[this.getCacheConvexTrianglePillarKey(xi, yi, getUpperTriangle)]; - } - /** - * Get a triangle from the heightfield - */ - - - getTriangle(xi, yi, upper, a, b, c) { - const data = this.data; - const elementSize = this.elementSize; - - if (upper) { - // Top triangle verts - a.set((xi + 1) * elementSize, (yi + 1) * elementSize, data[xi + 1][yi + 1]); - b.set(xi * elementSize, (yi + 1) * elementSize, data[xi][yi + 1]); - c.set((xi + 1) * elementSize, yi * elementSize, data[xi + 1][yi]); - } else { - // Top triangle verts - a.set(xi * elementSize, yi * elementSize, data[xi][yi]); - b.set((xi + 1) * elementSize, yi * elementSize, data[xi + 1][yi]); - c.set(xi * elementSize, (yi + 1) * elementSize, data[xi][yi + 1]); - } - } - /** - * Get a triangle in the terrain in the form of a triangular convex shape. - */ - - - getConvexTrianglePillar(xi, yi, getUpperTriangle) { - let result = this.pillarConvex; - let offsetResult = this.pillarOffset; - - if (this.cacheEnabled) { - const data = this.getCachedConvexTrianglePillar(xi, yi, getUpperTriangle); - - if (data) { - this.pillarConvex = data.convex; - this.pillarOffset = data.offset; - return; - } - - result = new ConvexPolyhedron(); - offsetResult = new Vec3(); - this.pillarConvex = result; - this.pillarOffset = offsetResult; - } - - const data = this.data; - const elementSize = this.elementSize; - const faces = result.faces; // Reuse verts if possible - - result.vertices.length = 6; - - for (let i = 0; i < 6; i++) { - if (!result.vertices[i]) { - result.vertices[i] = new Vec3(); - } - } // Reuse faces if possible - - - faces.length = 5; - - for (let i = 0; i < 5; i++) { - if (!faces[i]) { - faces[i] = []; - } - } - - const verts = result.vertices; - const h = (Math.min(data[xi][yi], data[xi + 1][yi], data[xi][yi + 1], data[xi + 1][yi + 1]) - this.minValue) / 2 + this.minValue; - - if (!getUpperTriangle) { - // Center of the triangle pillar - all polygons are given relative to this one - offsetResult.set((xi + 0.25) * elementSize, // sort of center of a triangle - (yi + 0.25) * elementSize, h // vertical center - ); // Top triangle verts - - verts[0].set(-0.25 * elementSize, -0.25 * elementSize, data[xi][yi] - h); - verts[1].set(0.75 * elementSize, -0.25 * elementSize, data[xi + 1][yi] - h); - verts[2].set(-0.25 * elementSize, 0.75 * elementSize, data[xi][yi + 1] - h); // bottom triangle verts - - verts[3].set(-0.25 * elementSize, -0.25 * elementSize, -Math.abs(h) - 1); - verts[4].set(0.75 * elementSize, -0.25 * elementSize, -Math.abs(h) - 1); - verts[5].set(-0.25 * elementSize, 0.75 * elementSize, -Math.abs(h) - 1); // top triangle - - faces[0][0] = 0; - faces[0][1] = 1; - faces[0][2] = 2; // bottom triangle - - faces[1][0] = 5; - faces[1][1] = 4; - faces[1][2] = 3; // -x facing quad - - faces[2][0] = 0; - faces[2][1] = 2; - faces[2][2] = 5; - faces[2][3] = 3; // -y facing quad - - faces[3][0] = 1; - faces[3][1] = 0; - faces[3][2] = 3; - faces[3][3] = 4; // +xy facing quad - - faces[4][0] = 4; - faces[4][1] = 5; - faces[4][2] = 2; - faces[4][3] = 1; - } else { - // Center of the triangle pillar - all polygons are given relative to this one - offsetResult.set((xi + 0.75) * elementSize, // sort of center of a triangle - (yi + 0.75) * elementSize, h // vertical center - ); // Top triangle verts - - verts[0].set(0.25 * elementSize, 0.25 * elementSize, data[xi + 1][yi + 1] - h); - verts[1].set(-0.75 * elementSize, 0.25 * elementSize, data[xi][yi + 1] - h); - verts[2].set(0.25 * elementSize, -0.75 * elementSize, data[xi + 1][yi] - h); // bottom triangle verts - - verts[3].set(0.25 * elementSize, 0.25 * elementSize, -Math.abs(h) - 1); - verts[4].set(-0.75 * elementSize, 0.25 * elementSize, -Math.abs(h) - 1); - verts[5].set(0.25 * elementSize, -0.75 * elementSize, -Math.abs(h) - 1); // Top triangle - - faces[0][0] = 0; - faces[0][1] = 1; - faces[0][2] = 2; // bottom triangle - - faces[1][0] = 5; - faces[1][1] = 4; - faces[1][2] = 3; // +x facing quad - - faces[2][0] = 2; - faces[2][1] = 5; - faces[2][2] = 3; - faces[2][3] = 0; // +y facing quad - - faces[3][0] = 3; - faces[3][1] = 4; - faces[3][2] = 1; - faces[3][3] = 0; // -xy facing quad - - faces[4][0] = 1; - faces[4][1] = 4; - faces[4][2] = 5; - faces[4][3] = 2; - } - - result.computeNormals(); - result.computeEdges(); - result.updateBoundingSphereRadius(); - this.setCachedConvexTrianglePillar(xi, yi, getUpperTriangle, result, offsetResult); - } - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - target.set(0, 0, 0); - return target; - } - - volume() { - return (// The terrain is infinite - Number.MAX_VALUE - ); - } - - calculateWorldAABB(pos, quat, min, max) { - /** @TODO do it properly */ - min.set(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE); - max.set(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); - } - - updateBoundingSphereRadius() { - // Use the bounding box of the min/max values - const data = this.data; - const s = this.elementSize; - this.boundingSphereRadius = new Vec3(data.length * s, data[0].length * s, Math.max(Math.abs(this.maxValue), Math.abs(this.minValue))).length(); - } - /** - * Sets the height values from an image. Currently only supported in browser. - */ - - - setHeightsFromImage(image, scale) { - const { - x, - z, - y - } = scale; - const canvas = document.createElement('canvas'); - canvas.width = image.width; - canvas.height = image.height; - const context = canvas.getContext('2d'); - context.drawImage(image, 0, 0); - const imageData = context.getImageData(0, 0, image.width, image.height); - const matrix = this.data; - matrix.length = 0; - this.elementSize = Math.abs(x) / imageData.width; - - for (let i = 0; i < imageData.height; i++) { - const row = []; - - for (let j = 0; j < imageData.width; j++) { - const a = imageData.data[(i * imageData.height + j) * 4]; - const b = imageData.data[(i * imageData.height + j) * 4 + 1]; - const c = imageData.data[(i * imageData.height + j) * 4 + 2]; - const height = (a + b + c) / 4 / 255 * z; - - if (x < 0) { - row.push(height); - } else { - row.unshift(height); - } - } - - if (y < 0) { - matrix.unshift(row); - } else { - matrix.push(row); - } - } - - this.updateMaxValue(); - this.updateMinValue(); - this.update(); - } - -} -const getHeightAt_idx = []; -const getHeightAt_weights = new Vec3(); -const getHeightAt_a = new Vec3(); -const getHeightAt_b = new Vec3(); -const getHeightAt_c = new Vec3(); -const getNormalAt_a = new Vec3(); -const getNormalAt_b = new Vec3(); -const getNormalAt_c = new Vec3(); -const getNormalAt_e0 = new Vec3(); -const getNormalAt_e1 = new Vec3(); // from https://en.wikipedia.org/wiki/Barycentric_coordinate_system - -function barycentricWeights(x, y, ax, ay, bx, by, cx, cy, result) { - result.x = ((by - cy) * (x - cx) + (cx - bx) * (y - cy)) / ((by - cy) * (ax - cx) + (cx - bx) * (ay - cy)); - result.y = ((cy - ay) * (x - cx) + (ax - cx) * (y - cy)) / ((by - cy) * (ax - cx) + (cx - bx) * (ay - cy)); - result.z = 1 - result.x - result.y; -} - -/** - * OctreeNode - */ -class OctreeNode { - /** The root node */ - - /** Boundary of this node */ - - /** Contained data at the current node level */ - - /** Children to this node */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.root = options.root || null; - this.aabb = options.aabb ? options.aabb.clone() : new AABB(); - this.data = []; - this.children = []; - } - /** - * reset - */ - - - reset() { - this.children.length = this.data.length = 0; - } - /** - * Insert data into this node - * @return True if successful, otherwise false - */ - - - insert(aabb, elementData, level) { - if (level === void 0) { - level = 0; - } - - const nodeData = this.data; // Ignore objects that do not belong in this node - - if (!this.aabb.contains(aabb)) { - return false; // object cannot be added - } - - const children = this.children; - const maxDepth = this.maxDepth || this.root.maxDepth; - - if (level < maxDepth) { - // Subdivide if there are no children yet - let subdivided = false; - - if (!children.length) { - this.subdivide(); - subdivided = true; - } // add to whichever node will accept it - - - for (let i = 0; i !== 8; i++) { - if (children[i].insert(aabb, elementData, level + 1)) { - return true; - } - } - - if (subdivided) { - // No children accepted! Might as well just remove em since they contain none - children.length = 0; - } - } // Too deep, or children didnt want it. add it in current node - - - nodeData.push(elementData); - return true; - } - /** - * Create 8 equally sized children nodes and put them in the `children` array. - */ - - - subdivide() { - const aabb = this.aabb; - const l = aabb.lowerBound; - const u = aabb.upperBound; - const children = this.children; - children.push(new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(0, 0, 0) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(1, 0, 0) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(1, 1, 0) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(1, 1, 1) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(0, 1, 1) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(0, 0, 1) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(1, 0, 1) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(0, 1, 0) - }) - })); - u.vsub(l, halfDiagonal); - halfDiagonal.scale(0.5, halfDiagonal); - const root = this.root || this; - - for (let i = 0; i !== 8; i++) { - const child = children[i]; // Set current node as root - - child.root = root; // Compute bounds - - const lowerBound = child.aabb.lowerBound; - lowerBound.x *= halfDiagonal.x; - lowerBound.y *= halfDiagonal.y; - lowerBound.z *= halfDiagonal.z; - lowerBound.vadd(l, lowerBound); // Upper bound is always lower bound + halfDiagonal - - lowerBound.vadd(halfDiagonal, child.aabb.upperBound); - } - } - /** - * Get all data, potentially within an AABB - * @return The "result" object - */ - - - aabbQuery(aabb, result) { - this.data; // abort if the range does not intersect this node - // if (!this.aabb.overlaps(aabb)){ - // return result; - // } - // Add objects at this level - // Array.prototype.push.apply(result, nodeData); - // Add child data - // @todo unwrap recursion into a queue / loop, that's faster in JS - - this.children; // for (let i = 0, N = this.children.length; i !== N; i++) { - // children[i].aabbQuery(aabb, result); - // } - - const queue = [this]; - - while (queue.length) { - const node = queue.pop(); - - if (node.aabb.overlaps(aabb)) { - Array.prototype.push.apply(result, node.data); - } - - Array.prototype.push.apply(queue, node.children); - } - - return result; - } - /** - * Get all data, potentially intersected by a ray. - * @return The "result" object - */ - - - rayQuery(ray, treeTransform, result) { - // Use aabb query for now. - - /** @todo implement real ray query which needs less lookups */ - ray.getAABB(tmpAABB); - tmpAABB.toLocalFrame(treeTransform, tmpAABB); - this.aabbQuery(tmpAABB, result); - return result; - } - /** - * removeEmptyNodes - */ - - - removeEmptyNodes() { - for (let i = this.children.length - 1; i >= 0; i--) { - this.children[i].removeEmptyNodes(); - - if (!this.children[i].children.length && !this.children[i].data.length) { - this.children.splice(i, 1); - } - } - } - -} -/** - * Octree - */ - - -class Octree extends OctreeNode { - /** - * Maximum subdivision depth - * @default 8 - */ - - /** - * @param aabb The total AABB of the tree - */ - constructor(aabb, options) { - if (options === void 0) { - options = {}; - } - - super({ - root: null, - aabb - }); - this.maxDepth = typeof options.maxDepth !== 'undefined' ? options.maxDepth : 8; - } - -} -const halfDiagonal = new Vec3(); -const tmpAABB = new AABB(); - -/** - * Trimesh. - * @example - * // How to make a mesh with a single triangle - * const vertices = [ - * 0, 0, 0, // vertex 0 - * 1, 0, 0, // vertex 1 - * 0, 1, 0 // vertex 2 - * ] - * const indices = [ - * 0, 1, 2 // triangle 0 - * ] - * const trimeshShape = new CANNON.Trimesh(vertices, indices) - */ -class Trimesh extends Shape { - /** - * vertices - */ - - /** - * Array of integers, indicating which vertices each triangle consists of. The length of this array is thus 3 times the number of triangles. - */ - - /** - * The normals data. - */ - - /** - * The local AABB of the mesh. - */ - - /** - * References to vertex pairs, making up all unique edges in the trimesh. - */ - - /** - * Local scaling of the mesh. Use .setScale() to set it. - */ - - /** - * The indexed triangles. Use .updateTree() to update it. - */ - constructor(vertices, indices) { - super({ - type: Shape.types.TRIMESH - }); - this.vertices = new Float32Array(vertices); - this.indices = new Int16Array(indices); - this.normals = new Float32Array(indices.length); - this.aabb = new AABB(); - this.edges = null; - this.scale = new Vec3(1, 1, 1); - this.tree = new Octree(); - this.updateEdges(); - this.updateNormals(); - this.updateAABB(); - this.updateBoundingSphereRadius(); - this.updateTree(); - } - /** - * updateTree - */ - - - updateTree() { - const tree = this.tree; - tree.reset(); - tree.aabb.copy(this.aabb); - const scale = this.scale; // The local mesh AABB is scaled, but the octree AABB should be unscaled - - tree.aabb.lowerBound.x *= 1 / scale.x; - tree.aabb.lowerBound.y *= 1 / scale.y; - tree.aabb.lowerBound.z *= 1 / scale.z; - tree.aabb.upperBound.x *= 1 / scale.x; - tree.aabb.upperBound.y *= 1 / scale.y; - tree.aabb.upperBound.z *= 1 / scale.z; // Insert all triangles - - const triangleAABB = new AABB(); - const a = new Vec3(); - const b = new Vec3(); - const c = new Vec3(); - const points = [a, b, c]; - - for (let i = 0; i < this.indices.length / 3; i++) { - //this.getTriangleVertices(i, a, b, c); - // Get unscaled triangle verts - const i3 = i * 3; - - this._getUnscaledVertex(this.indices[i3], a); - - this._getUnscaledVertex(this.indices[i3 + 1], b); - - this._getUnscaledVertex(this.indices[i3 + 2], c); - - triangleAABB.setFromPoints(points); - tree.insert(triangleAABB, i); - } - - tree.removeEmptyNodes(); - } - /** - * Get triangles in a local AABB from the trimesh. - * @param result An array of integers, referencing the queried triangles. - */ - - - getTrianglesInAABB(aabb, result) { - unscaledAABB.copy(aabb); // Scale it to local - - const scale = this.scale; - const isx = scale.x; - const isy = scale.y; - const isz = scale.z; - const l = unscaledAABB.lowerBound; - const u = unscaledAABB.upperBound; - l.x /= isx; - l.y /= isy; - l.z /= isz; - u.x /= isx; - u.y /= isy; - u.z /= isz; - return this.tree.aabbQuery(unscaledAABB, result); - } - /** - * setScale - */ - - - setScale(scale) { - const wasUniform = this.scale.x === this.scale.y && this.scale.y === this.scale.z; - const isUniform = scale.x === scale.y && scale.y === scale.z; - - if (!(wasUniform && isUniform)) { - // Non-uniform scaling. Need to update normals. - this.updateNormals(); - } - - this.scale.copy(scale); - this.updateAABB(); - this.updateBoundingSphereRadius(); - } - /** - * Compute the normals of the faces. Will save in the `.normals` array. - */ - - - updateNormals() { - const n = computeNormals_n; // Generate normals - - const normals = this.normals; - - for (let i = 0; i < this.indices.length / 3; i++) { - const i3 = i * 3; - const a = this.indices[i3]; - const b = this.indices[i3 + 1]; - const c = this.indices[i3 + 2]; - this.getVertex(a, va); - this.getVertex(b, vb); - this.getVertex(c, vc); - Trimesh.computeNormal(vb, va, vc, n); - normals[i3] = n.x; - normals[i3 + 1] = n.y; - normals[i3 + 2] = n.z; - } - } - /** - * Update the `.edges` property - */ - - - updateEdges() { - const edges = {}; - - const add = (a, b) => { - const key = a < b ? `${a}_${b}` : `${b}_${a}`; - edges[key] = true; - }; - - for (let i = 0; i < this.indices.length / 3; i++) { - const i3 = i * 3; - const a = this.indices[i3]; - const b = this.indices[i3 + 1]; - const c = this.indices[i3 + 2]; - add(a, b); - add(b, c); - add(c, a); - } - - const keys = Object.keys(edges); - this.edges = new Int16Array(keys.length * 2); - - for (let i = 0; i < keys.length; i++) { - const indices = keys[i].split('_'); - this.edges[2 * i] = parseInt(indices[0], 10); - this.edges[2 * i + 1] = parseInt(indices[1], 10); - } - } - /** - * Get an edge vertex - * @param firstOrSecond 0 or 1, depending on which one of the vertices you need. - * @param vertexStore Where to store the result - */ - - - getEdgeVertex(edgeIndex, firstOrSecond, vertexStore) { - const vertexIndex = this.edges[edgeIndex * 2 + (firstOrSecond ? 1 : 0)]; - this.getVertex(vertexIndex, vertexStore); - } - /** - * Get a vector along an edge. - */ - - - getEdgeVector(edgeIndex, vectorStore) { - const va = getEdgeVector_va; - const vb = getEdgeVector_vb; - this.getEdgeVertex(edgeIndex, 0, va); - this.getEdgeVertex(edgeIndex, 1, vb); - vb.vsub(va, vectorStore); - } - /** - * Get face normal given 3 vertices - */ - - - static computeNormal(va, vb, vc, target) { - vb.vsub(va, ab); - vc.vsub(vb, cb); - cb.cross(ab, target); - - if (!target.isZero()) { - target.normalize(); - } - } - /** - * Get vertex i. - * @return The "out" vector object - */ - - - getVertex(i, out) { - const scale = this.scale; - - this._getUnscaledVertex(i, out); - - out.x *= scale.x; - out.y *= scale.y; - out.z *= scale.z; - return out; - } - /** - * Get raw vertex i - * @return The "out" vector object - */ - - - _getUnscaledVertex(i, out) { - const i3 = i * 3; - const vertices = this.vertices; - return out.set(vertices[i3], vertices[i3 + 1], vertices[i3 + 2]); - } - /** - * Get a vertex from the trimesh,transformed by the given position and quaternion. - * @return The "out" vector object - */ - - - getWorldVertex(i, pos, quat, out) { - this.getVertex(i, out); - Transform.pointToWorldFrame(pos, quat, out, out); - return out; - } - /** - * Get the three vertices for triangle i. - */ - - - getTriangleVertices(i, a, b, c) { - const i3 = i * 3; - this.getVertex(this.indices[i3], a); - this.getVertex(this.indices[i3 + 1], b); - this.getVertex(this.indices[i3 + 2], c); - } - /** - * Compute the normal of triangle i. - * @return The "target" vector object - */ - - - getNormal(i, target) { - const i3 = i * 3; - return target.set(this.normals[i3], this.normals[i3 + 1], this.normals[i3 + 2]); - } - /** - * @return The "target" vector object - */ - - - calculateLocalInertia(mass, target) { - // Approximate with box inertia - // Exact inertia calculation is overkill, but see http://geometrictools.com/Documentation/PolyhedralMassProperties.pdf for the correct way to do it - this.computeLocalAABB(cli_aabb); - const x = cli_aabb.upperBound.x - cli_aabb.lowerBound.x; - const y = cli_aabb.upperBound.y - cli_aabb.lowerBound.y; - const z = cli_aabb.upperBound.z - cli_aabb.lowerBound.z; - return target.set(1.0 / 12.0 * mass * (2 * y * 2 * y + 2 * z * 2 * z), 1.0 / 12.0 * mass * (2 * x * 2 * x + 2 * z * 2 * z), 1.0 / 12.0 * mass * (2 * y * 2 * y + 2 * x * 2 * x)); - } - /** - * Compute the local AABB for the trimesh - */ - - - computeLocalAABB(aabb) { - const l = aabb.lowerBound; - const u = aabb.upperBound; - const n = this.vertices.length; - this.vertices; - const v = computeLocalAABB_worldVert; - this.getVertex(0, v); - l.copy(v); - u.copy(v); - - for (let i = 0; i !== n; i++) { - this.getVertex(i, v); - - if (v.x < l.x) { - l.x = v.x; - } else if (v.x > u.x) { - u.x = v.x; - } - - if (v.y < l.y) { - l.y = v.y; - } else if (v.y > u.y) { - u.y = v.y; - } - - if (v.z < l.z) { - l.z = v.z; - } else if (v.z > u.z) { - u.z = v.z; - } - } - } - /** - * Update the `.aabb` property - */ - - - updateAABB() { - this.computeLocalAABB(this.aabb); - } - /** - * Will update the `.boundingSphereRadius` property - */ - - - updateBoundingSphereRadius() { - // Assume points are distributed with local (0,0,0) as center - let max2 = 0; - const vertices = this.vertices; - const v = new Vec3(); - - for (let i = 0, N = vertices.length / 3; i !== N; i++) { - this.getVertex(i, v); - const norm2 = v.lengthSquared(); - - if (norm2 > max2) { - max2 = norm2; - } - } - - this.boundingSphereRadius = Math.sqrt(max2); - } - /** - * calculateWorldAABB - */ - - - calculateWorldAABB(pos, quat, min, max) { - /* - const n = this.vertices.length / 3, - verts = this.vertices; - const minx,miny,minz,maxx,maxy,maxz; - const v = tempWorldVertex; - for(let i=0; i maxx || maxx===undefined){ - maxx = v.x; - } - if (v.y < miny || miny===undefined){ - miny = v.y; - } else if(v.y > maxy || maxy===undefined){ - maxy = v.y; - } - if (v.z < minz || minz===undefined){ - minz = v.z; - } else if(v.z > maxz || maxz===undefined){ - maxz = v.z; - } - } - min.set(minx,miny,minz); - max.set(maxx,maxy,maxz); - */ - // Faster approximation using local AABB - const frame = calculateWorldAABB_frame; - const result = calculateWorldAABB_aabb; - frame.position = pos; - frame.quaternion = quat; - this.aabb.toWorldFrame(frame, result); - min.copy(result.lowerBound); - max.copy(result.upperBound); - } - /** - * Get approximate volume - */ - - - volume() { - return 4.0 * Math.PI * this.boundingSphereRadius / 3.0; - } - /** - * Create a Trimesh instance, shaped as a torus. - */ - - - static createTorus(radius, tube, radialSegments, tubularSegments, arc) { - if (radius === void 0) { - radius = 1; - } - - if (tube === void 0) { - tube = 0.5; - } - - if (radialSegments === void 0) { - radialSegments = 8; - } - - if (tubularSegments === void 0) { - tubularSegments = 6; - } - - if (arc === void 0) { - arc = Math.PI * 2; - } - - const vertices = []; - const indices = []; - - 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; - const x = (radius + tube * Math.cos(v)) * Math.cos(u); - const y = (radius + tube * Math.cos(v)) * Math.sin(u); - const z = tube * Math.sin(v); - vertices.push(x, y, z); - } - } - - for (let j = 1; j <= radialSegments; j++) { - for (let i = 1; i <= tubularSegments; 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; - indices.push(a, b, d); - indices.push(b, c, d); - } - } - - return new Trimesh(vertices, indices); - } - -} -const computeNormals_n = new Vec3(); -const unscaledAABB = new AABB(); -const getEdgeVector_va = new Vec3(); -const getEdgeVector_vb = new Vec3(); -const cb = new Vec3(); -const ab = new Vec3(); -const va = new Vec3(); -const vb = new Vec3(); -const vc = new Vec3(); -const cli_aabb = new AABB(); -const computeLocalAABB_worldVert = new Vec3(); -const calculateWorldAABB_frame = new Transform(); -const calculateWorldAABB_aabb = new AABB(); - -/** - * Constraint equation solver base class. - */ -class Solver { - /** - * All equations to be solved - */ - - /** - * @todo remove useless constructor - */ - constructor() { - this.equations = []; - } - /** - * Should be implemented in subclasses! - * @todo use abstract - * @return number of iterations performed - */ - - - solve(dt, world) { - return (// Should return the number of iterations done! - 0 - ); - } - /** - * Add an equation - */ - - - addEquation(eq) { - if (eq.enabled && !eq.bi.isTrigger && !eq.bj.isTrigger) { - this.equations.push(eq); - } - } - /** - * Remove an equation - */ - - - removeEquation(eq) { - const eqs = this.equations; - const i = eqs.indexOf(eq); - - if (i !== -1) { - eqs.splice(i, 1); - } - } - /** - * Add all equations - */ - - - removeAllEquations() { - this.equations.length = 0; - } - -} - -/** - * Constraint equation Gauss-Seidel solver. - * @todo The spook parameters should be specified for each constraint, not globally. - * @see https://www8.cs.umu.se/kurser/5DV058/VT09/lectures/spooknotes.pdf - */ -class GSSolver extends Solver { - /** - * The number of solver iterations determines quality of the constraints in the world. - * The more iterations, the more correct simulation. More iterations need more computations though. If you have a large gravity force in your world, you will need more iterations. - */ - - /** - * When tolerance is reached, the system is assumed to be converged. - */ - - /** - * @todo remove useless constructor - */ - constructor() { - super(); - this.iterations = 10; - this.tolerance = 1e-7; - } - /** - * Solve - * @return number of iterations performed - */ - - - solve(dt, world) { - let iter = 0; - const maxIter = this.iterations; - const tolSquared = this.tolerance * this.tolerance; - const equations = this.equations; - const Neq = equations.length; - const bodies = world.bodies; - const Nbodies = bodies.length; - const h = dt; - let B; - let invC; - let deltalambda; - let deltalambdaTot; - let GWlambda; - let lambdaj; // Update solve mass - - if (Neq !== 0) { - for (let i = 0; i !== Nbodies; i++) { - bodies[i].updateSolveMassProperties(); - } - } // Things that do not change during iteration can be computed once - - - const invCs = GSSolver_solve_invCs; - const Bs = GSSolver_solve_Bs; - const lambda = GSSolver_solve_lambda; - invCs.length = Neq; - Bs.length = Neq; - lambda.length = Neq; - - for (let i = 0; i !== Neq; i++) { - const c = equations[i]; - lambda[i] = 0.0; - Bs[i] = c.computeB(h); - invCs[i] = 1.0 / c.computeC(); - } - - if (Neq !== 0) { - // Reset vlambda - for (let i = 0; i !== Nbodies; i++) { - const b = bodies[i]; - const vlambda = b.vlambda; - const wlambda = b.wlambda; - vlambda.set(0, 0, 0); - wlambda.set(0, 0, 0); - } // Iterate over equations - - - for (iter = 0; iter !== maxIter; iter++) { - // Accumulate the total error for each iteration. - deltalambdaTot = 0.0; - - for (let j = 0; j !== Neq; j++) { - const c = equations[j]; // Compute iteration - - B = Bs[j]; - invC = invCs[j]; - lambdaj = lambda[j]; - GWlambda = c.computeGWlambda(); - deltalambda = invC * (B - GWlambda - c.eps * lambdaj); // Clamp if we are not within the min/max interval - - if (lambdaj + deltalambda < c.minForce) { - deltalambda = c.minForce - lambdaj; - } else if (lambdaj + deltalambda > c.maxForce) { - deltalambda = c.maxForce - lambdaj; - } - - lambda[j] += deltalambda; - deltalambdaTot += deltalambda > 0.0 ? deltalambda : -deltalambda; // abs(deltalambda) - - c.addToWlambda(deltalambda); - } // If the total error is small enough - stop iterate - - - if (deltalambdaTot * deltalambdaTot < tolSquared) { - break; - } - } // Add result to velocity - - - for (let i = 0; i !== Nbodies; i++) { - const b = bodies[i]; - const v = b.velocity; - const w = b.angularVelocity; - b.vlambda.vmul(b.linearFactor, b.vlambda); - v.vadd(b.vlambda, v); - b.wlambda.vmul(b.angularFactor, b.wlambda); - w.vadd(b.wlambda, w); - } // Set the `.multiplier` property of each equation - - - let l = equations.length; - const invDt = 1 / h; - - while (l--) { - equations[l].multiplier = lambda[l] * invDt; - } - } - - return iter; - } - -} // Just temporary number holders that we want to reuse each iteration. - -const GSSolver_solve_lambda = []; -const GSSolver_solve_invCs = []; -const GSSolver_solve_Bs = []; - -/** - * Splits the equations into islands and solves them independently. Can improve performance. - */ -class SplitSolver extends Solver { - /** - * The number of solver iterations determines quality of the constraints in the world. The more iterations, the more correct simulation. More iterations need more computations though. If you have a large gravity force in your world, you will need more iterations. - */ - - /** - * When tolerance is reached, the system is assumed to be converged. - */ - - /** subsolver */ - constructor(subsolver) { - super(); - this.iterations = 10; - this.tolerance = 1e-7; - this.subsolver = subsolver; - this.nodes = []; - this.nodePool = []; // Create needed nodes, reuse if possible - - while (this.nodePool.length < 128) { - this.nodePool.push(this.createNode()); - } - } - /** - * createNode - */ - - - createNode() { - return { - body: null, - children: [], - eqs: [], - visited: false - }; - } - /** - * Solve the subsystems - * @return number of iterations performed - */ - - - solve(dt, world) { - const nodes = SplitSolver_solve_nodes; - const nodePool = this.nodePool; - const bodies = world.bodies; - const equations = this.equations; - const Neq = equations.length; - const Nbodies = bodies.length; - const subsolver = this.subsolver; // Create needed nodes, reuse if possible - - while (nodePool.length < Nbodies) { - nodePool.push(this.createNode()); - } - - nodes.length = Nbodies; - - for (let i = 0; i < Nbodies; i++) { - nodes[i] = nodePool[i]; - } // Reset node values - - - for (let i = 0; i !== Nbodies; i++) { - const node = nodes[i]; - node.body = bodies[i]; - node.children.length = 0; - node.eqs.length = 0; - node.visited = false; - } - - for (let k = 0; k !== Neq; k++) { - const eq = equations[k]; - const i = bodies.indexOf(eq.bi); - const j = bodies.indexOf(eq.bj); - const ni = nodes[i]; - const nj = nodes[j]; - ni.children.push(nj); - ni.eqs.push(eq); - nj.children.push(ni); - nj.eqs.push(eq); - } - - let child; - let n = 0; - let eqs = SplitSolver_solve_eqs; - subsolver.tolerance = this.tolerance; - subsolver.iterations = this.iterations; - const dummyWorld = SplitSolver_solve_dummyWorld; - - while (child = getUnvisitedNode(nodes)) { - eqs.length = 0; - dummyWorld.bodies.length = 0; - bfs(child, visitFunc, dummyWorld.bodies, eqs); - const Neqs = eqs.length; - eqs = eqs.sort(sortById); - - for (let i = 0; i !== Neqs; i++) { - subsolver.addEquation(eqs[i]); - } - - subsolver.solve(dt, dummyWorld); - subsolver.removeAllEquations(); - n++; - } - - return n; - } - -} // Returns the number of subsystems - -const SplitSolver_solve_nodes = []; // All allocated node objects - -const SplitSolver_solve_eqs = []; // Temp array - -const SplitSolver_solve_dummyWorld = { - bodies: [] -}; // Temp object - -const STATIC = Body.STATIC; - -function getUnvisitedNode(nodes) { - const Nnodes = nodes.length; - - for (let i = 0; i !== Nnodes; i++) { - const node = nodes[i]; - - if (!node.visited && !(node.body.type & STATIC)) { - return node; - } - } - - return false; -} - -const queue = []; - -function bfs(root, visitFunc, bds, eqs) { - queue.push(root); - root.visited = true; - visitFunc(root, bds, eqs); - - while (queue.length) { - const node = queue.pop(); // Loop over unvisited child nodes - - let child; - - while (child = getUnvisitedNode(node.children)) { - child.visited = true; - visitFunc(child, bds, eqs); - queue.push(child); - } - } -} - -function visitFunc(node, bds, eqs) { - bds.push(node.body); - const Neqs = node.eqs.length; - - for (let i = 0; i !== Neqs; i++) { - const eq = node.eqs[i]; - - if (!eqs.includes(eq)) { - eqs.push(eq); - } - } -} - -function sortById(a, b) { - return b.id - a.id; -} - -/** - * For pooling objects that can be reused. - */ -class Pool { - constructor() { - this.objects = []; - this.type = Object; - } - - /** - * Release an object after use - */ - release() { - const Nargs = arguments.length; - - for (let i = 0; i !== Nargs; i++) { - this.objects.push(i < 0 || arguments.length <= i ? undefined : arguments[i]); - } - - return this; - } - /** - * Get an object - */ - - - get() { - if (this.objects.length === 0) { - return this.constructObject(); - } else { - return this.objects.pop(); - } - } - /** - * Construct an object. Should be implemented in each subclass. - */ - - - constructObject() { - throw new Error('constructObject() not implemented in this Pool subclass yet!'); - } - /** - * @return Self, for chaining - */ - - - resize(size) { - const objects = this.objects; - - while (objects.length > size) { - objects.pop(); - } - - while (objects.length < size) { - objects.push(this.constructObject()); - } - - return this; - } - -} - -/** - * Vec3Pool - */ - -class Vec3Pool extends Pool { - constructor() { - super(...arguments); - this.type = Vec3; - } - - /** - * Construct a vector - */ - constructObject() { - return new Vec3(); - } - -} - -// Naming rule: based of the order in SHAPE_TYPES, -// the first part of the method is formed by the -// shape type that comes before, in the second part -// there is the shape type that comes after in the SHAPE_TYPES list -const COLLISION_TYPES = { - sphereSphere: Shape.types.SPHERE, - spherePlane: Shape.types.SPHERE | Shape.types.PLANE, - boxBox: Shape.types.BOX | Shape.types.BOX, - sphereBox: Shape.types.SPHERE | Shape.types.BOX, - planeBox: Shape.types.PLANE | Shape.types.BOX, - convexConvex: Shape.types.CONVEXPOLYHEDRON, - sphereConvex: Shape.types.SPHERE | Shape.types.CONVEXPOLYHEDRON, - planeConvex: Shape.types.PLANE | Shape.types.CONVEXPOLYHEDRON, - boxConvex: Shape.types.BOX | Shape.types.CONVEXPOLYHEDRON, - sphereHeightfield: Shape.types.SPHERE | Shape.types.HEIGHTFIELD, - boxHeightfield: Shape.types.BOX | Shape.types.HEIGHTFIELD, - convexHeightfield: Shape.types.CONVEXPOLYHEDRON | Shape.types.HEIGHTFIELD, - sphereParticle: Shape.types.PARTICLE | Shape.types.SPHERE, - planeParticle: Shape.types.PLANE | Shape.types.PARTICLE, - boxParticle: Shape.types.BOX | Shape.types.PARTICLE, - convexParticle: Shape.types.PARTICLE | Shape.types.CONVEXPOLYHEDRON, - cylinderCylinder: Shape.types.CYLINDER, - sphereCylinder: Shape.types.SPHERE | Shape.types.CYLINDER, - planeCylinder: Shape.types.PLANE | Shape.types.CYLINDER, - boxCylinder: Shape.types.BOX | Shape.types.CYLINDER, - convexCylinder: Shape.types.CONVEXPOLYHEDRON | Shape.types.CYLINDER, - heightfieldCylinder: Shape.types.HEIGHTFIELD | Shape.types.CYLINDER, - particleCylinder: Shape.types.PARTICLE | Shape.types.CYLINDER, - sphereTrimesh: Shape.types.SPHERE | Shape.types.TRIMESH, - planeTrimesh: Shape.types.PLANE | Shape.types.TRIMESH -}; - -/** - * Helper class for the World. Generates ContactEquations. - * @todo Sphere-ConvexPolyhedron contacts - * @todo Contact reduction - * @todo should move methods to prototype - */ -class Narrowphase { - /** - * Internal storage of pooled contact points. - */ - - /** - * Pooled vectors. - */ - get [COLLISION_TYPES.sphereSphere]() { - return this.sphereSphere; - } - - get [COLLISION_TYPES.spherePlane]() { - return this.spherePlane; - } - - get [COLLISION_TYPES.boxBox]() { - return this.boxBox; - } - - get [COLLISION_TYPES.sphereBox]() { - return this.sphereBox; - } - - get [COLLISION_TYPES.planeBox]() { - return this.planeBox; - } - - get [COLLISION_TYPES.convexConvex]() { - return this.convexConvex; - } - - get [COLLISION_TYPES.sphereConvex]() { - return this.sphereConvex; - } - - get [COLLISION_TYPES.planeConvex]() { - return this.planeConvex; - } - - get [COLLISION_TYPES.boxConvex]() { - return this.boxConvex; - } - - get [COLLISION_TYPES.sphereHeightfield]() { - return this.sphereHeightfield; - } - - get [COLLISION_TYPES.boxHeightfield]() { - return this.boxHeightfield; - } - - get [COLLISION_TYPES.convexHeightfield]() { - return this.convexHeightfield; - } - - get [COLLISION_TYPES.sphereParticle]() { - return this.sphereParticle; - } - - get [COLLISION_TYPES.planeParticle]() { - return this.planeParticle; - } - - get [COLLISION_TYPES.boxParticle]() { - return this.boxParticle; - } - - get [COLLISION_TYPES.convexParticle]() { - return this.convexParticle; - } - - get [COLLISION_TYPES.cylinderCylinder]() { - return this.convexConvex; - } - - get [COLLISION_TYPES.sphereCylinder]() { - return this.sphereConvex; - } - - get [COLLISION_TYPES.planeCylinder]() { - return this.planeConvex; - } - - get [COLLISION_TYPES.boxCylinder]() { - return this.boxConvex; - } - - get [COLLISION_TYPES.convexCylinder]() { - return this.convexConvex; - } - - get [COLLISION_TYPES.heightfieldCylinder]() { - return this.heightfieldCylinder; - } - - get [COLLISION_TYPES.particleCylinder]() { - return this.particleCylinder; - } - - get [COLLISION_TYPES.sphereTrimesh]() { - return this.sphereTrimesh; - } - - get [COLLISION_TYPES.planeTrimesh]() { - return this.planeTrimesh; - } // get [COLLISION_TYPES.convexTrimesh]() { - // return this.convexTrimesh - // } - - - constructor(world) { - this.contactPointPool = []; - this.frictionEquationPool = []; - this.result = []; - this.frictionResult = []; - this.v3pool = new Vec3Pool(); - this.world = world; - this.currentContactMaterial = world.defaultContactMaterial; - this.enableFrictionReduction = false; - } - /** - * Make a contact object, by using the internal pool or creating a new one. - */ - - - createContactEquation(bi, bj, si, sj, overrideShapeA, overrideShapeB) { - let c; - - if (this.contactPointPool.length) { - c = this.contactPointPool.pop(); - c.bi = bi; - c.bj = bj; - } else { - c = new ContactEquation(bi, bj); - } - - c.enabled = bi.collisionResponse && bj.collisionResponse && si.collisionResponse && sj.collisionResponse; - const cm = this.currentContactMaterial; - c.restitution = cm.restitution; - c.setSpookParams(cm.contactEquationStiffness, cm.contactEquationRelaxation, this.world.dt); - const matA = si.material || bi.material; - const matB = sj.material || bj.material; - - if (matA && matB && matA.restitution >= 0 && matB.restitution >= 0) { - c.restitution = matA.restitution * matB.restitution; - } - - c.si = overrideShapeA || si; - c.sj = overrideShapeB || sj; - return c; - } - - createFrictionEquationsFromContact(contactEquation, outArray) { - const bodyA = contactEquation.bi; - const bodyB = contactEquation.bj; - const shapeA = contactEquation.si; - const shapeB = contactEquation.sj; - const world = this.world; - const cm = this.currentContactMaterial; // If friction or restitution were specified in the material, use them - - let friction = cm.friction; - const matA = shapeA.material || bodyA.material; - const matB = shapeB.material || bodyB.material; - - if (matA && matB && matA.friction >= 0 && matB.friction >= 0) { - friction = matA.friction * matB.friction; - } - - if (friction > 0) { - // Create 2 tangent equations - // Users may provide a force different from global gravity to use when computing contact friction. - const mug = friction * (world.frictionGravity || world.gravity).length(); - let reducedMass = bodyA.invMass + bodyB.invMass; - - if (reducedMass > 0) { - reducedMass = 1 / reducedMass; - } - - const pool = this.frictionEquationPool; - const c1 = pool.length ? pool.pop() : new FrictionEquation(bodyA, bodyB, mug * reducedMass); - const c2 = pool.length ? pool.pop() : new FrictionEquation(bodyA, bodyB, mug * reducedMass); - c1.bi = c2.bi = bodyA; - c1.bj = c2.bj = bodyB; - c1.minForce = c2.minForce = -mug * reducedMass; - c1.maxForce = c2.maxForce = mug * reducedMass; // Copy over the relative vectors - - c1.ri.copy(contactEquation.ri); - c1.rj.copy(contactEquation.rj); - c2.ri.copy(contactEquation.ri); - c2.rj.copy(contactEquation.rj); // Construct tangents - - contactEquation.ni.tangents(c1.t, c2.t); // Set spook params - - c1.setSpookParams(cm.frictionEquationStiffness, cm.frictionEquationRelaxation, world.dt); - c2.setSpookParams(cm.frictionEquationStiffness, cm.frictionEquationRelaxation, world.dt); - c1.enabled = c2.enabled = contactEquation.enabled; - outArray.push(c1, c2); - return true; - } - - return false; - } - /** - * Take the average N latest contact point on the plane. - */ - - - createFrictionFromAverage(numContacts) { - // The last contactEquation - let c = this.result[this.result.length - 1]; // Create the result: two "average" friction equations - - if (!this.createFrictionEquationsFromContact(c, this.frictionResult) || numContacts === 1) { - return; - } - - const f1 = this.frictionResult[this.frictionResult.length - 2]; - const f2 = this.frictionResult[this.frictionResult.length - 1]; - averageNormal.setZero(); - averageContactPointA.setZero(); - averageContactPointB.setZero(); - const bodyA = c.bi; - c.bj; - - for (let i = 0; i !== numContacts; i++) { - c = this.result[this.result.length - 1 - i]; - - if (c.bi !== bodyA) { - averageNormal.vadd(c.ni, averageNormal); - averageContactPointA.vadd(c.ri, averageContactPointA); - averageContactPointB.vadd(c.rj, averageContactPointB); - } else { - averageNormal.vsub(c.ni, averageNormal); - averageContactPointA.vadd(c.rj, averageContactPointA); - averageContactPointB.vadd(c.ri, averageContactPointB); - } - } - - const invNumContacts = 1 / numContacts; - averageContactPointA.scale(invNumContacts, f1.ri); - averageContactPointB.scale(invNumContacts, f1.rj); - f2.ri.copy(f1.ri); // Should be the same - - f2.rj.copy(f1.rj); - averageNormal.normalize(); - averageNormal.tangents(f1.t, f2.t); // return eq; - } - /** - * Generate all contacts between a list of body pairs - * @param p1 Array of body indices - * @param p2 Array of body indices - * @param result Array to store generated contacts - * @param oldcontacts Optional. Array of reusable contact objects - */ - - - getContacts(p1, p2, world, result, oldcontacts, frictionResult, frictionPool) { - // Save old contact objects - this.contactPointPool = oldcontacts; - this.frictionEquationPool = frictionPool; - this.result = result; - this.frictionResult = frictionResult; - const qi = tmpQuat1; - const qj = tmpQuat2; - const xi = tmpVec1; - const xj = tmpVec2; - - for (let k = 0, N = p1.length; k !== N; k++) { - // Get current collision bodies - const bi = p1[k]; - const bj = p2[k]; // Get contact material - - let bodyContactMaterial = null; - - if (bi.material && bj.material) { - bodyContactMaterial = world.getContactMaterial(bi.material, bj.material) || null; - } - - const justTest = bi.type & Body.KINEMATIC && bj.type & Body.STATIC || bi.type & Body.STATIC && bj.type & Body.KINEMATIC || bi.type & Body.KINEMATIC && bj.type & Body.KINEMATIC; - - for (let i = 0; i < bi.shapes.length; i++) { - bi.quaternion.mult(bi.shapeOrientations[i], qi); - bi.quaternion.vmult(bi.shapeOffsets[i], xi); - xi.vadd(bi.position, xi); - const si = bi.shapes[i]; - - for (let j = 0; j < bj.shapes.length; j++) { - // Compute world transform of shapes - bj.quaternion.mult(bj.shapeOrientations[j], qj); - bj.quaternion.vmult(bj.shapeOffsets[j], xj); - xj.vadd(bj.position, xj); - const sj = bj.shapes[j]; - - if (!(si.collisionFilterMask & sj.collisionFilterGroup && sj.collisionFilterMask & si.collisionFilterGroup)) { - continue; - } - - if (xi.distanceTo(xj) > si.boundingSphereRadius + sj.boundingSphereRadius) { - continue; - } // Get collision material - - - let shapeContactMaterial = null; - - if (si.material && sj.material) { - shapeContactMaterial = world.getContactMaterial(si.material, sj.material) || null; - } - - this.currentContactMaterial = shapeContactMaterial || bodyContactMaterial || world.defaultContactMaterial; // Get contacts - - const resolverIndex = si.type | sj.type; - const resolver = this[resolverIndex]; - - if (resolver) { - let retval = false; // TO DO: investigate why sphereParticle and convexParticle - // resolvers expect si and sj shapes to be in reverse order - // (i.e. larger integer value type first instead of smaller first) - - if (si.type < sj.type) { - retval = resolver.call(this, si, sj, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } else { - retval = resolver.call(this, sj, si, xj, xi, qj, qi, bj, bi, si, sj, justTest); - } - - if (retval && justTest) { - // Register overlap - world.shapeOverlapKeeper.set(si.id, sj.id); - world.bodyOverlapKeeper.set(bi.id, bj.id); - } - } - } - } - } - } - - sphereSphere(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - if (justTest) { - return xi.distanceSquared(xj) < (si.radius + sj.radius) ** 2; - } // We will have only one contact in this case - - - const contactEq = this.createContactEquation(bi, bj, si, sj, rsi, rsj); // Contact normal - - xj.vsub(xi, contactEq.ni); - contactEq.ni.normalize(); // Contact point locations - - contactEq.ri.copy(contactEq.ni); - contactEq.rj.copy(contactEq.ni); - contactEq.ri.scale(si.radius, contactEq.ri); - contactEq.rj.scale(-sj.radius, contactEq.rj); - contactEq.ri.vadd(xi, contactEq.ri); - contactEq.ri.vsub(bi.position, contactEq.ri); - contactEq.rj.vadd(xj, contactEq.rj); - contactEq.rj.vsub(bj.position, contactEq.rj); - this.result.push(contactEq); - this.createFrictionEquationsFromContact(contactEq, this.frictionResult); - } - - spherePlane(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - // We will have one contact in this case - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); // Contact normal - - r.ni.set(0, 0, 1); - qj.vmult(r.ni, r.ni); - r.ni.negate(r.ni); // body i is the sphere, flip normal - - r.ni.normalize(); // Needed? - // Vector from sphere center to contact point - - r.ni.scale(si.radius, r.ri); // Project down sphere on plane - - xi.vsub(xj, point_on_plane_to_sphere); - r.ni.scale(r.ni.dot(point_on_plane_to_sphere), plane_to_sphere_ortho); - point_on_plane_to_sphere.vsub(plane_to_sphere_ortho, r.rj); // The sphere position projected to plane - - if (-point_on_plane_to_sphere.dot(r.ni) <= si.radius) { - if (justTest) { - return true; - } // Make it relative to the body - - - const ri = r.ri; - const rj = r.rj; - ri.vadd(xi, ri); - ri.vsub(bi.position, ri); - rj.vadd(xj, rj); - rj.vsub(bj.position, rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - boxBox(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - si.convexPolyhedronRepresentation.material = si.material; - sj.convexPolyhedronRepresentation.material = sj.material; - si.convexPolyhedronRepresentation.collisionResponse = si.collisionResponse; - sj.convexPolyhedronRepresentation.collisionResponse = sj.collisionResponse; - return this.convexConvex(si.convexPolyhedronRepresentation, sj.convexPolyhedronRepresentation, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - sphereBox(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - const v3pool = this.v3pool; // we refer to the box as body j - - const sides = sphereBox_sides; - xi.vsub(xj, box_to_sphere); - sj.getSideNormals(sides, qj); - const R = si.radius; - - let found = false; // Store the resulting side penetration info - - const side_ns = sphereBox_side_ns; - const side_ns1 = sphereBox_side_ns1; - const side_ns2 = sphereBox_side_ns2; - let side_h = null; - let side_penetrations = 0; - let side_dot1 = 0; - let side_dot2 = 0; - let side_distance = null; - - for (let idx = 0, nsides = sides.length; idx !== nsides && found === false; idx++) { - // Get the plane side normal (ns) - const ns = sphereBox_ns; - ns.copy(sides[idx]); - const h = ns.length(); - ns.normalize(); // The normal/distance dot product tells which side of the plane we are - - const dot = box_to_sphere.dot(ns); - - if (dot < h + R && dot > 0) { - // Intersects plane. Now check the other two dimensions - const ns1 = sphereBox_ns1; - const ns2 = sphereBox_ns2; - ns1.copy(sides[(idx + 1) % 3]); - ns2.copy(sides[(idx + 2) % 3]); - const h1 = ns1.length(); - const h2 = ns2.length(); - ns1.normalize(); - ns2.normalize(); - const dot1 = box_to_sphere.dot(ns1); - const dot2 = box_to_sphere.dot(ns2); - - if (dot1 < h1 && dot1 > -h1 && dot2 < h2 && dot2 > -h2) { - const dist = Math.abs(dot - h - R); - - if (side_distance === null || dist < side_distance) { - side_distance = dist; - side_dot1 = dot1; - side_dot2 = dot2; - side_h = h; - side_ns.copy(ns); - side_ns1.copy(ns1); - side_ns2.copy(ns2); - side_penetrations++; - - if (justTest) { - return true; - } - } - } - } - } - - if (side_penetrations) { - found = true; - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - side_ns.scale(-R, r.ri); // Sphere r - - r.ni.copy(side_ns); - r.ni.negate(r.ni); // Normal should be out of sphere - - side_ns.scale(side_h, side_ns); - side_ns1.scale(side_dot1, side_ns1); - side_ns.vadd(side_ns1, side_ns); - side_ns2.scale(side_dot2, side_ns2); - side_ns.vadd(side_ns2, r.rj); // Make relative to bodies - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } // Check corners - - - let rj = v3pool.get(); - const sphere_to_corner = sphereBox_sphere_to_corner; - - for (let j = 0; j !== 2 && !found; j++) { - for (let k = 0; k !== 2 && !found; k++) { - for (let l = 0; l !== 2 && !found; l++) { - rj.set(0, 0, 0); - - if (j) { - rj.vadd(sides[0], rj); - } else { - rj.vsub(sides[0], rj); - } - - if (k) { - rj.vadd(sides[1], rj); - } else { - rj.vsub(sides[1], rj); - } - - if (l) { - rj.vadd(sides[2], rj); - } else { - rj.vsub(sides[2], rj); - } // World position of corner - - - xj.vadd(rj, sphere_to_corner); - sphere_to_corner.vsub(xi, sphere_to_corner); - - if (sphere_to_corner.lengthSquared() < R * R) { - if (justTest) { - return true; - } - - found = true; - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - r.ri.copy(sphere_to_corner); - r.ri.normalize(); - r.ni.copy(r.ri); - r.ri.scale(R, r.ri); - r.rj.copy(rj); // Make relative to bodies - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } - } - - v3pool.release(rj); - rj = null; // Check edges - - const edgeTangent = v3pool.get(); - const edgeCenter = v3pool.get(); - const r = v3pool.get(); // r = edge center to sphere center - - const orthogonal = v3pool.get(); - const dist = v3pool.get(); - const Nsides = sides.length; - - for (let j = 0; j !== Nsides && !found; j++) { - for (let k = 0; k !== Nsides && !found; k++) { - if (j % 3 !== k % 3) { - // Get edge tangent - sides[k].cross(sides[j], edgeTangent); - edgeTangent.normalize(); - sides[j].vadd(sides[k], edgeCenter); - r.copy(xi); - r.vsub(edgeCenter, r); - r.vsub(xj, r); - const orthonorm = r.dot(edgeTangent); // distance from edge center to sphere center in the tangent direction - - edgeTangent.scale(orthonorm, orthogonal); // Vector from edge center to sphere center in the tangent direction - // Find the third side orthogonal to this one - - let l = 0; - - while (l === j % 3 || l === k % 3) { - l++; - } // vec from edge center to sphere projected to the plane orthogonal to the edge tangent - - - dist.copy(xi); - dist.vsub(orthogonal, dist); - dist.vsub(edgeCenter, dist); - dist.vsub(xj, dist); // Distances in tangent direction and distance in the plane orthogonal to it - - const tdist = Math.abs(orthonorm); - const ndist = dist.length(); - - if (tdist < sides[l].length() && ndist < R) { - if (justTest) { - return true; - } - - found = true; - const res = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - edgeCenter.vadd(orthogonal, res.rj); // box rj - - res.rj.copy(res.rj); - dist.negate(res.ni); - res.ni.normalize(); - res.ri.copy(res.rj); - res.ri.vadd(xj, res.ri); - res.ri.vsub(xi, res.ri); - res.ri.normalize(); - res.ri.scale(R, res.ri); // Make relative to bodies - - res.ri.vadd(xi, res.ri); - res.ri.vsub(bi.position, res.ri); - res.rj.vadd(xj, res.rj); - res.rj.vsub(bj.position, res.rj); - this.result.push(res); - this.createFrictionEquationsFromContact(res, this.frictionResult); - } - } - } - } - - v3pool.release(edgeTangent, edgeCenter, r, orthogonal, dist); - } - - planeBox(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - sj.convexPolyhedronRepresentation.material = sj.material; - sj.convexPolyhedronRepresentation.collisionResponse = sj.collisionResponse; - sj.convexPolyhedronRepresentation.id = sj.id; - return this.planeConvex(si, sj.convexPolyhedronRepresentation, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - convexConvex(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest, faceListA, faceListB) { - const sepAxis = convexConvex_sepAxis; - - if (xi.distanceTo(xj) > si.boundingSphereRadius + sj.boundingSphereRadius) { - return; - } - - if (si.findSeparatingAxis(sj, xi, qi, xj, qj, sepAxis, faceListA, faceListB)) { - const res = []; - const q = convexConvex_q; - si.clipAgainstHull(xi, qi, sj, xj, qj, sepAxis, -100, 100, res); - let numContacts = 0; - - for (let j = 0; j !== res.length; j++) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - const ri = r.ri; - const rj = r.rj; - sepAxis.negate(r.ni); - res[j].normal.negate(q); - q.scale(res[j].depth, q); - res[j].point.vadd(q, ri); - rj.copy(res[j].point); // Contact points are in world coordinates. Transform back to relative - - ri.vsub(xi, ri); - rj.vsub(xj, rj); // Make relative to bodies - - ri.vadd(xi, ri); - ri.vsub(bi.position, ri); - rj.vadd(xj, rj); - rj.vsub(bj.position, rj); - this.result.push(r); - numContacts++; - - if (!this.enableFrictionReduction) { - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - if (this.enableFrictionReduction && numContacts) { - this.createFrictionFromAverage(numContacts); - } - } - } - - sphereConvex(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - const v3pool = this.v3pool; - xi.vsub(xj, convex_to_sphere); - const normals = sj.faceNormals; - const faces = sj.faces; - const verts = sj.vertices; - const R = si.radius; - // return; - // } - - let found = false; // Check corners - - for (let i = 0; i !== verts.length; i++) { - const v = verts[i]; // World position of corner - - const worldCorner = sphereConvex_worldCorner; - qj.vmult(v, worldCorner); - xj.vadd(worldCorner, worldCorner); - const sphere_to_corner = sphereConvex_sphereToCorner; - worldCorner.vsub(xi, sphere_to_corner); - - if (sphere_to_corner.lengthSquared() < R * R) { - if (justTest) { - return true; - } - - found = true; - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - r.ri.copy(sphere_to_corner); - r.ri.normalize(); - r.ni.copy(r.ri); - r.ri.scale(R, r.ri); - worldCorner.vsub(xj, r.rj); // Should be relative to the body. - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); // Should be relative to the body. - - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - return; - } - } // Check side (plane) intersections - - - for (let i = 0, nfaces = faces.length; i !== nfaces && found === false; i++) { - const normal = normals[i]; - const face = faces[i]; // Get world-transformed normal of the face - - const worldNormal = sphereConvex_worldNormal; - qj.vmult(normal, worldNormal); // Get a world vertex from the face - - const worldPoint = sphereConvex_worldPoint; - qj.vmult(verts[face[0]], worldPoint); - worldPoint.vadd(xj, worldPoint); // Get a point on the sphere, closest to the face normal - - const worldSpherePointClosestToPlane = sphereConvex_worldSpherePointClosestToPlane; - worldNormal.scale(-R, worldSpherePointClosestToPlane); - xi.vadd(worldSpherePointClosestToPlane, worldSpherePointClosestToPlane); // Vector from a face point to the closest point on the sphere - - const penetrationVec = sphereConvex_penetrationVec; - worldSpherePointClosestToPlane.vsub(worldPoint, penetrationVec); // The penetration. Negative value means overlap. - - const penetration = penetrationVec.dot(worldNormal); - const worldPointToSphere = sphereConvex_sphereToWorldPoint; - xi.vsub(worldPoint, worldPointToSphere); - - if (penetration < 0 && worldPointToSphere.dot(worldNormal) > 0) { - // Intersects plane. Now check if the sphere is inside the face polygon - const faceVerts = []; // Face vertices, in world coords - - for (let j = 0, Nverts = face.length; j !== Nverts; j++) { - const worldVertex = v3pool.get(); - qj.vmult(verts[face[j]], worldVertex); - xj.vadd(worldVertex, worldVertex); - faceVerts.push(worldVertex); - } - - if (pointInPolygon(faceVerts, worldNormal, xi)) { - // Is the sphere center in the face polygon? - if (justTest) { - return true; - } - - found = true; - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - worldNormal.scale(-R, r.ri); // Contact offset, from sphere center to contact - - worldNormal.negate(r.ni); // Normal pointing out of sphere - - const penetrationVec2 = v3pool.get(); - worldNormal.scale(-penetration, penetrationVec2); - const penetrationSpherePoint = v3pool.get(); - worldNormal.scale(-R, penetrationSpherePoint); //xi.vsub(xj).vadd(penetrationSpherePoint).vadd(penetrationVec2 , r.rj); - - xi.vsub(xj, r.rj); - r.rj.vadd(penetrationSpherePoint, r.rj); - r.rj.vadd(penetrationVec2, r.rj); // Should be relative to the body. - - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); // Should be relative to the body. - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); - v3pool.release(penetrationVec2); - v3pool.release(penetrationSpherePoint); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); // Release world vertices - - for (let j = 0, Nfaceverts = faceVerts.length; j !== Nfaceverts; j++) { - v3pool.release(faceVerts[j]); - } - - return; // We only expect *one* face contact - } else { - // Edge? - for (let j = 0; j !== face.length; j++) { - // Get two world transformed vertices - const v1 = v3pool.get(); - const v2 = v3pool.get(); - qj.vmult(verts[face[(j + 1) % face.length]], v1); - qj.vmult(verts[face[(j + 2) % face.length]], v2); - xj.vadd(v1, v1); - xj.vadd(v2, v2); // Construct edge vector - - const edge = sphereConvex_edge; - v2.vsub(v1, edge); // Construct the same vector, but normalized - - const edgeUnit = sphereConvex_edgeUnit; - edge.unit(edgeUnit); // p is xi projected onto the edge - - const p = v3pool.get(); - const v1_to_xi = v3pool.get(); - xi.vsub(v1, v1_to_xi); - const dot = v1_to_xi.dot(edgeUnit); - edgeUnit.scale(dot, p); - p.vadd(v1, p); // Compute a vector from p to the center of the sphere - - const xi_to_p = v3pool.get(); - p.vsub(xi, xi_to_p); // Collision if the edge-sphere distance is less than the radius - // AND if p is in between v1 and v2 - - if (dot > 0 && dot * dot < edge.lengthSquared() && xi_to_p.lengthSquared() < R * R) { - // Collision if the edge-sphere distance is less than the radius - // Edge contact! - if (justTest) { - return true; - } - - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - p.vsub(xj, r.rj); - p.vsub(xi, r.ni); - r.ni.normalize(); - r.ni.scale(R, r.ri); // Should be relative to the body. - - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); // Should be relative to the body. - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); // Release world vertices - - for (let j = 0, Nfaceverts = faceVerts.length; j !== Nfaceverts; j++) { - v3pool.release(faceVerts[j]); - } - - v3pool.release(v1); - v3pool.release(v2); - v3pool.release(p); - v3pool.release(xi_to_p); - v3pool.release(v1_to_xi); - return; - } - - v3pool.release(v1); - v3pool.release(v2); - v3pool.release(p); - v3pool.release(xi_to_p); - v3pool.release(v1_to_xi); - } - } // Release world vertices - - - for (let j = 0, Nfaceverts = faceVerts.length; j !== Nfaceverts; j++) { - v3pool.release(faceVerts[j]); - } - } - } - } - - planeConvex(planeShape, convexShape, planePosition, convexPosition, planeQuat, convexQuat, planeBody, convexBody, si, sj, justTest) { - // Simply return the points behind the plane. - const worldVertex = planeConvex_v; - const worldNormal = planeConvex_normal; - worldNormal.set(0, 0, 1); - planeQuat.vmult(worldNormal, worldNormal); // Turn normal according to plane orientation - - let numContacts = 0; - const relpos = planeConvex_relpos; - - for (let i = 0; i !== convexShape.vertices.length; i++) { - // Get world convex vertex - worldVertex.copy(convexShape.vertices[i]); - convexQuat.vmult(worldVertex, worldVertex); - convexPosition.vadd(worldVertex, worldVertex); - worldVertex.vsub(planePosition, relpos); - const dot = worldNormal.dot(relpos); - - if (dot <= 0.0) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(planeBody, convexBody, planeShape, convexShape, si, sj); // Get vertex position projected on plane - - const projected = planeConvex_projected; - worldNormal.scale(worldNormal.dot(relpos), projected); - worldVertex.vsub(projected, projected); - projected.vsub(planePosition, r.ri); // From plane to vertex projected on plane - - r.ni.copy(worldNormal); // Contact normal is the plane normal out from plane - // rj is now just the vector from the convex center to the vertex - - worldVertex.vsub(convexPosition, r.rj); // Make it relative to the body - - r.ri.vadd(planePosition, r.ri); - r.ri.vsub(planeBody.position, r.ri); - r.rj.vadd(convexPosition, r.rj); - r.rj.vsub(convexBody.position, r.rj); - this.result.push(r); - numContacts++; - - if (!this.enableFrictionReduction) { - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } - - if (this.enableFrictionReduction && numContacts) { - this.createFrictionFromAverage(numContacts); - } - } - - boxConvex(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - si.convexPolyhedronRepresentation.material = si.material; - si.convexPolyhedronRepresentation.collisionResponse = si.collisionResponse; - return this.convexConvex(si.convexPolyhedronRepresentation, sj, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - sphereHeightfield(sphereShape, hfShape, spherePos, hfPos, sphereQuat, hfQuat, sphereBody, hfBody, rsi, rsj, justTest) { - const data = hfShape.data; - const radius = sphereShape.radius; - const w = hfShape.elementSize; - const worldPillarOffset = sphereHeightfield_tmp2; // Get sphere position to heightfield local! - - const localSpherePos = sphereHeightfield_tmp1; - Transform.pointToLocalFrame(hfPos, hfQuat, spherePos, localSpherePos); // Get the index of the data points to test against - - let iMinX = Math.floor((localSpherePos.x - radius) / w) - 1; - let iMaxX = Math.ceil((localSpherePos.x + radius) / w) + 1; - let iMinY = Math.floor((localSpherePos.y - radius) / w) - 1; - let iMaxY = Math.ceil((localSpherePos.y + radius) / w) + 1; // Bail out if we are out of the terrain - - if (iMaxX < 0 || iMaxY < 0 || iMinX > data.length || iMinY > data[0].length) { - return; - } // Clamp index to edges - - - if (iMinX < 0) { - iMinX = 0; - } - - if (iMaxX < 0) { - iMaxX = 0; - } - - if (iMinY < 0) { - iMinY = 0; - } - - if (iMaxY < 0) { - iMaxY = 0; - } - - if (iMinX >= data.length) { - iMinX = data.length - 1; - } - - if (iMaxX >= data.length) { - iMaxX = data.length - 1; - } - - if (iMaxY >= data[0].length) { - iMaxY = data[0].length - 1; - } - - if (iMinY >= data[0].length) { - iMinY = data[0].length - 1; - } - - const minMax = []; - hfShape.getRectMinMax(iMinX, iMinY, iMaxX, iMaxY, minMax); - const min = minMax[0]; - const max = minMax[1]; // Bail out if we can't touch the bounding height box - - if (localSpherePos.z - radius > max || localSpherePos.z + radius < min) { - return; - } - - const result = this.result; - - for (let i = iMinX; i < iMaxX; i++) { - for (let j = iMinY; j < iMaxY; j++) { - const numContactsBefore = result.length; - let intersecting = false; // Lower triangle - - hfShape.getConvexTrianglePillar(i, j, false); - Transform.pointToWorldFrame(hfPos, hfQuat, hfShape.pillarOffset, worldPillarOffset); - - if (spherePos.distanceTo(worldPillarOffset) < hfShape.pillarConvex.boundingSphereRadius + sphereShape.boundingSphereRadius) { - intersecting = this.sphereConvex(sphereShape, hfShape.pillarConvex, spherePos, worldPillarOffset, sphereQuat, hfQuat, sphereBody, hfBody, sphereShape, hfShape, justTest); - } - - if (justTest && intersecting) { - return true; - } // Upper triangle - - - hfShape.getConvexTrianglePillar(i, j, true); - Transform.pointToWorldFrame(hfPos, hfQuat, hfShape.pillarOffset, worldPillarOffset); - - if (spherePos.distanceTo(worldPillarOffset) < hfShape.pillarConvex.boundingSphereRadius + sphereShape.boundingSphereRadius) { - intersecting = this.sphereConvex(sphereShape, hfShape.pillarConvex, spherePos, worldPillarOffset, sphereQuat, hfQuat, sphereBody, hfBody, sphereShape, hfShape, justTest); - } - - if (justTest && intersecting) { - return true; - } - - const numContacts = result.length - numContactsBefore; - - if (numContacts > 2) { - return; - } - /* - // Skip all but 1 - for (let k = 0; k < numContacts - 1; k++) { - result.pop(); - } - */ - - } - } - } - - boxHeightfield(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - si.convexPolyhedronRepresentation.material = si.material; - si.convexPolyhedronRepresentation.collisionResponse = si.collisionResponse; - return this.convexHeightfield(si.convexPolyhedronRepresentation, sj, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - convexHeightfield(convexShape, hfShape, convexPos, hfPos, convexQuat, hfQuat, convexBody, hfBody, rsi, rsj, justTest) { - const data = hfShape.data; - const w = hfShape.elementSize; - const radius = convexShape.boundingSphereRadius; - const worldPillarOffset = convexHeightfield_tmp2; - const faceList = convexHeightfield_faceList; // Get sphere position to heightfield local! - - const localConvexPos = convexHeightfield_tmp1; - Transform.pointToLocalFrame(hfPos, hfQuat, convexPos, localConvexPos); // Get the index of the data points to test against - - let iMinX = Math.floor((localConvexPos.x - radius) / w) - 1; - let iMaxX = Math.ceil((localConvexPos.x + radius) / w) + 1; - let iMinY = Math.floor((localConvexPos.y - radius) / w) - 1; - let iMaxY = Math.ceil((localConvexPos.y + radius) / w) + 1; // Bail out if we are out of the terrain - - if (iMaxX < 0 || iMaxY < 0 || iMinX > data.length || iMinY > data[0].length) { - return; - } // Clamp index to edges - - - if (iMinX < 0) { - iMinX = 0; - } - - if (iMaxX < 0) { - iMaxX = 0; - } - - if (iMinY < 0) { - iMinY = 0; - } - - if (iMaxY < 0) { - iMaxY = 0; - } - - if (iMinX >= data.length) { - iMinX = data.length - 1; - } - - if (iMaxX >= data.length) { - iMaxX = data.length - 1; - } - - if (iMaxY >= data[0].length) { - iMaxY = data[0].length - 1; - } - - if (iMinY >= data[0].length) { - iMinY = data[0].length - 1; - } - - const minMax = []; - hfShape.getRectMinMax(iMinX, iMinY, iMaxX, iMaxY, minMax); - const min = minMax[0]; - const max = minMax[1]; // Bail out if we're cant touch the bounding height box - - if (localConvexPos.z - radius > max || localConvexPos.z + radius < min) { - return; - } - - for (let i = iMinX; i < iMaxX; i++) { - for (let j = iMinY; j < iMaxY; j++) { - let intersecting = false; // Lower triangle - - hfShape.getConvexTrianglePillar(i, j, false); - Transform.pointToWorldFrame(hfPos, hfQuat, hfShape.pillarOffset, worldPillarOffset); - - if (convexPos.distanceTo(worldPillarOffset) < hfShape.pillarConvex.boundingSphereRadius + convexShape.boundingSphereRadius) { - intersecting = this.convexConvex(convexShape, hfShape.pillarConvex, convexPos, worldPillarOffset, convexQuat, hfQuat, convexBody, hfBody, null, null, justTest, faceList, null); - } - - if (justTest && intersecting) { - return true; - } // Upper triangle - - - hfShape.getConvexTrianglePillar(i, j, true); - Transform.pointToWorldFrame(hfPos, hfQuat, hfShape.pillarOffset, worldPillarOffset); - - if (convexPos.distanceTo(worldPillarOffset) < hfShape.pillarConvex.boundingSphereRadius + convexShape.boundingSphereRadius) { - intersecting = this.convexConvex(convexShape, hfShape.pillarConvex, convexPos, worldPillarOffset, convexQuat, hfQuat, convexBody, hfBody, null, null, justTest, faceList, null); - } - - if (justTest && intersecting) { - return true; - } - } - } - } - - sphereParticle(sj, si, xj, xi, qj, qi, bj, bi, rsi, rsj, justTest) { - // The normal is the unit vector from sphere center to particle center - const normal = particleSphere_normal; - normal.set(0, 0, 1); - xi.vsub(xj, normal); - const lengthSquared = normal.lengthSquared(); - - if (lengthSquared <= sj.radius * sj.radius) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - normal.normalize(); - r.rj.copy(normal); - r.rj.scale(sj.radius, r.rj); - r.ni.copy(normal); // Contact normal - - r.ni.negate(r.ni); - r.ri.set(0, 0, 0); // Center of particle - - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - planeParticle(sj, si, xj, xi, qj, qi, bj, bi, rsi, rsj, justTest) { - const normal = particlePlane_normal; - normal.set(0, 0, 1); - bj.quaternion.vmult(normal, normal); // Turn normal according to plane orientation - - const relpos = particlePlane_relpos; - xi.vsub(bj.position, relpos); - const dot = normal.dot(relpos); - - if (dot <= 0.0) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - r.ni.copy(normal); // Contact normal is the plane normal - - r.ni.negate(r.ni); - r.ri.set(0, 0, 0); // Center of particle - // Get particle position projected on plane - - const projected = particlePlane_projected; - normal.scale(normal.dot(xi), projected); - xi.vsub(projected, projected); //projected.vadd(bj.position,projected); - // rj is now the projected world position minus plane position - - r.rj.copy(projected); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - boxParticle(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - si.convexPolyhedronRepresentation.material = si.material; - si.convexPolyhedronRepresentation.collisionResponse = si.collisionResponse; - return this.convexParticle(si.convexPolyhedronRepresentation, sj, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - convexParticle(sj, si, xj, xi, qj, qi, bj, bi, rsi, rsj, justTest) { - let penetratedFaceIndex = -1; - const penetratedFaceNormal = convexParticle_penetratedFaceNormal; - const worldPenetrationVec = convexParticle_worldPenetrationVec; - let minPenetration = null; - - const local = convexParticle_local; - local.copy(xi); - local.vsub(xj, local); // Convert position to relative the convex origin - - qj.conjugate(cqj); - cqj.vmult(local, local); - - if (sj.pointIsInside(local)) { - if (sj.worldVerticesNeedsUpdate) { - sj.computeWorldVertices(xj, qj); - } - - if (sj.worldFaceNormalsNeedsUpdate) { - sj.computeWorldFaceNormals(qj); - } // For each world polygon in the polyhedra - - - for (let i = 0, nfaces = sj.faces.length; i !== nfaces; i++) { - // Construct world face vertices - const verts = [sj.worldVertices[sj.faces[i][0]]]; - const normal = sj.worldFaceNormals[i]; // Check how much the particle penetrates the polygon plane. - - xi.vsub(verts[0], convexParticle_vertexToParticle); - const penetration = -normal.dot(convexParticle_vertexToParticle); - - if (minPenetration === null || Math.abs(penetration) < Math.abs(minPenetration)) { - if (justTest) { - return true; - } - - minPenetration = penetration; - penetratedFaceIndex = i; - penetratedFaceNormal.copy(normal); - } - } - - if (penetratedFaceIndex !== -1) { - // Setup contact - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - penetratedFaceNormal.scale(minPenetration, worldPenetrationVec); // rj is the particle position projected to the face - - worldPenetrationVec.vadd(xi, worldPenetrationVec); - worldPenetrationVec.vsub(xj, worldPenetrationVec); - r.rj.copy(worldPenetrationVec); //const projectedToFace = xi.vsub(xj).vadd(worldPenetrationVec); - //projectedToFace.copy(r.rj); - //qj.vmult(r.rj,r.rj); - - penetratedFaceNormal.negate(r.ni); // Contact normal - - r.ri.set(0, 0, 0); // Center of particle - - const ri = r.ri; - const rj = r.rj; // Make relative to bodies - - ri.vadd(xi, ri); - ri.vsub(bi.position, ri); - rj.vadd(xj, rj); - rj.vsub(bj.position, rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } else { - console.warn('Point found inside convex, but did not find penetrating face!'); - } - } - } - - heightfieldCylinder(hfShape, convexShape, hfPos, convexPos, hfQuat, convexQuat, hfBody, convexBody, rsi, rsj, justTest) { - return this.convexHeightfield(convexShape, hfShape, convexPos, hfPos, convexQuat, hfQuat, convexBody, hfBody, rsi, rsj, justTest); - } - - particleCylinder(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - return this.convexParticle(sj, si, xj, xi, qj, qi, bj, bi, rsi, rsj, justTest); - } - - sphereTrimesh(sphereShape, trimeshShape, spherePos, trimeshPos, sphereQuat, trimeshQuat, sphereBody, trimeshBody, rsi, rsj, justTest) { - const edgeVertexA = sphereTrimesh_edgeVertexA; - const edgeVertexB = sphereTrimesh_edgeVertexB; - const edgeVector = sphereTrimesh_edgeVector; - const edgeVectorUnit = sphereTrimesh_edgeVectorUnit; - const localSpherePos = sphereTrimesh_localSpherePos; - const tmp = sphereTrimesh_tmp; - const localSphereAABB = sphereTrimesh_localSphereAABB; - const v2 = sphereTrimesh_v2; - const relpos = sphereTrimesh_relpos; - const triangles = sphereTrimesh_triangles; // Convert sphere position to local in the trimesh - - Transform.pointToLocalFrame(trimeshPos, trimeshQuat, spherePos, localSpherePos); // Get the aabb of the sphere locally in the trimesh - - const sphereRadius = sphereShape.radius; - localSphereAABB.lowerBound.set(localSpherePos.x - sphereRadius, localSpherePos.y - sphereRadius, localSpherePos.z - sphereRadius); - localSphereAABB.upperBound.set(localSpherePos.x + sphereRadius, localSpherePos.y + sphereRadius, localSpherePos.z + sphereRadius); - trimeshShape.getTrianglesInAABB(localSphereAABB, triangles); //for (let i = 0; i < trimeshShape.indices.length / 3; i++) triangles.push(i); // All - // Vertices - - const v = sphereTrimesh_v; - const radiusSquared = sphereShape.radius * sphereShape.radius; - - for (let i = 0; i < triangles.length; i++) { - for (let j = 0; j < 3; j++) { - trimeshShape.getVertex(trimeshShape.indices[triangles[i] * 3 + j], v); // Check vertex overlap in sphere - - v.vsub(localSpherePos, relpos); - - if (relpos.lengthSquared() <= radiusSquared) { - // Safe up - v2.copy(v); - Transform.pointToWorldFrame(trimeshPos, trimeshQuat, v2, v); - v.vsub(spherePos, relpos); - - if (justTest) { - return true; - } - - let r = this.createContactEquation(sphereBody, trimeshBody, sphereShape, trimeshShape, rsi, rsj); - r.ni.copy(relpos); - r.ni.normalize(); // ri is the vector from sphere center to the sphere surface - - r.ri.copy(r.ni); - r.ri.scale(sphereShape.radius, r.ri); - r.ri.vadd(spherePos, r.ri); - r.ri.vsub(sphereBody.position, r.ri); - r.rj.copy(v); - r.rj.vsub(trimeshBody.position, r.rj); // Store result - - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } // Check all edges - - - for (let i = 0; i < triangles.length; i++) { - for (let j = 0; j < 3; j++) { - trimeshShape.getVertex(trimeshShape.indices[triangles[i] * 3 + j], edgeVertexA); - trimeshShape.getVertex(trimeshShape.indices[triangles[i] * 3 + (j + 1) % 3], edgeVertexB); - edgeVertexB.vsub(edgeVertexA, edgeVector); // Project sphere position to the edge - - localSpherePos.vsub(edgeVertexB, tmp); - const positionAlongEdgeB = tmp.dot(edgeVector); - localSpherePos.vsub(edgeVertexA, tmp); - let positionAlongEdgeA = tmp.dot(edgeVector); - - if (positionAlongEdgeA > 0 && positionAlongEdgeB < 0) { - // Now check the orthogonal distance from edge to sphere center - localSpherePos.vsub(edgeVertexA, tmp); - edgeVectorUnit.copy(edgeVector); - edgeVectorUnit.normalize(); - positionAlongEdgeA = tmp.dot(edgeVectorUnit); - edgeVectorUnit.scale(positionAlongEdgeA, tmp); - tmp.vadd(edgeVertexA, tmp); // tmp is now the sphere center position projected to the edge, defined locally in the trimesh frame - - const dist = tmp.distanceTo(localSpherePos); - - if (dist < sphereShape.radius) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(sphereBody, trimeshBody, sphereShape, trimeshShape, rsi, rsj); - tmp.vsub(localSpherePos, r.ni); - r.ni.normalize(); - r.ni.scale(sphereShape.radius, r.ri); - r.ri.vadd(spherePos, r.ri); - r.ri.vsub(sphereBody.position, r.ri); - Transform.pointToWorldFrame(trimeshPos, trimeshQuat, tmp, tmp); - tmp.vsub(trimeshBody.position, r.rj); - Transform.vectorToWorldFrame(trimeshQuat, r.ni, r.ni); - Transform.vectorToWorldFrame(trimeshQuat, r.ri, r.ri); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } - } // Triangle faces - - - const va = sphereTrimesh_va; - const vb = sphereTrimesh_vb; - const vc = sphereTrimesh_vc; - const normal = sphereTrimesh_normal; - - for (let i = 0, N = triangles.length; i !== N; i++) { - trimeshShape.getTriangleVertices(triangles[i], va, vb, vc); - trimeshShape.getNormal(triangles[i], normal); - localSpherePos.vsub(va, tmp); - let dist = tmp.dot(normal); - normal.scale(dist, tmp); - localSpherePos.vsub(tmp, tmp); // tmp is now the sphere position projected to the triangle plane - - dist = tmp.distanceTo(localSpherePos); - - if (Ray.pointInTriangle(tmp, va, vb, vc) && dist < sphereShape.radius) { - if (justTest) { - return true; - } - - let r = this.createContactEquation(sphereBody, trimeshBody, sphereShape, trimeshShape, rsi, rsj); - tmp.vsub(localSpherePos, r.ni); - r.ni.normalize(); - r.ni.scale(sphereShape.radius, r.ri); - r.ri.vadd(spherePos, r.ri); - r.ri.vsub(sphereBody.position, r.ri); - Transform.pointToWorldFrame(trimeshPos, trimeshQuat, tmp, tmp); - tmp.vsub(trimeshBody.position, r.rj); - Transform.vectorToWorldFrame(trimeshQuat, r.ni, r.ni); - Transform.vectorToWorldFrame(trimeshQuat, r.ri, r.ri); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - triangles.length = 0; - } - - planeTrimesh(planeShape, trimeshShape, planePos, trimeshPos, planeQuat, trimeshQuat, planeBody, trimeshBody, rsi, rsj, justTest) { - // Make contacts! - const v = new Vec3(); - const normal = planeTrimesh_normal; - normal.set(0, 0, 1); - planeQuat.vmult(normal, normal); // Turn normal according to plane - - for (let i = 0; i < trimeshShape.vertices.length / 3; i++) { - // Get world vertex from trimesh - trimeshShape.getVertex(i, v); // Safe up - - const v2 = new Vec3(); - v2.copy(v); - Transform.pointToWorldFrame(trimeshPos, trimeshQuat, v2, v); // Check plane side - - const relpos = planeTrimesh_relpos; - v.vsub(planePos, relpos); - const dot = normal.dot(relpos); - - if (dot <= 0.0) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(planeBody, trimeshBody, planeShape, trimeshShape, rsi, rsj); - r.ni.copy(normal); // Contact normal is the plane normal - // Get vertex position projected on plane - - const projected = planeTrimesh_projected; - normal.scale(relpos.dot(normal), projected); - v.vsub(projected, projected); // ri is the projected world position minus plane position - - r.ri.copy(projected); - r.ri.vsub(planeBody.position, r.ri); - r.rj.copy(v); - r.rj.vsub(trimeshBody.position, r.rj); // Store result - - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } // convexTrimesh( - // si: ConvexPolyhedron, sj: Trimesh, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, - // bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, - // faceListA?: number[] | null, faceListB?: number[] | null, - // ) { - // const sepAxis = convexConvex_sepAxis; - // if(xi.distanceTo(xj) > si.boundingSphereRadius + sj.boundingSphereRadius){ - // return; - // } - // // Construct a temp hull for each triangle - // const hullB = new ConvexPolyhedron(); - // hullB.faces = [[0,1,2]]; - // const va = new Vec3(); - // const vb = new Vec3(); - // const vc = new Vec3(); - // hullB.vertices = [ - // va, - // vb, - // vc - // ]; - // for (let i = 0; i < sj.indices.length / 3; i++) { - // const triangleNormal = new Vec3(); - // sj.getNormal(i, triangleNormal); - // hullB.faceNormals = [triangleNormal]; - // sj.getTriangleVertices(i, va, vb, vc); - // let d = si.testSepAxis(triangleNormal, hullB, xi, qi, xj, qj); - // if(!d){ - // triangleNormal.scale(-1, triangleNormal); - // d = si.testSepAxis(triangleNormal, hullB, xi, qi, xj, qj); - // if(!d){ - // continue; - // } - // } - // const res: ConvexPolyhedronContactPoint[] = []; - // const q = convexConvex_q; - // si.clipAgainstHull(xi,qi,hullB,xj,qj,triangleNormal,-100,100,res); - // for(let j = 0; j !== res.length; j++){ - // const r = this.createContactEquation(bi,bj,si,sj,rsi,rsj), - // ri = r.ri, - // rj = r.rj; - // r.ni.copy(triangleNormal); - // r.ni.negate(r.ni); - // res[j].normal.negate(q); - // q.mult(res[j].depth, q); - // res[j].point.vadd(q, ri); - // rj.copy(res[j].point); - // // Contact points are in world coordinates. Transform back to relative - // ri.vsub(xi,ri); - // rj.vsub(xj,rj); - // // Make relative to bodies - // ri.vadd(xi, ri); - // ri.vsub(bi.position, ri); - // rj.vadd(xj, rj); - // rj.vsub(bj.position, rj); - // result.push(r); - // } - // } - // } - - -} -const averageNormal = new Vec3(); -const averageContactPointA = new Vec3(); -const averageContactPointB = new Vec3(); -const tmpVec1 = new Vec3(); -const tmpVec2 = new Vec3(); -const tmpQuat1 = new Quaternion(); -const tmpQuat2 = new Quaternion(); - -const planeTrimesh_normal = new Vec3(); -const planeTrimesh_relpos = new Vec3(); -const planeTrimesh_projected = new Vec3(); -const sphereTrimesh_normal = new Vec3(); -const sphereTrimesh_relpos = new Vec3(); -new Vec3(); -const sphereTrimesh_v = new Vec3(); -const sphereTrimesh_v2 = new Vec3(); -const sphereTrimesh_edgeVertexA = new Vec3(); -const sphereTrimesh_edgeVertexB = new Vec3(); -const sphereTrimesh_edgeVector = new Vec3(); -const sphereTrimesh_edgeVectorUnit = new Vec3(); -const sphereTrimesh_localSpherePos = new Vec3(); -const sphereTrimesh_tmp = new Vec3(); -const sphereTrimesh_va = new Vec3(); -const sphereTrimesh_vb = new Vec3(); -const sphereTrimesh_vc = new Vec3(); -const sphereTrimesh_localSphereAABB = new AABB(); -const sphereTrimesh_triangles = []; -const point_on_plane_to_sphere = new Vec3(); -const plane_to_sphere_ortho = new Vec3(); // See http://bulletphysics.com/Bullet/BulletFull/SphereTriangleDetector_8cpp_source.html - -const pointInPolygon_edge = new Vec3(); -const pointInPolygon_edge_x_normal = new Vec3(); -const pointInPolygon_vtp = new Vec3(); - -function pointInPolygon(verts, normal, p) { - let positiveResult = null; - const N = verts.length; - - for (let i = 0; i !== N; i++) { - const v = verts[i]; // Get edge to the next vertex - - const edge = pointInPolygon_edge; - verts[(i + 1) % N].vsub(v, edge); // Get cross product between polygon normal and the edge - - const edge_x_normal = pointInPolygon_edge_x_normal; //const edge_x_normal = new Vec3(); - - edge.cross(normal, edge_x_normal); // Get vector between point and current vertex - - const vertex_to_p = pointInPolygon_vtp; - p.vsub(v, vertex_to_p); // This dot product determines which side of the edge the point is - - const r = edge_x_normal.dot(vertex_to_p); // If all such dot products have same sign, we are inside the polygon. - - if (positiveResult === null || r > 0 && positiveResult === true || r <= 0 && positiveResult === false) { - if (positiveResult === null) { - positiveResult = r > 0; - } - - continue; - } else { - return false; // Encountered some other sign. Exit. - } - } // If we got here, all dot products were of the same sign. - - - return true; -} - -const box_to_sphere = new Vec3(); -const sphereBox_ns = new Vec3(); -const sphereBox_ns1 = new Vec3(); -const sphereBox_ns2 = new Vec3(); -const sphereBox_sides = [new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3()]; -const sphereBox_sphere_to_corner = new Vec3(); -const sphereBox_side_ns = new Vec3(); -const sphereBox_side_ns1 = new Vec3(); -const sphereBox_side_ns2 = new Vec3(); -const convex_to_sphere = new Vec3(); -const sphereConvex_edge = new Vec3(); -const sphereConvex_edgeUnit = new Vec3(); -const sphereConvex_sphereToCorner = new Vec3(); -const sphereConvex_worldCorner = new Vec3(); -const sphereConvex_worldNormal = new Vec3(); -const sphereConvex_worldPoint = new Vec3(); -const sphereConvex_worldSpherePointClosestToPlane = new Vec3(); -const sphereConvex_penetrationVec = new Vec3(); -const sphereConvex_sphereToWorldPoint = new Vec3(); -new Vec3(); -new Vec3(); -const planeConvex_v = new Vec3(); -const planeConvex_normal = new Vec3(); -const planeConvex_relpos = new Vec3(); -const planeConvex_projected = new Vec3(); -const convexConvex_sepAxis = new Vec3(); -const convexConvex_q = new Vec3(); -const particlePlane_normal = new Vec3(); -const particlePlane_relpos = new Vec3(); -const particlePlane_projected = new Vec3(); -const particleSphere_normal = new Vec3(); // WIP - -const cqj = new Quaternion(); -const convexParticle_local = new Vec3(); -new Vec3(); -const convexParticle_penetratedFaceNormal = new Vec3(); -const convexParticle_vertexToParticle = new Vec3(); -const convexParticle_worldPenetrationVec = new Vec3(); -const convexHeightfield_tmp1 = new Vec3(); -const convexHeightfield_tmp2 = new Vec3(); -const convexHeightfield_faceList = [0]; -const sphereHeightfield_tmp1 = new Vec3(); -const sphereHeightfield_tmp2 = new Vec3(); - -class OverlapKeeper { - /** - * @todo Remove useless constructor - */ - constructor() { - this.current = []; - this.previous = []; - } - /** - * getKey - */ - - - getKey(i, j) { - if (j < i) { - const temp = j; - j = i; - i = temp; - } - - return i << 16 | j; - } - /** - * set - */ - - - set(i, j) { - // Insertion sort. This way the diff will have linear complexity. - const key = this.getKey(i, j); - const current = this.current; - let index = 0; - - while (key > current[index]) { - index++; - } - - if (key === current[index]) { - return; // Pair was already added - } - - for (let j = current.length - 1; j >= index; j--) { - current[j + 1] = current[j]; - } - - current[index] = key; - } - /** - * tick - */ - - - tick() { - const tmp = this.current; - this.current = this.previous; - this.previous = tmp; - this.current.length = 0; - } - /** - * getDiff - */ - - - getDiff(additions, removals) { - const a = this.current; - const b = this.previous; - const al = a.length; - const bl = b.length; - let j = 0; - - for (let i = 0; i < al; i++) { - let found = false; - const keyA = a[i]; - - while (keyA > b[j]) { - j++; - } - - found = keyA === b[j]; - - if (!found) { - unpackAndPush(additions, keyA); - } - } - - j = 0; - - for (let i = 0; i < bl; i++) { - let found = false; - const keyB = b[i]; - - while (keyB > a[j]) { - j++; - } - - found = a[j] === keyB; - - if (!found) { - unpackAndPush(removals, keyB); - } - } - } - -} - -function unpackAndPush(array, key) { - array.push((key & 0xffff0000) >> 16, key & 0x0000ffff); -} - -const getKey = (i, j) => i < j ? `${i}-${j}` : `${j}-${i}`; -/** - * TupleDictionary - */ - - -class TupleDictionary { - constructor() { - this.data = { - keys: [] - }; - } - - /** get */ - get(i, j) { - const key = getKey(i, j); - return this.data[key]; - } - /** set */ - - - set(i, j, value) { - const key = getKey(i, j); // Check if key already exists - - if (!this.get(i, j)) { - this.data.keys.push(key); - } - - this.data[key] = value; - } - /** delete */ - - - delete(i, j) { - const key = getKey(i, j); - const index = this.data.keys.indexOf(key); - - if (index !== -1) { - this.data.keys.splice(index, 1); - } - - delete this.data[key]; - } - /** reset */ - - - reset() { - const data = this.data; - const keys = data.keys; - - while (keys.length > 0) { - const key = keys.pop(); - delete data[key]; - } - } - -} - -/** - * The physics world - */ -class World extends EventTarget { - /** - * Currently / last used timestep. Is set to -1 if not available. This value is updated before each internal step, which means that it is "fresh" inside event callbacks. - */ - - /** - * Makes bodies go to sleep when they've been inactive. - * @default false - */ - - /** - * All the current contacts (instances of ContactEquation) in the world. - */ - - /** - * How often to normalize quaternions. Set to 0 for every step, 1 for every second etc.. A larger value increases performance. If bodies tend to explode, set to a smaller value (zero to be sure nothing can go wrong). - * @default 0 - */ - - /** - * Set to true to use fast quaternion normalization. It is often enough accurate to use. - * If bodies tend to explode, set to false. - * @default false - */ - - /** - * The wall-clock time since simulation start. - */ - - /** - * Number of timesteps taken since start. - */ - - /** - * Default and last timestep sizes. - */ - - /** - * The gravity of the world. - */ - - /** - * Gravity to use when approximating the friction max force (mu*mass*gravity). - * If undefined, global gravity will be used. - * Use to enable friction in a World with a null gravity vector (no gravity). - */ - - /** - * The broadphase algorithm to use. - * @default NaiveBroadphase - */ - - /** - * All bodies in this world - */ - - /** - * True if any bodies are not sleeping, false if every body is sleeping. - */ - - /** - * The solver algorithm to use. - * @default GSSolver - */ - - /** - * collisionMatrix - */ - - /** - * CollisionMatrix from the previous step. - */ - - /** - * All added contactmaterials. - */ - - /** - * Used to look up a ContactMaterial given two instances of Material. - */ - - /** - * The default material of the bodies. - */ - - /** - * This contact material is used if no suitable contactmaterial is found for a contact. - */ - - /** - * Time accumulator for interpolation. - * @see https://gafferongames.com/game-physics/fix-your-timestep/ - */ - - /** - * Dispatched after a body has been added to the world. - */ - - /** - * Dispatched after a body has been removed from the world. - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - super(); - this.dt = -1; - this.allowSleep = !!options.allowSleep; - this.contacts = []; - this.frictionEquations = []; - this.quatNormalizeSkip = options.quatNormalizeSkip !== undefined ? options.quatNormalizeSkip : 0; - this.quatNormalizeFast = options.quatNormalizeFast !== undefined ? options.quatNormalizeFast : false; - this.time = 0.0; - this.stepnumber = 0; - this.default_dt = 1 / 60; - this.nextId = 0; - this.gravity = new Vec3(); - - if (options.gravity) { - this.gravity.copy(options.gravity); - } - - if (options.frictionGravity) { - this.frictionGravity = new Vec3(); - this.frictionGravity.copy(options.frictionGravity); - } - - this.broadphase = options.broadphase !== undefined ? options.broadphase : new NaiveBroadphase(); - this.bodies = []; - this.hasActiveBodies = false; - this.solver = options.solver !== undefined ? options.solver : new GSSolver(); - this.constraints = []; - this.narrowphase = new Narrowphase(this); - this.collisionMatrix = new ArrayCollisionMatrix(); - this.collisionMatrixPrevious = new ArrayCollisionMatrix(); - this.bodyOverlapKeeper = new OverlapKeeper(); - this.shapeOverlapKeeper = new OverlapKeeper(); - this.contactmaterials = []; - this.contactMaterialTable = new TupleDictionary(); - this.defaultMaterial = new Material('default'); - this.defaultContactMaterial = new ContactMaterial(this.defaultMaterial, this.defaultMaterial, { - friction: 0.3, - restitution: 0.0 - }); - this.doProfiling = false; - this.profile = { - solve: 0, - makeContactConstraints: 0, - broadphase: 0, - integrate: 0, - narrowphase: 0 - }; - this.accumulator = 0; - this.subsystems = []; - this.addBodyEvent = { - type: 'addBody', - body: null - }; - this.removeBodyEvent = { - type: 'removeBody', - body: null - }; - this.idToBodyMap = {}; - this.broadphase.setWorld(this); - } - /** - * Get the contact material between materials m1 and m2 - * @return The contact material if it was found. - */ - - - getContactMaterial(m1, m2) { - return this.contactMaterialTable.get(m1.id, m2.id); - } - /** - * Store old collision state info - */ - - - collisionMatrixTick() { - const temp = this.collisionMatrixPrevious; - this.collisionMatrixPrevious = this.collisionMatrix; - this.collisionMatrix = temp; - this.collisionMatrix.reset(); - this.bodyOverlapKeeper.tick(); - this.shapeOverlapKeeper.tick(); - } - /** - * Add a constraint to the simulation. - */ - - - addConstraint(c) { - this.constraints.push(c); - } - /** - * Removes a constraint - */ - - - removeConstraint(c) { - const idx = this.constraints.indexOf(c); - - if (idx !== -1) { - this.constraints.splice(idx, 1); - } - } - /** - * Raycast test - * @deprecated Use .raycastAll, .raycastClosest or .raycastAny instead. - */ - - - rayTest(from, to, result) { - if (result instanceof RaycastResult) { - // Do raycastClosest - this.raycastClosest(from, to, { - skipBackfaces: true - }, result); - } else { - // Do raycastAll - this.raycastAll(from, to, { - skipBackfaces: true - }, result); - } - } - /** - * Ray cast against all bodies. The provided callback will be executed for each hit with a RaycastResult as single argument. - * @return True if any body was hit. - */ - - - raycastAll(from, to, options, callback) { - if (options === void 0) { - options = {}; - } - - options.mode = Ray.ALL; - options.from = from; - options.to = to; - options.callback = callback; - return tmpRay.intersectWorld(this, options); - } - /** - * Ray cast, and stop at the first result. Note that the order is random - but the method is fast. - * @return True if any body was hit. - */ - - - raycastAny(from, to, options, result) { - if (options === void 0) { - options = {}; - } - - options.mode = Ray.ANY; - options.from = from; - options.to = to; - options.result = result; - return tmpRay.intersectWorld(this, options); - } - /** - * Ray cast, and return information of the closest hit. - * @return True if any body was hit. - */ - - - raycastClosest(from, to, options, result) { - if (options === void 0) { - options = {}; - } - - options.mode = Ray.CLOSEST; - options.from = from; - options.to = to; - options.result = result; - return tmpRay.intersectWorld(this, options); - } - /** - * Add a rigid body to the simulation. - * @todo If the simulation has not yet started, why recrete and copy arrays for each body? Accumulate in dynamic arrays in this case. - * @todo Adding an array of bodies should be possible. This would save some loops too - */ - - - addBody(body) { - if (this.bodies.includes(body)) { - return; - } - - body.index = this.bodies.length; - this.bodies.push(body); - body.world = this; - body.initPosition.copy(body.position); - body.initVelocity.copy(body.velocity); - body.timeLastSleepy = this.time; - - if (body instanceof Body) { - body.initAngularVelocity.copy(body.angularVelocity); - body.initQuaternion.copy(body.quaternion); - } - - this.collisionMatrix.setNumObjects(this.bodies.length); - this.addBodyEvent.body = body; - this.idToBodyMap[body.id] = body; - this.dispatchEvent(this.addBodyEvent); - } - /** - * Remove a rigid body from the simulation. - */ - - - removeBody(body) { - body.world = null; - const n = this.bodies.length - 1; - const bodies = this.bodies; - const idx = bodies.indexOf(body); - - if (idx !== -1) { - bodies.splice(idx, 1); // Todo: should use a garbage free method - // Recompute index - - for (let i = 0; i !== bodies.length; i++) { - bodies[i].index = i; - } - - this.collisionMatrix.setNumObjects(n); - this.removeBodyEvent.body = body; - delete this.idToBodyMap[body.id]; - this.dispatchEvent(this.removeBodyEvent); - } - } - - getBodyById(id) { - return this.idToBodyMap[id]; - } - /** - * @todo Make a faster map - */ - - - getShapeById(id) { - const bodies = this.bodies; - - for (let i = 0; i < bodies.length; i++) { - const shapes = bodies[i].shapes; - - for (let j = 0; j < shapes.length; j++) { - const shape = shapes[j]; - - if (shape.id === id) { - return shape; - } - } - } - - return null; - } - /** - * Adds a contact material to the World - */ - - - addContactMaterial(cmat) { - // Add contact material - this.contactmaterials.push(cmat); // Add current contact material to the material table - - this.contactMaterialTable.set(cmat.materials[0].id, cmat.materials[1].id, cmat); - } - /** - * Removes a contact material from the World. - */ - - - removeContactMaterial(cmat) { - const idx = this.contactmaterials.indexOf(cmat); - - if (idx === -1) { - return; - } - - this.contactmaterials.splice(idx, 1); - this.contactMaterialTable.delete(cmat.materials[0].id, cmat.materials[1].id); - } - /** - * Step the simulation forward keeping track of last called time - * to be able to step the world at a fixed rate, independently of framerate. - * - * @param dt The fixed time step size to use (default: 1 / 60). - * @param maxSubSteps Maximum number of fixed steps to take per function call (default: 10). - * @see https://gafferongames.com/post/fix_your_timestep/ - * @example - * // Run the simulation independently of framerate every 1 / 60 ms - * world.fixedStep() - */ - - - fixedStep(dt, maxSubSteps) { - if (dt === void 0) { - dt = 1 / 60; - } - - if (maxSubSteps === void 0) { - maxSubSteps = 10; - } - - const time = performance.now() / 1000; // seconds - - if (!this.lastCallTime) { - this.step(dt, undefined, maxSubSteps); - } else { - const timeSinceLastCalled = time - this.lastCallTime; - this.step(dt, timeSinceLastCalled, maxSubSteps); - } - - this.lastCallTime = time; - } - /** - * Step the physics world forward in time. - * - * There are two modes. The simple mode is fixed timestepping without interpolation. In this case you only use the first argument. The second case uses interpolation. In that you also provide the time since the function was last used, as well as the maximum fixed timesteps to take. - * - * @param dt The fixed time step size to use. - * @param timeSinceLastCalled The time elapsed since the function was last called. - * @param maxSubSteps Maximum number of fixed steps to take per function call (default: 10). - * @see https://web.archive.org/web/20180426154531/http://bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World#What_do_the_parameters_to_btDynamicsWorld::stepSimulation_mean.3F - * @example - * // fixed timestepping without interpolation - * world.step(1 / 60) - */ - - - step(dt, timeSinceLastCalled, maxSubSteps) { - if (maxSubSteps === void 0) { - maxSubSteps = 10; - } - - if (timeSinceLastCalled === undefined) { - // Fixed, simple stepping - this.internalStep(dt); // Increment time - - this.time += dt; - } else { - this.accumulator += timeSinceLastCalled; - const t0 = performance.now(); - let substeps = 0; - - while (this.accumulator >= dt && substeps < maxSubSteps) { - // Do fixed steps to catch up - this.internalStep(dt); - this.accumulator -= dt; - substeps++; - - if (performance.now() - t0 > dt * 1000) { - // The framerate is not interactive anymore. - // We are below the target framerate. - // Better bail out. - break; - } - } // Remove the excess accumulator, since we may not - // have had enough substeps available to catch up - - - this.accumulator = this.accumulator % dt; - const t = this.accumulator / dt; - - for (let j = 0; j !== this.bodies.length; j++) { - const b = this.bodies[j]; - b.previousPosition.lerp(b.position, t, b.interpolatedPosition); - b.previousQuaternion.slerp(b.quaternion, t, b.interpolatedQuaternion); - b.previousQuaternion.normalize(); - } - - this.time += timeSinceLastCalled; - } - } - - internalStep(dt) { - this.dt = dt; - const contacts = this.contacts; - const p1 = World_step_p1; - const p2 = World_step_p2; - const N = this.bodies.length; - const bodies = this.bodies; - const solver = this.solver; - const gravity = this.gravity; - const doProfiling = this.doProfiling; - const profile = this.profile; - const DYNAMIC = Body.DYNAMIC; - let profilingStart = -Infinity; - const constraints = this.constraints; - const frictionEquationPool = World_step_frictionEquationPool; - gravity.length(); - const gx = gravity.x; - const gy = gravity.y; - const gz = gravity.z; - let i = 0; - - if (doProfiling) { - profilingStart = performance.now(); - } // Add gravity to all objects - - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - - if (bi.type === DYNAMIC) { - // Only for dynamic bodies - const f = bi.force; - const m = bi.mass; - f.x += m * gx; - f.y += m * gy; - f.z += m * gz; - } - } // Update subsystems - - - for (let i = 0, Nsubsystems = this.subsystems.length; i !== Nsubsystems; i++) { - this.subsystems[i].update(); - } // Collision detection - - - if (doProfiling) { - profilingStart = performance.now(); - } - - p1.length = 0; // Clean up pair arrays from last step - - p2.length = 0; - this.broadphase.collisionPairs(this, p1, p2); - - if (doProfiling) { - profile.broadphase = performance.now() - profilingStart; - } // Remove constrained pairs with collideConnected == false - - - let Nconstraints = constraints.length; - - for (i = 0; i !== Nconstraints; i++) { - const c = constraints[i]; - - if (!c.collideConnected) { - for (let j = p1.length - 1; j >= 0; j -= 1) { - if (c.bodyA === p1[j] && c.bodyB === p2[j] || c.bodyB === p1[j] && c.bodyA === p2[j]) { - p1.splice(j, 1); - p2.splice(j, 1); - } - } - } - } - - this.collisionMatrixTick(); // Generate contacts - - if (doProfiling) { - profilingStart = performance.now(); - } - - const oldcontacts = World_step_oldContacts; - const NoldContacts = contacts.length; - - for (i = 0; i !== NoldContacts; i++) { - oldcontacts.push(contacts[i]); - } - - contacts.length = 0; // Transfer FrictionEquation from current list to the pool for reuse - - const NoldFrictionEquations = this.frictionEquations.length; - - for (i = 0; i !== NoldFrictionEquations; i++) { - frictionEquationPool.push(this.frictionEquations[i]); - } - - this.frictionEquations.length = 0; - this.narrowphase.getContacts(p1, p2, this, contacts, oldcontacts, // To be reused - this.frictionEquations, frictionEquationPool); - - if (doProfiling) { - profile.narrowphase = performance.now() - profilingStart; - } // Loop over all collisions - - - if (doProfiling) { - profilingStart = performance.now(); - } // Add all friction eqs - - - for (i = 0; i < this.frictionEquations.length; i++) { - solver.addEquation(this.frictionEquations[i]); - } - - const ncontacts = contacts.length; - - for (let k = 0; k !== ncontacts; k++) { - // Current contact - const c = contacts[k]; // Get current collision indeces - - const bi = c.bi; - const bj = c.bj; - const si = c.si; - const sj = c.sj; // Get collision properties - - let cm; - - if (bi.material && bj.material) { - cm = this.getContactMaterial(bi.material, bj.material) || this.defaultContactMaterial; - } else { - cm = this.defaultContactMaterial; - } // c.enabled = bi.collisionResponse && bj.collisionResponse && si.collisionResponse && sj.collisionResponse; - - - cm.friction; // c.restitution = cm.restitution; - // If friction or restitution were specified in the material, use them - - if (bi.material && bj.material) { - if (bi.material.friction >= 0 && bj.material.friction >= 0) { - bi.material.friction * bj.material.friction; - } - - if (bi.material.restitution >= 0 && bj.material.restitution >= 0) { - c.restitution = bi.material.restitution * bj.material.restitution; - } - } // c.setSpookParams( - // cm.contactEquationStiffness, - // cm.contactEquationRelaxation, - // dt - // ); - - - solver.addEquation(c); // // Add friction constraint equation - // if(mu > 0){ - // // Create 2 tangent equations - // const mug = mu * gnorm; - // const reducedMass = (bi.invMass + bj.invMass); - // if(reducedMass > 0){ - // reducedMass = 1/reducedMass; - // } - // const pool = frictionEquationPool; - // const c1 = pool.length ? pool.pop() : new FrictionEquation(bi,bj,mug*reducedMass); - // const c2 = pool.length ? pool.pop() : new FrictionEquation(bi,bj,mug*reducedMass); - // this.frictionEquations.push(c1, c2); - // c1.bi = c2.bi = bi; - // c1.bj = c2.bj = bj; - // c1.minForce = c2.minForce = -mug*reducedMass; - // c1.maxForce = c2.maxForce = mug*reducedMass; - // // Copy over the relative vectors - // c1.ri.copy(c.ri); - // c1.rj.copy(c.rj); - // c2.ri.copy(c.ri); - // c2.rj.copy(c.rj); - // // Construct tangents - // c.ni.tangents(c1.t, c2.t); - // // Set spook params - // c1.setSpookParams(cm.frictionEquationStiffness, cm.frictionEquationRelaxation, dt); - // c2.setSpookParams(cm.frictionEquationStiffness, cm.frictionEquationRelaxation, dt); - // c1.enabled = c2.enabled = c.enabled; - // // Add equations to solver - // solver.addEquation(c1); - // solver.addEquation(c2); - // } - - if (bi.allowSleep && bi.type === Body.DYNAMIC && bi.sleepState === Body.SLEEPING && bj.sleepState === Body.AWAKE && bj.type !== Body.STATIC) { - const speedSquaredB = bj.velocity.lengthSquared() + bj.angularVelocity.lengthSquared(); - const speedLimitSquaredB = bj.sleepSpeedLimit ** 2; - - if (speedSquaredB >= speedLimitSquaredB * 2) { - bi.wakeUpAfterNarrowphase = true; - } - } - - if (bj.allowSleep && bj.type === Body.DYNAMIC && bj.sleepState === Body.SLEEPING && bi.sleepState === Body.AWAKE && bi.type !== Body.STATIC) { - const speedSquaredA = bi.velocity.lengthSquared() + bi.angularVelocity.lengthSquared(); - const speedLimitSquaredA = bi.sleepSpeedLimit ** 2; - - if (speedSquaredA >= speedLimitSquaredA * 2) { - bj.wakeUpAfterNarrowphase = true; - } - } // Now we know that i and j are in contact. Set collision matrix state - - - this.collisionMatrix.set(bi, bj, true); - - if (!this.collisionMatrixPrevious.get(bi, bj)) { - // First contact! - // We reuse the collideEvent object, otherwise we will end up creating new objects for each new contact, even if there's no event listener attached. - World_step_collideEvent.body = bj; - World_step_collideEvent.contact = c; - bi.dispatchEvent(World_step_collideEvent); - World_step_collideEvent.body = bi; - bj.dispatchEvent(World_step_collideEvent); - } - - this.bodyOverlapKeeper.set(bi.id, bj.id); - this.shapeOverlapKeeper.set(si.id, sj.id); - } - - this.emitContactEvents(); - - if (doProfiling) { - profile.makeContactConstraints = performance.now() - profilingStart; - profilingStart = performance.now(); - } // Wake up bodies - - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - - if (bi.wakeUpAfterNarrowphase) { - bi.wakeUp(); - bi.wakeUpAfterNarrowphase = false; - } - } // Add user-added constraints - - - Nconstraints = constraints.length; - - for (i = 0; i !== Nconstraints; i++) { - const c = constraints[i]; - c.update(); - - for (let j = 0, Neq = c.equations.length; j !== Neq; j++) { - const eq = c.equations[j]; - solver.addEquation(eq); - } - } // Solve the constrained system - - - solver.solve(dt, this); - - if (doProfiling) { - profile.solve = performance.now() - profilingStart; - } // Remove all contacts from solver - - - solver.removeAllEquations(); // Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details - - const pow = Math.pow; - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - - if (bi.type & DYNAMIC) { - // Only for dynamic bodies - const ld = pow(1.0 - bi.linearDamping, dt); - const v = bi.velocity; - v.scale(ld, v); - const av = bi.angularVelocity; - - if (av) { - const ad = pow(1.0 - bi.angularDamping, dt); - av.scale(ad, av); - } - } - } - - this.dispatchEvent(World_step_preStepEvent); // Leap frog - // vnew = v + h*f/m - // xnew = x + h*vnew - - if (doProfiling) { - profilingStart = performance.now(); - } - - const stepnumber = this.stepnumber; - const quatNormalize = stepnumber % (this.quatNormalizeSkip + 1) === 0; - const quatNormalizeFast = this.quatNormalizeFast; - - for (i = 0; i !== N; i++) { - bodies[i].integrate(dt, quatNormalize, quatNormalizeFast); - } - - this.clearForces(); - this.broadphase.dirty = true; - - if (doProfiling) { - profile.integrate = performance.now() - profilingStart; - } // Update step number - - - this.stepnumber += 1; - this.dispatchEvent(World_step_postStepEvent); // Sleeping update - - let hasActiveBodies = true; - - if (this.allowSleep) { - hasActiveBodies = false; - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - bi.sleepTick(this.time); - - if (bi.sleepState !== Body.SLEEPING) { - hasActiveBodies = true; - } - } - } - - this.hasActiveBodies = hasActiveBodies; - } - - emitContactEvents() { - const hasBeginContact = this.hasAnyEventListener('beginContact'); - const hasEndContact = this.hasAnyEventListener('endContact'); - - if (hasBeginContact || hasEndContact) { - this.bodyOverlapKeeper.getDiff(additions, removals); - } - - if (hasBeginContact) { - for (let i = 0, l = additions.length; i < l; i += 2) { - beginContactEvent.bodyA = this.getBodyById(additions[i]); - beginContactEvent.bodyB = this.getBodyById(additions[i + 1]); - this.dispatchEvent(beginContactEvent); - } - - beginContactEvent.bodyA = beginContactEvent.bodyB = null; - } - - if (hasEndContact) { - for (let i = 0, l = removals.length; i < l; i += 2) { - endContactEvent.bodyA = this.getBodyById(removals[i]); - endContactEvent.bodyB = this.getBodyById(removals[i + 1]); - this.dispatchEvent(endContactEvent); - } - - endContactEvent.bodyA = endContactEvent.bodyB = null; - } - - additions.length = removals.length = 0; - const hasBeginShapeContact = this.hasAnyEventListener('beginShapeContact'); - const hasEndShapeContact = this.hasAnyEventListener('endShapeContact'); - - if (hasBeginShapeContact || hasEndShapeContact) { - this.shapeOverlapKeeper.getDiff(additions, removals); - } - - if (hasBeginShapeContact) { - for (let i = 0, l = additions.length; i < l; i += 2) { - const shapeA = this.getShapeById(additions[i]); - const shapeB = this.getShapeById(additions[i + 1]); - beginShapeContactEvent.shapeA = shapeA; - beginShapeContactEvent.shapeB = shapeB; - if (shapeA) beginShapeContactEvent.bodyA = shapeA.body; - if (shapeB) beginShapeContactEvent.bodyB = shapeB.body; - this.dispatchEvent(beginShapeContactEvent); - } - - beginShapeContactEvent.bodyA = beginShapeContactEvent.bodyB = beginShapeContactEvent.shapeA = beginShapeContactEvent.shapeB = null; - } - - if (hasEndShapeContact) { - for (let i = 0, l = removals.length; i < l; i += 2) { - const shapeA = this.getShapeById(removals[i]); - const shapeB = this.getShapeById(removals[i + 1]); - endShapeContactEvent.shapeA = shapeA; - endShapeContactEvent.shapeB = shapeB; - if (shapeA) endShapeContactEvent.bodyA = shapeA.body; - if (shapeB) endShapeContactEvent.bodyB = shapeB.body; - this.dispatchEvent(endShapeContactEvent); - } - - endShapeContactEvent.bodyA = endShapeContactEvent.bodyB = endShapeContactEvent.shapeA = endShapeContactEvent.shapeB = null; - } - } - /** - * Sets all body forces in the world to zero. - */ - - - clearForces() { - const bodies = this.bodies; - const N = bodies.length; - - for (let i = 0; i !== N; i++) { - const b = bodies[i]; - b.force; - b.torque; - b.force.set(0, 0, 0); - b.torque.set(0, 0, 0); - } - } - -} // Temp stuff - -new AABB(); -const tmpRay = new Ray(); // performance.now() fallback on Date.now() - -const performance = require('perf_hooks') && require('perf_hooks').performance || {}; - -if (!performance.now) { - let nowOffset = Date.now(); - - if (performance.timing && performance.timing.navigationStart) { - nowOffset = performance.timing.navigationStart; - } - - performance.now = () => Date.now() - nowOffset; -} - -new Vec3(); // Dispatched after the world has stepped forward in time. -// Reusable event objects to save memory. - -const World_step_postStepEvent = { - type: 'postStep' -}; // Dispatched before the world steps forward in time. - -const World_step_preStepEvent = { - type: 'preStep' -}; -const World_step_collideEvent = { - type: Body.COLLIDE_EVENT_NAME, - body: null, - contact: null -}; // Pools for unused objects - -const World_step_oldContacts = []; -const World_step_frictionEquationPool = []; // Reusable arrays for collision pairs - -const World_step_p1 = []; -const World_step_p2 = []; // Stuff for emitContactEvents - -const additions = []; -const removals = []; -const beginContactEvent = { - type: 'beginContact', - bodyA: null, - bodyB: null -}; -const endContactEvent = { - type: 'endContact', - bodyA: null, - bodyB: null -}; -const beginShapeContactEvent = { - type: 'beginShapeContact', - bodyA: null, - bodyB: null, - shapeA: null, - shapeB: null -}; -const endShapeContactEvent = { - type: 'endShapeContact', - bodyA: null, - bodyB: null, - shapeA: null, - shapeB: null -}; - -exports.AABB = AABB; -exports.ArrayCollisionMatrix = ArrayCollisionMatrix; -exports.BODY_SLEEP_STATES = BODY_SLEEP_STATES; -exports.BODY_TYPES = BODY_TYPES; -exports.Body = Body; -exports.Box = Box; -exports.Broadphase = Broadphase; -exports.COLLISION_TYPES = COLLISION_TYPES; -exports.ConeTwistConstraint = ConeTwistConstraint; -exports.Constraint = Constraint; -exports.ContactEquation = ContactEquation; -exports.ContactMaterial = ContactMaterial; -exports.ConvexPolyhedron = ConvexPolyhedron; -exports.Cylinder = Cylinder; -exports.DistanceConstraint = DistanceConstraint; -exports.Equation = Equation; -exports.EventTarget = EventTarget; -exports.FrictionEquation = FrictionEquation; -exports.GSSolver = GSSolver; -exports.GridBroadphase = GridBroadphase; -exports.Heightfield = Heightfield; -exports.HingeConstraint = HingeConstraint; -exports.JacobianElement = JacobianElement; -exports.LockConstraint = LockConstraint; -exports.Mat3 = Mat3; -exports.Material = Material; -exports.NaiveBroadphase = NaiveBroadphase; -exports.Narrowphase = Narrowphase; -exports.ObjectCollisionMatrix = ObjectCollisionMatrix; -exports.Particle = Particle; -exports.Plane = Plane; -exports.PointToPointConstraint = PointToPointConstraint; -exports.Pool = Pool; -exports.Quaternion = Quaternion; -exports.RAY_MODES = RAY_MODES; -exports.Ray = Ray; -exports.RaycastResult = RaycastResult; -exports.RaycastVehicle = RaycastVehicle; -exports.RigidVehicle = RigidVehicle; -exports.RotationalEquation = RotationalEquation; -exports.RotationalMotorEquation = RotationalMotorEquation; -exports.SAPBroadphase = SAPBroadphase; -exports.SHAPE_TYPES = SHAPE_TYPES; -exports.SPHSystem = SPHSystem; -exports.Shape = Shape; -exports.Solver = Solver; -exports.Sphere = Sphere; -exports.SplitSolver = SplitSolver; -exports.Spring = Spring; -exports.Transform = Transform; -exports.Trimesh = Trimesh; -exports.Vec3 = Vec3; -exports.Vec3Pool = Vec3Pool; -exports.WheelInfo = WheelInfo; -exports.World = World; diff --git a/docker-compose/requirements/nginx/static/javascript/cannon-es/dist/cannon-es.d.ts b/docker-compose/requirements/nginx/static/javascript/cannon-es/dist/cannon-es.d.ts deleted file mode 100644 index 840b16d..0000000 --- a/docker-compose/requirements/nginx/static/javascript/cannon-es/dist/cannon-es.d.ts +++ /dev/null @@ -1,1603 +0,0 @@ -declare module "utils/EventTarget" { - export class EventTarget { - private _listeners; - addEventListener(type: string, listener: Function): EventTarget; - hasEventListener(type: string, listener: Function): boolean; - hasAnyEventListener(type: string): boolean; - removeEventListener(type: string, listener: Function): EventTarget; - dispatchEvent(event: any): EventTarget; - } -} -declare module "math/Quaternion" { - import { Vec3 } from "math/Vec3"; - export class Quaternion { - x: number; - y: number; - z: number; - w: number; - constructor(x?: number, y?: number, z?: number, w?: number); - set(x: number, y: number, z: number, w: number): Quaternion; - toString(): string; - toArray(): [number, number, number, number]; - setFromAxisAngle(vector: Vec3, angle: number): Quaternion; - toAxisAngle(targetAxis?: Vec3): [Vec3, number]; - setFromVectors(u: Vec3, v: Vec3): Quaternion; - mult(quat: Quaternion, target?: Quaternion): Quaternion; - inverse(target?: Quaternion): Quaternion; - conjugate(target?: Quaternion): Quaternion; - normalize(): Quaternion; - normalizeFast(): Quaternion; - vmult(v: Vec3, target?: Vec3): Vec3; - copy(quat: Quaternion): Quaternion; - toEuler(target: Vec3, order?: string): void; - setFromEuler(x: number, y: number, z: number, order?: string): Quaternion; - clone(): Quaternion; - slerp(toQuat: Quaternion, t: number, target?: Quaternion): Quaternion; - integrate(angularVelocity: Vec3, dt: number, angularFactor: Vec3, target?: Quaternion): Quaternion; - } -} -declare module "math/Mat3" { - import { Vec3 } from "math/Vec3"; - import type { Quaternion } from "math/Quaternion"; - export class Mat3 { - elements: number[]; - constructor(elements?: number[]); - identity(): void; - setZero(): void; - setTrace(vector: Vec3): void; - getTrace(target?: Vec3): Vec3; - vmult(v: Vec3, target?: Vec3): Vec3; - smult(s: number): void; - mmult(matrix: Mat3, target?: Mat3): Mat3; - scale(vector: Vec3, target?: Mat3): Mat3; - solve(b: Vec3, target?: Vec3): Vec3; - e(row: number, column: number): number; - e(row: number, column: number, value: number): void; - copy(matrix: Mat3): Mat3; - toString(): string; - reverse(target?: Mat3): Mat3; - setRotationFromQuaternion(q: Quaternion): Mat3; - transpose(target?: Mat3): Mat3; - } -} -declare module "math/Vec3" { - import { Mat3 } from "math/Mat3"; - export class Vec3 { - x: number; - y: number; - z: number; - static ZERO: Vec3; - static UNIT_X: Vec3; - static UNIT_Y: Vec3; - static UNIT_Z: Vec3; - constructor(x?: number, y?: number, z?: number); - cross(vector: Vec3, target?: Vec3): Vec3; - set(x: number, y: number, z: number): Vec3; - setZero(): void; - vadd(vector: Vec3): Vec3; - vadd(vector: Vec3, target: Vec3): void; - vsub(vector: Vec3): Vec3; - vsub(vector: Vec3, target: Vec3): void; - crossmat(): Mat3; - normalize(): number; - unit(target?: Vec3): Vec3; - length(): number; - lengthSquared(): number; - distanceTo(p: Vec3): number; - distanceSquared(p: Vec3): number; - scale(scalar: number, target?: Vec3): Vec3; - vmul(vector: Vec3, target?: Vec3): Vec3; - addScaledVector(scalar: number, vector: Vec3, target?: Vec3): Vec3; - dot(vector: Vec3): number; - isZero(): boolean; - negate(target?: Vec3): Vec3; - tangents(t1: Vec3, t2: Vec3): void; - toString(): string; - toArray(): [number, number, number]; - copy(vector: Vec3): Vec3; - lerp(vector: Vec3, t: number, target: Vec3): void; - almostEquals(vector: Vec3, precision?: number): boolean; - almostZero(precision?: number): boolean; - isAntiparallelTo(vector: Vec3, precision?: number): boolean; - clone(): Vec3; - } -} -declare module "math/Transform" { - import { Vec3 } from "math/Vec3"; - import { Quaternion } from "math/Quaternion"; - export type TransformOptions = ConstructorParameters[0]; - export class Transform { - position: Vec3; - quaternion: Quaternion; - constructor(options?: { - position?: Vec3; - quaternion?: Quaternion; - }); - pointToLocal(worldPoint: Vec3, result?: Vec3): Vec3; - pointToWorld(localPoint: Vec3, result?: Vec3): Vec3; - vectorToWorldFrame(localVector: Vec3, result?: Vec3): Vec3; - static pointToLocalFrame(position: Vec3, quaternion: Quaternion, worldPoint: Vec3, result?: Vec3): Vec3; - static pointToWorldFrame(position: Vec3, quaternion: Quaternion, localPoint: Vec3, result?: Vec3): Vec3; - static vectorToWorldFrame(quaternion: Quaternion, localVector: Vec3, result?: Vec3): Vec3; - static vectorToLocalFrame(position: Vec3, quaternion: Quaternion, worldVector: Vec3, result?: Vec3): Vec3; - } -} -declare module "material/Material" { - export type MaterialOptions = ConstructorParameters[0]; - export class Material { - name: string; - id: number; - friction: number; - restitution: number; - static idCounter: number; - constructor(options?: { - friction?: number; - restitution?: number; - } | string); - } -} -declare module "shapes/Shape" { - import type { Vec3 } from "math/Vec3"; - import type { Quaternion } from "math/Quaternion"; - import type { Body } from "objects/Body"; - import type { Material } from "material/Material"; - export const SHAPE_TYPES: { - readonly SPHERE: 1; - readonly PLANE: 2; - readonly BOX: 4; - readonly COMPOUND: 8; - readonly CONVEXPOLYHEDRON: 16; - readonly HEIGHTFIELD: 32; - readonly PARTICLE: 64; - readonly CYLINDER: 128; - readonly TRIMESH: 256; - }; - export type ShapeType = typeof SHAPE_TYPES[keyof typeof SHAPE_TYPES]; - export type ShapeOptions = ConstructorParameters[0]; - export class Shape { - id: number; - type: ShapeType | 0; - boundingSphereRadius: number; - collisionResponse: boolean; - collisionFilterGroup: number; - collisionFilterMask: number; - material: Material | null; - body: Body | null; - static idCounter: number; - static types: { - readonly SPHERE: 1; - readonly PLANE: 2; - readonly BOX: 4; - readonly COMPOUND: 8; - readonly CONVEXPOLYHEDRON: 16; - readonly HEIGHTFIELD: 32; - readonly PARTICLE: 64; - readonly CYLINDER: 128; - readonly TRIMESH: 256; - }; - constructor(options?: { - type?: ShapeType; - collisionResponse?: boolean; - collisionFilterGroup?: number; - collisionFilterMask?: number; - material?: Material; - }); - updateBoundingSphereRadius(): void; - volume(): number; - calculateLocalInertia(mass: number, target: Vec3): void; - calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void; - } -} -declare module "collision/RaycastResult" { - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - import type { Shape } from "shapes/Shape"; - export class RaycastResult { - rayFromWorld: Vec3; - rayToWorld: Vec3; - hitNormalWorld: Vec3; - hitPointWorld: Vec3; - hasHit: boolean; - shape: Shape | null; - body: Body | null; - hitFaceIndex: number; - distance: number; - shouldStop: boolean; - constructor(); - reset(): void; - abort(): void; - set(rayFromWorld: Vec3, rayToWorld: Vec3, hitNormalWorld: Vec3, hitPointWorld: Vec3, shape: Shape, body: Body, distance: number): void; - } -} -declare module "shapes/Sphere" { - import { Shape } from "shapes/Shape"; - import { Vec3 } from "math/Vec3"; - import type { Quaternion } from "math/Quaternion"; - export class Sphere extends Shape { - radius: number; - constructor(radius: number); - calculateLocalInertia(mass: number, target?: Vec3): Vec3; - volume(): number; - updateBoundingSphereRadius(): void; - calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void; - } -} -declare module "shapes/ConvexPolyhedron" { - import { Shape } from "shapes/Shape"; - import { Vec3 } from "math/Vec3"; - import type { Quaternion } from "math/Quaternion"; - export type ConvexPolyhedronContactPoint = { - point: Vec3; - normal: Vec3; - depth: number; - }; - export class ConvexPolyhedron extends Shape { - vertices: Vec3[]; - faces: number[][]; - faceNormals: Vec3[]; - worldVertices: Vec3[]; - worldVerticesNeedsUpdate: boolean; - worldFaceNormals: Vec3[]; - worldFaceNormalsNeedsUpdate: boolean; - uniqueAxes: Vec3[] | null; - uniqueEdges: Vec3[]; - constructor(props?: { - vertices?: Vec3[]; - faces?: number[][]; - normals?: Vec3[]; - axes?: Vec3[]; - boundingSphereRadius?: number; - }); - computeEdges(): void; - computeNormals(): void; - getFaceNormal(i: number, target: Vec3): void; - static computeNormal(va: Vec3, vb: Vec3, vc: Vec3, target: Vec3): void; - clipAgainstHull(posA: Vec3, quatA: Quaternion, hullB: ConvexPolyhedron, posB: Vec3, quatB: Quaternion, separatingNormal: Vec3, minDist: number, maxDist: number, result: ConvexPolyhedronContactPoint[]): void; - findSeparatingAxis(hullB: ConvexPolyhedron, posA: Vec3, quatA: Quaternion, posB: Vec3, quatB: Quaternion, target: Vec3, faceListA?: number[] | null, faceListB?: number[] | null): boolean; - testSepAxis(axis: Vec3, hullB: ConvexPolyhedron, posA: Vec3, quatA: Quaternion, posB: Vec3, quatB: Quaternion): number | false; - calculateLocalInertia(mass: number, target: Vec3): void; - getPlaneConstantOfFace(face_i: number): number; - clipFaceAgainstHull(separatingNormal: Vec3, posA: Vec3, quatA: Quaternion, worldVertsB1: Vec3[], minDist: number, maxDist: number, result: ConvexPolyhedronContactPoint[]): void; - clipFaceAgainstPlane(inVertices: Vec3[], outVertices: Vec3[], planeNormal: Vec3, planeConstant: number): Vec3[]; - computeWorldVertices(position: Vec3, quat: Quaternion): void; - computeLocalAABB(aabbmin: Vec3, aabbmax: Vec3): void; - computeWorldFaceNormals(quat: Quaternion): void; - updateBoundingSphereRadius(): void; - calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void; - volume(): number; - getAveragePointLocal(target?: Vec3): Vec3; - transformAllPoints(offset: Vec3, quat: Quaternion): void; - pointIsInside(p: Vec3): 1 | -1 | false; - static project(shape: ConvexPolyhedron, axis: Vec3, pos: Vec3, quat: Quaternion, result: number[]): void; - } -} -declare module "shapes/Box" { - import { Shape } from "shapes/Shape"; - import { Vec3 } from "math/Vec3"; - import { ConvexPolyhedron } from "shapes/ConvexPolyhedron"; - import type { Quaternion } from "math/Quaternion"; - export class Box extends Shape { - halfExtents: Vec3; - convexPolyhedronRepresentation: ConvexPolyhedron; - constructor(halfExtents: Vec3); - updateConvexPolyhedronRepresentation(): void; - calculateLocalInertia(mass: number, target?: Vec3): Vec3; - static calculateInertia(halfExtents: Vec3, mass: number, target: Vec3): void; - getSideNormals(sixTargetVectors: Vec3[], quat: Quaternion): Vec3[]; - volume(): number; - updateBoundingSphereRadius(): void; - forEachWorldCorner(pos: Vec3, quat: Quaternion, callback: (x: number, y: number, z: number) => void): void; - calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void; - } -} -declare module "shapes/Plane" { - import { Shape } from "shapes/Shape"; - import { Vec3 } from "math/Vec3"; - import type { Quaternion } from "math/Quaternion"; - export class Plane extends Shape { - worldNormal: Vec3; - worldNormalNeedsUpdate: boolean; - boundingSphereRadius: number; - constructor(); - computeWorldNormal(quat: Quaternion): void; - calculateLocalInertia(mass: number, target?: Vec3): Vec3; - volume(): number; - calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void; - updateBoundingSphereRadius(): void; - } -} -declare module "utils/Utils" { - export class Utils { - static defaults(options: Record | undefined, defaults: Record): Record; - } -} -declare module "shapes/Heightfield" { - import { Shape } from "shapes/Shape"; - import { ConvexPolyhedron } from "shapes/ConvexPolyhedron"; - import { Vec3 } from "math/Vec3"; - import type { AABB } from "collision/AABB"; - import type { Quaternion } from "math/Quaternion"; - export type HeightfieldOptions = ConstructorParameters[1]; - type HeightfieldPillar = { - convex: any; - offset: any; - }; - export class Heightfield extends Shape { - data: number[][]; - maxValue: number | null; - minValue: number | null; - elementSize: number; - cacheEnabled: boolean; - pillarConvex: ConvexPolyhedron; - pillarOffset: Vec3; - private _cachedPillars; - constructor(data: number[][], options?: { - maxValue?: number | null; - minValue?: number | null; - elementSize?: number; - }); - update(): void; - updateMinValue(): void; - updateMaxValue(): void; - setHeightValueAtIndex(xi: number, yi: number, value: number): void; - getRectMinMax(iMinX: number, iMinY: number, iMaxX: number, iMaxY: number, result?: number[]): void; - getIndexOfPosition(x: number, y: number, result: number[], clamp: boolean): boolean; - getTriangleAt(x: number, y: number, edgeClamp: boolean, a: Vec3, b: Vec3, c: Vec3): boolean; - getNormalAt(x: number, y: number, edgeClamp: boolean, result: Vec3): void; - getAabbAtIndex(xi: number, yi: number, { lowerBound, upperBound }: AABB): void; - getHeightAt(x: number, y: number, edgeClamp: boolean): number; - getCacheConvexTrianglePillarKey(xi: number, yi: number, getUpperTriangle: boolean): string; - getCachedConvexTrianglePillar(xi: number, yi: number, getUpperTriangle: boolean): HeightfieldPillar; - setCachedConvexTrianglePillar(xi: number, yi: number, getUpperTriangle: boolean, convex: ConvexPolyhedron, offset: Vec3): void; - clearCachedConvexTrianglePillar(xi: number, yi: number, getUpperTriangle: boolean): void; - getTriangle(xi: number, yi: number, upper: boolean, a: Vec3, b: Vec3, c: Vec3): void; - getConvexTrianglePillar(xi: number, yi: number, getUpperTriangle: boolean): void; - calculateLocalInertia(mass: number, target?: Vec3): Vec3; - volume(): number; - calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void; - updateBoundingSphereRadius(): void; - setHeightsFromImage(image: HTMLImageElement, scale: Vec3): void; - } -} -declare module "utils/Octree" { - import { AABB } from "collision/AABB"; - import type { Transform } from "math/Transform"; - import type { Ray } from "collision/Ray"; - class OctreeNode { - root: OctreeNode | null; - aabb: AABB; - data: number[]; - children: OctreeNode[]; - constructor(options?: { - root?: Octree | null; - aabb?: AABB; - }); - reset(): void; - insert(aabb: AABB, elementData: number, level?: number): boolean; - subdivide(): void; - aabbQuery(aabb: AABB, result: number[]): number[]; - rayQuery(ray: Ray, treeTransform: Transform, result: number[]): number[]; - removeEmptyNodes(): void; - } - export class Octree extends OctreeNode { - maxDepth: number; - constructor(aabb?: AABB, options?: { - maxDepth?: number; - }); - } -} -declare module "shapes/Trimesh" { - import { Shape } from "shapes/Shape"; - import { Vec3 } from "math/Vec3"; - import { AABB } from "collision/AABB"; - import { Octree } from "utils/Octree"; - import type { Quaternion } from "math/Quaternion"; - export class Trimesh extends Shape { - vertices: Float32Array; - indices: Int16Array; - normals: Float32Array; - aabb: AABB; - edges: Int16Array | null; - scale: Vec3; - tree: Octree; - constructor(vertices: number[], indices: number[]); - updateTree(): void; - getTrianglesInAABB(aabb: AABB, result: number[]): number[]; - setScale(scale: Vec3): void; - updateNormals(): void; - updateEdges(): void; - getEdgeVertex(edgeIndex: number, firstOrSecond: number, vertexStore: Vec3): void; - getEdgeVector(edgeIndex: number, vectorStore: Vec3): void; - static computeNormal(va: Vec3, vb: Vec3, vc: Vec3, target: Vec3): void; - getVertex(i: number, out: Vec3): Vec3; - private _getUnscaledVertex; - getWorldVertex(i: number, pos: Vec3, quat: Quaternion, out: Vec3): Vec3; - getTriangleVertices(i: number, a: Vec3, b: Vec3, c: Vec3): void; - getNormal(i: number, target: Vec3): Vec3; - calculateLocalInertia(mass: number, target: Vec3): Vec3; - computeLocalAABB(aabb: AABB): void; - updateAABB(): void; - updateBoundingSphereRadius(): void; - calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void; - volume(): number; - static createTorus(radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, arc?: number): Trimesh; - } -} -declare module "math/JacobianElement" { - import { Vec3 } from "math/Vec3"; - export class JacobianElement { - spatial: Vec3; - rotational: Vec3; - constructor(); - multiplyElement(element: JacobianElement): number; - multiplyVectors(spatial: Vec3, rotational: Vec3): number; - } -} -declare module "equations/Equation" { - import { JacobianElement } from "math/JacobianElement"; - import type { Body } from "objects/Body"; - import type { Shape } from "shapes/Shape"; - export class Equation { - id: number; - minForce: number; - maxForce: number; - bi: Body; - bj: Body; - si: Shape; - sj: Shape; - a: number; - b: number; - eps: number; - jacobianElementA: JacobianElement; - jacobianElementB: JacobianElement; - enabled: boolean; - multiplier: number; - static idCounter: number; - constructor(bi: Body, bj: Body, minForce?: number, maxForce?: number); - setSpookParams(stiffness: number, relaxation: number, timeStep: number): void; - computeB(a: number, b: number, h: number): number; - computeGq(): number; - computeGW(): number; - computeGWlambda(): number; - computeGiMf(): number; - computeGiMGt(): number; - addToWlambda(deltalambda: number): void; - computeC(): number; - } -} -declare module "solver/Solver" { - import type { Equation } from "equations/Equation"; - import type { World } from "world/World"; - export class Solver { - equations: Equation[]; - constructor(); - solve(dt: number, world: World): number; - addEquation(eq: Equation): void; - removeEquation(eq: Equation): void; - removeAllEquations(): void; - } -} -declare module "solver/GSSolver" { - import { Solver } from "solver/Solver"; - import type { World } from "world/World"; - export class GSSolver extends Solver { - iterations: number; - tolerance: number; - constructor(); - solve(dt: number, world: World): number; - } -} -declare module "collision/Broadphase" { - import { Body } from "objects/Body"; - import type { AABB } from "collision/AABB"; - import type { World } from "world/World"; - export class Broadphase { - world: World | null; - useBoundingBoxes: boolean; - dirty: boolean; - constructor(); - collisionPairs(world: World, p1: Body[], p2: Body[]): void; - needBroadphaseCollision(bodyA: Body, bodyB: Body): boolean; - intersectionTest(bodyA: Body, bodyB: Body, pairs1: Body[], pairs2: Body[]): void; - doBoundingSphereBroadphase(bodyA: Body, bodyB: Body, pairs1: Body[], pairs2: Body[]): void; - doBoundingBoxBroadphase(bodyA: Body, bodyB: Body, pairs1: Body[], pairs2: Body[]): void; - makePairsUnique(pairs1: Body[], pairs2: Body[]): void; - setWorld(world: World): void; - static boundingSphereCheck(bodyA: Body, bodyB: Body): boolean; - aabbQuery(world: World, aabb: AABB, result: Body[]): Body[]; - } -} -declare module "collision/NaiveBroadphase" { - import { Broadphase } from "collision/Broadphase"; - import type { AABB } from "collision/AABB"; - import type { Body } from "objects/Body"; - import type { World } from "world/World"; - export class NaiveBroadphase extends Broadphase { - constructor(); - collisionPairs(world: World, pairs1: Body[], pairs2: Body[]): void; - aabbQuery(world: World, aabb: AABB, result?: Body[]): Body[]; - } -} -declare module "utils/Pool" { - export class Pool { - objects: any[]; - type: any; - release(...args: any[]): Pool; - get(): any; - constructObject(): void; - resize(size: number): Pool; - } -} -declare module "utils/Vec3Pool" { - import { Pool } from "utils/Pool"; - import { Vec3 } from "math/Vec3"; - export class Vec3Pool extends Pool { - type: typeof Vec3; - constructObject(): Vec3; - } -} -declare module "equations/ContactEquation" { - import { Equation } from "equations/Equation"; - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - export class ContactEquation extends Equation { - restitution: number; - ri: Vec3; - rj: Vec3; - ni: Vec3; - constructor(bodyA: Body, bodyB: Body, maxForce?: number); - computeB(h: number): number; - getImpactVelocityAlongNormal(): number; - } -} -declare module "equations/FrictionEquation" { - import { Equation } from "equations/Equation"; - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - export class FrictionEquation extends Equation { - ri: Vec3; - rj: Vec3; - t: Vec3; - constructor(bodyA: Body, bodyB: Body, slipForce: number); - computeB(h: number): number; - } -} -declare module "shapes/Particle" { - import { Shape } from "shapes/Shape"; - import { Vec3 } from "math/Vec3"; - import type { Quaternion } from "math/Quaternion"; - export class Particle extends Shape { - constructor(); - calculateLocalInertia(mass: number, target?: Vec3): Vec3; - volume(): number; - updateBoundingSphereRadius(): void; - calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void; - } -} -declare module "shapes/Cylinder" { - import { ConvexPolyhedron } from "shapes/ConvexPolyhedron"; - export class Cylinder extends ConvexPolyhedron { - radiusTop: number; - radiusBottom: number; - height: number; - numSegments: number; - constructor(radiusTop?: number, radiusBottom?: number, height?: number, numSegments?: number); - } -} -declare module "material/ContactMaterial" { - import type { Material } from "material/Material"; - export type ContactMaterialOptions = ConstructorParameters[2]; - export class ContactMaterial { - id: number; - materials: [Material, Material]; - friction: number; - restitution: number; - contactEquationStiffness: number; - contactEquationRelaxation: number; - frictionEquationStiffness: number; - frictionEquationRelaxation: number; - static idCounter: number; - constructor(m1: Material, m2: Material, options: { - friction?: number; - restitution?: number; - contactEquationStiffness?: number; - contactEquationRelaxation?: number; - frictionEquationStiffness?: number; - frictionEquationRelaxation?: number; - }); - } -} -declare module "world/Narrowphase" { - import { Shape } from "shapes/Shape"; - import { Vec3 } from "math/Vec3"; - import { Quaternion } from "math/Quaternion"; - import { Body } from "objects/Body"; - import { Vec3Pool } from "utils/Vec3Pool"; - import { ContactEquation } from "equations/ContactEquation"; - import { FrictionEquation } from "equations/FrictionEquation"; - import type { Box } from "shapes/Box"; - import type { Sphere } from "shapes/Sphere"; - import type { ConvexPolyhedron } from "shapes/ConvexPolyhedron"; - import type { Particle } from "shapes/Particle"; - import type { Plane } from "shapes/Plane"; - import type { Trimesh } from "shapes/Trimesh"; - import type { Heightfield } from "shapes/Heightfield"; - import { Cylinder } from "shapes/Cylinder"; - import type { ContactMaterial } from "material/ContactMaterial"; - import type { World } from "world/World"; - export const COLLISION_TYPES: { - sphereSphere: 1; - spherePlane: 3; - boxBox: 4; - sphereBox: 5; - planeBox: 6; - convexConvex: 16; - sphereConvex: 17; - planeConvex: 18; - boxConvex: 20; - sphereHeightfield: 33; - boxHeightfield: 36; - convexHeightfield: 48; - sphereParticle: 65; - planeParticle: 66; - boxParticle: 68; - convexParticle: 80; - cylinderCylinder: 128; - sphereCylinder: 129; - planeCylinder: 130; - boxCylinder: 132; - convexCylinder: 144; - heightfieldCylinder: 160; - particleCylinder: 192; - sphereTrimesh: 257; - planeTrimesh: 258; - }; - export type CollisionType = typeof COLLISION_TYPES[keyof typeof COLLISION_TYPES]; - export class Narrowphase { - contactPointPool: ContactEquation[]; - frictionEquationPool: FrictionEquation[]; - result: ContactEquation[]; - frictionResult: FrictionEquation[]; - v3pool: Vec3Pool; - world: World; - currentContactMaterial: ContactMaterial; - enableFrictionReduction: boolean; - get [COLLISION_TYPES.sphereSphere](): (si: Sphere, sj: Sphere, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => boolean | void; - get [COLLISION_TYPES.spherePlane](): (si: Sphere, sj: Plane, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.boxBox](): (si: Box, sj: Box, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.sphereBox](): (si: Sphere, sj: Box, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.planeBox](): (si: Plane, sj: Box, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.convexConvex](): (si: ConvexPolyhedron, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined, faceListA?: number[] | null | undefined, faceListB?: number[] | null | undefined) => true | void; - get [COLLISION_TYPES.sphereConvex](): (si: Sphere, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.planeConvex](): (planeShape: Plane, convexShape: ConvexPolyhedron, planePosition: Vec3, convexPosition: Vec3, planeQuat: Quaternion, convexQuat: Quaternion, planeBody: Body, convexBody: Body, si?: Shape | undefined, sj?: Shape | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.boxConvex](): (si: Box, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.sphereHeightfield](): (sphereShape: Sphere, hfShape: Heightfield, spherePos: Vec3, hfPos: Vec3, sphereQuat: Quaternion, hfQuat: Quaternion, sphereBody: Body, hfBody: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.boxHeightfield](): (si: Box, sj: Heightfield, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.convexHeightfield](): (convexShape: ConvexPolyhedron, hfShape: Heightfield, convexPos: Vec3, hfPos: Vec3, convexQuat: Quaternion, hfQuat: Quaternion, convexBody: Body, hfBody: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.sphereParticle](): (sj: Sphere, si: Particle, xj: Vec3, xi: Vec3, qj: Quaternion, qi: Quaternion, bj: Body, bi: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.planeParticle](): (sj: Plane, si: Particle, xj: Vec3, xi: Vec3, qj: Quaternion, qi: Quaternion, bj: Body, bi: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.boxParticle](): (si: Box, sj: Particle, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.convexParticle](): (sj: ConvexPolyhedron, si: Particle, xj: Vec3, xi: Vec3, qj: Quaternion, qi: Quaternion, bj: Body, bi: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.cylinderCylinder](): (si: ConvexPolyhedron, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined, faceListA?: number[] | null | undefined, faceListB?: number[] | null | undefined) => true | void; - get [COLLISION_TYPES.sphereCylinder](): (si: Sphere, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.planeCylinder](): (planeShape: Plane, convexShape: ConvexPolyhedron, planePosition: Vec3, convexPosition: Vec3, planeQuat: Quaternion, convexQuat: Quaternion, planeBody: Body, convexBody: Body, si?: Shape | undefined, sj?: Shape | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.boxCylinder](): (si: Box, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.convexCylinder](): (si: ConvexPolyhedron, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined, faceListA?: number[] | null | undefined, faceListB?: number[] | null | undefined) => true | void; - get [COLLISION_TYPES.heightfieldCylinder](): (hfShape: Heightfield, convexShape: Cylinder, hfPos: Vec3, convexPos: Vec3, hfQuat: Quaternion, convexQuat: Quaternion, hfBody: Body, convexBody: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.particleCylinder](): (si: Particle, sj: Cylinder, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.sphereTrimesh](): (sphereShape: Sphere, trimeshShape: Trimesh, spherePos: Vec3, trimeshPos: Vec3, sphereQuat: Quaternion, trimeshQuat: Quaternion, sphereBody: Body, trimeshBody: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - get [COLLISION_TYPES.planeTrimesh](): (planeShape: Plane, trimeshShape: Trimesh, planePos: Vec3, trimeshPos: Vec3, planeQuat: Quaternion, trimeshQuat: Quaternion, planeBody: Body, trimeshBody: Body, rsi?: Shape | null | undefined, rsj?: Shape | null | undefined, justTest?: boolean | undefined) => true | void; - constructor(world: World); - createContactEquation(bi: Body, bj: Body, si: Shape, sj: Shape, overrideShapeA?: Shape | null, overrideShapeB?: Shape | null): ContactEquation; - createFrictionEquationsFromContact(contactEquation: ContactEquation, outArray: FrictionEquation[]): boolean; - createFrictionFromAverage(numContacts: number): void; - getContacts(p1: Body[], p2: Body[], world: World, result: ContactEquation[], oldcontacts: ContactEquation[], frictionResult: FrictionEquation[], frictionPool: FrictionEquation[]): void; - sphereSphere(si: Sphere, sj: Sphere, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): boolean | void; - spherePlane(si: Sphere, sj: Plane, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - boxBox(si: Box, sj: Box, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - sphereBox(si: Sphere, sj: Box, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - planeBox(si: Plane, sj: Box, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - convexConvex(si: ConvexPolyhedron, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean, faceListA?: number[] | null, faceListB?: number[] | null): true | void; - sphereConvex(si: Sphere, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - planeConvex(planeShape: Plane, convexShape: ConvexPolyhedron, planePosition: Vec3, convexPosition: Vec3, planeQuat: Quaternion, convexQuat: Quaternion, planeBody: Body, convexBody: Body, si?: Shape, sj?: Shape, justTest?: boolean): true | void; - boxConvex(si: Box, sj: ConvexPolyhedron, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - sphereHeightfield(sphereShape: Sphere, hfShape: Heightfield, spherePos: Vec3, hfPos: Vec3, sphereQuat: Quaternion, hfQuat: Quaternion, sphereBody: Body, hfBody: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - boxHeightfield(si: Box, sj: Heightfield, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - convexHeightfield(convexShape: ConvexPolyhedron, hfShape: Heightfield, convexPos: Vec3, hfPos: Vec3, convexQuat: Quaternion, hfQuat: Quaternion, convexBody: Body, hfBody: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - sphereParticle(sj: Sphere, si: Particle, xj: Vec3, xi: Vec3, qj: Quaternion, qi: Quaternion, bj: Body, bi: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - planeParticle(sj: Plane, si: Particle, xj: Vec3, xi: Vec3, qj: Quaternion, qi: Quaternion, bj: Body, bi: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - boxParticle(si: Box, sj: Particle, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - convexParticle(sj: ConvexPolyhedron, si: Particle, xj: Vec3, xi: Vec3, qj: Quaternion, qi: Quaternion, bj: Body, bi: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - heightfieldCylinder(hfShape: Heightfield, convexShape: Cylinder, hfPos: Vec3, convexPos: Vec3, hfQuat: Quaternion, convexQuat: Quaternion, hfBody: Body, convexBody: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - particleCylinder(si: Particle, sj: Cylinder, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - sphereTrimesh(sphereShape: Sphere, trimeshShape: Trimesh, spherePos: Vec3, trimeshPos: Vec3, sphereQuat: Quaternion, trimeshQuat: Quaternion, sphereBody: Body, trimeshBody: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - planeTrimesh(planeShape: Plane, trimeshShape: Trimesh, planePos: Vec3, trimeshPos: Vec3, planeQuat: Quaternion, trimeshQuat: Quaternion, planeBody: Body, trimeshBody: Body, rsi?: Shape | null, rsj?: Shape | null, justTest?: boolean): true | void; - } -} -declare module "collision/ArrayCollisionMatrix" { - import type { Body } from "objects/Body"; - export class ArrayCollisionMatrix { - matrix: number[]; - constructor(); - get(bi: Body, bj: Body): number; - set(bi: Body, bj: Body, value: boolean): void; - reset(): void; - setNumObjects(n: number): void; - } -} -declare module "collision/OverlapKeeper" { - export class OverlapKeeper { - current: number[]; - previous: number[]; - constructor(); - getKey(i: number, j: number): number; - set(i: number, j: number): void; - tick(): void; - getDiff(additions: number[], removals: number[]): void; - } -} -declare module "utils/TupleDictionary" { - export class TupleDictionary { - data: { - [id: string]: any; - keys: string[]; - }; - get(i: number, j: number): any; - set(i: number, j: number, value: any): void; - delete(i: number, j: number): void; - reset(): void; - } -} -declare module "constraints/Constraint" { - import type { Body } from "objects/Body"; - import type { Equation } from "equations/Equation"; - export type ConstraintOptions = ConstructorParameters[2]; - export class Constraint { - equations: Equation[]; - bodyA: Body; - bodyB: Body; - id: number; - collideConnected: boolean; - static idCounter: number; - constructor(bodyA: Body, bodyB: Body, options?: { - collideConnected?: boolean; - wakeUpBodies?: boolean; - }); - update(): void; - enable(): void; - disable(): void; - } -} -declare module "world/World" { - import { EventTarget } from "utils/EventTarget"; - import { Narrowphase } from "world/Narrowphase"; - import { Vec3 } from "math/Vec3"; - import { Material } from "material/Material"; - import { ContactMaterial } from "material/ContactMaterial"; - import { ArrayCollisionMatrix } from "collision/ArrayCollisionMatrix"; - import { OverlapKeeper } from "collision/OverlapKeeper"; - import { TupleDictionary } from "utils/TupleDictionary"; - import { RaycastResult } from "collision/RaycastResult"; - import { Body } from "objects/Body"; - import type { Broadphase } from "collision/Broadphase"; - import type { Solver } from "solver/Solver"; - import type { ContactEquation } from "equations/ContactEquation"; - import type { FrictionEquation } from "equations/FrictionEquation"; - import type { RayOptions, RaycastCallback } from "collision/Ray"; - import type { Constraint } from "constraints/Constraint"; - import type { Shape } from "shapes/Shape"; - export type WorldOptions = ConstructorParameters[0]; - export class World extends EventTarget { - dt: number; - allowSleep: boolean; - contacts: ContactEquation[]; - frictionEquations: FrictionEquation[]; - quatNormalizeSkip: number; - quatNormalizeFast: boolean; - time: number; - stepnumber: number; - default_dt: number; - nextId: number; - gravity: Vec3; - frictionGravity?: Vec3; - broadphase: Broadphase; - bodies: Body[]; - hasActiveBodies: boolean; - solver: Solver; - constraints: Constraint[]; - narrowphase: Narrowphase; - collisionMatrix: ArrayCollisionMatrix; - collisionMatrixPrevious: ArrayCollisionMatrix; - bodyOverlapKeeper: OverlapKeeper; - shapeOverlapKeeper: OverlapKeeper; - contactmaterials: ContactMaterial[]; - contactMaterialTable: TupleDictionary; - defaultMaterial: Material; - defaultContactMaterial: ContactMaterial; - doProfiling: boolean; - profile: { - solve: number; - makeContactConstraints: number; - broadphase: number; - integrate: number; - narrowphase: number; - }; - accumulator: number; - subsystems: any[]; - addBodyEvent: { - type: 'addBody'; - body: Body | null; - }; - removeBodyEvent: { - type: 'removeBody'; - body: Body | null; - }; - idToBodyMap: { - [id: number]: Body; - }; - lastCallTime?: number; - constructor(options?: { - gravity?: Vec3; - frictionGravity?: Vec3; - allowSleep?: boolean; - broadphase?: Broadphase; - solver?: Solver; - quatNormalizeFast?: boolean; - quatNormalizeSkip?: number; - }); - getContactMaterial(m1: Material, m2: Material): ContactMaterial; - collisionMatrixTick(): void; - addConstraint(c: Constraint): void; - removeConstraint(c: Constraint): void; - rayTest(from: Vec3, to: Vec3, result: RaycastResult | RaycastCallback): void; - raycastAll(from?: Vec3, to?: Vec3, options?: RayOptions, callback?: RaycastCallback): boolean; - raycastAny(from?: Vec3, to?: Vec3, options?: RayOptions, result?: RaycastResult): boolean; - raycastClosest(from?: Vec3, to?: Vec3, options?: RayOptions, result?: RaycastResult): boolean; - addBody(body: Body): void; - removeBody(body: Body): void; - getBodyById(id: number): Body; - getShapeById(id: number): Shape | null; - addContactMaterial(cmat: ContactMaterial): void; - removeContactMaterial(cmat: ContactMaterial): void; - fixedStep(dt?: number, maxSubSteps?: number): void; - step(dt: number, timeSinceLastCalled?: number, maxSubSteps?: number): void; - internalStep(dt: number): void; - emitContactEvents(): void; - clearForces(): void; - } -} -declare module "collision/Ray" { - import { Vec3 } from "math/Vec3"; - import { Quaternion } from "math/Quaternion"; - import { RaycastResult } from "collision/RaycastResult"; - import { Shape } from "shapes/Shape"; - import { AABB } from "collision/AABB"; - import type { Body } from "objects/Body"; - import type { Sphere } from "shapes/Sphere"; - import type { Box } from "shapes/Box"; - import type { Plane } from "shapes/Plane"; - import type { Heightfield } from "shapes/Heightfield"; - import type { ConvexPolyhedron } from "shapes/ConvexPolyhedron"; - import type { Trimesh } from "shapes/Trimesh"; - import type { World } from "world/World"; - export const RAY_MODES: { - readonly CLOSEST: 1; - readonly ANY: 2; - readonly ALL: 4; - }; - export type RayMode = typeof RAY_MODES[keyof typeof RAY_MODES]; - export type RayOptions = { - from?: Vec3; - to?: Vec3; - mode?: RayMode; - result?: RaycastResult; - skipBackfaces?: boolean; - collisionFilterMask?: number; - collisionFilterGroup?: number; - checkCollisionResponse?: boolean; - callback?: RaycastCallback; - }; - export type RaycastCallback = (result: RaycastResult) => void; - export class Ray { - from: Vec3; - to: Vec3; - direction: Vec3; - precision: number; - checkCollisionResponse: boolean; - skipBackfaces: boolean; - collisionFilterMask: number; - collisionFilterGroup: number; - mode: number; - result: RaycastResult; - hasHit: boolean; - callback: RaycastCallback; - static CLOSEST: 1; - static ANY: 2; - static ALL: 4; - get [Shape.types.SPHERE](): (sphere: Sphere, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape) => void; - get [Shape.types.PLANE](): (shape: Plane, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape) => void; - get [Shape.types.BOX](): (box: Box, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape) => void; - get [Shape.types.CYLINDER](): (shape: ConvexPolyhedron, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape, options?: { - faceList: number[]; - } | undefined) => void; - get [Shape.types.CONVEXPOLYHEDRON](): (shape: ConvexPolyhedron, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape, options?: { - faceList: number[]; - } | undefined) => void; - get [Shape.types.HEIGHTFIELD](): (shape: Heightfield, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape) => void; - get [Shape.types.TRIMESH](): (mesh: Trimesh, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape, options?: { - faceList?: any[] | undefined; - } | undefined) => void; - constructor(from?: Vec3, to?: Vec3); - intersectWorld(world: World, options: RayOptions): boolean; - intersectBody(body: Body, result?: RaycastResult): void; - intersectBodies(bodies: Body[], result?: RaycastResult): void; - private updateDirection; - private intersectShape; - _intersectBox(box: Box, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape): void; - _intersectPlane(shape: Plane, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape): void; - getAABB(aabb: AABB): void; - _intersectHeightfield(shape: Heightfield, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape): void; - _intersectSphere(sphere: Sphere, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape): void; - _intersectConvex(shape: ConvexPolyhedron, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape, options?: { - faceList: number[]; - }): void; - _intersectTrimesh(mesh: Trimesh, quat: Quaternion, position: Vec3, body: Body, reportedShape: Shape, options?: { - faceList?: any[]; - }): void; - private reportIntersection; - static pointInTriangle(p: Vec3, a: Vec3, b: Vec3, c: Vec3): boolean; - } -} -declare module "collision/AABB" { - import { Vec3 } from "math/Vec3"; - import type { Ray } from "collision/Ray"; - import type { Transform } from "math/Transform"; - import type { Quaternion } from "math/Quaternion"; - export class AABB { - lowerBound: Vec3; - upperBound: Vec3; - constructor(options?: { - upperBound?: Vec3; - lowerBound?: Vec3; - }); - setFromPoints(points: Vec3[], position?: Vec3, quaternion?: Quaternion, skinSize?: number): AABB; - copy(aabb: AABB): AABB; - clone(): AABB; - extend(aabb: AABB): void; - overlaps(aabb: AABB): boolean; - volume(): number; - contains(aabb: AABB): boolean; - getCorners(a: Vec3, b: Vec3, c: Vec3, d: Vec3, e: Vec3, f: Vec3, g: Vec3, h: Vec3): void; - toLocalFrame(frame: Transform, target: AABB): AABB; - toWorldFrame(frame: Transform, target: AABB): AABB; - overlapsRay(ray: Ray): boolean; - } -} -declare module "objects/Body" { - import { EventTarget } from "utils/EventTarget"; - import { Vec3 } from "math/Vec3"; - import { Mat3 } from "math/Mat3"; - import { Quaternion } from "math/Quaternion"; - import { AABB } from "collision/AABB"; - import type { Shape } from "shapes/Shape"; - import type { Material } from "material/Material"; - import type { World } from "world/World"; - export const BODY_TYPES: { - readonly DYNAMIC: 1; - readonly STATIC: 2; - readonly KINEMATIC: 4; - }; - export type BodyType = typeof BODY_TYPES[keyof typeof BODY_TYPES]; - export const BODY_SLEEP_STATES: { - readonly AWAKE: 0; - readonly SLEEPY: 1; - readonly SLEEPING: 2; - }; - export type BodySleepState = typeof BODY_SLEEP_STATES[keyof typeof BODY_SLEEP_STATES]; - export type BodyOptions = ConstructorParameters[0]; - export class Body extends EventTarget { - static idCounter: number; - static COLLIDE_EVENT_NAME: string; - static DYNAMIC: 1; - static STATIC: 2; - static KINEMATIC: 4; - static AWAKE: 0; - static SLEEPY: 1; - static SLEEPING: 2; - static wakeupEvent: { - type: string; - }; - static sleepyEvent: { - type: string; - }; - static sleepEvent: { - type: string; - }; - id: number; - index: number; - world: World | null; - vlambda: Vec3; - collisionFilterGroup: number; - collisionFilterMask: number; - collisionResponse: boolean; - position: Vec3; - previousPosition: Vec3; - interpolatedPosition: Vec3; - initPosition: Vec3; - velocity: Vec3; - initVelocity: Vec3; - force: Vec3; - mass: number; - invMass: number; - material: Material | null; - linearDamping: number; - type: BodyType; - allowSleep: boolean; - sleepState: BodySleepState; - sleepSpeedLimit: number; - sleepTimeLimit: number; - timeLastSleepy: number; - wakeUpAfterNarrowphase: boolean; - torque: Vec3; - quaternion: Quaternion; - initQuaternion: Quaternion; - previousQuaternion: Quaternion; - interpolatedQuaternion: Quaternion; - angularVelocity: Vec3; - initAngularVelocity: Vec3; - shapes: Shape[]; - shapeOffsets: Vec3[]; - shapeOrientations: Quaternion[]; - inertia: Vec3; - invInertia: Vec3; - invInertiaWorld: Mat3; - invMassSolve: number; - invInertiaSolve: Vec3; - invInertiaWorldSolve: Mat3; - fixedRotation: boolean; - angularDamping: number; - linearFactor: Vec3; - angularFactor: Vec3; - aabb: AABB; - aabbNeedsUpdate: boolean; - boundingRadius: number; - wlambda: Vec3; - isTrigger: boolean; - constructor(options?: { - collisionFilterGroup?: number; - collisionFilterMask?: number; - collisionResponse?: boolean; - position?: Vec3; - velocity?: Vec3; - mass?: number; - material?: Material; - linearDamping?: number; - type?: BodyType; - allowSleep?: boolean; - sleepSpeedLimit?: number; - sleepTimeLimit?: number; - quaternion?: Quaternion; - angularVelocity?: Vec3; - fixedRotation?: boolean; - angularDamping?: number; - linearFactor?: Vec3; - angularFactor?: Vec3; - shape?: Shape; - isTrigger?: boolean; - }); - wakeUp(): void; - sleep(): void; - sleepTick(time: number): void; - updateSolveMassProperties(): void; - pointToLocalFrame(worldPoint: Vec3, result?: Vec3): Vec3; - vectorToLocalFrame(worldVector: Vec3, result?: Vec3): Vec3; - pointToWorldFrame(localPoint: Vec3, result?: Vec3): Vec3; - vectorToWorldFrame(localVector: Vec3, result?: Vec3): Vec3; - addShape(shape: Shape, _offset?: Vec3, _orientation?: Quaternion): Body; - removeShape(shape: Shape): Body; - updateBoundingRadius(): void; - updateAABB(): void; - updateInertiaWorld(force?: boolean): void; - applyForce(force: Vec3, relativePoint?: Vec3): void; - applyLocalForce(localForce: Vec3, localPoint?: Vec3): void; - applyTorque(torque: Vec3): void; - applyImpulse(impulse: Vec3, relativePoint?: Vec3): void; - applyLocalImpulse(localImpulse: Vec3, localPoint?: Vec3): void; - updateMassProperties(): void; - getVelocityAtWorldPoint(worldPoint: Vec3, result: Vec3): Vec3; - integrate(dt: number, quatNormalize: boolean, quatNormalizeFast: boolean): void; - } -} -declare module "collision/ObjectCollisionMatrix" { - import type { Body } from "objects/Body"; - export class ObjectCollisionMatrix { - matrix: Record; - constructor(); - get(bi: Body, bj: Body): boolean; - set(bi: Body, bj: Body, value: boolean): void; - reset(): void; - setNumObjects(n: number): void; - } -} -declare module "collision/GridBroadphase" { - import { Broadphase } from "collision/Broadphase"; - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - import type { World } from "world/World"; - export class GridBroadphase extends Broadphase { - nx: number; - ny: number; - nz: number; - aabbMin: Vec3; - aabbMax: Vec3; - bins: Body[][]; - binLengths: number[]; - constructor(aabbMin?: Vec3, aabbMax?: Vec3, nx?: number, ny?: number, nz?: number); - collisionPairs(world: World, pairs1: Body[], pairs2: Body[]): void; - } -} -declare module "collision/SAPBroadphase" { - import { Broadphase } from "collision/Broadphase"; - import type { AABB } from "collision/AABB"; - import type { Body } from "objects/Body"; - import type { World } from "world/World"; - export class SAPBroadphase extends Broadphase { - axisList: Body[]; - world: World | null; - axisIndex: 0 | 1 | 2; - private _addBodyHandler; - private _removeBodyHandler; - static checkBounds(bi: Body, bj: Body, axisIndex: 0 | 1 | 2): boolean; - static insertionSortX(a: Body[]): Body[]; - static insertionSortY(a: Body[]): Body[]; - static insertionSortZ(a: Body[]): Body[]; - constructor(world: World); - setWorld(world: World): void; - collisionPairs(world: World, p1: Body[], p2: Body[]): void; - sortList(): void; - autoDetectAxis(): void; - aabbQuery(world: World, aabb: AABB, result?: Body[]): Body[]; - } -} -declare module "constraints/PointToPointConstraint" { - import { Constraint } from "constraints/Constraint"; - import { ContactEquation } from "equations/ContactEquation"; - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - export class PointToPointConstraint extends Constraint { - pivotA: Vec3; - pivotB: Vec3; - equationX: ContactEquation; - equationY: ContactEquation; - equationZ: ContactEquation; - constructor(bodyA: Body, pivotA: Vec3 | undefined, bodyB: Body, pivotB?: Vec3, maxForce?: number); - update(): void; - } -} -declare module "equations/ConeEquation" { - import { Vec3 } from "math/Vec3"; - import { Equation } from "equations/Equation"; - import type { Body } from "objects/Body"; - export type ConeEquationOptions = ConstructorParameters[2]; - export class ConeEquation extends Equation { - axisA: Vec3; - axisB: Vec3; - angle: number; - constructor(bodyA: Body, bodyB: Body, options?: { - maxForce?: number; - axisA?: Vec3; - axisB?: Vec3; - angle?: number; - }); - computeB(h: number): number; - } -} -declare module "equations/RotationalEquation" { - import { Equation } from "equations/Equation"; - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - export type RotationalEquationOptions = ConstructorParameters[2]; - export class RotationalEquation extends Equation { - axisA: Vec3; - axisB: Vec3; - maxAngle: number; - constructor(bodyA: Body, bodyB: Body, options?: { - axisA?: Vec3; - axisB?: Vec3; - maxAngle?: number; - maxForce?: number; - }); - computeB(h: number): number; - } -} -declare module "constraints/ConeTwistConstraint" { - import { PointToPointConstraint } from "constraints/PointToPointConstraint"; - import { ConeEquation } from "equations/ConeEquation"; - import { RotationalEquation } from "equations/RotationalEquation"; - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - export type ConeTwistConstraintOptions = ConstructorParameters[2]; - export class ConeTwistConstraint extends PointToPointConstraint { - axisA: Vec3; - axisB: Vec3; - angle: number; - twistAngle: number; - coneEquation: ConeEquation; - twistEquation: RotationalEquation; - constructor(bodyA: Body, bodyB: Body, options?: { - pivotA?: Vec3; - pivotB?: Vec3; - axisA?: Vec3; - axisB?: Vec3; - angle?: number; - twistAngle?: number; - maxForce?: number; - collideConnected?: boolean; - }); - update(): void; - } -} -declare module "constraints/DistanceConstraint" { - import { Constraint } from "constraints/Constraint"; - import { ContactEquation } from "equations/ContactEquation"; - import type { Body } from "objects/Body"; - export class DistanceConstraint extends Constraint { - distance: number; - distanceEquation: ContactEquation; - constructor(bodyA: Body, bodyB: Body, distance?: number, maxForce?: number); - update(): void; - } -} -declare module "equations/RotationalMotorEquation" { - import { Equation } from "equations/Equation"; - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - export class RotationalMotorEquation extends Equation { - axisA: Vec3; - axisB: Vec3; - targetVelocity: number; - constructor(bodyA: Body, bodyB: Body, maxForce?: number); - computeB(h: number): number; - } -} -declare module "constraints/LockConstraint" { - import { PointToPointConstraint } from "constraints/PointToPointConstraint"; - import { RotationalEquation } from "equations/RotationalEquation"; - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - import type { RotationalMotorEquation } from "equations/RotationalMotorEquation"; - export type LockConstraintOptions = ConstructorParameters[2]; - export class LockConstraint extends PointToPointConstraint { - xA: Vec3; - xB: Vec3; - yA: Vec3; - yB: Vec3; - zA: Vec3; - zB: Vec3; - rotationalEquation1: RotationalEquation; - rotationalEquation2: RotationalEquation; - rotationalEquation3: RotationalEquation; - motorEquation?: RotationalMotorEquation; - constructor(bodyA: Body, bodyB: Body, options?: { - maxForce?: number; - }); - update(): void; - } -} -declare module "constraints/HingeConstraint" { - import { PointToPointConstraint } from "constraints/PointToPointConstraint"; - import { RotationalEquation } from "equations/RotationalEquation"; - import { RotationalMotorEquation } from "equations/RotationalMotorEquation"; - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - export type HingeConstraintOptions = ConstructorParameters[2]; - export class HingeConstraint extends PointToPointConstraint { - axisA: Vec3; - axisB: Vec3; - rotationalEquation1: RotationalEquation; - rotationalEquation2: RotationalEquation; - motorEquation: RotationalMotorEquation; - constructor(bodyA: Body, bodyB: Body, options?: { - pivotA?: Vec3; - pivotB?: Vec3; - axisA?: Vec3; - axisB?: Vec3; - collideConnected?: boolean; - maxForce?: number; - }); - enableMotor(): void; - disableMotor(): void; - setMotorSpeed(speed: number): void; - setMotorMaxForce(maxForce: number): void; - update(): void; - } -} -declare module "objects/Spring" { - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - export type SpringOptions = ConstructorParameters[2]; - export class Spring { - restLength: number; - stiffness: number; - damping: number; - bodyA: Body; - bodyB: Body; - localAnchorA: Vec3; - localAnchorB: Vec3; - constructor(bodyA: Body, bodyB: Body, options?: { - restLength?: number; - stiffness?: number; - damping?: number; - localAnchorA?: Vec3; - localAnchorB?: Vec3; - worldAnchorA?: Vec3; - worldAnchorB?: Vec3; - }); - setWorldAnchorA(worldAnchorA: Vec3): void; - setWorldAnchorB(worldAnchorB: Vec3): void; - getWorldAnchorA(result: Vec3): void; - getWorldAnchorB(result: Vec3): void; - applyForce(): void; - } -} -declare module "objects/WheelInfo" { - import { Vec3 } from "math/Vec3"; - import { Transform } from "math/Transform"; - import { RaycastResult } from "collision/RaycastResult"; - import type { Body } from "objects/Body"; - export type WheelInfoOptions = ConstructorParameters[0]; - export type WheelRaycastResult = RaycastResult & Partial<{ - suspensionLength: number; - directionWorld: Vec3; - groundObject: number; - }>; - export class WheelInfo { - maxSuspensionTravel: number; - customSlidingRotationalSpeed: number; - useCustomSlidingRotationalSpeed: boolean; - sliding: boolean; - chassisConnectionPointLocal: Vec3; - chassisConnectionPointWorld: Vec3; - directionLocal: Vec3; - directionWorld: Vec3; - axleLocal: Vec3; - axleWorld: Vec3; - suspensionRestLength: number; - suspensionMaxLength: number; - radius: number; - suspensionStiffness: number; - dampingCompression: number; - dampingRelaxation: number; - frictionSlip: number; - forwardAcceleration: number; - sideAcceleration: number; - steering: number; - rotation: number; - deltaRotation: number; - rollInfluence: number; - maxSuspensionForce: number; - engineForce: number; - brake: number; - isFrontWheel: boolean; - clippedInvContactDotSuspension: number; - suspensionRelativeVelocity: number; - suspensionForce: number; - slipInfo: number; - skidInfo: number; - suspensionLength: number; - sideImpulse: number; - forwardImpulse: number; - raycastResult: WheelRaycastResult; - worldTransform: Transform; - isInContact: boolean; - constructor(options?: { - chassisConnectionPointLocal?: Vec3; - chassisConnectionPointWorld?: Vec3; - directionLocal?: Vec3; - directionWorld?: Vec3; - axleLocal?: Vec3; - axleWorld?: Vec3; - suspensionRestLength?: number; - suspensionMaxLength?: number; - radius?: number; - suspensionStiffness?: number; - dampingCompression?: number; - dampingRelaxation?: number; - frictionSlip?: number; - forwardAcceleration?: number; - sideAcceleration?: number; - steering?: number; - rotation?: number; - deltaRotation?: number; - rollInfluence?: number; - maxSuspensionForce?: number; - isFrontWheel?: boolean; - clippedInvContactDotSuspension?: number; - suspensionRelativeVelocity?: number; - suspensionForce?: number; - slipInfo?: number; - skidInfo?: number; - suspensionLength?: number; - maxSuspensionTravel?: number; - useCustomSlidingRotationalSpeed?: boolean; - customSlidingRotationalSpeed?: number; - }); - updateWheel(chassis: Body): void; - } -} -declare module "objects/RaycastVehicle" { - import type { Body } from "objects/Body"; - import { WheelInfo } from "objects/WheelInfo"; - import type { WheelInfoOptions } from "objects/WheelInfo"; - import type { Transform } from "math/Transform"; - import type { Constraint } from "constraints/Constraint"; - import type { World } from "world/World"; - export type RaycastVehicleOptions = ConstructorParameters[0]; - export class RaycastVehicle { - chassisBody: Body; - wheelInfos: WheelInfo[]; - sliding: boolean; - world: World | null; - indexRightAxis: number; - indexForwardAxis: number; - indexUpAxis: number; - constraints: Constraint[]; - preStepCallback: () => void; - currentVehicleSpeedKmHour: number; - numWheelsOnGround: number; - constructor(options: { - chassisBody: Body; - indexRightAxis?: number; - indexForwardAxis?: number; - indexUpAxis?: number; - }); - addWheel(options?: WheelInfoOptions): number; - setSteeringValue(value: number, wheelIndex: number): void; - applyEngineForce(value: number, wheelIndex: number): void; - setBrake(brake: number, wheelIndex: number): void; - addToWorld(world: World): void; - private getVehicleAxisWorld; - updateVehicle(timeStep: number): void; - updateSuspension(deltaTime: number): void; - removeFromWorld(world: World): void; - castRay(wheel: WheelInfo): number; - updateWheelTransformWorld(wheel: WheelInfo): void; - updateWheelTransform(wheelIndex: number): void; - getWheelTransformWorld(wheelIndex: number): Transform; - updateFriction(timeStep: number): void; - } -} -declare module "objects/RigidVehicle" { - import { Vec3 } from "math/Vec3"; - import { Body } from "objects/Body"; - import { HingeConstraint } from "constraints/HingeConstraint"; - import type { World } from "world/World"; - export type RigidVehicleOptions = ConstructorParameters[0]; - export class RigidVehicle { - wheelBodies: Body[]; - coordinateSystem: Vec3; - chassisBody: Body; - constraints: (HingeConstraint & { - motorTargetVelocity?: number; - })[]; - wheelAxes: Vec3[]; - wheelForces: number[]; - constructor(options?: { - coordinateSystem?: Vec3; - chassisBody?: Body; - }); - addWheel(options?: { - body?: Body; - position?: Vec3; - axis?: Vec3; - direction?: Vec3; - }): number; - setSteeringValue(value: number, wheelIndex: number): void; - setMotorSpeed(value: number, wheelIndex: number): void; - disableMotor(wheelIndex: number): void; - setWheelForce(value: number, wheelIndex: number): void; - applyWheelForce(value: number, wheelIndex: number): void; - addToWorld(world: World): void; - private _update; - removeFromWorld(world: World): void; - getWheelSpeed(wheelIndex: number): number; - } -} -declare module "objects/SPHSystem" { - import { Vec3 } from "math/Vec3"; - import type { Body } from "objects/Body"; - export class SPHSystem { - particles: Body[]; - density: number; - smoothingRadius: number; - speedOfSound: number; - viscosity: number; - eps: number; - pressures: number[]; - densities: number[]; - neighbors: Body[][]; - constructor(); - add(particle: Body): void; - remove(particle: Body): void; - getNeighbors(particle: Body, neighbors: Body[]): void; - update(): void; - w(r: number): number; - gradw(rVec: Vec3, resultVec: Vec3): void; - nablaw(r: number): number; - } -} -declare module "solver/SplitSolver" { - import { Solver } from "solver/Solver"; - import { Body } from "objects/Body"; - import type { Equation } from "equations/Equation"; - import type { World } from "world/World"; - import { GSSolver } from "solver/GSSolver"; - type SplitSolverNode = { - body: Body | null; - children: SplitSolverNode[]; - eqs: Equation[]; - visited: boolean; - }; - export class SplitSolver extends Solver { - iterations: number; - tolerance: number; - subsolver: GSSolver; - nodes: SplitSolverNode[]; - nodePool: SplitSolverNode[]; - constructor(subsolver: GSSolver); - createNode(): SplitSolverNode; - solve(dt: number, world: World): number; - } -} -declare module "cannon-es" { - export * from "collision/ObjectCollisionMatrix"; - export * from "collision/AABB"; - export * from "collision/ArrayCollisionMatrix"; - export * from "collision/Broadphase"; - export * from "collision/GridBroadphase"; - export * from "collision/NaiveBroadphase"; - export * from "collision/Ray"; - export * from "collision/RaycastResult"; - export * from "collision/SAPBroadphase"; - export * from "constraints/ConeTwistConstraint"; - export * from "constraints/Constraint"; - export * from "constraints/DistanceConstraint"; - export * from "constraints/LockConstraint"; - export * from "constraints/PointToPointConstraint"; - export * from "constraints/HingeConstraint"; - export * from "equations/ContactEquation"; - export * from "equations/Equation"; - export * from "equations/FrictionEquation"; - export * from "equations/RotationalEquation"; - export * from "equations/RotationalMotorEquation"; - export * from "material/ContactMaterial"; - export * from "material/Material"; - export * from "math/Quaternion"; - export * from "math/Mat3"; - export * from "math/Transform"; - export * from "math/Vec3"; - export * from "math/JacobianElement"; - export * from "objects/Body"; - export * from "objects/Spring"; - export * from "objects/RaycastVehicle"; - export * from "objects/WheelInfo"; - export * from "objects/RigidVehicle"; - export * from "objects/SPHSystem"; - export * from "shapes/Box"; - export * from "shapes/ConvexPolyhedron"; - export * from "shapes/Cylinder"; - export * from "shapes/Particle"; - export * from "shapes/Plane"; - export * from "shapes/Shape"; - export * from "shapes/Sphere"; - export * from "shapes/Heightfield"; - export * from "shapes/Trimesh"; - export * from "solver/GSSolver"; - export * from "solver/Solver"; - export * from "solver/SplitSolver"; - export * from "utils/Pool"; - export * from "utils/EventTarget"; - export * from "utils/Vec3Pool"; - export * from "world/Narrowphase"; - export * from "world/World"; -} diff --git a/docker-compose/requirements/nginx/static/javascript/cannon-es/dist/cannon-es.js b/docker-compose/requirements/nginx/static/javascript/cannon-es/dist/cannon-es.js deleted file mode 100644 index d075cb9..0000000 --- a/docker-compose/requirements/nginx/static/javascript/cannon-es/dist/cannon-es.js +++ /dev/null @@ -1,13023 +0,0 @@ -/** - * Records what objects are colliding with each other - */ -class ObjectCollisionMatrix { - /** - * The matrix storage. - */ - - /** - * @todo Remove useless constructor - */ - constructor() { - this.matrix = {}; - } - /** - * get - */ - - - get(bi, bj) { - let { - id: i - } = bi; - let { - id: j - } = bj; - - if (j > i) { - const temp = j; - j = i; - i = temp; - } - - return `${i}-${j}` in this.matrix; - } - /** - * set - */ - - - set(bi, bj, value) { - let { - id: i - } = bi; - let { - id: j - } = bj; - - if (j > i) { - const temp = j; - j = i; - i = temp; - } - - if (value) { - this.matrix[`${i}-${j}`] = true; - } else { - delete this.matrix[`${i}-${j}`]; - } - } - /** - * Empty the matrix - */ - - - reset() { - this.matrix = {}; - } - /** - * Set max number of objects - */ - - - setNumObjects(n) {} - -} - -/** - * A 3x3 matrix. - * Authored by {@link http://github.com/schteppe/ schteppe} - */ -class Mat3 { - /** - * A vector of length 9, containing all matrix elements. - */ - - /** - * @param elements A vector of length 9, containing all matrix elements. - */ - constructor(elements) { - if (elements === void 0) { - elements = [0, 0, 0, 0, 0, 0, 0, 0, 0]; - } - - this.elements = elements; - } - /** - * Sets the matrix to identity - * @todo Should perhaps be renamed to `setIdentity()` to be more clear. - * @todo Create another function that immediately creates an identity matrix eg. `eye()` - */ - - - identity() { - const e = this.elements; - e[0] = 1; - e[1] = 0; - e[2] = 0; - e[3] = 0; - e[4] = 1; - e[5] = 0; - e[6] = 0; - e[7] = 0; - e[8] = 1; - } - /** - * Set all elements to zero - */ - - - setZero() { - const e = this.elements; - e[0] = 0; - e[1] = 0; - e[2] = 0; - e[3] = 0; - e[4] = 0; - e[5] = 0; - e[6] = 0; - e[7] = 0; - e[8] = 0; - } - /** - * Sets the matrix diagonal elements from a Vec3 - */ - - - setTrace(vector) { - const e = this.elements; - e[0] = vector.x; - e[4] = vector.y; - e[8] = vector.z; - } - /** - * Gets the matrix diagonal elements - */ - - - getTrace(target) { - if (target === void 0) { - target = new Vec3(); - } - - const e = this.elements; - target.x = e[0]; - target.y = e[4]; - target.z = e[8]; - return target; - } - /** - * Matrix-Vector multiplication - * @param v The vector to multiply with - * @param target Optional, target to save the result in. - */ - - - vmult(v, target) { - if (target === void 0) { - target = new Vec3(); - } - - const e = this.elements; - const x = v.x; - const y = v.y; - const z = v.z; - target.x = e[0] * x + e[1] * y + e[2] * z; - target.y = e[3] * x + e[4] * y + e[5] * z; - target.z = e[6] * x + e[7] * y + e[8] * z; - return target; - } - /** - * Matrix-scalar multiplication - */ - - - smult(s) { - for (let i = 0; i < this.elements.length; i++) { - this.elements[i] *= s; - } - } - /** - * Matrix multiplication - * @param matrix Matrix to multiply with from left side. - */ - - - mmult(matrix, target) { - if (target === void 0) { - target = new Mat3(); - } - - const A = this.elements; - const B = matrix.elements; - const T = target.elements; - const a11 = A[0], - a12 = A[1], - a13 = A[2], - a21 = A[3], - a22 = A[4], - a23 = A[5], - a31 = A[6], - a32 = A[7], - a33 = A[8]; - const b11 = B[0], - b12 = B[1], - b13 = B[2], - b21 = B[3], - b22 = B[4], - b23 = B[5], - b31 = B[6], - b32 = B[7], - b33 = B[8]; - T[0] = a11 * b11 + a12 * b21 + a13 * b31; - T[1] = a11 * b12 + a12 * b22 + a13 * b32; - T[2] = a11 * b13 + a12 * b23 + a13 * b33; - T[3] = a21 * b11 + a22 * b21 + a23 * b31; - T[4] = a21 * b12 + a22 * b22 + a23 * b32; - T[5] = a21 * b13 + a22 * b23 + a23 * b33; - T[6] = a31 * b11 + a32 * b21 + a33 * b31; - T[7] = a31 * b12 + a32 * b22 + a33 * b32; - T[8] = a31 * b13 + a32 * b23 + a33 * b33; - return target; - } - /** - * Scale each column of the matrix - */ - - - scale(vector, target) { - if (target === void 0) { - target = new Mat3(); - } - - const e = this.elements; - const t = target.elements; - - for (let i = 0; i !== 3; i++) { - t[3 * i + 0] = vector.x * e[3 * i + 0]; - t[3 * i + 1] = vector.y * e[3 * i + 1]; - t[3 * i + 2] = vector.z * e[3 * i + 2]; - } - - return target; - } - /** - * Solve Ax=b - * @param b The right hand side - * @param target Optional. Target vector to save in. - * @return The solution x - * @todo should reuse arrays - */ - - - solve(b, target) { - if (target === void 0) { - target = new Vec3(); - } - - // Construct equations - const nr = 3; // num rows - - const nc = 4; // num cols - - const eqns = []; - let i; - let j; - - for (i = 0; i < nr * nc; i++) { - eqns.push(0); - } - - for (i = 0; i < 3; i++) { - for (j = 0; j < 3; j++) { - eqns[i + nc * j] = this.elements[i + 3 * j]; - } - } - - eqns[3 + 4 * 0] = b.x; - eqns[3 + 4 * 1] = b.y; - eqns[3 + 4 * 2] = b.z; // Compute right upper triangular version of the matrix - Gauss elimination - - let n = 3; - const k = n; - let np; - const kp = 4; // num rows - - let p; - - do { - i = k - n; - - if (eqns[i + nc * i] === 0) { - // the pivot is null, swap lines - for (j = i + 1; j < k; j++) { - if (eqns[i + nc * j] !== 0) { - np = kp; - - do { - // do ligne( i ) = ligne( i ) + ligne( k ) - p = kp - np; - eqns[p + nc * i] += eqns[p + nc * j]; - } while (--np); - - break; - } - } - } - - if (eqns[i + nc * i] !== 0) { - for (j = i + 1; j < k; j++) { - const multiplier = eqns[i + nc * j] / eqns[i + nc * i]; - np = kp; - - do { - // do ligne( k ) = ligne( k ) - multiplier * ligne( i ) - p = kp - np; - eqns[p + nc * j] = p <= i ? 0 : eqns[p + nc * j] - eqns[p + nc * i] * multiplier; - } while (--np); - } - } - } while (--n); // Get the solution - - - target.z = eqns[2 * nc + 3] / eqns[2 * nc + 2]; - target.y = (eqns[1 * nc + 3] - eqns[1 * nc + 2] * target.z) / eqns[1 * nc + 1]; - target.x = (eqns[0 * nc + 3] - eqns[0 * nc + 2] * target.z - eqns[0 * nc + 1] * target.y) / eqns[0 * nc + 0]; - - if (isNaN(target.x) || isNaN(target.y) || isNaN(target.z) || target.x === Infinity || target.y === Infinity || target.z === Infinity) { - throw `Could not solve equation! Got x=[${target.toString()}], b=[${b.toString()}], A=[${this.toString()}]`; - } - - return target; - } - /** - * Get an element in the matrix by index. Index starts at 0, not 1!!! - * @param value If provided, the matrix element will be set to this value. - */ - - - e(row, column, value) { - if (value === undefined) { - return this.elements[column + 3 * row]; - } else { - // Set value - this.elements[column + 3 * row] = value; - } - } - /** - * Copy another matrix into this matrix object. - */ - - - copy(matrix) { - for (let i = 0; i < matrix.elements.length; i++) { - this.elements[i] = matrix.elements[i]; - } - - return this; - } - /** - * Returns a string representation of the matrix. - */ - - - toString() { - let r = ''; - const sep = ','; - - for (let i = 0; i < 9; i++) { - r += this.elements[i] + sep; - } - - return r; - } - /** - * reverse the matrix - * @param target Target matrix to save in. - * @return The solution x - */ - - - reverse(target) { - if (target === void 0) { - target = new Mat3(); - } - - // Construct equations - const nr = 3; // num rows - - const nc = 6; // num cols - - const eqns = reverse_eqns; - let i; - let j; - - for (i = 0; i < 3; i++) { - for (j = 0; j < 3; j++) { - eqns[i + nc * j] = this.elements[i + 3 * j]; - } - } - - eqns[3 + 6 * 0] = 1; - eqns[3 + 6 * 1] = 0; - eqns[3 + 6 * 2] = 0; - eqns[4 + 6 * 0] = 0; - eqns[4 + 6 * 1] = 1; - eqns[4 + 6 * 2] = 0; - eqns[5 + 6 * 0] = 0; - eqns[5 + 6 * 1] = 0; - eqns[5 + 6 * 2] = 1; // Compute right upper triangular version of the matrix - Gauss elimination - - let n = 3; - const k = n; - let np; - const kp = nc; // num rows - - let p; - - do { - i = k - n; - - if (eqns[i + nc * i] === 0) { - // the pivot is null, swap lines - for (j = i + 1; j < k; j++) { - if (eqns[i + nc * j] !== 0) { - np = kp; - - do { - // do line( i ) = line( i ) + line( k ) - p = kp - np; - eqns[p + nc * i] += eqns[p + nc * j]; - } while (--np); - - break; - } - } - } - - if (eqns[i + nc * i] !== 0) { - for (j = i + 1; j < k; j++) { - const multiplier = eqns[i + nc * j] / eqns[i + nc * i]; - np = kp; - - do { - // do line( k ) = line( k ) - multiplier * line( i ) - p = kp - np; - eqns[p + nc * j] = p <= i ? 0 : eqns[p + nc * j] - eqns[p + nc * i] * multiplier; - } while (--np); - } - } - } while (--n); // eliminate the upper left triangle of the matrix - - - i = 2; - - do { - j = i - 1; - - do { - const multiplier = eqns[i + nc * j] / eqns[i + nc * i]; - np = nc; - - do { - p = nc - np; - eqns[p + nc * j] = eqns[p + nc * j] - eqns[p + nc * i] * multiplier; - } while (--np); - } while (j--); - } while (--i); // operations on the diagonal - - - i = 2; - - do { - const multiplier = 1 / eqns[i + nc * i]; - np = nc; - - do { - p = nc - np; - eqns[p + nc * i] = eqns[p + nc * i] * multiplier; - } while (--np); - } while (i--); - - i = 2; - - do { - j = 2; - - do { - p = eqns[nr + j + nc * i]; - - if (isNaN(p) || p === Infinity) { - throw `Could not reverse! A=[${this.toString()}]`; - } - - target.e(i, j, p); - } while (j--); - } while (i--); - - return target; - } - /** - * Set the matrix from a quaterion - */ - - - setRotationFromQuaternion(q) { - const x = q.x; - const y = q.y; - const z = q.z; - const w = q.w; - const x2 = x + x; - const y2 = y + y; - const z2 = z + z; - const xx = x * x2; - const xy = x * y2; - const xz = x * z2; - const yy = y * y2; - const yz = y * z2; - const zz = z * z2; - const wx = w * x2; - const wy = w * y2; - const wz = w * z2; - const e = this.elements; - e[3 * 0 + 0] = 1 - (yy + zz); - e[3 * 0 + 1] = xy - wz; - e[3 * 0 + 2] = xz + wy; - e[3 * 1 + 0] = xy + wz; - e[3 * 1 + 1] = 1 - (xx + zz); - e[3 * 1 + 2] = yz - wx; - e[3 * 2 + 0] = xz - wy; - e[3 * 2 + 1] = yz + wx; - e[3 * 2 + 2] = 1 - (xx + yy); - return this; - } - /** - * Transpose the matrix - * @param target Optional. Where to store the result. - * @return The target Mat3, or a new Mat3 if target was omitted. - */ - - - transpose(target) { - if (target === void 0) { - target = new Mat3(); - } - - const M = this.elements; - const T = target.elements; - let tmp; //Set diagonals - - T[0] = M[0]; - T[4] = M[4]; - T[8] = M[8]; - tmp = M[1]; - T[1] = M[3]; - T[3] = tmp; - tmp = M[2]; - T[2] = M[6]; - T[6] = tmp; - tmp = M[5]; - T[5] = M[7]; - T[7] = tmp; - return target; - } - -} -const reverse_eqns = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; - -/** - * 3-dimensional vector - * @example - * const v = new Vec3(1, 2, 3) - * console.log('x=' + v.x) // x=1 - */ - -class Vec3 { - constructor(x, y, z) { - if (x === void 0) { - x = 0.0; - } - - if (y === void 0) { - y = 0.0; - } - - if (z === void 0) { - z = 0.0; - } - - this.x = x; - this.y = y; - this.z = z; - } - /** - * Vector cross product - * @param target Optional target to save in. - */ - - - cross(vector, target) { - if (target === void 0) { - target = new Vec3(); - } - - const vx = vector.x; - const vy = vector.y; - const vz = vector.z; - const x = this.x; - const y = this.y; - const z = this.z; - target.x = y * vz - z * vy; - target.y = z * vx - x * vz; - target.z = x * vy - y * vx; - return target; - } - /** - * Set the vectors' 3 elements - */ - - - set(x, y, z) { - this.x = x; - this.y = y; - this.z = z; - return this; - } - /** - * Set all components of the vector to zero. - */ - - - setZero() { - this.x = this.y = this.z = 0; - } - /** - * Vector addition - */ - - - vadd(vector, target) { - if (target) { - target.x = vector.x + this.x; - target.y = vector.y + this.y; - target.z = vector.z + this.z; - } else { - return new Vec3(this.x + vector.x, this.y + vector.y, this.z + vector.z); - } - } - /** - * Vector subtraction - * @param target Optional target to save in. - */ - - - vsub(vector, target) { - if (target) { - target.x = this.x - vector.x; - target.y = this.y - vector.y; - target.z = this.z - vector.z; - } else { - return new Vec3(this.x - vector.x, this.y - vector.y, this.z - vector.z); - } - } - /** - * Get the cross product matrix a_cross from a vector, such that a x b = a_cross * b = c - * - * See {@link https://www8.cs.umu.se/kurser/TDBD24/VT06/lectures/Lecture6.pdf Umeå University Lecture} - */ - - - crossmat() { - return new Mat3([0, -this.z, this.y, this.z, 0, -this.x, -this.y, this.x, 0]); - } - /** - * Normalize the vector. Note that this changes the values in the vector. - * @return Returns the norm of the vector - */ - - - normalize() { - const x = this.x; - const y = this.y; - const z = this.z; - const n = Math.sqrt(x * x + y * y + z * z); - - if (n > 0.0) { - const invN = 1 / n; - this.x *= invN; - this.y *= invN; - this.z *= invN; - } else { - // Make something up - this.x = 0; - this.y = 0; - this.z = 0; - } - - return n; - } - /** - * Get the version of this vector that is of length 1. - * @param target Optional target to save in - * @return Returns the unit vector - */ - - - unit(target) { - if (target === void 0) { - target = new Vec3(); - } - - const x = this.x; - const y = this.y; - const z = this.z; - let ninv = Math.sqrt(x * x + y * y + z * z); - - if (ninv > 0.0) { - ninv = 1.0 / ninv; - target.x = x * ninv; - target.y = y * ninv; - target.z = z * ninv; - } else { - target.x = 1; - target.y = 0; - target.z = 0; - } - - return target; - } - /** - * Get the length of the vector - */ - - - length() { - const x = this.x; - const y = this.y; - const z = this.z; - return Math.sqrt(x * x + y * y + z * z); - } - /** - * Get the squared length of the vector. - */ - - - lengthSquared() { - return this.dot(this); - } - /** - * Get distance from this point to another point - */ - - - distanceTo(p) { - const x = this.x; - const y = this.y; - const z = this.z; - const px = p.x; - const py = p.y; - const pz = p.z; - return Math.sqrt((px - x) * (px - x) + (py - y) * (py - y) + (pz - z) * (pz - z)); - } - /** - * Get squared distance from this point to another point - */ - - - distanceSquared(p) { - const x = this.x; - const y = this.y; - const z = this.z; - const px = p.x; - const py = p.y; - const pz = p.z; - return (px - x) * (px - x) + (py - y) * (py - y) + (pz - z) * (pz - z); - } - /** - * Multiply all the components of the vector with a scalar. - * @param target The vector to save the result in. - */ - - - scale(scalar, target) { - if (target === void 0) { - target = new Vec3(); - } - - const x = this.x; - const y = this.y; - const z = this.z; - target.x = scalar * x; - target.y = scalar * y; - target.z = scalar * z; - return target; - } - /** - * Multiply the vector with an other vector, component-wise. - * @param target The vector to save the result in. - */ - - - vmul(vector, target) { - if (target === void 0) { - target = new Vec3(); - } - - target.x = vector.x * this.x; - target.y = vector.y * this.y; - target.z = vector.z * this.z; - return target; - } - /** - * Scale a vector and add it to this vector. Save the result in "target". (target = this + vector * scalar) - * @param target The vector to save the result in. - */ - - - addScaledVector(scalar, vector, target) { - if (target === void 0) { - target = new Vec3(); - } - - target.x = this.x + scalar * vector.x; - target.y = this.y + scalar * vector.y; - target.z = this.z + scalar * vector.z; - return target; - } - /** - * Calculate dot product - * @param vector - */ - - - dot(vector) { - return this.x * vector.x + this.y * vector.y + this.z * vector.z; - } - - isZero() { - return this.x === 0 && this.y === 0 && this.z === 0; - } - /** - * Make the vector point in the opposite direction. - * @param target Optional target to save in - */ - - - negate(target) { - if (target === void 0) { - target = new Vec3(); - } - - target.x = -this.x; - target.y = -this.y; - target.z = -this.z; - return target; - } - /** - * Compute two artificial tangents to the vector - * @param t1 Vector object to save the first tangent in - * @param t2 Vector object to save the second tangent in - */ - - - tangents(t1, t2) { - const norm = this.length(); - - if (norm > 0.0) { - const n = Vec3_tangents_n; - const inorm = 1 / norm; - n.set(this.x * inorm, this.y * inorm, this.z * inorm); - const randVec = Vec3_tangents_randVec; - - if (Math.abs(n.x) < 0.9) { - randVec.set(1, 0, 0); - n.cross(randVec, t1); - } else { - randVec.set(0, 1, 0); - n.cross(randVec, t1); - } - - n.cross(t1, t2); - } else { - // The normal length is zero, make something up - t1.set(1, 0, 0); - t2.set(0, 1, 0); - } - } - /** - * Converts to a more readable format - */ - - - toString() { - return `${this.x},${this.y},${this.z}`; - } - /** - * Converts to an array - */ - - - toArray() { - return [this.x, this.y, this.z]; - } - /** - * Copies value of source to this vector. - */ - - - copy(vector) { - this.x = vector.x; - this.y = vector.y; - this.z = vector.z; - return this; - } - /** - * Do a linear interpolation between two vectors - * @param t A number between 0 and 1. 0 will make this function return u, and 1 will make it return v. Numbers in between will generate a vector in between them. - */ - - - lerp(vector, t, target) { - const x = this.x; - const y = this.y; - const z = this.z; - target.x = x + (vector.x - x) * t; - target.y = y + (vector.y - y) * t; - target.z = z + (vector.z - z) * t; - } - /** - * Check if a vector equals is almost equal to another one. - */ - - - almostEquals(vector, precision) { - if (precision === void 0) { - precision = 1e-6; - } - - if (Math.abs(this.x - vector.x) > precision || Math.abs(this.y - vector.y) > precision || Math.abs(this.z - vector.z) > precision) { - return false; - } - - return true; - } - /** - * Check if a vector is almost zero - */ - - - almostZero(precision) { - if (precision === void 0) { - precision = 1e-6; - } - - if (Math.abs(this.x) > precision || Math.abs(this.y) > precision || Math.abs(this.z) > precision) { - return false; - } - - return true; - } - /** - * Check if the vector is anti-parallel to another vector. - * @param precision Set to zero for exact comparisons - */ - - - isAntiparallelTo(vector, precision) { - this.negate(antip_neg); - return antip_neg.almostEquals(vector, precision); - } - /** - * Clone the vector - */ - - - clone() { - return new Vec3(this.x, this.y, this.z); - } - -} -Vec3.ZERO = new Vec3(0, 0, 0); -Vec3.UNIT_X = new Vec3(1, 0, 0); -Vec3.UNIT_Y = new Vec3(0, 1, 0); -Vec3.UNIT_Z = new Vec3(0, 0, 1); -const Vec3_tangents_n = new Vec3(); -const Vec3_tangents_randVec = new Vec3(); -const antip_neg = new Vec3(); - -/** - * Axis aligned bounding box class. - */ -class AABB { - /** - * The lower bound of the bounding box - */ - - /** - * The upper bound of the bounding box - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.lowerBound = new Vec3(); - this.upperBound = new Vec3(); - - if (options.lowerBound) { - this.lowerBound.copy(options.lowerBound); - } - - if (options.upperBound) { - this.upperBound.copy(options.upperBound); - } - } - /** - * Set the AABB bounds from a set of points. - * @param points An array of Vec3's. - * @return The self object - */ - - - setFromPoints(points, position, quaternion, skinSize) { - const l = this.lowerBound; - const u = this.upperBound; - const q = quaternion; // Set to the first point - - l.copy(points[0]); - - if (q) { - q.vmult(l, l); - } - - u.copy(l); - - for (let i = 1; i < points.length; i++) { - let p = points[i]; - - if (q) { - q.vmult(p, tmp$1); - p = tmp$1; - } - - if (p.x > u.x) { - u.x = p.x; - } - - if (p.x < l.x) { - l.x = p.x; - } - - if (p.y > u.y) { - u.y = p.y; - } - - if (p.y < l.y) { - l.y = p.y; - } - - if (p.z > u.z) { - u.z = p.z; - } - - if (p.z < l.z) { - l.z = p.z; - } - } // Add offset - - - if (position) { - position.vadd(l, l); - position.vadd(u, u); - } - - if (skinSize) { - l.x -= skinSize; - l.y -= skinSize; - l.z -= skinSize; - u.x += skinSize; - u.y += skinSize; - u.z += skinSize; - } - - return this; - } - /** - * Copy bounds from an AABB to this AABB - * @param aabb Source to copy from - * @return The this object, for chainability - */ - - - copy(aabb) { - this.lowerBound.copy(aabb.lowerBound); - this.upperBound.copy(aabb.upperBound); - return this; - } - /** - * Clone an AABB - */ - - - clone() { - return new AABB().copy(this); - } - /** - * Extend this AABB so that it covers the given AABB too. - */ - - - extend(aabb) { - this.lowerBound.x = Math.min(this.lowerBound.x, aabb.lowerBound.x); - this.upperBound.x = Math.max(this.upperBound.x, aabb.upperBound.x); - this.lowerBound.y = Math.min(this.lowerBound.y, aabb.lowerBound.y); - this.upperBound.y = Math.max(this.upperBound.y, aabb.upperBound.y); - this.lowerBound.z = Math.min(this.lowerBound.z, aabb.lowerBound.z); - this.upperBound.z = Math.max(this.upperBound.z, aabb.upperBound.z); - } - /** - * Returns true if the given AABB overlaps this AABB. - */ - - - overlaps(aabb) { - const l1 = this.lowerBound; - const u1 = this.upperBound; - const l2 = aabb.lowerBound; - const u2 = aabb.upperBound; // l2 u2 - // |---------| - // |--------| - // l1 u1 - - const overlapsX = l2.x <= u1.x && u1.x <= u2.x || l1.x <= u2.x && u2.x <= u1.x; - const overlapsY = l2.y <= u1.y && u1.y <= u2.y || l1.y <= u2.y && u2.y <= u1.y; - const overlapsZ = l2.z <= u1.z && u1.z <= u2.z || l1.z <= u2.z && u2.z <= u1.z; - return overlapsX && overlapsY && overlapsZ; - } // Mostly for debugging - - - volume() { - const l = this.lowerBound; - const u = this.upperBound; - return (u.x - l.x) * (u.y - l.y) * (u.z - l.z); - } - /** - * Returns true if the given AABB is fully contained in this AABB. - */ - - - contains(aabb) { - const l1 = this.lowerBound; - const u1 = this.upperBound; - const l2 = aabb.lowerBound; - const u2 = aabb.upperBound; // l2 u2 - // |---------| - // |---------------| - // l1 u1 - - return l1.x <= l2.x && u1.x >= u2.x && l1.y <= l2.y && u1.y >= u2.y && l1.z <= l2.z && u1.z >= u2.z; - } - - getCorners(a, b, c, d, e, f, g, h) { - const l = this.lowerBound; - const u = this.upperBound; - a.copy(l); - b.set(u.x, l.y, l.z); - c.set(u.x, u.y, l.z); - d.set(l.x, u.y, u.z); - e.set(u.x, l.y, u.z); - f.set(l.x, u.y, l.z); - g.set(l.x, l.y, u.z); - h.copy(u); - } - /** - * Get the representation of an AABB in another frame. - * @return The "target" AABB object. - */ - - - toLocalFrame(frame, target) { - const corners = transformIntoFrame_corners; - const a = corners[0]; - const b = corners[1]; - const c = corners[2]; - const d = corners[3]; - const e = corners[4]; - const f = corners[5]; - const g = corners[6]; - const h = corners[7]; // Get corners in current frame - - this.getCorners(a, b, c, d, e, f, g, h); // Transform them to new local frame - - for (let i = 0; i !== 8; i++) { - const corner = corners[i]; - frame.pointToLocal(corner, corner); - } - - return target.setFromPoints(corners); - } - /** - * Get the representation of an AABB in the global frame. - * @return The "target" AABB object. - */ - - - toWorldFrame(frame, target) { - const corners = transformIntoFrame_corners; - const a = corners[0]; - const b = corners[1]; - const c = corners[2]; - const d = corners[3]; - const e = corners[4]; - const f = corners[5]; - const g = corners[6]; - const h = corners[7]; // Get corners in current frame - - this.getCorners(a, b, c, d, e, f, g, h); // Transform them to new local frame - - for (let i = 0; i !== 8; i++) { - const corner = corners[i]; - frame.pointToWorld(corner, corner); - } - - return target.setFromPoints(corners); - } - /** - * Check if the AABB is hit by a ray. - */ - - - overlapsRay(ray) { - const { - direction, - from - } = ray; // const t = 0 - // ray.direction is unit direction vector of ray - - const dirFracX = 1 / direction.x; - const dirFracY = 1 / direction.y; - const dirFracZ = 1 / direction.z; // this.lowerBound is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner - - const t1 = (this.lowerBound.x - from.x) * dirFracX; - const t2 = (this.upperBound.x - from.x) * dirFracX; - const t3 = (this.lowerBound.y - from.y) * dirFracY; - const t4 = (this.upperBound.y - from.y) * dirFracY; - const t5 = (this.lowerBound.z - from.z) * dirFracZ; - const t6 = (this.upperBound.z - from.z) * dirFracZ; // const tmin = Math.max(Math.max(Math.min(t1, t2), Math.min(t3, t4))); - // const tmax = Math.min(Math.min(Math.max(t1, t2), Math.max(t3, t4))); - - const tmin = Math.max(Math.max(Math.min(t1, t2), Math.min(t3, t4)), Math.min(t5, t6)); - const tmax = Math.min(Math.min(Math.max(t1, t2), Math.max(t3, t4)), Math.max(t5, t6)); // if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behing us - - if (tmax < 0) { - //t = tmax; - return false; - } // if tmin > tmax, ray doesn't intersect AABB - - - if (tmin > tmax) { - //t = tmax; - return false; - } - - return true; - } - -} -const tmp$1 = new Vec3(); -const transformIntoFrame_corners = [new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3()]; - -/** - * Collision "matrix". - * It's actually a triangular-shaped array of whether two bodies are touching this step, for reference next step - */ -class ArrayCollisionMatrix { - /** - * The matrix storage. - */ - constructor() { - this.matrix = []; - } - /** - * Get an element - */ - - - get(bi, bj) { - let { - index: i - } = bi; - let { - index: j - } = bj; - - if (j > i) { - const temp = j; - j = i; - i = temp; - } - - return this.matrix[(i * (i + 1) >> 1) + j - 1]; - } - /** - * Set an element - */ - - - set(bi, bj, value) { - let { - index: i - } = bi; - let { - index: j - } = bj; - - if (j > i) { - const temp = j; - j = i; - i = temp; - } - - this.matrix[(i * (i + 1) >> 1) + j - 1] = value ? 1 : 0; - } - /** - * Sets all elements to zero - */ - - - reset() { - for (let i = 0, l = this.matrix.length; i !== l; i++) { - this.matrix[i] = 0; - } - } - /** - * Sets the max number of objects - */ - - - setNumObjects(n) { - this.matrix.length = n * (n - 1) >> 1; - } - -} - -/** - * Base class for objects that dispatches events. - */ -class EventTarget { - /** - * Add an event listener - * @return The self object, for chainability. - */ - addEventListener(type, listener) { - if (this._listeners === undefined) { - this._listeners = {}; - } - - const listeners = this._listeners; - - if (listeners[type] === undefined) { - listeners[type] = []; - } - - if (!listeners[type].includes(listener)) { - listeners[type].push(listener); - } - - return this; - } - /** - * Check if an event listener is added - */ - - - hasEventListener(type, listener) { - if (this._listeners === undefined) { - return false; - } - - const listeners = this._listeners; - - if (listeners[type] !== undefined && listeners[type].includes(listener)) { - return true; - } - - return false; - } - /** - * Check if any event listener of the given type is added - */ - - - hasAnyEventListener(type) { - if (this._listeners === undefined) { - return false; - } - - const listeners = this._listeners; - return listeners[type] !== undefined; - } - /** - * Remove an event listener - * @return The self object, for chainability. - */ - - - removeEventListener(type, listener) { - if (this._listeners === undefined) { - return this; - } - - const listeners = this._listeners; - - if (listeners[type] === undefined) { - return this; - } - - const index = listeners[type].indexOf(listener); - - if (index !== -1) { - listeners[type].splice(index, 1); - } - - return this; - } - /** - * Emit an event. - * @return The self object, for chainability. - */ - - - dispatchEvent(event) { - if (this._listeners === undefined) { - return this; - } - - const listeners = this._listeners; - const listenerArray = listeners[event.type]; - - if (listenerArray !== undefined) { - event.target = this; - - for (let i = 0, l = listenerArray.length; i < l; i++) { - listenerArray[i].call(this, event); - } - } - - return this; - } - -} - -/** - * A Quaternion describes a rotation in 3D space. The Quaternion is mathematically defined as Q = x*i + y*j + z*k + w, where (i,j,k) are imaginary basis vectors. (x,y,z) can be seen as a vector related to the axis of rotation, while the real multiplier, w, is related to the amount of rotation. - * @param x Multiplier of the imaginary basis vector i. - * @param y Multiplier of the imaginary basis vector j. - * @param z Multiplier of the imaginary basis vector k. - * @param w Multiplier of the real part. - * @see http://en.wikipedia.org/wiki/Quaternion - */ - -class Quaternion { - constructor(x, y, z, w) { - if (x === void 0) { - x = 0; - } - - if (y === void 0) { - y = 0; - } - - if (z === void 0) { - z = 0; - } - - if (w === void 0) { - w = 1; - } - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - } - /** - * Set the value of the quaternion. - */ - - - set(x, y, z, w) { - this.x = x; - this.y = y; - this.z = z; - this.w = w; - return this; - } - /** - * Convert to a readable format - * @return "x,y,z,w" - */ - - - toString() { - return `${this.x},${this.y},${this.z},${this.w}`; - } - /** - * Convert to an Array - * @return [x, y, z, w] - */ - - - toArray() { - return [this.x, this.y, this.z, this.w]; - } - /** - * Set the quaternion components given an axis and an angle in radians. - */ - - - setFromAxisAngle(vector, angle) { - const s = Math.sin(angle * 0.5); - this.x = vector.x * s; - this.y = vector.y * s; - this.z = vector.z * s; - this.w = Math.cos(angle * 0.5); - return this; - } - /** - * Converts the quaternion to [ axis, angle ] representation. - * @param targetAxis A vector object to reuse for storing the axis. - * @return An array, first element is the axis and the second is the angle in radians. - */ - - - toAxisAngle(targetAxis) { - if (targetAxis === void 0) { - targetAxis = new Vec3(); - } - - this.normalize(); // if w>1 acos and sqrt will produce errors, this cant happen if quaternion is normalised - - const angle = 2 * Math.acos(this.w); - const s = Math.sqrt(1 - this.w * this.w); // assuming quaternion normalised then w is less than 1, so term always positive. - - if (s < 0.001) { - // test to avoid divide by zero, s is always positive due to sqrt - // if s close to zero then direction of axis not important - targetAxis.x = this.x; // if it is important that axis is normalised then replace with x=1; y=z=0; - - targetAxis.y = this.y; - targetAxis.z = this.z; - } else { - targetAxis.x = this.x / s; // normalise axis - - targetAxis.y = this.y / s; - targetAxis.z = this.z / s; - } - - return [targetAxis, angle]; - } - /** - * Set the quaternion value given two vectors. The resulting rotation will be the needed rotation to rotate u to v. - */ - - - setFromVectors(u, v) { - if (u.isAntiparallelTo(v)) { - const t1 = sfv_t1; - const t2 = sfv_t2; - u.tangents(t1, t2); - this.setFromAxisAngle(t1, Math.PI); - } else { - const a = u.cross(v); - this.x = a.x; - this.y = a.y; - this.z = a.z; - this.w = Math.sqrt(u.length() ** 2 * v.length() ** 2) + u.dot(v); - this.normalize(); - } - - return this; - } - /** - * Multiply the quaternion with an other quaternion. - */ - - - mult(quat, target) { - if (target === void 0) { - target = new Quaternion(); - } - - const ax = this.x; - const ay = this.y; - const az = this.z; - const aw = this.w; - const bx = quat.x; - const by = quat.y; - const bz = quat.z; - const bw = quat.w; - target.x = ax * bw + aw * bx + ay * bz - az * by; - target.y = ay * bw + aw * by + az * bx - ax * bz; - target.z = az * bw + aw * bz + ax * by - ay * bx; - target.w = aw * bw - ax * bx - ay * by - az * bz; - return target; - } - /** - * Get the inverse quaternion rotation. - */ - - - inverse(target) { - if (target === void 0) { - target = new Quaternion(); - } - - const x = this.x; - const y = this.y; - const z = this.z; - const w = this.w; - this.conjugate(target); - const inorm2 = 1 / (x * x + y * y + z * z + w * w); - target.x *= inorm2; - target.y *= inorm2; - target.z *= inorm2; - target.w *= inorm2; - return target; - } - /** - * Get the quaternion conjugate - */ - - - conjugate(target) { - if (target === void 0) { - target = new Quaternion(); - } - - target.x = -this.x; - target.y = -this.y; - target.z = -this.z; - target.w = this.w; - return target; - } - /** - * Normalize the quaternion. Note that this changes the values of the quaternion. - */ - - - normalize() { - let l = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); - - if (l === 0) { - this.x = 0; - this.y = 0; - this.z = 0; - this.w = 0; - } else { - l = 1 / l; - this.x *= l; - this.y *= l; - this.z *= l; - this.w *= l; - } - - return this; - } - /** - * Approximation of quaternion normalization. Works best when quat is already almost-normalized. - * @author unphased, https://github.com/unphased - */ - - - normalizeFast() { - const f = (3.0 - (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w)) / 2.0; - - if (f === 0) { - this.x = 0; - this.y = 0; - this.z = 0; - this.w = 0; - } else { - this.x *= f; - this.y *= f; - this.z *= f; - this.w *= f; - } - - return this; - } - /** - * Multiply the quaternion by a vector - */ - - - vmult(v, target) { - if (target === void 0) { - target = new Vec3(); - } - - const x = v.x; - const y = v.y; - const z = v.z; - const qx = this.x; - const qy = this.y; - const qz = this.z; - const qw = this.w; // q*v - - 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; - target.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; - target.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; - target.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return target; - } - /** - * Copies value of source to this quaternion. - * @return this - */ - - - copy(quat) { - this.x = quat.x; - this.y = quat.y; - this.z = quat.z; - this.w = quat.w; - return this; - } - /** - * Convert the quaternion to euler angle representation. Order: YZX, as this page describes: https://www.euclideanspace.com/maths/standards/index.htm - * @param order Three-character string, defaults to "YZX" - */ - - - toEuler(target, order) { - if (order === void 0) { - order = 'YZX'; - } - - let heading; - let attitude; - let bank; - const x = this.x; - const y = this.y; - const z = this.z; - const w = this.w; - - switch (order) { - case 'YZX': - const test = x * y + z * w; - - if (test > 0.499) { - // singularity at north pole - heading = 2 * Math.atan2(x, w); - attitude = Math.PI / 2; - bank = 0; - } - - if (test < -0.499) { - // singularity at south pole - heading = -2 * Math.atan2(x, w); - attitude = -Math.PI / 2; - bank = 0; - } - - if (heading === undefined) { - const sqx = x * x; - const sqy = y * y; - const sqz = z * z; - heading = Math.atan2(2 * y * w - 2 * x * z, 1 - 2 * sqy - 2 * sqz); // Heading - - attitude = Math.asin(2 * test); // attitude - - bank = Math.atan2(2 * x * w - 2 * y * z, 1 - 2 * sqx - 2 * sqz); // bank - } - - break; - - default: - throw new Error(`Euler order ${order} not supported yet.`); - } - - target.y = heading; - target.z = attitude; - target.x = bank; - } - /** - * Set the quaternion components given Euler angle representation. - * - * @param order The order to apply angles: 'XYZ' or 'YXZ' or any other combination. - * - * See {@link https://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors MathWorks} reference - */ - - - setFromEuler(x, y, z, order) { - if (order === void 0) { - order = 'XYZ'; - } - - const c1 = Math.cos(x / 2); - const c2 = Math.cos(y / 2); - const c3 = Math.cos(z / 2); - const s1 = Math.sin(x / 2); - const s2 = Math.sin(y / 2); - const s3 = Math.sin(z / 2); - - if (order === 'XYZ') { - this.x = s1 * c2 * c3 + c1 * s2 * s3; - this.y = c1 * s2 * c3 - s1 * c2 * s3; - this.z = c1 * c2 * s3 + s1 * s2 * c3; - this.w = c1 * c2 * c3 - s1 * s2 * s3; - } else if (order === 'YXZ') { - this.x = s1 * c2 * c3 + c1 * s2 * s3; - this.y = c1 * s2 * c3 - s1 * c2 * s3; - this.z = c1 * c2 * s3 - s1 * s2 * c3; - this.w = c1 * c2 * c3 + s1 * s2 * s3; - } else if (order === 'ZXY') { - this.x = s1 * c2 * c3 - c1 * s2 * s3; - this.y = c1 * s2 * c3 + s1 * c2 * s3; - this.z = c1 * c2 * s3 + s1 * s2 * c3; - this.w = c1 * c2 * c3 - s1 * s2 * s3; - } else if (order === 'ZYX') { - this.x = s1 * c2 * c3 - c1 * s2 * s3; - this.y = c1 * s2 * c3 + s1 * c2 * s3; - this.z = c1 * c2 * s3 - s1 * s2 * c3; - this.w = c1 * c2 * c3 + s1 * s2 * s3; - } else if (order === 'YZX') { - this.x = s1 * c2 * c3 + c1 * s2 * s3; - this.y = c1 * s2 * c3 + s1 * c2 * s3; - this.z = c1 * c2 * s3 - s1 * s2 * c3; - this.w = c1 * c2 * c3 - s1 * s2 * s3; - } else if (order === 'XZY') { - this.x = s1 * c2 * c3 - c1 * s2 * s3; - this.y = c1 * s2 * c3 - s1 * c2 * s3; - this.z = c1 * c2 * s3 + s1 * s2 * c3; - this.w = c1 * c2 * c3 + s1 * s2 * s3; - } - - return this; - } - - clone() { - return new Quaternion(this.x, this.y, this.z, this.w); - } - /** - * Performs a spherical linear interpolation between two quat - * - * @param toQuat second operand - * @param t interpolation amount between the self quaternion and toQuat - * @param target A quaternion to store the result in. If not provided, a new one will be created. - * @returns {Quaternion} The "target" object - */ - - - slerp(toQuat, t, target) { - if (target === void 0) { - target = new Quaternion(); - } - - const ax = this.x; - const ay = this.y; - const az = this.z; - const aw = this.w; - let bx = toQuat.x; - let by = toQuat.y; - let bz = toQuat.z; - let bw = toQuat.w; - let omega; - let cosom; - let sinom; - let scale0; - let scale1; // calc cosine - - cosom = ax * bx + ay * by + az * bz + aw * bw; // adjust signs (if necessary) - - if (cosom < 0.0) { - cosom = -cosom; - bx = -bx; - by = -by; - bz = -bz; - bw = -bw; - } // calculate coefficients - - - if (1.0 - cosom > 0.000001) { - // standard case (slerp) - omega = Math.acos(cosom); - sinom = Math.sin(omega); - scale0 = Math.sin((1.0 - t) * omega) / sinom; - scale1 = Math.sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } // calculate final values - - - target.x = scale0 * ax + scale1 * bx; - target.y = scale0 * ay + scale1 * by; - target.z = scale0 * az + scale1 * bz; - target.w = scale0 * aw + scale1 * bw; - return target; - } - /** - * Rotate an absolute orientation quaternion given an angular velocity and a time step. - */ - - - integrate(angularVelocity, dt, angularFactor, target) { - if (target === void 0) { - target = new Quaternion(); - } - - const ax = angularVelocity.x * angularFactor.x, - ay = angularVelocity.y * angularFactor.y, - az = angularVelocity.z * angularFactor.z, - bx = this.x, - by = this.y, - bz = this.z, - bw = this.w; - const half_dt = dt * 0.5; - target.x += half_dt * (ax * bw + ay * bz - az * by); - target.y += half_dt * (ay * bw + az * bx - ax * bz); - target.z += half_dt * (az * bw + ax * by - ay * bx); - target.w += half_dt * (-ax * bx - ay * by - az * bz); - return target; - } - -} -const sfv_t1 = new Vec3(); -const sfv_t2 = new Vec3(); - -/** - * The available shape types. - */ -const SHAPE_TYPES = { - /** SPHERE */ - SPHERE: 1, - - /** PLANE */ - PLANE: 2, - - /** BOX */ - BOX: 4, - - /** COMPOUND */ - COMPOUND: 8, - - /** CONVEXPOLYHEDRON */ - CONVEXPOLYHEDRON: 16, - - /** HEIGHTFIELD */ - HEIGHTFIELD: 32, - - /** PARTICLE */ - PARTICLE: 64, - - /** CYLINDER */ - CYLINDER: 128, - - /** TRIMESH */ - TRIMESH: 256 -}; -/** - * ShapeType - */ - -/** - * Base class for shapes - */ -class Shape { - /** - * Identifier of the Shape. - */ - - /** - * The type of this shape. Must be set to an int > 0 by subclasses. - */ - - /** - * The local bounding sphere radius of this shape. - */ - - /** - * Whether to produce contact forces when in contact with other bodies. Note that contacts will be generated, but they will be disabled. - * @default true - */ - - /** - * @default 1 - */ - - /** - * @default -1 - */ - - /** - * Optional material of the shape that regulates contact properties. - */ - - /** - * The body to which the shape is added to. - */ - - /** - * All the Shape types. - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.id = Shape.idCounter++; - this.type = options.type || 0; - this.boundingSphereRadius = 0; - this.collisionResponse = options.collisionResponse ? options.collisionResponse : true; - this.collisionFilterGroup = options.collisionFilterGroup !== undefined ? options.collisionFilterGroup : 1; - this.collisionFilterMask = options.collisionFilterMask !== undefined ? options.collisionFilterMask : -1; - this.material = options.material ? options.material : null; - this.body = null; - } - /** - * Computes the bounding sphere radius. - * The result is stored in the property `.boundingSphereRadius` - */ - - - updateBoundingSphereRadius() { - throw `computeBoundingSphereRadius() not implemented for shape type ${this.type}`; - } - /** - * Get the volume of this shape - */ - - - volume() { - throw `volume() not implemented for shape type ${this.type}`; - } - /** - * Calculates the inertia in the local frame for this shape. - * @see http://en.wikipedia.org/wiki/List_of_moments_of_inertia - */ - - - calculateLocalInertia(mass, target) { - throw `calculateLocalInertia() not implemented for shape type ${this.type}`; - } - /** - * @todo use abstract for these kind of methods - */ - - - calculateWorldAABB(pos, quat, min, max) { - throw `calculateWorldAABB() not implemented for shape type ${this.type}`; - } - -} -Shape.idCounter = 0; -Shape.types = SHAPE_TYPES; - -/** - * Transformation utilities. - */ -class Transform { - /** - * position - */ - - /** - * quaternion - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.position = new Vec3(); - this.quaternion = new Quaternion(); - - if (options.position) { - this.position.copy(options.position); - } - - if (options.quaternion) { - this.quaternion.copy(options.quaternion); - } - } - /** - * Get a global point in local transform coordinates. - */ - - - pointToLocal(worldPoint, result) { - return Transform.pointToLocalFrame(this.position, this.quaternion, worldPoint, result); - } - /** - * Get a local point in global transform coordinates. - */ - - - pointToWorld(localPoint, result) { - return Transform.pointToWorldFrame(this.position, this.quaternion, localPoint, result); - } - /** - * vectorToWorldFrame - */ - - - vectorToWorldFrame(localVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - this.quaternion.vmult(localVector, result); - return result; - } - /** - * pointToLocalFrame - */ - - - static pointToLocalFrame(position, quaternion, worldPoint, result) { - if (result === void 0) { - result = new Vec3(); - } - - worldPoint.vsub(position, result); - quaternion.conjugate(tmpQuat$1); - tmpQuat$1.vmult(result, result); - return result; - } - /** - * pointToWorldFrame - */ - - - static pointToWorldFrame(position, quaternion, localPoint, result) { - if (result === void 0) { - result = new Vec3(); - } - - quaternion.vmult(localPoint, result); - result.vadd(position, result); - return result; - } - /** - * vectorToWorldFrame - */ - - - static vectorToWorldFrame(quaternion, localVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - quaternion.vmult(localVector, result); - return result; - } - /** - * vectorToLocalFrame - */ - - - static vectorToLocalFrame(position, quaternion, worldVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - quaternion.w *= -1; - quaternion.vmult(worldVector, result); - quaternion.w *= -1; - return result; - } - -} -const tmpQuat$1 = new Quaternion(); - -/** - * A set of polygons describing a convex shape. - * - * The shape MUST be convex for the code to work properly. No polygons may be coplanar (contained - * in the same 3D plane), instead these should be merged into one polygon. - * - * @author qiao / https://github.com/qiao (original author, see https://github.com/qiao/three.js/commit/85026f0c769e4000148a67d45a9e9b9c5108836f) - * @author schteppe / https://github.com/schteppe - * @see https://www.altdevblogaday.com/2011/05/13/contact-generation-between-3d-convex-meshes/ - * - * @todo Move the clipping functions to ContactGenerator? - * @todo Automatically merge coplanar polygons in constructor. - * @example - * const convexShape = new CANNON.ConvexPolyhedron({ vertices, faces }) - * const convexBody = new CANNON.Body({ mass: 1, shape: convexShape }) - * world.addBody(convexBody) - */ -class ConvexPolyhedron extends Shape { - /** vertices */ - - /** - * Array of integer arrays, indicating which vertices each face consists of - */ - - /** faceNormals */ - - /** worldVertices */ - - /** worldVerticesNeedsUpdate */ - - /** worldFaceNormals */ - - /** worldFaceNormalsNeedsUpdate */ - - /** - * If given, these locally defined, normalized axes are the only ones being checked when doing separating axis check. - */ - - /** uniqueEdges */ - - /** - * @param vertices An array of Vec3's - * @param faces Array of integer arrays, describing which vertices that is included in each face. - */ - constructor(props) { - if (props === void 0) { - props = {}; - } - - const { - vertices = [], - faces = [], - normals = [], - axes, - boundingSphereRadius - } = props; - super({ - type: Shape.types.CONVEXPOLYHEDRON - }); - this.vertices = vertices; - this.faces = faces; - this.faceNormals = normals; - - if (this.faceNormals.length === 0) { - this.computeNormals(); - } - - if (!boundingSphereRadius) { - this.updateBoundingSphereRadius(); - } else { - this.boundingSphereRadius = boundingSphereRadius; - } - - this.worldVertices = []; // World transformed version of .vertices - - this.worldVerticesNeedsUpdate = true; - this.worldFaceNormals = []; // World transformed version of .faceNormals - - this.worldFaceNormalsNeedsUpdate = true; - this.uniqueAxes = axes ? axes.slice() : null; - this.uniqueEdges = []; - this.computeEdges(); - } - /** - * Computes uniqueEdges - */ - - - computeEdges() { - const faces = this.faces; - const vertices = this.vertices; - const edges = this.uniqueEdges; - edges.length = 0; - const edge = new Vec3(); - - for (let i = 0; i !== faces.length; i++) { - const face = faces[i]; - const numVertices = face.length; - - for (let j = 0; j !== numVertices; j++) { - const k = (j + 1) % numVertices; - vertices[face[j]].vsub(vertices[face[k]], edge); - edge.normalize(); - let found = false; - - for (let p = 0; p !== edges.length; p++) { - if (edges[p].almostEquals(edge) || edges[p].almostEquals(edge)) { - found = true; - break; - } - } - - if (!found) { - edges.push(edge.clone()); - } - } - } - } - /** - * Compute the normals of the faces. - * Will reuse existing Vec3 objects in the `faceNormals` array if they exist. - */ - - - computeNormals() { - this.faceNormals.length = this.faces.length; // Generate normals - - for (let i = 0; i < this.faces.length; i++) { - // Check so all vertices exists for this face - for (let j = 0; j < this.faces[i].length; j++) { - if (!this.vertices[this.faces[i][j]]) { - throw new Error(`Vertex ${this.faces[i][j]} not found!`); - } - } - - const n = this.faceNormals[i] || new Vec3(); - this.getFaceNormal(i, n); - n.negate(n); - this.faceNormals[i] = n; - const vertex = this.vertices[this.faces[i][0]]; - - if (n.dot(vertex) < 0) { - console.error(`.faceNormals[${i}] = Vec3(${n.toString()}) looks like it points into the shape? The vertices follow. Make sure they are ordered CCW around the normal, using the right hand rule.`); - - for (let j = 0; j < this.faces[i].length; j++) { - console.warn(`.vertices[${this.faces[i][j]}] = Vec3(${this.vertices[this.faces[i][j]].toString()})`); - } - } - } - } - /** - * Compute the normal of a face from its vertices - */ - - - getFaceNormal(i, target) { - const f = this.faces[i]; - const va = this.vertices[f[0]]; - const vb = this.vertices[f[1]]; - const vc = this.vertices[f[2]]; - ConvexPolyhedron.computeNormal(va, vb, vc, target); - } - /** - * Get face normal given 3 vertices - */ - - - static computeNormal(va, vb, vc, target) { - const cb = new Vec3(); - const ab = new Vec3(); - vb.vsub(va, ab); - vc.vsub(vb, cb); - cb.cross(ab, target); - - if (!target.isZero()) { - target.normalize(); - } - } - /** - * @param minDist Clamp distance - * @param result The an array of contact point objects, see clipFaceAgainstHull - */ - - - clipAgainstHull(posA, quatA, hullB, posB, quatB, separatingNormal, minDist, maxDist, result) { - const WorldNormal = new Vec3(); - let closestFaceB = -1; - let dmax = -Number.MAX_VALUE; - - for (let face = 0; face < hullB.faces.length; face++) { - WorldNormal.copy(hullB.faceNormals[face]); - quatB.vmult(WorldNormal, WorldNormal); - const d = WorldNormal.dot(separatingNormal); - - if (d > dmax) { - dmax = d; - closestFaceB = face; - } - } - - const worldVertsB1 = []; - - for (let i = 0; i < hullB.faces[closestFaceB].length; i++) { - const b = hullB.vertices[hullB.faces[closestFaceB][i]]; - const worldb = new Vec3(); - worldb.copy(b); - quatB.vmult(worldb, worldb); - posB.vadd(worldb, worldb); - worldVertsB1.push(worldb); - } - - if (closestFaceB >= 0) { - this.clipFaceAgainstHull(separatingNormal, posA, quatA, worldVertsB1, minDist, maxDist, result); - } - } - /** - * Find the separating axis between this hull and another - * @param target The target vector to save the axis in - * @return Returns false if a separation is found, else true - */ - - - findSeparatingAxis(hullB, posA, quatA, posB, quatB, target, faceListA, faceListB) { - const faceANormalWS3 = new Vec3(); - const Worldnormal1 = new Vec3(); - const deltaC = new Vec3(); - const worldEdge0 = new Vec3(); - const worldEdge1 = new Vec3(); - const Cross = new Vec3(); - let dmin = Number.MAX_VALUE; - const hullA = this; - - if (!hullA.uniqueAxes) { - const numFacesA = faceListA ? faceListA.length : hullA.faces.length; // Test face normals from hullA - - for (let i = 0; i < numFacesA; i++) { - const fi = faceListA ? faceListA[i] : i; // Get world face normal - - faceANormalWS3.copy(hullA.faceNormals[fi]); - quatA.vmult(faceANormalWS3, faceANormalWS3); - const d = hullA.testSepAxis(faceANormalWS3, hullB, posA, quatA, posB, quatB); - - if (d === false) { - return false; - } - - if (d < dmin) { - dmin = d; - target.copy(faceANormalWS3); - } - } - } else { - // Test unique axes - for (let i = 0; i !== hullA.uniqueAxes.length; i++) { - // Get world axis - quatA.vmult(hullA.uniqueAxes[i], faceANormalWS3); - const d = hullA.testSepAxis(faceANormalWS3, hullB, posA, quatA, posB, quatB); - - if (d === false) { - return false; - } - - if (d < dmin) { - dmin = d; - target.copy(faceANormalWS3); - } - } - } - - if (!hullB.uniqueAxes) { - // Test face normals from hullB - const numFacesB = faceListB ? faceListB.length : hullB.faces.length; - - for (let i = 0; i < numFacesB; i++) { - const fi = faceListB ? faceListB[i] : i; - Worldnormal1.copy(hullB.faceNormals[fi]); - quatB.vmult(Worldnormal1, Worldnormal1); - const d = hullA.testSepAxis(Worldnormal1, hullB, posA, quatA, posB, quatB); - - if (d === false) { - return false; - } - - if (d < dmin) { - dmin = d; - target.copy(Worldnormal1); - } - } - } else { - // Test unique axes in B - for (let i = 0; i !== hullB.uniqueAxes.length; i++) { - quatB.vmult(hullB.uniqueAxes[i], Worldnormal1); - const d = hullA.testSepAxis(Worldnormal1, hullB, posA, quatA, posB, quatB); - - if (d === false) { - return false; - } - - if (d < dmin) { - dmin = d; - target.copy(Worldnormal1); - } - } - } // Test edges - - - for (let e0 = 0; e0 !== hullA.uniqueEdges.length; e0++) { - // Get world edge - quatA.vmult(hullA.uniqueEdges[e0], worldEdge0); - - for (let e1 = 0; e1 !== hullB.uniqueEdges.length; e1++) { - // Get world edge 2 - quatB.vmult(hullB.uniqueEdges[e1], worldEdge1); - worldEdge0.cross(worldEdge1, Cross); - - if (!Cross.almostZero()) { - Cross.normalize(); - const dist = hullA.testSepAxis(Cross, hullB, posA, quatA, posB, quatB); - - if (dist === false) { - return false; - } - - if (dist < dmin) { - dmin = dist; - target.copy(Cross); - } - } - } - } - - posB.vsub(posA, deltaC); - - if (deltaC.dot(target) > 0.0) { - target.negate(target); - } - - return true; - } - /** - * Test separating axis against two hulls. Both hulls are projected onto the axis and the overlap size is returned if there is one. - * @return The overlap depth, or FALSE if no penetration. - */ - - - testSepAxis(axis, hullB, posA, quatA, posB, quatB) { - const hullA = this; - ConvexPolyhedron.project(hullA, axis, posA, quatA, maxminA); - ConvexPolyhedron.project(hullB, axis, posB, quatB, maxminB); - const maxA = maxminA[0]; - const minA = maxminA[1]; - const maxB = maxminB[0]; - const minB = maxminB[1]; - - if (maxA < minB || maxB < minA) { - return false; // Separated - } - - const d0 = maxA - minB; - const d1 = maxB - minA; - const depth = d0 < d1 ? d0 : d1; - return depth; - } - /** - * calculateLocalInertia - */ - - - calculateLocalInertia(mass, target) { - // Approximate with box inertia - // Exact inertia calculation is overkill, but see http://geometrictools.com/Documentation/PolyhedralMassProperties.pdf for the correct way to do it - const aabbmax = new Vec3(); - const aabbmin = new Vec3(); - this.computeLocalAABB(aabbmin, aabbmax); - const x = aabbmax.x - aabbmin.x; - const y = aabbmax.y - aabbmin.y; - const z = aabbmax.z - aabbmin.z; - target.x = 1.0 / 12.0 * mass * (2 * y * 2 * y + 2 * z * 2 * z); - target.y = 1.0 / 12.0 * mass * (2 * x * 2 * x + 2 * z * 2 * z); - target.z = 1.0 / 12.0 * mass * (2 * y * 2 * y + 2 * x * 2 * x); - } - /** - * @param face_i Index of the face - */ - - - getPlaneConstantOfFace(face_i) { - const f = this.faces[face_i]; - const n = this.faceNormals[face_i]; - const v = this.vertices[f[0]]; - const c = -n.dot(v); - return c; - } - /** - * Clip a face against a hull. - * @param worldVertsB1 An array of Vec3 with vertices in the world frame. - * @param minDist Distance clamping - * @param Array result Array to store resulting contact points in. Will be objects with properties: point, depth, normal. These are represented in world coordinates. - */ - - - clipFaceAgainstHull(separatingNormal, posA, quatA, worldVertsB1, minDist, maxDist, result) { - const faceANormalWS = new Vec3(); - const edge0 = new Vec3(); - const WorldEdge0 = new Vec3(); - const worldPlaneAnormal1 = new Vec3(); - const planeNormalWS1 = new Vec3(); - const worldA1 = new Vec3(); - const localPlaneNormal = new Vec3(); - const planeNormalWS = new Vec3(); - const hullA = this; - const worldVertsB2 = []; - const pVtxIn = worldVertsB1; - const pVtxOut = worldVertsB2; - let closestFaceA = -1; - let dmin = Number.MAX_VALUE; // Find the face with normal closest to the separating axis - - for (let face = 0; face < hullA.faces.length; face++) { - faceANormalWS.copy(hullA.faceNormals[face]); - quatA.vmult(faceANormalWS, faceANormalWS); - const d = faceANormalWS.dot(separatingNormal); - - if (d < dmin) { - dmin = d; - closestFaceA = face; - } - } - - if (closestFaceA < 0) { - return; - } // Get the face and construct connected faces - - - const polyA = hullA.faces[closestFaceA]; - polyA.connectedFaces = []; - - for (let i = 0; i < hullA.faces.length; i++) { - for (let j = 0; j < hullA.faces[i].length; j++) { - if ( - /* Sharing a vertex*/ - polyA.indexOf(hullA.faces[i][j]) !== -1 && - /* Not the one we are looking for connections from */ - i !== closestFaceA && - /* Not already added */ - polyA.connectedFaces.indexOf(i) === -1) { - polyA.connectedFaces.push(i); - } - } - } // Clip the polygon to the back of the planes of all faces of hull A, - // that are adjacent to the witness face - - - const numVerticesA = polyA.length; - - for (let i = 0; i < numVerticesA; i++) { - const a = hullA.vertices[polyA[i]]; - const b = hullA.vertices[polyA[(i + 1) % numVerticesA]]; - a.vsub(b, edge0); - WorldEdge0.copy(edge0); - quatA.vmult(WorldEdge0, WorldEdge0); - posA.vadd(WorldEdge0, WorldEdge0); - worldPlaneAnormal1.copy(this.faceNormals[closestFaceA]); - quatA.vmult(worldPlaneAnormal1, worldPlaneAnormal1); - posA.vadd(worldPlaneAnormal1, worldPlaneAnormal1); - WorldEdge0.cross(worldPlaneAnormal1, planeNormalWS1); - planeNormalWS1.negate(planeNormalWS1); - worldA1.copy(a); - quatA.vmult(worldA1, worldA1); - posA.vadd(worldA1, worldA1); - const otherFace = polyA.connectedFaces[i]; - localPlaneNormal.copy(this.faceNormals[otherFace]); - const localPlaneEq = this.getPlaneConstantOfFace(otherFace); - planeNormalWS.copy(localPlaneNormal); - quatA.vmult(planeNormalWS, planeNormalWS); - const planeEqWS = localPlaneEq - planeNormalWS.dot(posA); // Clip face against our constructed plane - - this.clipFaceAgainstPlane(pVtxIn, pVtxOut, planeNormalWS, planeEqWS); // Throw away all clipped points, but save the remaining until next clip - - while (pVtxIn.length) { - pVtxIn.shift(); - } - - while (pVtxOut.length) { - pVtxIn.push(pVtxOut.shift()); - } - } // only keep contact points that are behind the witness face - - - localPlaneNormal.copy(this.faceNormals[closestFaceA]); - const localPlaneEq = this.getPlaneConstantOfFace(closestFaceA); - planeNormalWS.copy(localPlaneNormal); - quatA.vmult(planeNormalWS, planeNormalWS); - const planeEqWS = localPlaneEq - planeNormalWS.dot(posA); - - for (let i = 0; i < pVtxIn.length; i++) { - let depth = planeNormalWS.dot(pVtxIn[i]) + planeEqWS; // ??? - - if (depth <= minDist) { - console.log(`clamped: depth=${depth} to minDist=${minDist}`); - depth = minDist; - } - - if (depth <= maxDist) { - const point = pVtxIn[i]; - - if (depth <= 1e-6) { - const p = { - point, - normal: planeNormalWS, - depth - }; - result.push(p); - } - } - } - } - /** - * Clip a face in a hull against the back of a plane. - * @param planeConstant The constant in the mathematical plane equation - */ - - - clipFaceAgainstPlane(inVertices, outVertices, planeNormal, planeConstant) { - let n_dot_first; - let n_dot_last; - const numVerts = inVertices.length; - - if (numVerts < 2) { - return outVertices; - } - - let firstVertex = inVertices[inVertices.length - 1]; - let lastVertex = inVertices[0]; - n_dot_first = planeNormal.dot(firstVertex) + planeConstant; - - for (let vi = 0; vi < numVerts; vi++) { - lastVertex = inVertices[vi]; - n_dot_last = planeNormal.dot(lastVertex) + planeConstant; - - if (n_dot_first < 0) { - if (n_dot_last < 0) { - // Start < 0, end < 0, so output lastVertex - const newv = new Vec3(); - newv.copy(lastVertex); - outVertices.push(newv); - } else { - // Start < 0, end >= 0, so output intersection - const newv = new Vec3(); - firstVertex.lerp(lastVertex, n_dot_first / (n_dot_first - n_dot_last), newv); - outVertices.push(newv); - } - } else { - if (n_dot_last < 0) { - // Start >= 0, end < 0 so output intersection and end - const newv = new Vec3(); - firstVertex.lerp(lastVertex, n_dot_first / (n_dot_first - n_dot_last), newv); - outVertices.push(newv); - outVertices.push(lastVertex); - } - } - - firstVertex = lastVertex; - n_dot_first = n_dot_last; - } - - return outVertices; - } - /** - * Updates `.worldVertices` and sets `.worldVerticesNeedsUpdate` to false. - */ - - - computeWorldVertices(position, quat) { - while (this.worldVertices.length < this.vertices.length) { - this.worldVertices.push(new Vec3()); - } - - const verts = this.vertices; - const worldVerts = this.worldVertices; - - for (let i = 0; i !== this.vertices.length; i++) { - quat.vmult(verts[i], worldVerts[i]); - position.vadd(worldVerts[i], worldVerts[i]); - } - - this.worldVerticesNeedsUpdate = false; - } - - computeLocalAABB(aabbmin, aabbmax) { - const vertices = this.vertices; - aabbmin.set(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); - aabbmax.set(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE); - - for (let i = 0; i < this.vertices.length; i++) { - const v = vertices[i]; - - if (v.x < aabbmin.x) { - aabbmin.x = v.x; - } else if (v.x > aabbmax.x) { - aabbmax.x = v.x; - } - - if (v.y < aabbmin.y) { - aabbmin.y = v.y; - } else if (v.y > aabbmax.y) { - aabbmax.y = v.y; - } - - if (v.z < aabbmin.z) { - aabbmin.z = v.z; - } else if (v.z > aabbmax.z) { - aabbmax.z = v.z; - } - } - } - /** - * Updates `worldVertices` and sets `worldVerticesNeedsUpdate` to false. - */ - - - computeWorldFaceNormals(quat) { - const N = this.faceNormals.length; - - while (this.worldFaceNormals.length < N) { - this.worldFaceNormals.push(new Vec3()); - } - - const normals = this.faceNormals; - const worldNormals = this.worldFaceNormals; - - for (let i = 0; i !== N; i++) { - quat.vmult(normals[i], worldNormals[i]); - } - - this.worldFaceNormalsNeedsUpdate = false; - } - /** - * updateBoundingSphereRadius - */ - - - updateBoundingSphereRadius() { - // Assume points are distributed with local (0,0,0) as center - let max2 = 0; - const verts = this.vertices; - - for (let i = 0; i !== verts.length; i++) { - const norm2 = verts[i].lengthSquared(); - - if (norm2 > max2) { - max2 = norm2; - } - } - - this.boundingSphereRadius = Math.sqrt(max2); - } - /** - * calculateWorldAABB - */ - - - calculateWorldAABB(pos, quat, min, max) { - const verts = this.vertices; - let minx; - let miny; - let minz; - let maxx; - let maxy; - let maxz; - let tempWorldVertex = new Vec3(); - - for (let i = 0; i < verts.length; i++) { - tempWorldVertex.copy(verts[i]); - quat.vmult(tempWorldVertex, tempWorldVertex); - pos.vadd(tempWorldVertex, tempWorldVertex); - const v = tempWorldVertex; - - if (minx === undefined || v.x < minx) { - minx = v.x; - } - - if (maxx === undefined || v.x > maxx) { - maxx = v.x; - } - - if (miny === undefined || v.y < miny) { - miny = v.y; - } - - if (maxy === undefined || v.y > maxy) { - maxy = v.y; - } - - if (minz === undefined || v.z < minz) { - minz = v.z; - } - - if (maxz === undefined || v.z > maxz) { - maxz = v.z; - } - } - - min.set(minx, miny, minz); - max.set(maxx, maxy, maxz); - } - /** - * Get approximate convex volume - */ - - - volume() { - return 4.0 * Math.PI * this.boundingSphereRadius / 3.0; - } - /** - * Get an average of all the vertices positions - */ - - - getAveragePointLocal(target) { - if (target === void 0) { - target = new Vec3(); - } - - const verts = this.vertices; - - for (let i = 0; i < verts.length; i++) { - target.vadd(verts[i], target); - } - - target.scale(1 / verts.length, target); - return target; - } - /** - * Transform all local points. Will change the .vertices - */ - - - transformAllPoints(offset, quat) { - const n = this.vertices.length; - const verts = this.vertices; // Apply rotation - - if (quat) { - // Rotate vertices - for (let i = 0; i < n; i++) { - const v = verts[i]; - quat.vmult(v, v); - } // Rotate face normals - - - for (let i = 0; i < this.faceNormals.length; i++) { - const v = this.faceNormals[i]; - quat.vmult(v, v); - } - /* - // Rotate edges - for(let i=0; i 0 || r1 > 0 && r2 < 0) { - return false; // Encountered some other sign. Exit. - } - } // If we got here, all dot products were of the same sign. - - - return positiveResult ? 1 : -1; - } - /** - * Get max and min dot product of a convex hull at position (pos,quat) projected onto an axis. - * Results are saved in the array maxmin. - * @param result result[0] and result[1] will be set to maximum and minimum, respectively. - */ - - - static project(shape, axis, pos, quat, result) { - const n = shape.vertices.length; - project_worldVertex; - const localAxis = project_localAxis; - let max = 0; - let min = 0; - const localOrigin = project_localOrigin; - const vs = shape.vertices; - localOrigin.setZero(); // Transform the axis to local - - Transform.vectorToLocalFrame(pos, quat, axis, localAxis); - Transform.pointToLocalFrame(pos, quat, localOrigin, localOrigin); - const add = localOrigin.dot(localAxis); - min = max = vs[0].dot(localAxis); - - for (let i = 1; i < n; i++) { - const val = vs[i].dot(localAxis); - - if (val > max) { - max = val; - } - - if (val < min) { - min = val; - } - } - - min -= add; - max -= add; - - if (min > max) { - // Inconsistent - swap - const temp = min; - min = max; - max = temp; - } // Output - - - result[0] = max; - result[1] = min; - } - -} -const maxminA = []; -const maxminB = []; -const project_worldVertex = new Vec3(); -const project_localAxis = new Vec3(); -const project_localOrigin = new Vec3(); - -/** - * A 3d box shape. - * @example - * const size = 1 - * const halfExtents = new CANNON.Vec3(size, size, size) - * const boxShape = new CANNON.Box(halfExtents) - * const boxBody = new CANNON.Body({ mass: 1, shape: boxShape }) - * world.addBody(boxBody) - */ -class Box extends Shape { - /** - * The half extents of the box. - */ - - /** - * Used by the contact generator to make contacts with other convex polyhedra for example. - */ - constructor(halfExtents) { - super({ - type: Shape.types.BOX - }); - this.halfExtents = halfExtents; - this.convexPolyhedronRepresentation = null; - this.updateConvexPolyhedronRepresentation(); - this.updateBoundingSphereRadius(); - } - /** - * Updates the local convex polyhedron representation used for some collisions. - */ - - - updateConvexPolyhedronRepresentation() { - const sx = this.halfExtents.x; - const sy = this.halfExtents.y; - const sz = this.halfExtents.z; - const V = Vec3; - const vertices = [new V(-sx, -sy, -sz), new V(sx, -sy, -sz), new V(sx, sy, -sz), new V(-sx, sy, -sz), new V(-sx, -sy, sz), new V(sx, -sy, sz), new V(sx, sy, sz), new V(-sx, sy, sz)]; - const faces = [[3, 2, 1, 0], // -z - [4, 5, 6, 7], // +z - [5, 4, 0, 1], // -y - [2, 3, 7, 6], // +y - [0, 4, 7, 3], // -x - [1, 2, 6, 5] // +x - ]; - const axes = [new V(0, 0, 1), new V(0, 1, 0), new V(1, 0, 0)]; - const h = new ConvexPolyhedron({ - vertices, - faces, - axes - }); - this.convexPolyhedronRepresentation = h; - h.material = this.material; - } - /** - * Calculate the inertia of the box. - */ - - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - Box.calculateInertia(this.halfExtents, mass, target); - return target; - } - - static calculateInertia(halfExtents, mass, target) { - const e = halfExtents; - target.x = 1.0 / 12.0 * mass * (2 * e.y * 2 * e.y + 2 * e.z * 2 * e.z); - target.y = 1.0 / 12.0 * mass * (2 * e.x * 2 * e.x + 2 * e.z * 2 * e.z); - target.z = 1.0 / 12.0 * mass * (2 * e.y * 2 * e.y + 2 * e.x * 2 * e.x); - } - /** - * Get the box 6 side normals - * @param sixTargetVectors An array of 6 vectors, to store the resulting side normals in. - * @param quat Orientation to apply to the normal vectors. If not provided, the vectors will be in respect to the local frame. - */ - - - getSideNormals(sixTargetVectors, quat) { - const sides = sixTargetVectors; - const ex = this.halfExtents; - sides[0].set(ex.x, 0, 0); - sides[1].set(0, ex.y, 0); - sides[2].set(0, 0, ex.z); - sides[3].set(-ex.x, 0, 0); - sides[4].set(0, -ex.y, 0); - sides[5].set(0, 0, -ex.z); - - if (quat !== undefined) { - for (let i = 0; i !== sides.length; i++) { - quat.vmult(sides[i], sides[i]); - } - } - - return sides; - } - /** - * Returns the volume of the box. - */ - - - volume() { - return 8.0 * this.halfExtents.x * this.halfExtents.y * this.halfExtents.z; - } - /** - * updateBoundingSphereRadius - */ - - - updateBoundingSphereRadius() { - this.boundingSphereRadius = this.halfExtents.length(); - } - /** - * forEachWorldCorner - */ - - - forEachWorldCorner(pos, quat, callback) { - const e = this.halfExtents; - const corners = [[e.x, e.y, e.z], [-e.x, e.y, e.z], [-e.x, -e.y, e.z], [-e.x, -e.y, -e.z], [e.x, -e.y, -e.z], [e.x, e.y, -e.z], [-e.x, e.y, -e.z], [e.x, -e.y, e.z]]; - - for (let i = 0; i < corners.length; i++) { - worldCornerTempPos.set(corners[i][0], corners[i][1], corners[i][2]); - quat.vmult(worldCornerTempPos, worldCornerTempPos); - pos.vadd(worldCornerTempPos, worldCornerTempPos); - callback(worldCornerTempPos.x, worldCornerTempPos.y, worldCornerTempPos.z); - } - } - /** - * calculateWorldAABB - */ - - - calculateWorldAABB(pos, quat, min, max) { - const e = this.halfExtents; - worldCornersTemp[0].set(e.x, e.y, e.z); - worldCornersTemp[1].set(-e.x, e.y, e.z); - worldCornersTemp[2].set(-e.x, -e.y, e.z); - worldCornersTemp[3].set(-e.x, -e.y, -e.z); - worldCornersTemp[4].set(e.x, -e.y, -e.z); - worldCornersTemp[5].set(e.x, e.y, -e.z); - worldCornersTemp[6].set(-e.x, e.y, -e.z); - worldCornersTemp[7].set(e.x, -e.y, e.z); - const wc = worldCornersTemp[0]; - quat.vmult(wc, wc); - pos.vadd(wc, wc); - max.copy(wc); - min.copy(wc); - - for (let i = 1; i < 8; i++) { - const wc = worldCornersTemp[i]; - quat.vmult(wc, wc); - pos.vadd(wc, wc); - const x = wc.x; - const y = wc.y; - const z = wc.z; - - if (x > max.x) { - max.x = x; - } - - if (y > max.y) { - max.y = y; - } - - if (z > max.z) { - max.z = z; - } - - if (x < min.x) { - min.x = x; - } - - if (y < min.y) { - min.y = y; - } - - if (z < min.z) { - min.z = z; - } - } // Get each axis max - // min.set(Infinity,Infinity,Infinity); - // max.set(-Infinity,-Infinity,-Infinity); - // this.forEachWorldCorner(pos,quat,function(x,y,z){ - // if(x > max.x){ - // max.x = x; - // } - // if(y > max.y){ - // max.y = y; - // } - // if(z > max.z){ - // max.z = z; - // } - // if(x < min.x){ - // min.x = x; - // } - // if(y < min.y){ - // min.y = y; - // } - // if(z < min.z){ - // min.z = z; - // } - // }); - - } - -} -const worldCornerTempPos = new Vec3(); -const worldCornersTemp = [new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3()]; - -/** - * BODY_TYPES - */ -const BODY_TYPES = { - /** DYNAMIC */ - DYNAMIC: 1, - - /** STATIC */ - STATIC: 2, - - /** KINEMATIC */ - KINEMATIC: 4 -}; -/** - * BodyType - */ - -/** - * BODY_SLEEP_STATES - */ -const BODY_SLEEP_STATES = { - /** AWAKE */ - AWAKE: 0, - - /** SLEEPY */ - SLEEPY: 1, - - /** SLEEPING */ - SLEEPING: 2 -}; -/** - * BodySleepState - */ - -/** - * Base class for all body types. - * @example - * const shape = new CANNON.Sphere(1) - * const body = new CANNON.Body({ - * mass: 1, - * shape, - * }) - * world.addBody(body) - */ -class Body extends EventTarget { - /** - * Dispatched after two bodies collide. This event is dispatched on each - * of the two bodies involved in the collision. - * @event collide - * @param body The body that was involved in the collision. - * @param contact The details of the collision. - */ - - /** - * A dynamic body is fully simulated. Can be moved manually by the user, but normally they move according to forces. A dynamic body can collide with all body types. A dynamic body always has finite, non-zero mass. - */ - - /** - * A static body does not move during simulation and behaves as if it has infinite mass. Static bodies can be moved manually by setting the position of the body. The velocity of a static body is always zero. Static bodies do not collide with other static or kinematic bodies. - */ - - /** - * A kinematic body moves under simulation according to its velocity. They do not respond to forces. They can be moved manually, but normally a kinematic body is moved by setting its velocity. A kinematic body behaves as if it has infinite mass. Kinematic bodies do not collide with other static or kinematic bodies. - */ - - /** - * AWAKE - */ - - /** - * SLEEPY - */ - - /** - * SLEEPING - */ - - /** - * Dispatched after a sleeping body has woken up. - * @event wakeup - */ - - /** - * Dispatched after a body has gone in to the sleepy state. - * @event sleepy - */ - - /** - * Dispatched after a body has fallen asleep. - * @event sleep - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - super(); - this.id = Body.idCounter++; - this.index = -1; - this.world = null; - this.vlambda = new Vec3(); - this.collisionFilterGroup = typeof options.collisionFilterGroup === 'number' ? options.collisionFilterGroup : 1; - this.collisionFilterMask = typeof options.collisionFilterMask === 'number' ? options.collisionFilterMask : -1; - this.collisionResponse = typeof options.collisionResponse === 'boolean' ? options.collisionResponse : true; - this.position = new Vec3(); - this.previousPosition = new Vec3(); - this.interpolatedPosition = new Vec3(); - this.initPosition = new Vec3(); - - if (options.position) { - this.position.copy(options.position); - this.previousPosition.copy(options.position); - this.interpolatedPosition.copy(options.position); - this.initPosition.copy(options.position); - } - - this.velocity = new Vec3(); - - if (options.velocity) { - this.velocity.copy(options.velocity); - } - - this.initVelocity = new Vec3(); - this.force = new Vec3(); - const mass = typeof options.mass === 'number' ? options.mass : 0; - this.mass = mass; - this.invMass = mass > 0 ? 1.0 / mass : 0; - this.material = options.material || null; - this.linearDamping = typeof options.linearDamping === 'number' ? options.linearDamping : 0.01; - this.type = mass <= 0.0 ? Body.STATIC : Body.DYNAMIC; - - if (typeof options.type === typeof Body.STATIC) { - this.type = options.type; - } - - this.allowSleep = typeof options.allowSleep !== 'undefined' ? options.allowSleep : true; - this.sleepState = Body.AWAKE; - this.sleepSpeedLimit = typeof options.sleepSpeedLimit !== 'undefined' ? options.sleepSpeedLimit : 0.1; - this.sleepTimeLimit = typeof options.sleepTimeLimit !== 'undefined' ? options.sleepTimeLimit : 1; - this.timeLastSleepy = 0; - this.wakeUpAfterNarrowphase = false; - this.torque = new Vec3(); - this.quaternion = new Quaternion(); - this.initQuaternion = new Quaternion(); - this.previousQuaternion = new Quaternion(); - this.interpolatedQuaternion = new Quaternion(); - - if (options.quaternion) { - this.quaternion.copy(options.quaternion); - this.initQuaternion.copy(options.quaternion); - this.previousQuaternion.copy(options.quaternion); - this.interpolatedQuaternion.copy(options.quaternion); - } - - this.angularVelocity = new Vec3(); - - if (options.angularVelocity) { - this.angularVelocity.copy(options.angularVelocity); - } - - this.initAngularVelocity = new Vec3(); - this.shapes = []; - this.shapeOffsets = []; - this.shapeOrientations = []; - this.inertia = new Vec3(); - this.invInertia = new Vec3(); - this.invInertiaWorld = new Mat3(); - this.invMassSolve = 0; - this.invInertiaSolve = new Vec3(); - this.invInertiaWorldSolve = new Mat3(); - this.fixedRotation = typeof options.fixedRotation !== 'undefined' ? options.fixedRotation : false; - this.angularDamping = typeof options.angularDamping !== 'undefined' ? options.angularDamping : 0.01; - this.linearFactor = new Vec3(1, 1, 1); - - if (options.linearFactor) { - this.linearFactor.copy(options.linearFactor); - } - - this.angularFactor = new Vec3(1, 1, 1); - - if (options.angularFactor) { - this.angularFactor.copy(options.angularFactor); - } - - this.aabb = new AABB(); - this.aabbNeedsUpdate = true; - this.boundingRadius = 0; - this.wlambda = new Vec3(); - this.isTrigger = Boolean(options.isTrigger); - - if (options.shape) { - this.addShape(options.shape); - } - - this.updateMassProperties(); - } - /** - * Wake the body up. - */ - - - wakeUp() { - const prevState = this.sleepState; - this.sleepState = Body.AWAKE; - this.wakeUpAfterNarrowphase = false; - - if (prevState === Body.SLEEPING) { - this.dispatchEvent(Body.wakeupEvent); - } - } - /** - * Force body sleep - */ - - - sleep() { - this.sleepState = Body.SLEEPING; - this.velocity.set(0, 0, 0); - this.angularVelocity.set(0, 0, 0); - this.wakeUpAfterNarrowphase = false; - } - /** - * Called every timestep to update internal sleep timer and change sleep state if needed. - * @param time The world time in seconds - */ - - - sleepTick(time) { - if (this.allowSleep) { - const sleepState = this.sleepState; - const speedSquared = this.velocity.lengthSquared() + this.angularVelocity.lengthSquared(); - const speedLimitSquared = this.sleepSpeedLimit ** 2; - - if (sleepState === Body.AWAKE && speedSquared < speedLimitSquared) { - this.sleepState = Body.SLEEPY; // Sleepy - - this.timeLastSleepy = time; - this.dispatchEvent(Body.sleepyEvent); - } else if (sleepState === Body.SLEEPY && speedSquared > speedLimitSquared) { - this.wakeUp(); // Wake up - } else if (sleepState === Body.SLEEPY && time - this.timeLastSleepy > this.sleepTimeLimit) { - this.sleep(); // Sleeping - - this.dispatchEvent(Body.sleepEvent); - } - } - } - /** - * If the body is sleeping, it should be immovable / have infinite mass during solve. We solve it by having a separate "solve mass". - */ - - - updateSolveMassProperties() { - if (this.sleepState === Body.SLEEPING || this.type === Body.KINEMATIC) { - this.invMassSolve = 0; - this.invInertiaSolve.setZero(); - this.invInertiaWorldSolve.setZero(); - } else { - this.invMassSolve = this.invMass; - this.invInertiaSolve.copy(this.invInertia); - this.invInertiaWorldSolve.copy(this.invInertiaWorld); - } - } - /** - * Convert a world point to local body frame. - */ - - - pointToLocalFrame(worldPoint, result) { - if (result === void 0) { - result = new Vec3(); - } - - worldPoint.vsub(this.position, result); - this.quaternion.conjugate().vmult(result, result); - return result; - } - /** - * Convert a world vector to local body frame. - */ - - - vectorToLocalFrame(worldVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - this.quaternion.conjugate().vmult(worldVector, result); - return result; - } - /** - * Convert a local body point to world frame. - */ - - - pointToWorldFrame(localPoint, result) { - if (result === void 0) { - result = new Vec3(); - } - - this.quaternion.vmult(localPoint, result); - result.vadd(this.position, result); - return result; - } - /** - * Convert a local body point to world frame. - */ - - - vectorToWorldFrame(localVector, result) { - if (result === void 0) { - result = new Vec3(); - } - - this.quaternion.vmult(localVector, result); - return result; - } - /** - * Add a shape to the body with a local offset and orientation. - * @return The body object, for chainability. - */ - - - addShape(shape, _offset, _orientation) { - const offset = new Vec3(); - const orientation = new Quaternion(); - - if (_offset) { - offset.copy(_offset); - } - - if (_orientation) { - orientation.copy(_orientation); - } - - this.shapes.push(shape); - this.shapeOffsets.push(offset); - this.shapeOrientations.push(orientation); - this.updateMassProperties(); - this.updateBoundingRadius(); - this.aabbNeedsUpdate = true; - shape.body = this; - return this; - } - /** - * Remove a shape from the body. - * @return The body object, for chainability. - */ - - - removeShape(shape) { - const index = this.shapes.indexOf(shape); - - if (index === -1) { - console.warn('Shape does not belong to the body'); - return this; - } - - this.shapes.splice(index, 1); - this.shapeOffsets.splice(index, 1); - this.shapeOrientations.splice(index, 1); - this.updateMassProperties(); - this.updateBoundingRadius(); - this.aabbNeedsUpdate = true; - shape.body = null; - return this; - } - /** - * Update the bounding radius of the body. Should be done if any of the shapes are changed. - */ - - - updateBoundingRadius() { - const shapes = this.shapes; - const shapeOffsets = this.shapeOffsets; - const N = shapes.length; - let radius = 0; - - for (let i = 0; i !== N; i++) { - const shape = shapes[i]; - shape.updateBoundingSphereRadius(); - const offset = shapeOffsets[i].length(); - const r = shape.boundingSphereRadius; - - if (offset + r > radius) { - radius = offset + r; - } - } - - this.boundingRadius = radius; - } - /** - * Updates the .aabb - */ - - - updateAABB() { - const shapes = this.shapes; - const shapeOffsets = this.shapeOffsets; - const shapeOrientations = this.shapeOrientations; - const N = shapes.length; - const offset = tmpVec; - const orientation = tmpQuat; - const bodyQuat = this.quaternion; - const aabb = this.aabb; - const shapeAABB = updateAABB_shapeAABB; - - for (let i = 0; i !== N; i++) { - const shape = shapes[i]; // Get shape world position - - bodyQuat.vmult(shapeOffsets[i], offset); - offset.vadd(this.position, offset); // Get shape world quaternion - - bodyQuat.mult(shapeOrientations[i], orientation); // Get shape AABB - - shape.calculateWorldAABB(offset, orientation, shapeAABB.lowerBound, shapeAABB.upperBound); - - if (i === 0) { - aabb.copy(shapeAABB); - } else { - aabb.extend(shapeAABB); - } - } - - this.aabbNeedsUpdate = false; - } - /** - * Update `.inertiaWorld` and `.invInertiaWorld` - */ - - - updateInertiaWorld(force) { - const I = this.invInertia; - - if (I.x === I.y && I.y === I.z && !force) ; else { - const m1 = uiw_m1; - const m2 = uiw_m2; - uiw_m3; - m1.setRotationFromQuaternion(this.quaternion); - m1.transpose(m2); - m1.scale(I, m1); - m1.mmult(m2, this.invInertiaWorld); - } - } - /** - * Apply force to a point of the body. This could for example be a point on the Body surface. - * Applying force this way will add to Body.force and Body.torque. - * @param force The amount of force to add. - * @param relativePoint A point relative to the center of mass to apply the force on. - */ - - - applyForce(force, relativePoint) { - if (relativePoint === void 0) { - relativePoint = new Vec3(); - } - - // Needed? - if (this.type !== Body.DYNAMIC) { - return; - } - - if (this.sleepState === Body.SLEEPING) { - this.wakeUp(); - } // Compute produced rotational force - - - const rotForce = Body_applyForce_rotForce; - relativePoint.cross(force, rotForce); // Add linear force - - this.force.vadd(force, this.force); // Add rotational force - - this.torque.vadd(rotForce, this.torque); - } - /** - * Apply force to a local point in the body. - * @param force The force vector to apply, defined locally in the body frame. - * @param localPoint A local point in the body to apply the force on. - */ - - - applyLocalForce(localForce, localPoint) { - if (localPoint === void 0) { - localPoint = new Vec3(); - } - - if (this.type !== Body.DYNAMIC) { - return; - } - - const worldForce = Body_applyLocalForce_worldForce; - const relativePointWorld = Body_applyLocalForce_relativePointWorld; // Transform the force vector to world space - - this.vectorToWorldFrame(localForce, worldForce); - this.vectorToWorldFrame(localPoint, relativePointWorld); - this.applyForce(worldForce, relativePointWorld); - } - /** - * Apply torque to the body. - * @param torque The amount of torque to add. - */ - - - applyTorque(torque) { - if (this.type !== Body.DYNAMIC) { - return; - } - - if (this.sleepState === Body.SLEEPING) { - this.wakeUp(); - } // Add rotational force - - - this.torque.vadd(torque, this.torque); - } - /** - * Apply impulse to a point of the body. This could for example be a point on the Body surface. - * An impulse is a force added to a body during a short period of time (impulse = force * time). - * Impulses will be added to Body.velocity and Body.angularVelocity. - * @param impulse The amount of impulse to add. - * @param relativePoint A point relative to the center of mass to apply the force on. - */ - - - applyImpulse(impulse, relativePoint) { - if (relativePoint === void 0) { - relativePoint = new Vec3(); - } - - if (this.type !== Body.DYNAMIC) { - return; - } - - if (this.sleepState === Body.SLEEPING) { - this.wakeUp(); - } // Compute point position relative to the body center - - - const r = relativePoint; // Compute produced central impulse velocity - - const velo = Body_applyImpulse_velo; - velo.copy(impulse); - velo.scale(this.invMass, velo); // Add linear impulse - - this.velocity.vadd(velo, this.velocity); // Compute produced rotational impulse velocity - - const rotVelo = Body_applyImpulse_rotVelo; - r.cross(impulse, rotVelo); - /* - rotVelo.x *= this.invInertia.x; - rotVelo.y *= this.invInertia.y; - rotVelo.z *= this.invInertia.z; - */ - - this.invInertiaWorld.vmult(rotVelo, rotVelo); // Add rotational Impulse - - this.angularVelocity.vadd(rotVelo, this.angularVelocity); - } - /** - * Apply locally-defined impulse to a local point in the body. - * @param force The force vector to apply, defined locally in the body frame. - * @param localPoint A local point in the body to apply the force on. - */ - - - applyLocalImpulse(localImpulse, localPoint) { - if (localPoint === void 0) { - localPoint = new Vec3(); - } - - if (this.type !== Body.DYNAMIC) { - return; - } - - const worldImpulse = Body_applyLocalImpulse_worldImpulse; - const relativePointWorld = Body_applyLocalImpulse_relativePoint; // Transform the force vector to world space - - this.vectorToWorldFrame(localImpulse, worldImpulse); - this.vectorToWorldFrame(localPoint, relativePointWorld); - this.applyImpulse(worldImpulse, relativePointWorld); - } - /** - * Should be called whenever you change the body shape or mass. - */ - - - updateMassProperties() { - const halfExtents = Body_updateMassProperties_halfExtents; - this.invMass = this.mass > 0 ? 1.0 / this.mass : 0; - const I = this.inertia; - const fixed = this.fixedRotation; // Approximate with AABB box - - this.updateAABB(); - halfExtents.set((this.aabb.upperBound.x - this.aabb.lowerBound.x) / 2, (this.aabb.upperBound.y - this.aabb.lowerBound.y) / 2, (this.aabb.upperBound.z - this.aabb.lowerBound.z) / 2); - Box.calculateInertia(halfExtents, this.mass, I); - this.invInertia.set(I.x > 0 && !fixed ? 1.0 / I.x : 0, I.y > 0 && !fixed ? 1.0 / I.y : 0, I.z > 0 && !fixed ? 1.0 / I.z : 0); - this.updateInertiaWorld(true); - } - /** - * Get world velocity of a point in the body. - * @param worldPoint - * @param result - * @return The result vector. - */ - - - getVelocityAtWorldPoint(worldPoint, result) { - const r = new Vec3(); - worldPoint.vsub(this.position, r); - this.angularVelocity.cross(r, result); - this.velocity.vadd(result, result); - return result; - } - /** - * Move the body forward in time. - * @param dt Time step - * @param quatNormalize Set to true to normalize the body quaternion - * @param quatNormalizeFast If the quaternion should be normalized using "fast" quaternion normalization - */ - - - integrate(dt, quatNormalize, quatNormalizeFast) { - // Save previous position - this.previousPosition.copy(this.position); - this.previousQuaternion.copy(this.quaternion); - - if (!(this.type === Body.DYNAMIC || this.type === Body.KINEMATIC) || this.sleepState === Body.SLEEPING) { - // Only for dynamic - return; - } - - const velo = this.velocity; - const angularVelo = this.angularVelocity; - const pos = this.position; - const force = this.force; - const torque = this.torque; - const quat = this.quaternion; - const invMass = this.invMass; - const invInertia = this.invInertiaWorld; - const linearFactor = this.linearFactor; - const iMdt = invMass * dt; - velo.x += force.x * iMdt * linearFactor.x; - velo.y += force.y * iMdt * linearFactor.y; - velo.z += force.z * iMdt * linearFactor.z; - const e = invInertia.elements; - const angularFactor = this.angularFactor; - const tx = torque.x * angularFactor.x; - const ty = torque.y * angularFactor.y; - const tz = torque.z * angularFactor.z; - angularVelo.x += dt * (e[0] * tx + e[1] * ty + e[2] * tz); - angularVelo.y += dt * (e[3] * tx + e[4] * ty + e[5] * tz); - angularVelo.z += dt * (e[6] * tx + e[7] * ty + e[8] * tz); // Use new velocity - leap frog - - pos.x += velo.x * dt; - pos.y += velo.y * dt; - pos.z += velo.z * dt; - quat.integrate(this.angularVelocity, dt, this.angularFactor, quat); - - if (quatNormalize) { - if (quatNormalizeFast) { - quat.normalizeFast(); - } else { - quat.normalize(); - } - } - - this.aabbNeedsUpdate = true; // Update world inertia - - this.updateInertiaWorld(); - } - -} -Body.idCounter = 0; -Body.COLLIDE_EVENT_NAME = 'collide'; -Body.DYNAMIC = BODY_TYPES.DYNAMIC; -Body.STATIC = BODY_TYPES.STATIC; -Body.KINEMATIC = BODY_TYPES.KINEMATIC; -Body.AWAKE = BODY_SLEEP_STATES.AWAKE; -Body.SLEEPY = BODY_SLEEP_STATES.SLEEPY; -Body.SLEEPING = BODY_SLEEP_STATES.SLEEPING; -Body.wakeupEvent = { - type: 'wakeup' -}; -Body.sleepyEvent = { - type: 'sleepy' -}; -Body.sleepEvent = { - type: 'sleep' -}; -const tmpVec = new Vec3(); -const tmpQuat = new Quaternion(); -const updateAABB_shapeAABB = new AABB(); -const uiw_m1 = new Mat3(); -const uiw_m2 = new Mat3(); -const uiw_m3 = new Mat3(); -const Body_applyForce_rotForce = new Vec3(); -const Body_applyLocalForce_worldForce = new Vec3(); -const Body_applyLocalForce_relativePointWorld = new Vec3(); -const Body_applyImpulse_velo = new Vec3(); -const Body_applyImpulse_rotVelo = new Vec3(); -const Body_applyLocalImpulse_worldImpulse = new Vec3(); -const Body_applyLocalImpulse_relativePoint = new Vec3(); -const Body_updateMassProperties_halfExtents = new Vec3(); - -/** - * Base class for broadphase implementations - * @author schteppe - */ -class Broadphase { - /** - * The world to search for collisions in. - */ - - /** - * If set to true, the broadphase uses bounding boxes for intersection tests, else it uses bounding spheres. - */ - - /** - * Set to true if the objects in the world moved. - */ - constructor() { - this.world = null; - this.useBoundingBoxes = false; - this.dirty = true; - } - /** - * Get the collision pairs from the world - * @param world The world to search in - * @param p1 Empty array to be filled with body objects - * @param p2 Empty array to be filled with body objects - */ - - - collisionPairs(world, p1, p2) { - throw new Error('collisionPairs not implemented for this BroadPhase class!'); - } - /** - * Check if a body pair needs to be intersection tested at all. - */ - - - needBroadphaseCollision(bodyA, bodyB) { - // Check collision filter masks - if ((bodyA.collisionFilterGroup & bodyB.collisionFilterMask) === 0 || (bodyB.collisionFilterGroup & bodyA.collisionFilterMask) === 0) { - return false; - } // Check types - - - if (((bodyA.type & Body.STATIC) !== 0 || bodyA.sleepState === Body.SLEEPING) && ((bodyB.type & Body.STATIC) !== 0 || bodyB.sleepState === Body.SLEEPING)) { - // Both bodies are static or sleeping. Skip. - return false; - } - - return true; - } - /** - * Check if the bounding volumes of two bodies intersect. - */ - - - intersectionTest(bodyA, bodyB, pairs1, pairs2) { - if (this.useBoundingBoxes) { - this.doBoundingBoxBroadphase(bodyA, bodyB, pairs1, pairs2); - } else { - this.doBoundingSphereBroadphase(bodyA, bodyB, pairs1, pairs2); - } - } - /** - * Check if the bounding spheres of two bodies are intersecting. - * @param pairs1 bodyA is appended to this array if intersection - * @param pairs2 bodyB is appended to this array if intersection - */ - - - doBoundingSphereBroadphase(bodyA, bodyB, pairs1, pairs2) { - const r = Broadphase_collisionPairs_r; - bodyB.position.vsub(bodyA.position, r); - const boundingRadiusSum2 = (bodyA.boundingRadius + bodyB.boundingRadius) ** 2; - const norm2 = r.lengthSquared(); - - if (norm2 < boundingRadiusSum2) { - pairs1.push(bodyA); - pairs2.push(bodyB); - } - } - /** - * Check if the bounding boxes of two bodies are intersecting. - */ - - - doBoundingBoxBroadphase(bodyA, bodyB, pairs1, pairs2) { - if (bodyA.aabbNeedsUpdate) { - bodyA.updateAABB(); - } - - if (bodyB.aabbNeedsUpdate) { - bodyB.updateAABB(); - } // Check AABB / AABB - - - if (bodyA.aabb.overlaps(bodyB.aabb)) { - pairs1.push(bodyA); - pairs2.push(bodyB); - } - } - /** - * Removes duplicate pairs from the pair arrays. - */ - - - makePairsUnique(pairs1, pairs2) { - const t = Broadphase_makePairsUnique_temp; - const p1 = Broadphase_makePairsUnique_p1; - const p2 = Broadphase_makePairsUnique_p2; - const N = pairs1.length; - - for (let i = 0; i !== N; i++) { - p1[i] = pairs1[i]; - p2[i] = pairs2[i]; - } - - pairs1.length = 0; - pairs2.length = 0; - - for (let i = 0; i !== N; i++) { - const id1 = p1[i].id; - const id2 = p2[i].id; - const key = id1 < id2 ? `${id1},${id2}` : `${id2},${id1}`; - t[key] = i; - t.keys.push(key); - } - - for (let i = 0; i !== t.keys.length; i++) { - const key = t.keys.pop(); - const pairIndex = t[key]; - pairs1.push(p1[pairIndex]); - pairs2.push(p2[pairIndex]); - delete t[key]; - } - } - /** - * To be implemented by subcasses - */ - - - setWorld(world) {} - /** - * Check if the bounding spheres of two bodies overlap. - */ - - - static boundingSphereCheck(bodyA, bodyB) { - const dist = new Vec3(); // bsc_dist; - - bodyA.position.vsub(bodyB.position, dist); - const sa = bodyA.shapes[0]; - const sb = bodyB.shapes[0]; - return Math.pow(sa.boundingSphereRadius + sb.boundingSphereRadius, 2) > dist.lengthSquared(); - } - /** - * Returns all the bodies within the AABB. - */ - - - aabbQuery(world, aabb, result) { - console.warn('.aabbQuery is not implemented in this Broadphase subclass.'); - return []; - } - -} // Temp objects - -const Broadphase_collisionPairs_r = new Vec3(); -new Vec3(); -new Quaternion(); -new Vec3(); -const Broadphase_makePairsUnique_temp = { - keys: [] -}; -const Broadphase_makePairsUnique_p1 = []; -const Broadphase_makePairsUnique_p2 = []; -new Vec3(); - -/** - * Axis aligned uniform grid broadphase. - * @todo Needs support for more than just planes and spheres. - */ -class GridBroadphase extends Broadphase { - /** - * Number of boxes along x - */ - - /** - * Number of boxes along y - */ - - /** - * Number of boxes along z - */ - - /** - * aabbMin - */ - - /** - * aabbMax - */ - - /** - * bins - */ - - /** - * binLengths - */ - - /** - * @param nx Number of boxes along x. - * @param ny Number of boxes along y. - * @param nz Number of boxes along z. - */ - constructor(aabbMin, aabbMax, nx, ny, nz) { - if (aabbMin === void 0) { - aabbMin = new Vec3(100, 100, 100); - } - - if (aabbMax === void 0) { - aabbMax = new Vec3(-100, -100, -100); - } - - if (nx === void 0) { - nx = 10; - } - - if (ny === void 0) { - ny = 10; - } - - if (nz === void 0) { - nz = 10; - } - - super(); - this.nx = nx; - this.ny = ny; - this.nz = nz; - this.aabbMin = aabbMin; - this.aabbMax = aabbMax; - const nbins = this.nx * this.ny * this.nz; - - if (nbins <= 0) { - throw "GridBroadphase: Each dimension's n must be >0"; - } - - this.bins = []; - this.binLengths = []; // Rather than continually resizing arrays (thrashing the memory), just record length and allow them to grow - - this.bins.length = nbins; - this.binLengths.length = nbins; - - for (let i = 0; i < nbins; i++) { - this.bins[i] = []; - this.binLengths[i] = 0; - } - } - /** - * Get all the collision pairs in the physics world - */ - - - collisionPairs(world, pairs1, pairs2) { - const N = world.bodies.length; - const bodies = world.bodies; - const max = this.aabbMax; - const min = this.aabbMin; - const nx = this.nx; - const ny = this.ny; - const nz = this.nz; - const xstep = ny * nz; - const ystep = nz; - const zstep = 1; - const xmax = max.x; - const ymax = max.y; - const zmax = max.z; - const xmin = min.x; - const ymin = min.y; - const zmin = min.z; - const xmult = nx / (xmax - xmin); - const ymult = ny / (ymax - ymin); - const zmult = nz / (zmax - zmin); - const binsizeX = (xmax - xmin) / nx; - const binsizeY = (ymax - ymin) / ny; - const binsizeZ = (zmax - zmin) / nz; - const binRadius = Math.sqrt(binsizeX * binsizeX + binsizeY * binsizeY + binsizeZ * binsizeZ) * 0.5; - const types = Shape.types; - const SPHERE = types.SPHERE; - const PLANE = types.PLANE; - types.BOX; - types.COMPOUND; - types.CONVEXPOLYHEDRON; - const bins = this.bins; - const binLengths = this.binLengths; - const Nbins = this.bins.length; // Reset bins - - for (let i = 0; i !== Nbins; i++) { - binLengths[i] = 0; - } - - const ceil = Math.ceil; - - function addBoxToBins(x0, y0, z0, x1, y1, z1, bi) { - let xoff0 = (x0 - xmin) * xmult | 0; - let yoff0 = (y0 - ymin) * ymult | 0; - let zoff0 = (z0 - zmin) * zmult | 0; - let xoff1 = ceil((x1 - xmin) * xmult); - let yoff1 = ceil((y1 - ymin) * ymult); - let zoff1 = ceil((z1 - zmin) * zmult); - - if (xoff0 < 0) { - xoff0 = 0; - } else if (xoff0 >= nx) { - xoff0 = nx - 1; - } - - if (yoff0 < 0) { - yoff0 = 0; - } else if (yoff0 >= ny) { - yoff0 = ny - 1; - } - - if (zoff0 < 0) { - zoff0 = 0; - } else if (zoff0 >= nz) { - zoff0 = nz - 1; - } - - if (xoff1 < 0) { - xoff1 = 0; - } else if (xoff1 >= nx) { - xoff1 = nx - 1; - } - - if (yoff1 < 0) { - yoff1 = 0; - } else if (yoff1 >= ny) { - yoff1 = ny - 1; - } - - if (zoff1 < 0) { - zoff1 = 0; - } else if (zoff1 >= nz) { - zoff1 = nz - 1; - } - - xoff0 *= xstep; - yoff0 *= ystep; - zoff0 *= zstep; - xoff1 *= xstep; - yoff1 *= ystep; - zoff1 *= zstep; - - for (let xoff = xoff0; xoff <= xoff1; xoff += xstep) { - for (let yoff = yoff0; yoff <= yoff1; yoff += ystep) { - for (let zoff = zoff0; zoff <= zoff1; zoff += zstep) { - const idx = xoff + yoff + zoff; - bins[idx][binLengths[idx]++] = bi; - } - } - } - } // Put all bodies into the bins - - - for (let i = 0; i !== N; i++) { - const bi = bodies[i]; - const si = bi.shapes[0]; - - switch (si.type) { - case SPHERE: - { - const shape = si; // Put in bin - // check if overlap with other bins - - const x = bi.position.x; - const y = bi.position.y; - const z = bi.position.z; - const r = shape.radius; - addBoxToBins(x - r, y - r, z - r, x + r, y + r, z + r, bi); - break; - } - - case PLANE: - { - const shape = si; - - if (shape.worldNormalNeedsUpdate) { - shape.computeWorldNormal(bi.quaternion); - } - - const planeNormal = shape.worldNormal; //Relative position from origin of plane object to the first bin - //Incremented as we iterate through the bins - - const xreset = xmin + binsizeX * 0.5 - bi.position.x; - const yreset = ymin + binsizeY * 0.5 - bi.position.y; - const zreset = zmin + binsizeZ * 0.5 - bi.position.z; - const d = GridBroadphase_collisionPairs_d; - d.set(xreset, yreset, zreset); - - for (let xi = 0, xoff = 0; xi !== nx; xi++, xoff += xstep, d.y = yreset, d.x += binsizeX) { - for (let yi = 0, yoff = 0; yi !== ny; yi++, yoff += ystep, d.z = zreset, d.y += binsizeY) { - for (let zi = 0, zoff = 0; zi !== nz; zi++, zoff += zstep, d.z += binsizeZ) { - if (d.dot(planeNormal) < binRadius) { - const idx = xoff + yoff + zoff; - bins[idx][binLengths[idx]++] = bi; - } - } - } - } - - break; - } - - default: - { - if (bi.aabbNeedsUpdate) { - bi.updateAABB(); - } - - addBoxToBins(bi.aabb.lowerBound.x, bi.aabb.lowerBound.y, bi.aabb.lowerBound.z, bi.aabb.upperBound.x, bi.aabb.upperBound.y, bi.aabb.upperBound.z, bi); - break; - } - } - } // Check each bin - - - for (let i = 0; i !== Nbins; i++) { - const binLength = binLengths[i]; //Skip bins with no potential collisions - - if (binLength > 1) { - const bin = bins[i]; // Do N^2 broadphase inside - - for (let xi = 0; xi !== binLength; xi++) { - const bi = bin[xi]; - - for (let yi = 0; yi !== xi; yi++) { - const bj = bin[yi]; - - if (this.needBroadphaseCollision(bi, bj)) { - this.intersectionTest(bi, bj, pairs1, pairs2); - } - } - } - } - } // for (let zi = 0, zoff=0; zi < nz; zi++, zoff+= zstep) { - // console.log("layer "+zi); - // for (let yi = 0, yoff=0; yi < ny; yi++, yoff += ystep) { - // const row = ''; - // for (let xi = 0, xoff=0; xi < nx; xi++, xoff += xstep) { - // const idx = xoff + yoff + zoff; - // row += ' ' + binLengths[idx]; - // } - // console.log(row); - // } - // } - - - this.makePairsUnique(pairs1, pairs2); - } - -} -const GridBroadphase_collisionPairs_d = new Vec3(); -new Vec3(); - -/** - * Naive broadphase implementation, used in lack of better ones. - * - * The naive broadphase looks at all possible pairs without restriction, therefore it has complexity N^2 _(which is bad)_ - */ -class NaiveBroadphase extends Broadphase { - /** - * @todo Remove useless constructor - */ - constructor() { - super(); - } - /** - * Get all the collision pairs in the physics world - */ - - - collisionPairs(world, pairs1, pairs2) { - const bodies = world.bodies; - const n = bodies.length; - let bi; - let bj; // Naive N^2 ftw! - - for (let i = 0; i !== n; i++) { - for (let j = 0; j !== i; j++) { - bi = bodies[i]; - bj = bodies[j]; - - if (!this.needBroadphaseCollision(bi, bj)) { - continue; - } - - this.intersectionTest(bi, bj, pairs1, pairs2); - } - } - } - /** - * Returns all the bodies within an AABB. - * @param result An array to store resulting bodies in. - */ - - - aabbQuery(world, aabb, result) { - if (result === void 0) { - result = []; - } - - for (let i = 0; i < world.bodies.length; i++) { - const b = world.bodies[i]; - - if (b.aabbNeedsUpdate) { - b.updateAABB(); - } // Ugly hack until Body gets aabb - - - if (b.aabb.overlaps(aabb)) { - result.push(b); - } - } - - return result; - } - -} - -/** - * Storage for Ray casting data - */ -class RaycastResult { - /** - * rayFromWorld - */ - - /** - * rayToWorld - */ - - /** - * hitNormalWorld - */ - - /** - * hitPointWorld - */ - - /** - * hasHit - */ - - /** - * shape - */ - - /** - * body - */ - - /** - * The index of the hit triangle, if the hit shape was a trimesh - */ - - /** - * Distance to the hit. Will be set to -1 if there was no hit - */ - - /** - * If the ray should stop traversing the bodies - */ - constructor() { - this.rayFromWorld = new Vec3(); - this.rayToWorld = new Vec3(); - this.hitNormalWorld = new Vec3(); - this.hitPointWorld = new Vec3(); - this.hasHit = false; - this.shape = null; - this.body = null; - this.hitFaceIndex = -1; - this.distance = -1; - this.shouldStop = false; - } - /** - * Reset all result data. - */ - - - reset() { - this.rayFromWorld.setZero(); - this.rayToWorld.setZero(); - this.hitNormalWorld.setZero(); - this.hitPointWorld.setZero(); - this.hasHit = false; - this.shape = null; - this.body = null; - this.hitFaceIndex = -1; - this.distance = -1; - this.shouldStop = false; - } - /** - * abort - */ - - - abort() { - this.shouldStop = true; - } - /** - * Set result data. - */ - - - set(rayFromWorld, rayToWorld, hitNormalWorld, hitPointWorld, shape, body, distance) { - this.rayFromWorld.copy(rayFromWorld); - this.rayToWorld.copy(rayToWorld); - this.hitNormalWorld.copy(hitNormalWorld); - this.hitPointWorld.copy(hitPointWorld); - this.shape = shape; - this.body = body; - this.distance = distance; - } - -} - -let _Shape$types$SPHERE, _Shape$types$PLANE, _Shape$types$BOX, _Shape$types$CYLINDER, _Shape$types$CONVEXPO, _Shape$types$HEIGHTFI, _Shape$types$TRIMESH; - -/** - * RAY_MODES - */ -const RAY_MODES = { - /** CLOSEST */ - CLOSEST: 1, - - /** ANY */ - ANY: 2, - - /** ALL */ - ALL: 4 -}; -/** - * RayMode - */ - -_Shape$types$SPHERE = Shape.types.SPHERE; -_Shape$types$PLANE = Shape.types.PLANE; -_Shape$types$BOX = Shape.types.BOX; -_Shape$types$CYLINDER = Shape.types.CYLINDER; -_Shape$types$CONVEXPO = Shape.types.CONVEXPOLYHEDRON; -_Shape$types$HEIGHTFI = Shape.types.HEIGHTFIELD; -_Shape$types$TRIMESH = Shape.types.TRIMESH; - -/** - * A line in 3D space that intersects bodies and return points. - */ -class Ray { - /** - * from - */ - - /** - * to - */ - - /** - * direction - */ - - /** - * The precision of the ray. Used when checking parallelity etc. - * @default 0.0001 - */ - - /** - * Set to `false` if you don't want the Ray to take `collisionResponse` flags into account on bodies and shapes. - * @default true - */ - - /** - * If set to `true`, the ray skips any hits with normal.dot(rayDirection) < 0. - * @default false - */ - - /** - * collisionFilterMask - * @default -1 - */ - - /** - * collisionFilterGroup - * @default -1 - */ - - /** - * The intersection mode. Should be Ray.ANY, Ray.ALL or Ray.CLOSEST. - * @default RAY.ANY - */ - - /** - * Current result object. - */ - - /** - * Will be set to `true` during intersectWorld() if the ray hit anything. - */ - - /** - * User-provided result callback. Will be used if mode is Ray.ALL. - */ - - /** - * CLOSEST - */ - - /** - * ANY - */ - - /** - * ALL - */ - get [_Shape$types$SPHERE]() { - return this._intersectSphere; - } - - get [_Shape$types$PLANE]() { - return this._intersectPlane; - } - - get [_Shape$types$BOX]() { - return this._intersectBox; - } - - get [_Shape$types$CYLINDER]() { - return this._intersectConvex; - } - - get [_Shape$types$CONVEXPO]() { - return this._intersectConvex; - } - - get [_Shape$types$HEIGHTFI]() { - return this._intersectHeightfield; - } - - get [_Shape$types$TRIMESH]() { - return this._intersectTrimesh; - } - - constructor(from, to) { - if (from === void 0) { - from = new Vec3(); - } - - if (to === void 0) { - to = new Vec3(); - } - - this.from = from.clone(); - this.to = to.clone(); - this.direction = new Vec3(); - this.precision = 0.0001; - this.checkCollisionResponse = true; - this.skipBackfaces = false; - this.collisionFilterMask = -1; - this.collisionFilterGroup = -1; - this.mode = Ray.ANY; - this.result = new RaycastResult(); - this.hasHit = false; - - this.callback = result => {}; - } - /** - * Do itersection against all bodies in the given World. - * @return True if the ray hit anything, otherwise false. - */ - - - intersectWorld(world, options) { - this.mode = options.mode || Ray.ANY; - this.result = options.result || new RaycastResult(); - this.skipBackfaces = !!options.skipBackfaces; - this.collisionFilterMask = typeof options.collisionFilterMask !== 'undefined' ? options.collisionFilterMask : -1; - this.collisionFilterGroup = typeof options.collisionFilterGroup !== 'undefined' ? options.collisionFilterGroup : -1; - this.checkCollisionResponse = typeof options.checkCollisionResponse !== 'undefined' ? options.checkCollisionResponse : true; - - if (options.from) { - this.from.copy(options.from); - } - - if (options.to) { - this.to.copy(options.to); - } - - this.callback = options.callback || (() => {}); - - this.hasHit = false; - this.result.reset(); - this.updateDirection(); - this.getAABB(tmpAABB$1); - tmpArray.length = 0; - world.broadphase.aabbQuery(world, tmpAABB$1, tmpArray); - this.intersectBodies(tmpArray); - return this.hasHit; - } - /** - * Shoot a ray at a body, get back information about the hit. - * @deprecated @param result set the result property of the Ray instead. - */ - - - intersectBody(body, result) { - if (result) { - this.result = result; - this.updateDirection(); - } - - const checkCollisionResponse = this.checkCollisionResponse; - - if (checkCollisionResponse && !body.collisionResponse) { - return; - } - - if ((this.collisionFilterGroup & body.collisionFilterMask) === 0 || (body.collisionFilterGroup & this.collisionFilterMask) === 0) { - return; - } - - const xi = intersectBody_xi; - const qi = intersectBody_qi; - - for (let i = 0, N = body.shapes.length; i < N; i++) { - const shape = body.shapes[i]; - - if (checkCollisionResponse && !shape.collisionResponse) { - continue; // Skip - } - - body.quaternion.mult(body.shapeOrientations[i], qi); - body.quaternion.vmult(body.shapeOffsets[i], xi); - xi.vadd(body.position, xi); - this.intersectShape(shape, qi, xi, body); - - if (this.result.shouldStop) { - break; - } - } - } - /** - * Shoot a ray at an array bodies, get back information about the hit. - * @param bodies An array of Body objects. - * @deprecated @param result set the result property of the Ray instead. - * - */ - - - intersectBodies(bodies, result) { - if (result) { - this.result = result; - this.updateDirection(); - } - - for (let i = 0, l = bodies.length; !this.result.shouldStop && i < l; i++) { - this.intersectBody(bodies[i]); - } - } - /** - * Updates the direction vector. - */ - - - updateDirection() { - this.to.vsub(this.from, this.direction); - this.direction.normalize(); - } - - intersectShape(shape, quat, position, body) { - const from = this.from; // Checking boundingSphere - - const distance = distanceFromIntersection(from, this.direction, position); - - if (distance > shape.boundingSphereRadius) { - return; - } - - const intersectMethod = this[shape.type]; - - if (intersectMethod) { - intersectMethod.call(this, shape, quat, position, body, shape); - } - } - - _intersectBox(box, quat, position, body, reportedShape) { - return this._intersectConvex(box.convexPolyhedronRepresentation, quat, position, body, reportedShape); - } - - _intersectPlane(shape, quat, position, body, reportedShape) { - const from = this.from; - const to = this.to; - const direction = this.direction; // Get plane normal - - const worldNormal = new Vec3(0, 0, 1); - quat.vmult(worldNormal, worldNormal); - const len = new Vec3(); - from.vsub(position, len); - const planeToFrom = len.dot(worldNormal); - to.vsub(position, len); - const planeToTo = len.dot(worldNormal); - - if (planeToFrom * planeToTo > 0) { - // "from" and "to" are on the same side of the plane... bail out - return; - } - - if (from.distanceTo(to) < planeToFrom) { - return; - } - - const n_dot_dir = worldNormal.dot(direction); - - if (Math.abs(n_dot_dir) < this.precision) { - // No intersection - return; - } - - const planePointToFrom = new Vec3(); - const dir_scaled_with_t = new Vec3(); - const hitPointWorld = new Vec3(); - from.vsub(position, planePointToFrom); - const t = -worldNormal.dot(planePointToFrom) / n_dot_dir; - direction.scale(t, dir_scaled_with_t); - from.vadd(dir_scaled_with_t, hitPointWorld); - this.reportIntersection(worldNormal, hitPointWorld, reportedShape, body, -1); - } - /** - * Get the world AABB of the ray. - */ - - - getAABB(aabb) { - const { - lowerBound, - upperBound - } = aabb; - const to = this.to; - const from = this.from; - lowerBound.x = Math.min(to.x, from.x); - lowerBound.y = Math.min(to.y, from.y); - lowerBound.z = Math.min(to.z, from.z); - upperBound.x = Math.max(to.x, from.x); - upperBound.y = Math.max(to.y, from.y); - upperBound.z = Math.max(to.z, from.z); - } - - _intersectHeightfield(shape, quat, position, body, reportedShape) { - shape.data; - shape.elementSize; // Convert the ray to local heightfield coordinates - - const localRay = intersectHeightfield_localRay; //new Ray(this.from, this.to); - - localRay.from.copy(this.from); - localRay.to.copy(this.to); - Transform.pointToLocalFrame(position, quat, localRay.from, localRay.from); - Transform.pointToLocalFrame(position, quat, localRay.to, localRay.to); - localRay.updateDirection(); // Get the index of the data points to test against - - const index = intersectHeightfield_index; - let iMinX; - let iMinY; - let iMaxX; - let iMaxY; // Set to max - - iMinX = iMinY = 0; - iMaxX = iMaxY = shape.data.length - 1; - const aabb = new AABB(); - localRay.getAABB(aabb); - shape.getIndexOfPosition(aabb.lowerBound.x, aabb.lowerBound.y, index, true); - iMinX = Math.max(iMinX, index[0]); - iMinY = Math.max(iMinY, index[1]); - shape.getIndexOfPosition(aabb.upperBound.x, aabb.upperBound.y, index, true); - iMaxX = Math.min(iMaxX, index[0] + 1); - iMaxY = Math.min(iMaxY, index[1] + 1); - - for (let i = iMinX; i < iMaxX; i++) { - for (let j = iMinY; j < iMaxY; j++) { - if (this.result.shouldStop) { - return; - } - - shape.getAabbAtIndex(i, j, aabb); - - if (!aabb.overlapsRay(localRay)) { - continue; - } // Lower triangle - - - shape.getConvexTrianglePillar(i, j, false); - Transform.pointToWorldFrame(position, quat, shape.pillarOffset, worldPillarOffset); - - this._intersectConvex(shape.pillarConvex, quat, worldPillarOffset, body, reportedShape, intersectConvexOptions); - - if (this.result.shouldStop) { - return; - } // Upper triangle - - - shape.getConvexTrianglePillar(i, j, true); - Transform.pointToWorldFrame(position, quat, shape.pillarOffset, worldPillarOffset); - - this._intersectConvex(shape.pillarConvex, quat, worldPillarOffset, body, reportedShape, intersectConvexOptions); - } - } - } - - _intersectSphere(sphere, quat, position, body, reportedShape) { - const from = this.from; - const to = this.to; - const r = sphere.radius; - const a = (to.x - from.x) ** 2 + (to.y - from.y) ** 2 + (to.z - from.z) ** 2; - const b = 2 * ((to.x - from.x) * (from.x - position.x) + (to.y - from.y) * (from.y - position.y) + (to.z - from.z) * (from.z - position.z)); - const c = (from.x - position.x) ** 2 + (from.y - position.y) ** 2 + (from.z - position.z) ** 2 - r ** 2; - const delta = b ** 2 - 4 * a * c; - const intersectionPoint = Ray_intersectSphere_intersectionPoint; - const normal = Ray_intersectSphere_normal; - - if (delta < 0) { - // No intersection - return; - } else if (delta === 0) { - // single intersection point - from.lerp(to, delta, intersectionPoint); - intersectionPoint.vsub(position, normal); - normal.normalize(); - this.reportIntersection(normal, intersectionPoint, reportedShape, body, -1); - } else { - const d1 = (-b - Math.sqrt(delta)) / (2 * a); - const d2 = (-b + Math.sqrt(delta)) / (2 * a); - - if (d1 >= 0 && d1 <= 1) { - from.lerp(to, d1, intersectionPoint); - intersectionPoint.vsub(position, normal); - normal.normalize(); - this.reportIntersection(normal, intersectionPoint, reportedShape, body, -1); - } - - if (this.result.shouldStop) { - return; - } - - if (d2 >= 0 && d2 <= 1) { - from.lerp(to, d2, intersectionPoint); - intersectionPoint.vsub(position, normal); - normal.normalize(); - this.reportIntersection(normal, intersectionPoint, reportedShape, body, -1); - } - } - } - - _intersectConvex(shape, quat, position, body, reportedShape, options) { - intersectConvex_minDistNormal; - const normal = intersectConvex_normal; - const vector = intersectConvex_vector; - intersectConvex_minDistIntersect; - const faceList = options && options.faceList || null; // Checking faces - - const faces = shape.faces; - const vertices = shape.vertices; - const normals = shape.faceNormals; - const direction = this.direction; - const from = this.from; - const to = this.to; - const fromToDistance = from.distanceTo(to); - const Nfaces = faceList ? faceList.length : faces.length; - const result = this.result; - - for (let j = 0; !result.shouldStop && j < Nfaces; j++) { - const fi = faceList ? faceList[j] : j; - const face = faces[fi]; - const faceNormal = normals[fi]; - const q = quat; - const x = position; // determine if ray intersects the plane of the face - // note: this works regardless of the direction of the face normal - // Get plane point in world coordinates... - - vector.copy(vertices[face[0]]); - q.vmult(vector, vector); - vector.vadd(x, vector); // ...but make it relative to the ray from. We'll fix this later. - - vector.vsub(from, vector); // Get plane normal - - q.vmult(faceNormal, normal); // If this dot product is negative, we have something interesting - - const dot = direction.dot(normal); // Bail out if ray and plane are parallel - - if (Math.abs(dot) < this.precision) { - continue; - } // calc distance to plane - - - const scalar = normal.dot(vector) / dot; // if negative distance, then plane is behind ray - - if (scalar < 0) { - continue; - } // if (dot < 0) { - // Intersection point is from + direction * scalar - - - direction.scale(scalar, intersectPoint); - intersectPoint.vadd(from, intersectPoint); // a is the point we compare points b and c with. - - a.copy(vertices[face[0]]); - q.vmult(a, a); - x.vadd(a, a); - - for (let i = 1; !result.shouldStop && i < face.length - 1; i++) { - // Transform 3 vertices to world coords - b.copy(vertices[face[i]]); - c.copy(vertices[face[i + 1]]); - q.vmult(b, b); - q.vmult(c, c); - x.vadd(b, b); - x.vadd(c, c); - const distance = intersectPoint.distanceTo(from); - - if (!(Ray.pointInTriangle(intersectPoint, a, b, c) || Ray.pointInTriangle(intersectPoint, b, a, c)) || distance > fromToDistance) { - continue; - } - - this.reportIntersection(normal, intersectPoint, reportedShape, body, fi); - } // } - - } - } - /** - * @todo Optimize by transforming the world to local space first. - * @todo Use Octree lookup - */ - - - _intersectTrimesh(mesh, quat, position, body, reportedShape, options) { - const normal = intersectTrimesh_normal; - const triangles = intersectTrimesh_triangles; - const treeTransform = intersectTrimesh_treeTransform; - const vector = intersectConvex_vector; - const localDirection = intersectTrimesh_localDirection; - const localFrom = intersectTrimesh_localFrom; - const localTo = intersectTrimesh_localTo; - const worldIntersectPoint = intersectTrimesh_worldIntersectPoint; - const worldNormal = intersectTrimesh_worldNormal; // Checking faces - - const indices = mesh.indices; - mesh.vertices; // const normals = mesh.faceNormals - - const from = this.from; - const to = this.to; - const direction = this.direction; - treeTransform.position.copy(position); - treeTransform.quaternion.copy(quat); // Transform ray to local space! - - Transform.vectorToLocalFrame(position, quat, direction, localDirection); - Transform.pointToLocalFrame(position, quat, from, localFrom); - Transform.pointToLocalFrame(position, quat, to, localTo); - localTo.x *= mesh.scale.x; - localTo.y *= mesh.scale.y; - localTo.z *= mesh.scale.z; - localFrom.x *= mesh.scale.x; - localFrom.y *= mesh.scale.y; - localFrom.z *= mesh.scale.z; - localTo.vsub(localFrom, localDirection); - localDirection.normalize(); - const fromToDistanceSquared = localFrom.distanceSquared(localTo); - mesh.tree.rayQuery(this, treeTransform, triangles); - - for (let i = 0, N = triangles.length; !this.result.shouldStop && i !== N; i++) { - const trianglesIndex = triangles[i]; - mesh.getNormal(trianglesIndex, normal); // determine if ray intersects the plane of the face - // note: this works regardless of the direction of the face normal - // Get plane point in world coordinates... - - mesh.getVertex(indices[trianglesIndex * 3], a); // ...but make it relative to the ray from. We'll fix this later. - - a.vsub(localFrom, vector); // If this dot product is negative, we have something interesting - - const dot = localDirection.dot(normal); // Bail out if ray and plane are parallel - // if (Math.abs( dot ) < this.precision){ - // continue; - // } - // calc distance to plane - - const scalar = normal.dot(vector) / dot; // if negative distance, then plane is behind ray - - if (scalar < 0) { - continue; - } // Intersection point is from + direction * scalar - - - localDirection.scale(scalar, intersectPoint); - intersectPoint.vadd(localFrom, intersectPoint); // Get triangle vertices - - mesh.getVertex(indices[trianglesIndex * 3 + 1], b); - mesh.getVertex(indices[trianglesIndex * 3 + 2], c); - const squaredDistance = intersectPoint.distanceSquared(localFrom); - - if (!(Ray.pointInTriangle(intersectPoint, b, a, c) || Ray.pointInTriangle(intersectPoint, a, b, c)) || squaredDistance > fromToDistanceSquared) { - continue; - } // transform intersectpoint and normal to world - - - Transform.vectorToWorldFrame(quat, normal, worldNormal); - Transform.pointToWorldFrame(position, quat, intersectPoint, worldIntersectPoint); - this.reportIntersection(worldNormal, worldIntersectPoint, reportedShape, body, trianglesIndex); - } - - triangles.length = 0; - } - /** - * @return True if the intersections should continue - */ - - - reportIntersection(normal, hitPointWorld, shape, body, hitFaceIndex) { - const from = this.from; - const to = this.to; - const distance = from.distanceTo(hitPointWorld); - const result = this.result; // Skip back faces? - - if (this.skipBackfaces && normal.dot(this.direction) > 0) { - return; - } - - result.hitFaceIndex = typeof hitFaceIndex !== 'undefined' ? hitFaceIndex : -1; - - switch (this.mode) { - case Ray.ALL: - this.hasHit = true; - result.set(from, to, normal, hitPointWorld, shape, body, distance); - result.hasHit = true; - this.callback(result); - break; - - case Ray.CLOSEST: - // Store if closer than current closest - if (distance < result.distance || !result.hasHit) { - this.hasHit = true; - result.hasHit = true; - result.set(from, to, normal, hitPointWorld, shape, body, distance); - } - - break; - - case Ray.ANY: - // Report and stop. - this.hasHit = true; - result.hasHit = true; - result.set(from, to, normal, hitPointWorld, shape, body, distance); - result.shouldStop = true; - break; - } - } - /** - * As per "Barycentric Technique" as named - * {@link https://www.blackpawn.com/texts/pointinpoly/default.html here} but without the division - */ - - - static pointInTriangle(p, a, b, c) { - c.vsub(a, v0); - b.vsub(a, v1); - p.vsub(a, v2); - const dot00 = v0.dot(v0); - const dot01 = v0.dot(v1); - const dot02 = v0.dot(v2); - const dot11 = v1.dot(v1); - const dot12 = v1.dot(v2); - let u; - let v; - return (u = dot11 * dot02 - dot01 * dot12) >= 0 && (v = dot00 * dot12 - dot01 * dot02) >= 0 && u + v < dot00 * dot11 - dot01 * dot01; - } - -} -Ray.CLOSEST = RAY_MODES.CLOSEST; -Ray.ANY = RAY_MODES.ANY; -Ray.ALL = RAY_MODES.ALL; -const tmpAABB$1 = new AABB(); -const tmpArray = []; -const v1 = new Vec3(); -const v2 = new Vec3(); -const intersectBody_xi = new Vec3(); -const intersectBody_qi = new Quaternion(); -const intersectPoint = new Vec3(); -const a = new Vec3(); -const b = new Vec3(); -const c = new Vec3(); -new Vec3(); -new RaycastResult(); -const intersectConvexOptions = { - faceList: [0] -}; -const worldPillarOffset = new Vec3(); -const intersectHeightfield_localRay = new Ray(); -const intersectHeightfield_index = []; -const Ray_intersectSphere_intersectionPoint = new Vec3(); -const Ray_intersectSphere_normal = new Vec3(); -const intersectConvex_normal = new Vec3(); -const intersectConvex_minDistNormal = new Vec3(); -const intersectConvex_minDistIntersect = new Vec3(); -const intersectConvex_vector = new Vec3(); -const intersectTrimesh_normal = new Vec3(); -const intersectTrimesh_localDirection = new Vec3(); -const intersectTrimesh_localFrom = new Vec3(); -const intersectTrimesh_localTo = new Vec3(); -const intersectTrimesh_worldNormal = new Vec3(); -const intersectTrimesh_worldIntersectPoint = new Vec3(); -new AABB(); -const intersectTrimesh_triangles = []; -const intersectTrimesh_treeTransform = new Transform(); -const v0 = new Vec3(); -const intersect = new Vec3(); - -function distanceFromIntersection(from, direction, position) { - // v0 is vector from from to position - position.vsub(from, v0); - const dot = v0.dot(direction); // intersect = direction*dot + from - - direction.scale(dot, intersect); - intersect.vadd(from, intersect); - const distance = position.distanceTo(intersect); - return distance; -} - -/** - * Sweep and prune broadphase along one axis. - */ -class SAPBroadphase extends Broadphase { - /** - * List of bodies currently in the broadphase. - */ - - /** - * The world to search in. - */ - - /** - * Axis to sort the bodies along. - * Set to 0 for x axis, and 1 for y axis. - * For best performance, pick the axis where bodies are most distributed. - */ - - /** - * Check if the bounds of two bodies overlap, along the given SAP axis. - */ - static checkBounds(bi, bj, axisIndex) { - let biPos; - let bjPos; - - if (axisIndex === 0) { - biPos = bi.position.x; - bjPos = bj.position.x; - } else if (axisIndex === 1) { - biPos = bi.position.y; - bjPos = bj.position.y; - } else if (axisIndex === 2) { - biPos = bi.position.z; - bjPos = bj.position.z; - } - - const ri = bi.boundingRadius, - rj = bj.boundingRadius, - boundA2 = biPos + ri, - boundB1 = bjPos - rj; - return boundB1 < boundA2; - } // Note: these are identical, save for x/y/z lowerbound - - /** - * insertionSortX - */ - - - static insertionSortX(a) { - for (let i = 1, l = a.length; i < l; i++) { - const v = a[i]; - let j; - - for (j = i - 1; j >= 0; j--) { - if (a[j].aabb.lowerBound.x <= v.aabb.lowerBound.x) { - break; - } - - a[j + 1] = a[j]; - } - - a[j + 1] = v; - } - - return a; - } - /** - * insertionSortY - */ - - - static insertionSortY(a) { - for (let i = 1, l = a.length; i < l; i++) { - const v = a[i]; - let j; - - for (j = i - 1; j >= 0; j--) { - if (a[j].aabb.lowerBound.y <= v.aabb.lowerBound.y) { - break; - } - - a[j + 1] = a[j]; - } - - a[j + 1] = v; - } - - return a; - } - /** - * insertionSortZ - */ - - - static insertionSortZ(a) { - for (let i = 1, l = a.length; i < l; i++) { - const v = a[i]; - let j; - - for (j = i - 1; j >= 0; j--) { - if (a[j].aabb.lowerBound.z <= v.aabb.lowerBound.z) { - break; - } - - a[j + 1] = a[j]; - } - - a[j + 1] = v; - } - - return a; - } - - constructor(world) { - super(); - this.axisList = []; - this.world = null; - this.axisIndex = 0; - const axisList = this.axisList; - - this._addBodyHandler = event => { - axisList.push(event.body); - }; - - this._removeBodyHandler = event => { - const idx = axisList.indexOf(event.body); - - if (idx !== -1) { - axisList.splice(idx, 1); - } - }; - - if (world) { - this.setWorld(world); - } - } - /** - * Change the world - */ - - - setWorld(world) { - // Clear the old axis array - this.axisList.length = 0; // Add all bodies from the new world - - for (let i = 0; i < world.bodies.length; i++) { - this.axisList.push(world.bodies[i]); - } // Remove old handlers, if any - - - world.removeEventListener('addBody', this._addBodyHandler); - world.removeEventListener('removeBody', this._removeBodyHandler); // Add handlers to update the list of bodies. - - world.addEventListener('addBody', this._addBodyHandler); - world.addEventListener('removeBody', this._removeBodyHandler); - this.world = world; - this.dirty = true; - } - /** - * Collect all collision pairs - */ - - - collisionPairs(world, p1, p2) { - const bodies = this.axisList; - const N = bodies.length; - const axisIndex = this.axisIndex; - let i; - let j; - - if (this.dirty) { - this.sortList(); - this.dirty = false; - } // Look through the list - - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - - for (j = i + 1; j < N; j++) { - const bj = bodies[j]; - - if (!this.needBroadphaseCollision(bi, bj)) { - continue; - } - - if (!SAPBroadphase.checkBounds(bi, bj, axisIndex)) { - break; - } - - this.intersectionTest(bi, bj, p1, p2); - } - } - } - - sortList() { - const axisList = this.axisList; - const axisIndex = this.axisIndex; - const N = axisList.length; // Update AABBs - - for (let i = 0; i !== N; i++) { - const bi = axisList[i]; - - if (bi.aabbNeedsUpdate) { - bi.updateAABB(); - } - } // Sort the list - - - if (axisIndex === 0) { - SAPBroadphase.insertionSortX(axisList); - } else if (axisIndex === 1) { - SAPBroadphase.insertionSortY(axisList); - } else if (axisIndex === 2) { - SAPBroadphase.insertionSortZ(axisList); - } - } - /** - * Computes the variance of the body positions and estimates the best axis to use. - * Will automatically set property `axisIndex`. - */ - - - autoDetectAxis() { - let sumX = 0; - let sumX2 = 0; - let sumY = 0; - let sumY2 = 0; - let sumZ = 0; - let sumZ2 = 0; - const bodies = this.axisList; - const N = bodies.length; - const invN = 1 / N; - - for (let i = 0; i !== N; i++) { - const b = bodies[i]; - const centerX = b.position.x; - sumX += centerX; - sumX2 += centerX * centerX; - const centerY = b.position.y; - sumY += centerY; - sumY2 += centerY * centerY; - const centerZ = b.position.z; - sumZ += centerZ; - sumZ2 += centerZ * centerZ; - } - - const varianceX = sumX2 - sumX * sumX * invN; - const varianceY = sumY2 - sumY * sumY * invN; - const varianceZ = sumZ2 - sumZ * sumZ * invN; - - if (varianceX > varianceY) { - if (varianceX > varianceZ) { - this.axisIndex = 0; - } else { - this.axisIndex = 2; - } - } else if (varianceY > varianceZ) { - this.axisIndex = 1; - } else { - this.axisIndex = 2; - } - } - /** - * Returns all the bodies within an AABB. - * @param result An array to store resulting bodies in. - */ - - - aabbQuery(world, aabb, result) { - if (result === void 0) { - result = []; - } - - if (this.dirty) { - this.sortList(); - this.dirty = false; - } - - const axisIndex = this.axisIndex; - let axis = 'x'; - - if (axisIndex === 1) { - axis = 'y'; - } - - if (axisIndex === 2) { - axis = 'z'; - } - - const axisList = this.axisList; - aabb.lowerBound[axis]; - aabb.upperBound[axis]; - - for (let i = 0; i < axisList.length; i++) { - const b = axisList[i]; - - if (b.aabbNeedsUpdate) { - b.updateAABB(); - } - - if (b.aabb.overlaps(aabb)) { - result.push(b); - } - } - - return result; - } - -} - -class Utils { - /** - * Extend an options object with default values. - * @param options The options object. May be falsy: in this case, a new object is created and returned. - * @param defaults An object containing default values. - * @return The modified options object. - */ - static defaults(options, defaults) { - if (options === void 0) { - options = {}; - } - - for (let key in defaults) { - if (!(key in options)) { - options[key] = defaults[key]; - } - } - - return options; - } - -} - -/** - * Constraint base class - */ -class Constraint { - /** - * Equations to be solved in this constraint. - */ - - /** - * Body A. - */ - - /** - * Body B. - */ - - /** - * Set to false if you don't want the bodies to collide when they are connected. - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - options = Utils.defaults(options, { - collideConnected: true, - wakeUpBodies: true - }); - this.equations = []; - this.bodyA = bodyA; - this.bodyB = bodyB; - this.id = Constraint.idCounter++; - this.collideConnected = options.collideConnected; - - if (options.wakeUpBodies) { - if (bodyA) { - bodyA.wakeUp(); - } - - if (bodyB) { - bodyB.wakeUp(); - } - } - } - /** - * Update all the equations with data. - */ - - - update() { - throw new Error('method update() not implmemented in this Constraint subclass!'); - } - /** - * Enables all equations in the constraint. - */ - - - enable() { - const eqs = this.equations; - - for (let i = 0; i < eqs.length; i++) { - eqs[i].enabled = true; - } - } - /** - * Disables all equations in the constraint. - */ - - - disable() { - const eqs = this.equations; - - for (let i = 0; i < eqs.length; i++) { - eqs[i].enabled = false; - } - } - -} -Constraint.idCounter = 0; - -/** - * An element containing 6 entries, 3 spatial and 3 rotational degrees of freedom. - */ - -class JacobianElement { - /** - * spatial - */ - - /** - * rotational - */ - constructor() { - this.spatial = new Vec3(); - this.rotational = new Vec3(); - } - /** - * Multiply with other JacobianElement - */ - - - multiplyElement(element) { - return element.spatial.dot(this.spatial) + element.rotational.dot(this.rotational); - } - /** - * Multiply with two vectors - */ - - - multiplyVectors(spatial, rotational) { - return spatial.dot(this.spatial) + rotational.dot(this.rotational); - } - -} - -/** - * Equation base class. - * - * `a`, `b` and `eps` are {@link https://www8.cs.umu.se/kurser/5DV058/VT15/lectures/SPOOKlabnotes.pdf SPOOK} parameters that default to `0.0`. See {@link https://github.com/schteppe/cannon.js/issues/238#issuecomment-147172327 this exchange} for more details on Cannon's physics implementation. - */ -class Equation { - /** - * Minimum (read: negative max) force to be applied by the constraint. - */ - - /** - * Maximum (read: positive max) force to be applied by the constraint. - */ - - /** - * SPOOK parameter - */ - - /** - * SPOOK parameter - */ - - /** - * SPOOK parameter - */ - - /** - * A number, proportional to the force added to the bodies. - */ - constructor(bi, bj, minForce, maxForce) { - if (minForce === void 0) { - minForce = -1e6; - } - - if (maxForce === void 0) { - maxForce = 1e6; - } - - this.id = Equation.idCounter++; - this.minForce = minForce; - this.maxForce = maxForce; - this.bi = bi; - this.bj = bj; - this.a = 0.0; // SPOOK parameter - - this.b = 0.0; // SPOOK parameter - - this.eps = 0.0; // SPOOK parameter - - this.jacobianElementA = new JacobianElement(); - this.jacobianElementB = new JacobianElement(); - this.enabled = true; - this.multiplier = 0; - this.setSpookParams(1e7, 4, 1 / 60); // Set typical spook params - } - /** - * Recalculates a, b, and eps. - * - * The Equation constructor sets typical SPOOK parameters as such: - * * `stiffness` = 1e7 - * * `relaxation` = 4 - * * `timeStep`= 1 / 60, _note the hardcoded refresh rate._ - */ - - - setSpookParams(stiffness, relaxation, timeStep) { - const d = relaxation; - const k = stiffness; - const h = timeStep; - this.a = 4.0 / (h * (1 + 4 * d)); - this.b = 4.0 * d / (1 + 4 * d); - this.eps = 4.0 / (h * h * k * (1 + 4 * d)); - } - /** - * Computes the right hand side of the SPOOK equation - */ - - - computeB(a, b, h) { - const GW = this.computeGW(); - const Gq = this.computeGq(); - const GiMf = this.computeGiMf(); - return -Gq * a - GW * b - GiMf * h; - } - /** - * Computes G*q, where q are the generalized body coordinates - */ - - - computeGq() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const xi = bi.position; - const xj = bj.position; - return GA.spatial.dot(xi) + GB.spatial.dot(xj); - } - /** - * Computes G*W, where W are the body velocities - */ - - - computeGW() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const vi = bi.velocity; - const vj = bj.velocity; - const wi = bi.angularVelocity; - const wj = bj.angularVelocity; - return GA.multiplyVectors(vi, wi) + GB.multiplyVectors(vj, wj); - } - /** - * Computes G*Wlambda, where W are the body velocities - */ - - - computeGWlambda() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const vi = bi.vlambda; - const vj = bj.vlambda; - const wi = bi.wlambda; - const wj = bj.wlambda; - return GA.multiplyVectors(vi, wi) + GB.multiplyVectors(vj, wj); - } - /** - * Computes G*inv(M)*f, where M is the mass matrix with diagonal blocks for each body, and f are the forces on the bodies. - */ - - - computeGiMf() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const fi = bi.force; - const ti = bi.torque; - const fj = bj.force; - const tj = bj.torque; - const invMassi = bi.invMassSolve; - const invMassj = bj.invMassSolve; - fi.scale(invMassi, iMfi); - fj.scale(invMassj, iMfj); - bi.invInertiaWorldSolve.vmult(ti, invIi_vmult_taui); - bj.invInertiaWorldSolve.vmult(tj, invIj_vmult_tauj); - return GA.multiplyVectors(iMfi, invIi_vmult_taui) + GB.multiplyVectors(iMfj, invIj_vmult_tauj); - } - /** - * Computes G*inv(M)*G' - */ - - - computeGiMGt() { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const invMassi = bi.invMassSolve; - const invMassj = bj.invMassSolve; - const invIi = bi.invInertiaWorldSolve; - const invIj = bj.invInertiaWorldSolve; - let result = invMassi + invMassj; - invIi.vmult(GA.rotational, tmp); - result += tmp.dot(GA.rotational); - invIj.vmult(GB.rotational, tmp); - result += tmp.dot(GB.rotational); - return result; - } - /** - * Add constraint velocity to the bodies. - */ - - - addToWlambda(deltalambda) { - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const bi = this.bi; - const bj = this.bj; - const temp = addToWlambda_temp; // Add to linear velocity - // v_lambda += inv(M) * delta_lamba * G - - bi.vlambda.addScaledVector(bi.invMassSolve * deltalambda, GA.spatial, bi.vlambda); - bj.vlambda.addScaledVector(bj.invMassSolve * deltalambda, GB.spatial, bj.vlambda); // Add to angular velocity - - bi.invInertiaWorldSolve.vmult(GA.rotational, temp); - bi.wlambda.addScaledVector(deltalambda, temp, bi.wlambda); - bj.invInertiaWorldSolve.vmult(GB.rotational, temp); - bj.wlambda.addScaledVector(deltalambda, temp, bj.wlambda); - } - /** - * Compute the denominator part of the SPOOK equation: C = G*inv(M)*G' + eps - */ - - - computeC() { - return this.computeGiMGt() + this.eps; - } - -} -Equation.idCounter = 0; -const iMfi = new Vec3(); -const iMfj = new Vec3(); -const invIi_vmult_taui = new Vec3(); -const invIj_vmult_tauj = new Vec3(); -const tmp = new Vec3(); -const addToWlambda_temp = new Vec3(); - -/** - * Contact/non-penetration constraint equation - */ -class ContactEquation extends Equation { - /** - * "bounciness": u1 = -e*u0 - */ - - /** - * World-oriented vector that goes from the center of bi to the contact point. - */ - - /** - * World-oriented vector that starts in body j position and goes to the contact point. - */ - - /** - * Contact normal, pointing out of body i. - */ - constructor(bodyA, bodyB, maxForce) { - if (maxForce === void 0) { - maxForce = 1e6; - } - - super(bodyA, bodyB, 0, maxForce); - this.restitution = 0.0; - this.ri = new Vec3(); - this.rj = new Vec3(); - this.ni = new Vec3(); - } - - computeB(h) { - const a = this.a; - const b = this.b; - const bi = this.bi; - const bj = this.bj; - const ri = this.ri; - const rj = this.rj; - const rixn = ContactEquation_computeB_temp1; - const rjxn = ContactEquation_computeB_temp2; - const vi = bi.velocity; - const wi = bi.angularVelocity; - bi.force; - bi.torque; - const vj = bj.velocity; - const wj = bj.angularVelocity; - bj.force; - bj.torque; - const penetrationVec = ContactEquation_computeB_temp3; - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - const n = this.ni; // Caluclate cross products - - ri.cross(n, rixn); - rj.cross(n, rjxn); // g = xj+rj -(xi+ri) - // G = [ -ni -rixn ni rjxn ] - - n.negate(GA.spatial); - rixn.negate(GA.rotational); - GB.spatial.copy(n); - GB.rotational.copy(rjxn); // Calculate the penetration vector - - penetrationVec.copy(bj.position); - penetrationVec.vadd(rj, penetrationVec); - penetrationVec.vsub(bi.position, penetrationVec); - penetrationVec.vsub(ri, penetrationVec); - const g = n.dot(penetrationVec); // Compute iteration - - const ePlusOne = this.restitution + 1; - const GW = ePlusOne * vj.dot(n) - ePlusOne * vi.dot(n) + wj.dot(rjxn) - wi.dot(rixn); - const GiMf = this.computeGiMf(); - const B = -g * a - GW * b - h * GiMf; - return B; - } - /** - * Get the current relative velocity in the contact point. - */ - - - getImpactVelocityAlongNormal() { - const vi = ContactEquation_getImpactVelocityAlongNormal_vi; - const vj = ContactEquation_getImpactVelocityAlongNormal_vj; - const xi = ContactEquation_getImpactVelocityAlongNormal_xi; - const xj = ContactEquation_getImpactVelocityAlongNormal_xj; - const relVel = ContactEquation_getImpactVelocityAlongNormal_relVel; - this.bi.position.vadd(this.ri, xi); - this.bj.position.vadd(this.rj, xj); - this.bi.getVelocityAtWorldPoint(xi, vi); - this.bj.getVelocityAtWorldPoint(xj, vj); - vi.vsub(vj, relVel); - return this.ni.dot(relVel); - } - -} -const ContactEquation_computeB_temp1 = new Vec3(); // Temp vectors - -const ContactEquation_computeB_temp2 = new Vec3(); -const ContactEquation_computeB_temp3 = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_vi = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_vj = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_xi = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_xj = new Vec3(); -const ContactEquation_getImpactVelocityAlongNormal_relVel = new Vec3(); - -/** - * Connects two bodies at given offset points. - * @example - * const bodyA = new Body({ mass: 1 }) - * const bodyB = new Body({ mass: 1 }) - * bodyA.position.set(-1, 0, 0) - * bodyB.position.set(1, 0, 0) - * bodyA.addShape(shapeA) - * bodyB.addShape(shapeB) - * world.addBody(bodyA) - * world.addBody(bodyB) - * const localPivotA = new Vec3(1, 0, 0) - * const localPivotB = new Vec3(-1, 0, 0) - * const constraint = new PointToPointConstraint(bodyA, localPivotA, bodyB, localPivotB) - * world.addConstraint(constraint) - */ -class PointToPointConstraint extends Constraint { - /** - * Pivot, defined locally in bodyA. - */ - - /** - * Pivot, defined locally in bodyB. - */ - - /** - * @param pivotA The point relative to the center of mass of bodyA which bodyA is constrained to. - * @param bodyB Body that will be constrained in a similar way to the same point as bodyA. We will therefore get a link between bodyA and bodyB. If not specified, bodyA will be constrained to a static point. - * @param pivotB The point relative to the center of mass of bodyB which bodyB is constrained to. - * @param maxForce The maximum force that should be applied to constrain the bodies. - */ - constructor(bodyA, pivotA, bodyB, pivotB, maxForce) { - if (pivotA === void 0) { - pivotA = new Vec3(); - } - - if (pivotB === void 0) { - pivotB = new Vec3(); - } - - if (maxForce === void 0) { - maxForce = 1e6; - } - - super(bodyA, bodyB); - this.pivotA = pivotA.clone(); - this.pivotB = pivotB.clone(); - const x = this.equationX = new ContactEquation(bodyA, bodyB); - const y = this.equationY = new ContactEquation(bodyA, bodyB); - const z = this.equationZ = new ContactEquation(bodyA, bodyB); // Equations to be fed to the solver - - this.equations.push(x, y, z); // Make the equations bidirectional - - x.minForce = y.minForce = z.minForce = -maxForce; - x.maxForce = y.maxForce = z.maxForce = maxForce; - x.ni.set(1, 0, 0); - y.ni.set(0, 1, 0); - z.ni.set(0, 0, 1); - } - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const x = this.equationX; - const y = this.equationY; - const z = this.equationZ; // Rotate the pivots to world space - - bodyA.quaternion.vmult(this.pivotA, x.ri); - bodyB.quaternion.vmult(this.pivotB, x.rj); - y.ri.copy(x.ri); - y.rj.copy(x.rj); - z.ri.copy(x.ri); - z.rj.copy(x.rj); - } - -} - -/** - * Cone equation. Works to keep the given body world vectors aligned, or tilted within a given angle from each other. - */ -class ConeEquation extends Equation { - /** - * Local axis in A - */ - - /** - * Local axis in B - */ - - /** - * The "cone angle" to keep - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; - super(bodyA, bodyB, -maxForce, maxForce); - this.axisA = options.axisA ? options.axisA.clone() : new Vec3(1, 0, 0); - this.axisB = options.axisB ? options.axisB.clone() : new Vec3(0, 1, 0); - this.angle = typeof options.angle !== 'undefined' ? options.angle : 0; - } - - computeB(h) { - const a = this.a; - const b = this.b; - const ni = this.axisA; - const nj = this.axisB; - const nixnj = tmpVec1$2; - const njxni = tmpVec2$2; - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; // Caluclate cross products - - ni.cross(nj, nixnj); - nj.cross(ni, njxni); // The angle between two vector is: - // cos(theta) = a * b / (length(a) * length(b) = { len(a) = len(b) = 1 } = a * b - // g = a * b - // gdot = (b x a) * wi + (a x b) * wj - // G = [0 bxa 0 axb] - // W = [vi wi vj wj] - - GA.rotational.copy(njxni); - GB.rotational.copy(nixnj); - const g = Math.cos(this.angle) - ni.dot(nj); - const GW = this.computeGW(); - const GiMf = this.computeGiMf(); - const B = -g * a - GW * b - h * GiMf; - return B; - } - -} -const tmpVec1$2 = new Vec3(); -const tmpVec2$2 = new Vec3(); - -/** - * Rotational constraint. Works to keep the local vectors orthogonal to each other in world space. - */ -class RotationalEquation extends Equation { - /** - * World oriented rotational axis. - */ - - /** - * World oriented rotational axis. - */ - - /** - * maxAngle - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; - super(bodyA, bodyB, -maxForce, maxForce); - this.axisA = options.axisA ? options.axisA.clone() : new Vec3(1, 0, 0); - this.axisB = options.axisB ? options.axisB.clone() : new Vec3(0, 1, 0); - this.maxAngle = Math.PI / 2; - } - - computeB(h) { - const a = this.a; - const b = this.b; - const ni = this.axisA; - const nj = this.axisB; - const nixnj = tmpVec1$1; - const njxni = tmpVec2$1; - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; // Caluclate cross products - - ni.cross(nj, nixnj); - nj.cross(ni, njxni); // g = ni * nj - // gdot = (nj x ni) * wi + (ni x nj) * wj - // G = [0 njxni 0 nixnj] - // W = [vi wi vj wj] - - GA.rotational.copy(njxni); - GB.rotational.copy(nixnj); - const g = Math.cos(this.maxAngle) - ni.dot(nj); - const GW = this.computeGW(); - const GiMf = this.computeGiMf(); - const B = -g * a - GW * b - h * GiMf; - return B; - } - -} -const tmpVec1$1 = new Vec3(); -const tmpVec2$1 = new Vec3(); - -/** - * A Cone Twist constraint, useful for ragdolls. - */ -class ConeTwistConstraint extends PointToPointConstraint { - /** - * The axis direction for the constraint of the body A. - */ - - /** - * The axis direction for the constraint of the body B. - */ - - /** - * The aperture angle of the cone. - */ - - /** - * The twist angle of the joint. - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; // Set pivot point in between - - const pivotA = options.pivotA ? options.pivotA.clone() : new Vec3(); - const pivotB = options.pivotB ? options.pivotB.clone() : new Vec3(); - super(bodyA, pivotA, bodyB, pivotB, maxForce); - this.axisA = options.axisA ? options.axisA.clone() : new Vec3(); - this.axisB = options.axisB ? options.axisB.clone() : new Vec3(); - this.collideConnected = !!options.collideConnected; - this.angle = typeof options.angle !== 'undefined' ? options.angle : 0; - const c = this.coneEquation = new ConeEquation(bodyA, bodyB, options); - const t = this.twistEquation = new RotationalEquation(bodyA, bodyB, options); - this.twistAngle = typeof options.twistAngle !== 'undefined' ? options.twistAngle : 0; // Make the cone equation push the bodies toward the cone axis, not outward - - c.maxForce = 0; - c.minForce = -maxForce; // Make the twist equation add torque toward the initial position - - t.maxForce = 0; - t.minForce = -maxForce; - this.equations.push(c, t); - } - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const cone = this.coneEquation; - const twist = this.twistEquation; - super.update(); // Update the axes to the cone constraint - - bodyA.vectorToWorldFrame(this.axisA, cone.axisA); - bodyB.vectorToWorldFrame(this.axisB, cone.axisB); // Update the world axes in the twist constraint - - this.axisA.tangents(twist.axisA, twist.axisA); - bodyA.vectorToWorldFrame(twist.axisA, twist.axisA); - this.axisB.tangents(twist.axisB, twist.axisB); - bodyB.vectorToWorldFrame(twist.axisB, twist.axisB); - cone.angle = this.angle; - twist.maxAngle = this.twistAngle; - } - -} -new Vec3(); -new Vec3(); - -/** - * Constrains two bodies to be at a constant distance from each others center of mass. - */ -class DistanceConstraint extends Constraint { - /** - * The distance to keep. If undefined, it will be set to the current distance between bodyA and bodyB - */ - - /** - * @param distance The distance to keep. If undefined, it will be set to the current distance between bodyA and bodyB. - * @param maxForce The maximum force that should be applied to constrain the bodies. - */ - constructor(bodyA, bodyB, distance, maxForce) { - if (maxForce === void 0) { - maxForce = 1e6; - } - - super(bodyA, bodyB); - - if (typeof distance === 'undefined') { - distance = bodyA.position.distanceTo(bodyB.position); - } - - this.distance = distance; - const eq = this.distanceEquation = new ContactEquation(bodyA, bodyB); - this.equations.push(eq); // Make it bidirectional - - eq.minForce = -maxForce; - eq.maxForce = maxForce; - } - /** - * update - */ - - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const eq = this.distanceEquation; - const halfDist = this.distance * 0.5; - const normal = eq.ni; - bodyB.position.vsub(bodyA.position, normal); - normal.normalize(); - normal.scale(halfDist, eq.ri); - normal.scale(-halfDist, eq.rj); - } - -} - -/** - * Lock constraint. Will remove all degrees of freedom between the bodies. - */ -class LockConstraint extends PointToPointConstraint { - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; // Set pivot point in between - - const pivotA = new Vec3(); - const pivotB = new Vec3(); - const halfWay = new Vec3(); - bodyA.position.vadd(bodyB.position, halfWay); - halfWay.scale(0.5, halfWay); - bodyB.pointToLocalFrame(halfWay, pivotB); - bodyA.pointToLocalFrame(halfWay, pivotA); // The point-to-point constraint will keep a point shared between the bodies - - super(bodyA, pivotA, bodyB, pivotB, maxForce); // Store initial rotation of the bodies as unit vectors in the local body spaces - - this.xA = bodyA.vectorToLocalFrame(Vec3.UNIT_X); - this.xB = bodyB.vectorToLocalFrame(Vec3.UNIT_X); - this.yA = bodyA.vectorToLocalFrame(Vec3.UNIT_Y); - this.yB = bodyB.vectorToLocalFrame(Vec3.UNIT_Y); - this.zA = bodyA.vectorToLocalFrame(Vec3.UNIT_Z); - this.zB = bodyB.vectorToLocalFrame(Vec3.UNIT_Z); // ...and the following rotational equations will keep all rotational DOF's in place - - const r1 = this.rotationalEquation1 = new RotationalEquation(bodyA, bodyB, options); - const r2 = this.rotationalEquation2 = new RotationalEquation(bodyA, bodyB, options); - const r3 = this.rotationalEquation3 = new RotationalEquation(bodyA, bodyB, options); - this.equations.push(r1, r2, r3); - } - /** - * update - */ - - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - this.motorEquation; - const r1 = this.rotationalEquation1; - const r2 = this.rotationalEquation2; - const r3 = this.rotationalEquation3; - LockConstraint_update_tmpVec1; - LockConstraint_update_tmpVec2; - super.update(); // These vector pairs must be orthogonal - - bodyA.vectorToWorldFrame(this.xA, r1.axisA); - bodyB.vectorToWorldFrame(this.yB, r1.axisB); - bodyA.vectorToWorldFrame(this.yA, r2.axisA); - bodyB.vectorToWorldFrame(this.zB, r2.axisB); - bodyA.vectorToWorldFrame(this.zA, r3.axisA); - bodyB.vectorToWorldFrame(this.xB, r3.axisB); - } - -} -const LockConstraint_update_tmpVec1 = new Vec3(); -const LockConstraint_update_tmpVec2 = new Vec3(); - -/** - * Rotational motor constraint. Tries to keep the relative angular velocity of the bodies to a given value. - */ -class RotationalMotorEquation extends Equation { - /** - * World oriented rotational axis. - */ - - /** - * World oriented rotational axis. - */ - - /** - * Motor velocity. - */ - constructor(bodyA, bodyB, maxForce) { - if (maxForce === void 0) { - maxForce = 1e6; - } - - super(bodyA, bodyB, -maxForce, maxForce); - this.axisA = new Vec3(); - this.axisB = new Vec3(); - this.targetVelocity = 0; - } - - computeB(h) { - this.a; - const b = this.b; - this.bi; - this.bj; - const axisA = this.axisA; - const axisB = this.axisB; - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; // g = 0 - // gdot = axisA * wi - axisB * wj - // gdot = G * W = G * [vi wi vj wj] - // => - // G = [0 axisA 0 -axisB] - - GA.rotational.copy(axisA); - axisB.negate(GB.rotational); - const GW = this.computeGW() - this.targetVelocity; - const GiMf = this.computeGiMf(); - const B = -GW * b - h * GiMf; - return B; - } - -} - -/** - * Hinge constraint. Think of it as a door hinge. It tries to keep the door in the correct place and with the correct orientation. - */ -class HingeConstraint extends PointToPointConstraint { - /** - * Rotation axis, defined locally in bodyA. - */ - - /** - * Rotation axis, defined locally in bodyB. - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6; - const pivotA = options.pivotA ? options.pivotA.clone() : new Vec3(); - const pivotB = options.pivotB ? options.pivotB.clone() : new Vec3(); - super(bodyA, pivotA, bodyB, pivotB, maxForce); - const axisA = this.axisA = options.axisA ? options.axisA.clone() : new Vec3(1, 0, 0); - axisA.normalize(); - const axisB = this.axisB = options.axisB ? options.axisB.clone() : new Vec3(1, 0, 0); - axisB.normalize(); - this.collideConnected = !!options.collideConnected; - const rotational1 = this.rotationalEquation1 = new RotationalEquation(bodyA, bodyB, options); - const rotational2 = this.rotationalEquation2 = new RotationalEquation(bodyA, bodyB, options); - const motor = this.motorEquation = new RotationalMotorEquation(bodyA, bodyB, maxForce); - motor.enabled = false; // Not enabled by default - // Equations to be fed to the solver - - this.equations.push(rotational1, rotational2, motor); - } - /** - * enableMotor - */ - - - enableMotor() { - this.motorEquation.enabled = true; - } - /** - * disableMotor - */ - - - disableMotor() { - this.motorEquation.enabled = false; - } - /** - * setMotorSpeed - */ - - - setMotorSpeed(speed) { - this.motorEquation.targetVelocity = speed; - } - /** - * setMotorMaxForce - */ - - - setMotorMaxForce(maxForce) { - this.motorEquation.maxForce = maxForce; - this.motorEquation.minForce = -maxForce; - } - /** - * update - */ - - - update() { - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const motor = this.motorEquation; - const r1 = this.rotationalEquation1; - const r2 = this.rotationalEquation2; - const worldAxisA = HingeConstraint_update_tmpVec1; - const worldAxisB = HingeConstraint_update_tmpVec2; - const axisA = this.axisA; - const axisB = this.axisB; - super.update(); // Get world axes - - bodyA.quaternion.vmult(axisA, worldAxisA); - bodyB.quaternion.vmult(axisB, worldAxisB); - worldAxisA.tangents(r1.axisA, r2.axisA); - r1.axisB.copy(worldAxisB); - r2.axisB.copy(worldAxisB); - - if (this.motorEquation.enabled) { - bodyA.quaternion.vmult(this.axisA, motor.axisA); - bodyB.quaternion.vmult(this.axisB, motor.axisB); - } - } - -} -const HingeConstraint_update_tmpVec1 = new Vec3(); -const HingeConstraint_update_tmpVec2 = new Vec3(); - -/** - * Constrains the slipping in a contact along a tangent - */ -class FrictionEquation extends Equation { - // Tangent - - /** - * @param slipForce should be +-F_friction = +-mu * F_normal = +-mu * m * g - */ - constructor(bodyA, bodyB, slipForce) { - super(bodyA, bodyB, -slipForce, slipForce); - this.ri = new Vec3(); - this.rj = new Vec3(); - this.t = new Vec3(); - } - - computeB(h) { - this.a; - const b = this.b; - this.bi; - this.bj; - const ri = this.ri; - const rj = this.rj; - const rixt = FrictionEquation_computeB_temp1; - const rjxt = FrictionEquation_computeB_temp2; - const t = this.t; // Caluclate cross products - - ri.cross(t, rixt); - rj.cross(t, rjxt); // G = [-t -rixt t rjxt] - // And remember, this is a pure velocity constraint, g is always zero! - - const GA = this.jacobianElementA; - const GB = this.jacobianElementB; - t.negate(GA.spatial); - rixt.negate(GA.rotational); - GB.spatial.copy(t); - GB.rotational.copy(rjxt); - const GW = this.computeGW(); - const GiMf = this.computeGiMf(); - const B = -GW * b - h * GiMf; - return B; - } - -} -const FrictionEquation_computeB_temp1 = new Vec3(); -const FrictionEquation_computeB_temp2 = new Vec3(); - -/** - * Defines what happens when two materials meet. - * @todo Refactor materials to materialA and materialB - */ -class ContactMaterial { - /** - * Identifier of this material. - */ - - /** - * Participating materials. - */ - - /** - * Friction coefficient. - * @default 0.3 - */ - - /** - * Restitution coefficient. - * @default 0.3 - */ - - /** - * Stiffness of the produced contact equations. - * @default 1e7 - */ - - /** - * Relaxation time of the produced contact equations. - * @default 3 - */ - - /** - * Stiffness of the produced friction equations. - * @default 1e7 - */ - - /** - * Relaxation time of the produced friction equations - * @default 3 - */ - constructor(m1, m2, options) { - options = Utils.defaults(options, { - friction: 0.3, - restitution: 0.3, - contactEquationStiffness: 1e7, - contactEquationRelaxation: 3, - frictionEquationStiffness: 1e7, - frictionEquationRelaxation: 3 - }); - this.id = ContactMaterial.idCounter++; - this.materials = [m1, m2]; - this.friction = options.friction; - this.restitution = options.restitution; - this.contactEquationStiffness = options.contactEquationStiffness; - this.contactEquationRelaxation = options.contactEquationRelaxation; - this.frictionEquationStiffness = options.frictionEquationStiffness; - this.frictionEquationRelaxation = options.frictionEquationRelaxation; - } - -} -ContactMaterial.idCounter = 0; - -/** - * Defines a physics material. - */ -class Material { - /** - * Material name. - * If options is a string, name will be set to that string. - * @todo Deprecate this - */ - - /** Material id. */ - - /** - * Friction for this material. - * If non-negative, it will be used instead of the friction given by ContactMaterials. If there's no matching ContactMaterial, the value from `defaultContactMaterial` in the World will be used. - */ - - /** - * Restitution for this material. - * If non-negative, it will be used instead of the restitution given by ContactMaterials. If there's no matching ContactMaterial, the value from `defaultContactMaterial` in the World will be used. - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - let name = ''; // Backwards compatibility fix - - if (typeof options === 'string') { - //console.warn(`Passing a string to MaterialOptions is deprecated, and has no effect`) - name = options; - options = {}; - } - - this.name = name; - this.id = Material.idCounter++; - this.friction = typeof options.friction !== 'undefined' ? options.friction : -1; - this.restitution = typeof options.restitution !== 'undefined' ? options.restitution : -1; - } - -} -Material.idCounter = 0; - -/** - * A spring, connecting two bodies. - * @example - * const spring = new Spring(boxBody, sphereBody, { - * restLength: 0, - * stiffness: 50, - * damping: 1, - * }) - * - * // Compute the force after each step - * world.addEventListener('postStep', (event) => { - * spring.applyForce() - * }) - */ -class Spring { - /** - * Rest length of the spring. A number > 0. - * @default 1 - */ - - /** - * Stiffness of the spring. A number >= 0. - * @default 100 - */ - - /** - * Damping of the spring. A number >= 0. - * @default 1 - */ - - /** - * First connected body. - */ - - /** - * Second connected body. - */ - - /** - * Anchor for bodyA in local bodyA coordinates. - * Where to hook the spring to body A, in local body coordinates. - * @default new Vec3() - */ - - /** - * Anchor for bodyB in local bodyB coordinates. - * Where to hook the spring to body B, in local body coordinates. - * @default new Vec3() - */ - constructor(bodyA, bodyB, options) { - if (options === void 0) { - options = {}; - } - - this.restLength = typeof options.restLength === 'number' ? options.restLength : 1; - this.stiffness = options.stiffness || 100; - this.damping = options.damping || 1; - this.bodyA = bodyA; - this.bodyB = bodyB; - this.localAnchorA = new Vec3(); - this.localAnchorB = new Vec3(); - - if (options.localAnchorA) { - this.localAnchorA.copy(options.localAnchorA); - } - - if (options.localAnchorB) { - this.localAnchorB.copy(options.localAnchorB); - } - - if (options.worldAnchorA) { - this.setWorldAnchorA(options.worldAnchorA); - } - - if (options.worldAnchorB) { - this.setWorldAnchorB(options.worldAnchorB); - } - } - /** - * Set the anchor point on body A, using world coordinates. - */ - - - setWorldAnchorA(worldAnchorA) { - this.bodyA.pointToLocalFrame(worldAnchorA, this.localAnchorA); - } - /** - * Set the anchor point on body B, using world coordinates. - */ - - - setWorldAnchorB(worldAnchorB) { - this.bodyB.pointToLocalFrame(worldAnchorB, this.localAnchorB); - } - /** - * Get the anchor point on body A, in world coordinates. - * @param result The vector to store the result in. - */ - - - getWorldAnchorA(result) { - this.bodyA.pointToWorldFrame(this.localAnchorA, result); - } - /** - * Get the anchor point on body B, in world coordinates. - * @param result The vector to store the result in. - */ - - - getWorldAnchorB(result) { - this.bodyB.pointToWorldFrame(this.localAnchorB, result); - } - /** - * Apply the spring force to the connected bodies. - */ - - - applyForce() { - const k = this.stiffness; - const d = this.damping; - const l = this.restLength; - const bodyA = this.bodyA; - const bodyB = this.bodyB; - const r = applyForce_r; - const r_unit = applyForce_r_unit; - const u = applyForce_u; - const f = applyForce_f; - const tmp = applyForce_tmp; - const worldAnchorA = applyForce_worldAnchorA; - const worldAnchorB = applyForce_worldAnchorB; - const ri = applyForce_ri; - const rj = applyForce_rj; - const ri_x_f = applyForce_ri_x_f; - const rj_x_f = applyForce_rj_x_f; // Get world anchors - - this.getWorldAnchorA(worldAnchorA); - this.getWorldAnchorB(worldAnchorB); // Get offset points - - worldAnchorA.vsub(bodyA.position, ri); - worldAnchorB.vsub(bodyB.position, rj); // Compute distance vector between world anchor points - - worldAnchorB.vsub(worldAnchorA, r); - const rlen = r.length(); - r_unit.copy(r); - r_unit.normalize(); // Compute relative velocity of the anchor points, u - - bodyB.velocity.vsub(bodyA.velocity, u); // Add rotational velocity - - bodyB.angularVelocity.cross(rj, tmp); - u.vadd(tmp, u); - bodyA.angularVelocity.cross(ri, tmp); - u.vsub(tmp, u); // F = - k * ( x - L ) - D * ( u ) - - r_unit.scale(-k * (rlen - l) - d * u.dot(r_unit), f); // Add forces to bodies - - bodyA.force.vsub(f, bodyA.force); - bodyB.force.vadd(f, bodyB.force); // Angular force - - ri.cross(f, ri_x_f); - rj.cross(f, rj_x_f); - bodyA.torque.vsub(ri_x_f, bodyA.torque); - bodyB.torque.vadd(rj_x_f, bodyB.torque); - } - -} -const applyForce_r = new Vec3(); -const applyForce_r_unit = new Vec3(); -const applyForce_u = new Vec3(); -const applyForce_f = new Vec3(); -const applyForce_worldAnchorA = new Vec3(); -const applyForce_worldAnchorB = new Vec3(); -const applyForce_ri = new Vec3(); -const applyForce_rj = new Vec3(); -const applyForce_ri_x_f = new Vec3(); -const applyForce_rj_x_f = new Vec3(); -const applyForce_tmp = new Vec3(); - -/** - * WheelInfo - */ -class WheelInfo { - /** - * Max travel distance of the suspension, in meters. - * @default 1 - */ - - /** - * Speed to apply to the wheel rotation when the wheel is sliding. - * @default -0.1 - */ - - /** - * If the customSlidingRotationalSpeed should be used. - * @default false - */ - - /** - * sliding - */ - - /** - * Connection point, defined locally in the chassis body frame. - */ - - /** - * chassisConnectionPointWorld - */ - - /** - * directionLocal - */ - - /** - * directionWorld - */ - - /** - * axleLocal - */ - - /** - * axleWorld - */ - - /** - * suspensionRestLength - * @default 1 - */ - - /** - * suspensionMaxLength - * @default 2 - */ - - /** - * radius - * @default 1 - */ - - /** - * suspensionStiffness - * @default 100 - */ - - /** - * dampingCompression - * @default 10 - */ - - /** - * dampingRelaxation - * @default 10 - */ - - /** - * frictionSlip - * @default 10.5 - */ - - /** forwardAcceleration */ - - /** sideAcceleration */ - - /** - * steering - * @default 0 - */ - - /** - * Rotation value, in radians. - * @default 0 - */ - - /** - * deltaRotation - * @default 0 - */ - - /** - * rollInfluence - * @default 0.01 - */ - - /** - * maxSuspensionForce - */ - - /** - * engineForce - */ - - /** - * brake - */ - - /** - * isFrontWheel - * @default true - */ - - /** - * clippedInvContactDotSuspension - * @default 1 - */ - - /** - * suspensionRelativeVelocity - * @default 0 - */ - - /** - * suspensionForce - * @default 0 - */ - - /** - * slipInfo - */ - - /** - * skidInfo - * @default 0 - */ - - /** - * suspensionLength - * @default 0 - */ - - /** - * sideImpulse - */ - - /** - * forwardImpulse - */ - - /** - * The result from raycasting. - */ - - /** - * Wheel world transform. - */ - - /** - * isInContact - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - options = Utils.defaults(options, { - chassisConnectionPointLocal: new Vec3(), - chassisConnectionPointWorld: new Vec3(), - directionLocal: new Vec3(), - directionWorld: new Vec3(), - axleLocal: new Vec3(), - axleWorld: new Vec3(), - suspensionRestLength: 1, - suspensionMaxLength: 2, - radius: 1, - suspensionStiffness: 100, - dampingCompression: 10, - dampingRelaxation: 10, - frictionSlip: 10.5, - forwardAcceleration: 1, - sideAcceleration: 1, - steering: 0, - rotation: 0, - deltaRotation: 0, - rollInfluence: 0.01, - maxSuspensionForce: Number.MAX_VALUE, - isFrontWheel: true, - clippedInvContactDotSuspension: 1, - suspensionRelativeVelocity: 0, - suspensionForce: 0, - slipInfo: 0, - skidInfo: 0, - suspensionLength: 0, - maxSuspensionTravel: 1, - useCustomSlidingRotationalSpeed: false, - customSlidingRotationalSpeed: -0.1 - }); - this.maxSuspensionTravel = options.maxSuspensionTravel; - this.customSlidingRotationalSpeed = options.customSlidingRotationalSpeed; - this.useCustomSlidingRotationalSpeed = options.useCustomSlidingRotationalSpeed; - this.sliding = false; - this.chassisConnectionPointLocal = options.chassisConnectionPointLocal.clone(); - this.chassisConnectionPointWorld = options.chassisConnectionPointWorld.clone(); - this.directionLocal = options.directionLocal.clone(); - this.directionWorld = options.directionWorld.clone(); - this.axleLocal = options.axleLocal.clone(); - this.axleWorld = options.axleWorld.clone(); - this.suspensionRestLength = options.suspensionRestLength; - this.suspensionMaxLength = options.suspensionMaxLength; - this.radius = options.radius; - this.suspensionStiffness = options.suspensionStiffness; - this.dampingCompression = options.dampingCompression; - this.dampingRelaxation = options.dampingRelaxation; - this.frictionSlip = options.frictionSlip; - this.forwardAcceleration = options.forwardAcceleration; - this.sideAcceleration = options.sideAcceleration; - this.steering = 0; - this.rotation = 0; - this.deltaRotation = 0; - this.rollInfluence = options.rollInfluence; - this.maxSuspensionForce = options.maxSuspensionForce; - this.engineForce = 0; - this.brake = 0; - this.isFrontWheel = options.isFrontWheel; - this.clippedInvContactDotSuspension = 1; - this.suspensionRelativeVelocity = 0; - this.suspensionForce = 0; - this.slipInfo = 0; - this.skidInfo = 0; - this.suspensionLength = 0; - this.sideImpulse = 0; - this.forwardImpulse = 0; - this.raycastResult = new RaycastResult(); - this.worldTransform = new Transform(); - this.isInContact = false; - } - - updateWheel(chassis) { - const raycastResult = this.raycastResult; - - if (this.isInContact) { - const project = raycastResult.hitNormalWorld.dot(raycastResult.directionWorld); - raycastResult.hitPointWorld.vsub(chassis.position, relpos); - chassis.getVelocityAtWorldPoint(relpos, chassis_velocity_at_contactPoint); - const projVel = raycastResult.hitNormalWorld.dot(chassis_velocity_at_contactPoint); - - if (project >= -0.1) { - this.suspensionRelativeVelocity = 0.0; - this.clippedInvContactDotSuspension = 1.0 / 0.1; - } else { - const inv = -1 / project; - this.suspensionRelativeVelocity = projVel * inv; - this.clippedInvContactDotSuspension = inv; - } - } else { - // Not in contact : position wheel in a nice (rest length) position - raycastResult.suspensionLength = this.suspensionRestLength; - this.suspensionRelativeVelocity = 0.0; - raycastResult.directionWorld.scale(-1, raycastResult.hitNormalWorld); - this.clippedInvContactDotSuspension = 1.0; - } - } - -} -const chassis_velocity_at_contactPoint = new Vec3(); -const relpos = new Vec3(); - -/** - * Vehicle helper class that casts rays from the wheel positions towards the ground and applies forces. - */ -class RaycastVehicle { - /** The car chassis body. */ - - /** The wheels. */ - - /** Will be set to true if the car is sliding. */ - - /** Index of the right axis. x=0, y=1, z=2 */ - - /** Index of the forward axis. x=0, y=1, z=2 */ - - /** Index of the up axis. x=0, y=1, z=2 */ - - /** The constraints. */ - - /** Optional pre-step callback. */ - - /** Number of wheels on the ground. */ - constructor(options) { - this.chassisBody = options.chassisBody; - this.wheelInfos = []; - this.sliding = false; - this.world = null; - this.indexRightAxis = typeof options.indexRightAxis !== 'undefined' ? options.indexRightAxis : 2; - this.indexForwardAxis = typeof options.indexForwardAxis !== 'undefined' ? options.indexForwardAxis : 0; - this.indexUpAxis = typeof options.indexUpAxis !== 'undefined' ? options.indexUpAxis : 1; - this.constraints = []; - - this.preStepCallback = () => {}; - - this.currentVehicleSpeedKmHour = 0; - this.numWheelsOnGround = 0; - } - /** - * Add a wheel. For information about the options, see `WheelInfo`. - */ - - - addWheel(options) { - if (options === void 0) { - options = {}; - } - - const info = new WheelInfo(options); - const index = this.wheelInfos.length; - this.wheelInfos.push(info); - return index; - } - /** - * Set the steering value of a wheel. - */ - - - setSteeringValue(value, wheelIndex) { - const wheel = this.wheelInfos[wheelIndex]; - wheel.steering = value; - } - /** - * Set the wheel force to apply on one of the wheels each time step - */ - - - applyEngineForce(value, wheelIndex) { - this.wheelInfos[wheelIndex].engineForce = value; - } - /** - * Set the braking force of a wheel - */ - - - setBrake(brake, wheelIndex) { - this.wheelInfos[wheelIndex].brake = brake; - } - /** - * Add the vehicle including its constraints to the world. - */ - - - addToWorld(world) { - world.addBody(this.chassisBody); - const that = this; - - this.preStepCallback = () => { - that.updateVehicle(world.dt); - }; - - world.addEventListener('preStep', this.preStepCallback); - this.world = world; - } - /** - * Get one of the wheel axles, world-oriented. - */ - - - getVehicleAxisWorld(axisIndex, result) { - result.set(axisIndex === 0 ? 1 : 0, axisIndex === 1 ? 1 : 0, axisIndex === 2 ? 1 : 0); - this.chassisBody.vectorToWorldFrame(result, result); - } - - updateVehicle(timeStep) { - const wheelInfos = this.wheelInfos; - const numWheels = wheelInfos.length; - const chassisBody = this.chassisBody; - - for (let i = 0; i < numWheels; i++) { - this.updateWheelTransform(i); - } - - this.currentVehicleSpeedKmHour = 3.6 * chassisBody.velocity.length(); - const forwardWorld = new Vec3(); - this.getVehicleAxisWorld(this.indexForwardAxis, forwardWorld); - - if (forwardWorld.dot(chassisBody.velocity) < 0) { - this.currentVehicleSpeedKmHour *= -1; - } // simulate suspension - - - for (let i = 0; i < numWheels; i++) { - this.castRay(wheelInfos[i]); - } - - this.updateSuspension(timeStep); - const impulse = new Vec3(); - const relpos = new Vec3(); - - for (let i = 0; i < numWheels; i++) { - //apply suspension force - const wheel = wheelInfos[i]; - let suspensionForce = wheel.suspensionForce; - - if (suspensionForce > wheel.maxSuspensionForce) { - suspensionForce = wheel.maxSuspensionForce; - } - - wheel.raycastResult.hitNormalWorld.scale(suspensionForce * timeStep, impulse); - wheel.raycastResult.hitPointWorld.vsub(chassisBody.position, relpos); - chassisBody.applyImpulse(impulse, relpos); - } - - this.updateFriction(timeStep); - const hitNormalWorldScaledWithProj = new Vec3(); - const fwd = new Vec3(); - const vel = new Vec3(); - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; //const relpos = new Vec3(); - //wheel.chassisConnectionPointWorld.vsub(chassisBody.position, relpos); - - chassisBody.getVelocityAtWorldPoint(wheel.chassisConnectionPointWorld, vel); // Hack to get the rotation in the correct direction - - let m = 1; - - switch (this.indexUpAxis) { - case 1: - m = -1; - break; - } - - if (wheel.isInContact) { - this.getVehicleAxisWorld(this.indexForwardAxis, fwd); - const proj = fwd.dot(wheel.raycastResult.hitNormalWorld); - wheel.raycastResult.hitNormalWorld.scale(proj, hitNormalWorldScaledWithProj); - fwd.vsub(hitNormalWorldScaledWithProj, fwd); - const proj2 = fwd.dot(vel); - wheel.deltaRotation = m * proj2 * timeStep / wheel.radius; - } - - if ((wheel.sliding || !wheel.isInContact) && wheel.engineForce !== 0 && wheel.useCustomSlidingRotationalSpeed) { - // Apply custom rotation when accelerating and sliding - wheel.deltaRotation = (wheel.engineForce > 0 ? 1 : -1) * wheel.customSlidingRotationalSpeed * timeStep; - } // Lock wheels - - - if (Math.abs(wheel.brake) > Math.abs(wheel.engineForce)) { - wheel.deltaRotation = 0; - } - - wheel.rotation += wheel.deltaRotation; // Use the old value - - wheel.deltaRotation *= 0.99; // damping of rotation when not in contact - } - } - - updateSuspension(deltaTime) { - const chassisBody = this.chassisBody; - const chassisMass = chassisBody.mass; - const wheelInfos = this.wheelInfos; - const numWheels = wheelInfos.length; - - for (let w_it = 0; w_it < numWheels; w_it++) { - const wheel = wheelInfos[w_it]; - - if (wheel.isInContact) { - let force; // Spring - - const susp_length = wheel.suspensionRestLength; - const current_length = wheel.suspensionLength; - const length_diff = susp_length - current_length; - force = wheel.suspensionStiffness * length_diff * wheel.clippedInvContactDotSuspension; // Damper - - const projected_rel_vel = wheel.suspensionRelativeVelocity; - let susp_damping; - - if (projected_rel_vel < 0) { - susp_damping = wheel.dampingCompression; - } else { - susp_damping = wheel.dampingRelaxation; - } - - force -= susp_damping * projected_rel_vel; - wheel.suspensionForce = force * chassisMass; - - if (wheel.suspensionForce < 0) { - wheel.suspensionForce = 0; - } - } else { - wheel.suspensionForce = 0; - } - } - } - /** - * Remove the vehicle including its constraints from the world. - */ - - - removeFromWorld(world) { - this.constraints; - world.removeBody(this.chassisBody); - world.removeEventListener('preStep', this.preStepCallback); - this.world = null; - } - - castRay(wheel) { - const rayvector = castRay_rayvector; - const target = castRay_target; - this.updateWheelTransformWorld(wheel); - const chassisBody = this.chassisBody; - let depth = -1; - const raylen = wheel.suspensionRestLength + wheel.radius; - wheel.directionWorld.scale(raylen, rayvector); - const source = wheel.chassisConnectionPointWorld; - source.vadd(rayvector, target); - const raycastResult = wheel.raycastResult; - raycastResult.reset(); // Turn off ray collision with the chassis temporarily - - const oldState = chassisBody.collisionResponse; - chassisBody.collisionResponse = false; // Cast ray against world - - this.world.rayTest(source, target, raycastResult); - chassisBody.collisionResponse = oldState; - const object = raycastResult.body; - wheel.raycastResult.groundObject = 0; - - if (object) { - depth = raycastResult.distance; - wheel.raycastResult.hitNormalWorld = raycastResult.hitNormalWorld; - wheel.isInContact = true; - const hitDistance = raycastResult.distance; - wheel.suspensionLength = hitDistance - wheel.radius; // clamp on max suspension travel - - const minSuspensionLength = wheel.suspensionRestLength - wheel.maxSuspensionTravel; - const maxSuspensionLength = wheel.suspensionRestLength + wheel.maxSuspensionTravel; - - if (wheel.suspensionLength < minSuspensionLength) { - wheel.suspensionLength = minSuspensionLength; - } - - if (wheel.suspensionLength > maxSuspensionLength) { - wheel.suspensionLength = maxSuspensionLength; - wheel.raycastResult.reset(); - } - - const denominator = wheel.raycastResult.hitNormalWorld.dot(wheel.directionWorld); - const chassis_velocity_at_contactPoint = new Vec3(); - chassisBody.getVelocityAtWorldPoint(wheel.raycastResult.hitPointWorld, chassis_velocity_at_contactPoint); - const projVel = wheel.raycastResult.hitNormalWorld.dot(chassis_velocity_at_contactPoint); - - if (denominator >= -0.1) { - wheel.suspensionRelativeVelocity = 0; - wheel.clippedInvContactDotSuspension = 1 / 0.1; - } else { - const inv = -1 / denominator; - wheel.suspensionRelativeVelocity = projVel * inv; - wheel.clippedInvContactDotSuspension = inv; - } - } else { - //put wheel info as in rest position - wheel.suspensionLength = wheel.suspensionRestLength + 0 * wheel.maxSuspensionTravel; - wheel.suspensionRelativeVelocity = 0.0; - wheel.directionWorld.scale(-1, wheel.raycastResult.hitNormalWorld); - wheel.clippedInvContactDotSuspension = 1.0; - } - - return depth; - } - - updateWheelTransformWorld(wheel) { - wheel.isInContact = false; - const chassisBody = this.chassisBody; - chassisBody.pointToWorldFrame(wheel.chassisConnectionPointLocal, wheel.chassisConnectionPointWorld); - chassisBody.vectorToWorldFrame(wheel.directionLocal, wheel.directionWorld); - chassisBody.vectorToWorldFrame(wheel.axleLocal, wheel.axleWorld); - } - /** - * Update one of the wheel transform. - * Note when rendering wheels: during each step, wheel transforms are updated BEFORE the chassis; ie. their position becomes invalid after the step. Thus when you render wheels, you must update wheel transforms before rendering them. See raycastVehicle demo for an example. - * @param wheelIndex The wheel index to update. - */ - - - updateWheelTransform(wheelIndex) { - const up = tmpVec4; - const right = tmpVec5; - const fwd = tmpVec6; - const wheel = this.wheelInfos[wheelIndex]; - this.updateWheelTransformWorld(wheel); - wheel.directionLocal.scale(-1, up); - right.copy(wheel.axleLocal); - up.cross(right, fwd); - fwd.normalize(); - right.normalize(); // Rotate around steering over the wheelAxle - - const steering = wheel.steering; - const steeringOrn = new Quaternion(); - steeringOrn.setFromAxisAngle(up, steering); - const rotatingOrn = new Quaternion(); - rotatingOrn.setFromAxisAngle(right, wheel.rotation); // World rotation of the wheel - - const q = wheel.worldTransform.quaternion; - this.chassisBody.quaternion.mult(steeringOrn, q); - q.mult(rotatingOrn, q); - q.normalize(); // world position of the wheel - - const p = wheel.worldTransform.position; - p.copy(wheel.directionWorld); - p.scale(wheel.suspensionLength, p); - p.vadd(wheel.chassisConnectionPointWorld, p); - } - /** - * Get the world transform of one of the wheels - */ - - - getWheelTransformWorld(wheelIndex) { - return this.wheelInfos[wheelIndex].worldTransform; - } - - updateFriction(timeStep) { - const surfNormalWS_scaled_proj = updateFriction_surfNormalWS_scaled_proj; //calculate the impulse, so that the wheels don't move sidewards - - const wheelInfos = this.wheelInfos; - const numWheels = wheelInfos.length; - const chassisBody = this.chassisBody; - const forwardWS = updateFriction_forwardWS; - const axle = updateFriction_axle; - this.numWheelsOnGround = 0; - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - const groundObject = wheel.raycastResult.body; - - if (groundObject) { - this.numWheelsOnGround++; - } - - wheel.sideImpulse = 0; - wheel.forwardImpulse = 0; - - if (!forwardWS[i]) { - forwardWS[i] = new Vec3(); - } - - if (!axle[i]) { - axle[i] = new Vec3(); - } - } - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - const groundObject = wheel.raycastResult.body; - - if (groundObject) { - const axlei = axle[i]; - const wheelTrans = this.getWheelTransformWorld(i); // Get world axle - - wheelTrans.vectorToWorldFrame(directions[this.indexRightAxis], axlei); - const surfNormalWS = wheel.raycastResult.hitNormalWorld; - const proj = axlei.dot(surfNormalWS); - surfNormalWS.scale(proj, surfNormalWS_scaled_proj); - axlei.vsub(surfNormalWS_scaled_proj, axlei); - axlei.normalize(); - surfNormalWS.cross(axlei, forwardWS[i]); - forwardWS[i].normalize(); - wheel.sideImpulse = resolveSingleBilateral(chassisBody, wheel.raycastResult.hitPointWorld, groundObject, wheel.raycastResult.hitPointWorld, axlei); - wheel.sideImpulse *= sideFrictionStiffness2; - } - } - - const sideFactor = 1; - const fwdFactor = 0.5; - this.sliding = false; - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - const groundObject = wheel.raycastResult.body; - let rollingFriction = 0; - wheel.slipInfo = 1; - - if (groundObject) { - const defaultRollingFrictionImpulse = 0; - const maxImpulse = wheel.brake ? wheel.brake : defaultRollingFrictionImpulse; // btWheelContactPoint contactPt(chassisBody,groundObject,wheelInfraycastInfo.hitPointWorld,forwardWS[wheel],maxImpulse); - // rollingFriction = calcRollingFriction(contactPt); - - rollingFriction = calcRollingFriction(chassisBody, groundObject, wheel.raycastResult.hitPointWorld, forwardWS[i], maxImpulse); - rollingFriction += wheel.engineForce * timeStep; // rollingFriction = 0; - - const factor = maxImpulse / rollingFriction; - wheel.slipInfo *= factor; - } //switch between active rolling (throttle), braking and non-active rolling friction (nthrottle/break) - - - wheel.forwardImpulse = 0; - wheel.skidInfo = 1; - - if (groundObject) { - wheel.skidInfo = 1; - const maximp = wheel.suspensionForce * timeStep * wheel.frictionSlip; - const maximpSide = maximp; - const maximpSquared = maximp * maximpSide; - wheel.forwardImpulse = rollingFriction; //wheelInfo.engineForce* timeStep; - - const x = wheel.forwardImpulse * fwdFactor / wheel.forwardAcceleration; - const y = wheel.sideImpulse * sideFactor / wheel.sideAcceleration; - const impulseSquared = x * x + y * y; - wheel.sliding = false; - - if (impulseSquared > maximpSquared) { - this.sliding = true; - wheel.sliding = true; - const factor = maximp / Math.sqrt(impulseSquared); - wheel.skidInfo *= factor; - } - } - } - - if (this.sliding) { - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - - if (wheel.sideImpulse !== 0) { - if (wheel.skidInfo < 1) { - wheel.forwardImpulse *= wheel.skidInfo; - wheel.sideImpulse *= wheel.skidInfo; - } - } - } - } // apply the impulses - - - for (let i = 0; i < numWheels; i++) { - const wheel = wheelInfos[i]; - const rel_pos = new Vec3(); - wheel.raycastResult.hitPointWorld.vsub(chassisBody.position, rel_pos); // cannons applyimpulse is using world coord for the position - //rel_pos.copy(wheel.raycastResult.hitPointWorld); - - if (wheel.forwardImpulse !== 0) { - const impulse = new Vec3(); - forwardWS[i].scale(wheel.forwardImpulse, impulse); - chassisBody.applyImpulse(impulse, rel_pos); - } - - if (wheel.sideImpulse !== 0) { - const groundObject = wheel.raycastResult.body; - const rel_pos2 = new Vec3(); - wheel.raycastResult.hitPointWorld.vsub(groundObject.position, rel_pos2); //rel_pos2.copy(wheel.raycastResult.hitPointWorld); - - const sideImp = new Vec3(); - axle[i].scale(wheel.sideImpulse, sideImp); // Scale the relative position in the up direction with rollInfluence. - // If rollInfluence is 1, the impulse will be applied on the hitPoint (easy to roll over), if it is zero it will be applied in the same plane as the center of mass (not easy to roll over). - - chassisBody.vectorToLocalFrame(rel_pos, rel_pos); - rel_pos['xyz'[this.indexUpAxis]] *= wheel.rollInfluence; - chassisBody.vectorToWorldFrame(rel_pos, rel_pos); - chassisBody.applyImpulse(sideImp, rel_pos); //apply friction impulse on the ground - - sideImp.scale(-1, sideImp); - groundObject.applyImpulse(sideImp, rel_pos2); - } - } - } - -} -new Vec3(); -new Vec3(); -new Vec3(); -const tmpVec4 = new Vec3(); -const tmpVec5 = new Vec3(); -const tmpVec6 = new Vec3(); -new Ray(); -new Vec3(); -const castRay_rayvector = new Vec3(); -const castRay_target = new Vec3(); -const directions = [new Vec3(1, 0, 0), new Vec3(0, 1, 0), new Vec3(0, 0, 1)]; -const updateFriction_surfNormalWS_scaled_proj = new Vec3(); -const updateFriction_axle = []; -const updateFriction_forwardWS = []; -const sideFrictionStiffness2 = 1; -const calcRollingFriction_vel1 = new Vec3(); -const calcRollingFriction_vel2 = new Vec3(); -const calcRollingFriction_vel = new Vec3(); - -function calcRollingFriction(body0, body1, frictionPosWorld, frictionDirectionWorld, maxImpulse) { - let j1 = 0; - const contactPosWorld = frictionPosWorld; // const rel_pos1 = new Vec3(); - // const rel_pos2 = new Vec3(); - - const vel1 = calcRollingFriction_vel1; - const vel2 = calcRollingFriction_vel2; - const vel = calcRollingFriction_vel; // contactPosWorld.vsub(body0.position, rel_pos1); - // contactPosWorld.vsub(body1.position, rel_pos2); - - body0.getVelocityAtWorldPoint(contactPosWorld, vel1); - body1.getVelocityAtWorldPoint(contactPosWorld, vel2); - vel1.vsub(vel2, vel); - const vrel = frictionDirectionWorld.dot(vel); - const denom0 = computeImpulseDenominator(body0, frictionPosWorld, frictionDirectionWorld); - const denom1 = computeImpulseDenominator(body1, frictionPosWorld, frictionDirectionWorld); - const relaxation = 1; - const jacDiagABInv = relaxation / (denom0 + denom1); // calculate j that moves us to zero relative velocity - - j1 = -vrel * jacDiagABInv; - - if (maxImpulse < j1) { - j1 = maxImpulse; - } - - if (j1 < -maxImpulse) { - j1 = -maxImpulse; - } - - return j1; -} - -const computeImpulseDenominator_r0 = new Vec3(); -const computeImpulseDenominator_c0 = new Vec3(); -const computeImpulseDenominator_vec = new Vec3(); -const computeImpulseDenominator_m = new Vec3(); - -function computeImpulseDenominator(body, pos, normal) { - const r0 = computeImpulseDenominator_r0; - const c0 = computeImpulseDenominator_c0; - const vec = computeImpulseDenominator_vec; - const m = computeImpulseDenominator_m; - pos.vsub(body.position, r0); - r0.cross(normal, c0); - body.invInertiaWorld.vmult(c0, m); - m.cross(r0, vec); - return body.invMass + normal.dot(vec); -} - -const resolveSingleBilateral_vel1 = new Vec3(); -const resolveSingleBilateral_vel2 = new Vec3(); -const resolveSingleBilateral_vel = new Vec3(); // bilateral constraint between two dynamic objects - -function resolveSingleBilateral(body1, pos1, body2, pos2, normal) { - const normalLenSqr = normal.lengthSquared(); - - if (normalLenSqr > 1.1) { - return 0; // no impulse - } // const rel_pos1 = new Vec3(); - // const rel_pos2 = new Vec3(); - // pos1.vsub(body1.position, rel_pos1); - // pos2.vsub(body2.position, rel_pos2); - - - const vel1 = resolveSingleBilateral_vel1; - const vel2 = resolveSingleBilateral_vel2; - const vel = resolveSingleBilateral_vel; - body1.getVelocityAtWorldPoint(pos1, vel1); - body2.getVelocityAtWorldPoint(pos2, vel2); - vel1.vsub(vel2, vel); - const rel_vel = normal.dot(vel); - const contactDamping = 0.2; - const massTerm = 1 / (body1.invMass + body2.invMass); - const impulse = -contactDamping * rel_vel * massTerm; - return impulse; -} - -/** - * Spherical shape - * @example - * const radius = 1 - * const sphereShape = new CANNON.Sphere(radius) - * const sphereBody = new CANNON.Body({ mass: 1, shape: sphereShape }) - * world.addBody(sphereBody) - */ -class Sphere extends Shape { - /** - * The radius of the sphere. - */ - - /** - * - * @param radius The radius of the sphere, a non-negative number. - */ - constructor(radius) { - super({ - type: Shape.types.SPHERE - }); - this.radius = radius !== undefined ? radius : 1.0; - - if (this.radius < 0) { - throw new Error('The sphere radius cannot be negative.'); - } - - this.updateBoundingSphereRadius(); - } - /** calculateLocalInertia */ - - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - const I = 2.0 * mass * this.radius * this.radius / 5.0; - target.x = I; - target.y = I; - target.z = I; - return target; - } - /** volume */ - - - volume() { - return 4.0 * Math.PI * Math.pow(this.radius, 3) / 3.0; - } - - updateBoundingSphereRadius() { - this.boundingSphereRadius = this.radius; - } - - calculateWorldAABB(pos, quat, min, max) { - const r = this.radius; - const axes = ['x', 'y', 'z']; - - for (let i = 0; i < axes.length; i++) { - const ax = axes[i]; - min[ax] = pos[ax] - r; - max[ax] = pos[ax] + r; - } - } - -} - -/** - * Simple vehicle helper class with spherical rigid body wheels. - */ -class RigidVehicle { - /** - * The bodies of the wheels. - */ - - /** - * The chassis body. - */ - - /** - * The constraints. - */ - - /** - * The wheel axes. - */ - - /** - * The wheel forces. - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.wheelBodies = []; - this.coordinateSystem = typeof options.coordinateSystem !== 'undefined' ? options.coordinateSystem.clone() : new Vec3(1, 2, 3); - - if (options.chassisBody) { - this.chassisBody = options.chassisBody; - } else { - // No chassis body given. Create it! - this.chassisBody = new Body({ - mass: 1, - shape: new Box(new Vec3(5, 0.5, 2)) - }); - } - - this.constraints = []; - this.wheelAxes = []; - this.wheelForces = []; - } - /** - * Add a wheel - */ - - - addWheel(options) { - if (options === void 0) { - options = {}; - } - - let wheelBody; - - if (options.body) { - wheelBody = options.body; - } else { - // No wheel body given. Create it! - wheelBody = new Body({ - mass: 1, - shape: new Sphere(1.2) - }); - } - - this.wheelBodies.push(wheelBody); - this.wheelForces.push(0); // Position constrain wheels - - const position = typeof options.position !== 'undefined' ? options.position.clone() : new Vec3(); // Set position locally to the chassis - - const worldPosition = new Vec3(); - this.chassisBody.pointToWorldFrame(position, worldPosition); - wheelBody.position.set(worldPosition.x, worldPosition.y, worldPosition.z); // Constrain wheel - - const axis = typeof options.axis !== 'undefined' ? options.axis.clone() : new Vec3(0, 0, 1); - this.wheelAxes.push(axis); - const hingeConstraint = new HingeConstraint(this.chassisBody, wheelBody, { - pivotA: position, - axisA: axis, - pivotB: Vec3.ZERO, - axisB: axis, - collideConnected: false - }); - this.constraints.push(hingeConstraint); - return this.wheelBodies.length - 1; - } - /** - * Set the steering value of a wheel. - * @todo check coordinateSystem - */ - - - setSteeringValue(value, wheelIndex) { - // Set angle of the hinge axis - const axis = this.wheelAxes[wheelIndex]; - const c = Math.cos(value); - const s = Math.sin(value); - const x = axis.x; - const z = axis.z; - this.constraints[wheelIndex].axisA.set(-c * x + s * z, 0, s * x + c * z); - } - /** - * Set the target rotational speed of the hinge constraint. - */ - - - setMotorSpeed(value, wheelIndex) { - const hingeConstraint = this.constraints[wheelIndex]; - hingeConstraint.enableMotor(); - hingeConstraint.motorTargetVelocity = value; - } - /** - * Set the target rotational speed of the hinge constraint. - */ - - - disableMotor(wheelIndex) { - const hingeConstraint = this.constraints[wheelIndex]; - hingeConstraint.disableMotor(); - } - /** - * Set the wheel force to apply on one of the wheels each time step - */ - - - setWheelForce(value, wheelIndex) { - this.wheelForces[wheelIndex] = value; - } - /** - * Apply a torque on one of the wheels. - */ - - - applyWheelForce(value, wheelIndex) { - const axis = this.wheelAxes[wheelIndex]; - const wheelBody = this.wheelBodies[wheelIndex]; - const bodyTorque = wheelBody.torque; - axis.scale(value, torque); - wheelBody.vectorToWorldFrame(torque, torque); - bodyTorque.vadd(torque, bodyTorque); - } - /** - * Add the vehicle including its constraints to the world. - */ - - - addToWorld(world) { - const constraints = this.constraints; - const bodies = this.wheelBodies.concat([this.chassisBody]); - - for (let i = 0; i < bodies.length; i++) { - world.addBody(bodies[i]); - } - - for (let i = 0; i < constraints.length; i++) { - world.addConstraint(constraints[i]); - } - - world.addEventListener('preStep', this._update.bind(this)); - } - - _update() { - const wheelForces = this.wheelForces; - - for (let i = 0; i < wheelForces.length; i++) { - this.applyWheelForce(wheelForces[i], i); - } - } - /** - * Remove the vehicle including its constraints from the world. - */ - - - removeFromWorld(world) { - const constraints = this.constraints; - const bodies = this.wheelBodies.concat([this.chassisBody]); - - for (let i = 0; i < bodies.length; i++) { - world.removeBody(bodies[i]); - } - - for (let i = 0; i < constraints.length; i++) { - world.removeConstraint(constraints[i]); - } - } - /** - * Get current rotational velocity of a wheel - */ - - - getWheelSpeed(wheelIndex) { - const axis = this.wheelAxes[wheelIndex]; - const wheelBody = this.wheelBodies[wheelIndex]; - const w = wheelBody.angularVelocity; - this.chassisBody.vectorToWorldFrame(axis, worldAxis); - return w.dot(worldAxis); - } - -} -const torque = new Vec3(); -const worldAxis = new Vec3(); - -/** - * Smoothed-particle hydrodynamics system - * @todo Make parameters customizable in the constructor - */ -class SPHSystem { - /** - * The particles array. - */ - - /** - * Density of the system (kg/m3). - * @default 1 - */ - - /** - * Distance below which two particles are considered to be neighbors. - * It should be adjusted so there are about 15-20 neighbor particles within this radius. - * @default 1 - */ - - /** - * @default 1 - */ - - /** - * Viscosity of the system. - * @default 0.01 - */ - - /** - * @default 0.000001 - */ - constructor() { - this.particles = []; - this.density = 1; - this.smoothingRadius = 1; - this.speedOfSound = 1; - this.viscosity = 0.01; - this.eps = 0.000001; // Stuff Computed per particle - - this.pressures = []; - this.densities = []; - this.neighbors = []; - } - /** - * Add a particle to the system. - */ - - - add(particle) { - this.particles.push(particle); - - if (this.neighbors.length < this.particles.length) { - this.neighbors.push([]); - } - } - /** - * Remove a particle from the system. - */ - - - remove(particle) { - const idx = this.particles.indexOf(particle); - - if (idx !== -1) { - this.particles.splice(idx, 1); - - if (this.neighbors.length > this.particles.length) { - this.neighbors.pop(); - } - } - } - /** - * Get neighbors within smoothing volume, save in the array neighbors - */ - - - getNeighbors(particle, neighbors) { - const N = this.particles.length; - const id = particle.id; - const R2 = this.smoothingRadius * this.smoothingRadius; - const dist = SPHSystem_getNeighbors_dist; - - for (let i = 0; i !== N; i++) { - const p = this.particles[i]; - p.position.vsub(particle.position, dist); - - if (id !== p.id && dist.lengthSquared() < R2) { - neighbors.push(p); - } - } - } - - update() { - const N = this.particles.length; - const dist = SPHSystem_update_dist; - const cs = this.speedOfSound; - const eps = this.eps; - - for (let i = 0; i !== N; i++) { - const p = this.particles[i]; // Current particle - - const neighbors = this.neighbors[i]; // Get neighbors - - neighbors.length = 0; - this.getNeighbors(p, neighbors); - neighbors.push(this.particles[i]); // Add current too - - const numNeighbors = neighbors.length; // Accumulate density for the particle - - let sum = 0.0; - - for (let j = 0; j !== numNeighbors; j++) { - //printf("Current particle has position %f %f %f\n",objects[id].pos.x(),objects[id].pos.y(),objects[id].pos.z()); - p.position.vsub(neighbors[j].position, dist); - const len = dist.length(); - const weight = this.w(len); - sum += neighbors[j].mass * weight; - } // Save - - - this.densities[i] = sum; - this.pressures[i] = cs * cs * (this.densities[i] - this.density); - } // Add forces - // Sum to these accelerations - - - const a_pressure = SPHSystem_update_a_pressure; - const a_visc = SPHSystem_update_a_visc; - const gradW = SPHSystem_update_gradW; - const r_vec = SPHSystem_update_r_vec; - const u = SPHSystem_update_u; - - for (let i = 0; i !== N; i++) { - const particle = this.particles[i]; - a_pressure.set(0, 0, 0); - a_visc.set(0, 0, 0); // Init vars - - let Pij; - let nabla; - - const neighbors = this.neighbors[i]; - const numNeighbors = neighbors.length; //printf("Neighbors: "); - - for (let j = 0; j !== numNeighbors; j++) { - const neighbor = neighbors[j]; //printf("%d ",nj); - // Get r once for all.. - - particle.position.vsub(neighbor.position, r_vec); - const r = r_vec.length(); // Pressure contribution - - Pij = -neighbor.mass * (this.pressures[i] / (this.densities[i] * this.densities[i] + eps) + this.pressures[j] / (this.densities[j] * this.densities[j] + eps)); - this.gradw(r_vec, gradW); // Add to pressure acceleration - - gradW.scale(Pij, gradW); - a_pressure.vadd(gradW, a_pressure); // Viscosity contribution - - neighbor.velocity.vsub(particle.velocity, u); - u.scale(1.0 / (0.0001 + this.densities[i] * this.densities[j]) * this.viscosity * neighbor.mass, u); - nabla = this.nablaw(r); - u.scale(nabla, u); // Add to viscosity acceleration - - a_visc.vadd(u, a_visc); - } // Calculate force - - - a_visc.scale(particle.mass, a_visc); - a_pressure.scale(particle.mass, a_pressure); // Add force to particles - - particle.force.vadd(a_visc, particle.force); - particle.force.vadd(a_pressure, particle.force); - } - } // Calculate the weight using the W(r) weightfunction - - - w(r) { - // 315 - const h = this.smoothingRadius; - return 315.0 / (64.0 * Math.PI * h ** 9) * (h * h - r * r) ** 3; - } // calculate gradient of the weight function - - - gradw(rVec, resultVec) { - const r = rVec.length(); - const h = this.smoothingRadius; - rVec.scale(945.0 / (32.0 * Math.PI * h ** 9) * (h * h - r * r) ** 2, resultVec); - } // Calculate nabla(W) - - - nablaw(r) { - const h = this.smoothingRadius; - const nabla = 945.0 / (32.0 * Math.PI * h ** 9) * (h * h - r * r) * (7 * r * r - 3 * h * h); - return nabla; - } - -} -const SPHSystem_getNeighbors_dist = new Vec3(); // Temp vectors for calculation - -const SPHSystem_update_dist = new Vec3(); // Relative velocity - -const SPHSystem_update_a_pressure = new Vec3(); -const SPHSystem_update_a_visc = new Vec3(); -const SPHSystem_update_gradW = new Vec3(); -const SPHSystem_update_r_vec = new Vec3(); -const SPHSystem_update_u = new Vec3(); - -/** - * Cylinder class. - * @example - * const radiusTop = 0.5 - * const radiusBottom = 0.5 - * const height = 2 - * const numSegments = 12 - * const cylinderShape = new CANNON.Cylinder(radiusTop, radiusBottom, height, numSegments) - * const cylinderBody = new CANNON.Body({ mass: 1, shape: cylinderShape }) - * world.addBody(cylinderBody) - */ - -class Cylinder extends ConvexPolyhedron { - /** The radius of the top of the Cylinder. */ - - /** The radius of the bottom of the Cylinder. */ - - /** The height of the Cylinder. */ - - /** The number of segments to build the cylinder out of. */ - - /** - * @param radiusTop The radius of the top of the Cylinder. - * @param radiusBottom The radius of the bottom of the Cylinder. - * @param height The height of the Cylinder. - * @param numSegments The number of segments to build the cylinder out of. - */ - constructor(radiusTop, radiusBottom, height, numSegments) { - if (radiusTop === void 0) { - radiusTop = 1; - } - - if (radiusBottom === void 0) { - radiusBottom = 1; - } - - if (height === void 0) { - height = 1; - } - - if (numSegments === void 0) { - numSegments = 8; - } - - if (radiusTop < 0) { - throw new Error('The cylinder radiusTop cannot be negative.'); - } - - if (radiusBottom < 0) { - throw new Error('The cylinder radiusBottom cannot be negative.'); - } - - const N = numSegments; - const vertices = []; - const axes = []; - const faces = []; - const bottomface = []; - const topface = []; - const cos = Math.cos; - const sin = Math.sin; // First bottom point - - vertices.push(new Vec3(-radiusBottom * sin(0), -height * 0.5, radiusBottom * cos(0))); - bottomface.push(0); // First top point - - vertices.push(new Vec3(-radiusTop * sin(0), height * 0.5, radiusTop * cos(0))); - topface.push(1); - - for (let i = 0; i < N; i++) { - const theta = 2 * Math.PI / N * (i + 1); - const thetaN = 2 * Math.PI / N * (i + 0.5); - - if (i < N - 1) { - // Bottom - vertices.push(new Vec3(-radiusBottom * sin(theta), -height * 0.5, radiusBottom * cos(theta))); - bottomface.push(2 * i + 2); // Top - - vertices.push(new Vec3(-radiusTop * sin(theta), height * 0.5, radiusTop * cos(theta))); - topface.push(2 * i + 3); // Face - - faces.push([2 * i, 2 * i + 1, 2 * i + 3, 2 * i + 2]); - } else { - faces.push([2 * i, 2 * i + 1, 1, 0]); // Connect - } // Axis: we can cut off half of them if we have even number of segments - - - if (N % 2 === 1 || i < N / 2) { - axes.push(new Vec3(-sin(thetaN), 0, cos(thetaN))); - } - } - - faces.push(bottomface); - axes.push(new Vec3(0, 1, 0)); // Reorder top face - - const temp = []; - - for (let i = 0; i < topface.length; i++) { - temp.push(topface[topface.length - i - 1]); - } - - faces.push(temp); - super({ - vertices, - faces, - axes - }); - this.type = Shape.types.CYLINDER; - this.radiusTop = radiusTop; - this.radiusBottom = radiusBottom; - this.height = height; - this.numSegments = numSegments; - } - -} - -/** - * Particle shape. - * @example - * const particleShape = new CANNON.Particle() - * const particleBody = new CANNON.Body({ mass: 1, shape: particleShape }) - * world.addBody(particleBody) - */ -class Particle extends Shape { - constructor() { - super({ - type: Shape.types.PARTICLE - }); - } - /** - * calculateLocalInertia - */ - - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - target.set(0, 0, 0); - return target; - } - - volume() { - return 0; - } - - updateBoundingSphereRadius() { - this.boundingSphereRadius = 0; - } - - calculateWorldAABB(pos, quat, min, max) { - // Get each axis max - min.copy(pos); - max.copy(pos); - } - -} - -/** - * A plane, facing in the Z direction. The plane has its surface at z=0 and everything below z=0 is assumed to be solid plane. To make the plane face in some other direction than z, you must put it inside a Body and rotate that body. See the demos. - * @example - * const planeShape = new CANNON.Plane() - * const planeBody = new CANNON.Body({ mass: 0, shape: planeShape }) - * planeBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0) // make it face up - * world.addBody(planeBody) - */ -class Plane extends Shape { - /** worldNormal */ - - /** worldNormalNeedsUpdate */ - constructor() { - super({ - type: Shape.types.PLANE - }); // World oriented normal - - this.worldNormal = new Vec3(); - this.worldNormalNeedsUpdate = true; - this.boundingSphereRadius = Number.MAX_VALUE; - } - /** computeWorldNormal */ - - - computeWorldNormal(quat) { - const n = this.worldNormal; - n.set(0, 0, 1); - quat.vmult(n, n); - this.worldNormalNeedsUpdate = false; - } - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - return target; - } - - volume() { - return (// The plane is infinite... - Number.MAX_VALUE - ); - } - - calculateWorldAABB(pos, quat, min, max) { - // The plane AABB is infinite, except if the normal is pointing along any axis - tempNormal.set(0, 0, 1); // Default plane normal is z - - quat.vmult(tempNormal, tempNormal); - const maxVal = Number.MAX_VALUE; - min.set(-maxVal, -maxVal, -maxVal); - max.set(maxVal, maxVal, maxVal); - - if (tempNormal.x === 1) { - max.x = pos.x; - } else if (tempNormal.x === -1) { - min.x = pos.x; - } - - if (tempNormal.y === 1) { - max.y = pos.y; - } else if (tempNormal.y === -1) { - min.y = pos.y; - } - - if (tempNormal.z === 1) { - max.z = pos.z; - } else if (tempNormal.z === -1) { - min.z = pos.z; - } - } - - updateBoundingSphereRadius() { - this.boundingSphereRadius = Number.MAX_VALUE; - } - -} -const tempNormal = new Vec3(); - -/** - * Heightfield shape class. Height data is given as an array. These data points are spread out evenly with a given distance. - * @todo Should be possible to use along all axes, not just y - * @todo should be possible to scale along all axes - * @todo Refactor elementSize to elementSizeX and elementSizeY - * - * @example - * // Generate some height data (y-values). - * const data = [] - * for (let i = 0; i < 1000; i++) { - * const y = 0.5 * Math.cos(0.2 * i) - * data.push(y) - * } - * - * // Create the heightfield shape - * const heightfieldShape = new CANNON.Heightfield(data, { - * elementSize: 1 // Distance between the data points in X and Y directions - * }) - * const heightfieldBody = new CANNON.Body({ shape: heightfieldShape }) - * world.addBody(heightfieldBody) - */ -class Heightfield extends Shape { - /** - * An array of numbers, or height values, that are spread out along the x axis. - */ - - /** - * Max value of the data points in the data array. - */ - - /** - * Minimum value of the data points in the data array. - */ - - /** - * World spacing between the data points in X and Y direction. - * @todo elementSizeX and Y - * @default 1 - */ - - /** - * @default true - */ - - /** - * @param data An array of numbers, or height values, that are spread out along the x axis. - */ - constructor(data, options) { - if (options === void 0) { - options = {}; - } - - options = Utils.defaults(options, { - maxValue: null, - minValue: null, - elementSize: 1 - }); - super({ - type: Shape.types.HEIGHTFIELD - }); - this.data = data; - this.maxValue = options.maxValue; - this.minValue = options.minValue; - this.elementSize = options.elementSize; - - if (options.minValue === null) { - this.updateMinValue(); - } - - if (options.maxValue === null) { - this.updateMaxValue(); - } - - this.cacheEnabled = true; - this.pillarConvex = new ConvexPolyhedron(); - this.pillarOffset = new Vec3(); - this.updateBoundingSphereRadius(); // "i_j_isUpper" => { convex: ..., offset: ... } - // for example: - // _cachedPillars["0_2_1"] - - this._cachedPillars = {}; - } - /** - * Call whenever you change the data array. - */ - - - update() { - this._cachedPillars = {}; - } - /** - * Update the `minValue` property - */ - - - updateMinValue() { - const data = this.data; - let minValue = data[0][0]; - - for (let i = 0; i !== data.length; i++) { - for (let j = 0; j !== data[i].length; j++) { - const v = data[i][j]; - - if (v < minValue) { - minValue = v; - } - } - } - - this.minValue = minValue; - } - /** - * Update the `maxValue` property - */ - - - updateMaxValue() { - const data = this.data; - let maxValue = data[0][0]; - - for (let i = 0; i !== data.length; i++) { - for (let j = 0; j !== data[i].length; j++) { - const v = data[i][j]; - - if (v > maxValue) { - maxValue = v; - } - } - } - - this.maxValue = maxValue; - } - /** - * Set the height value at an index. Don't forget to update maxValue and minValue after you're done. - */ - - - setHeightValueAtIndex(xi, yi, value) { - const data = this.data; - data[xi][yi] = value; // Invalidate cache - - this.clearCachedConvexTrianglePillar(xi, yi, false); - - if (xi > 0) { - this.clearCachedConvexTrianglePillar(xi - 1, yi, true); - this.clearCachedConvexTrianglePillar(xi - 1, yi, false); - } - - if (yi > 0) { - this.clearCachedConvexTrianglePillar(xi, yi - 1, true); - this.clearCachedConvexTrianglePillar(xi, yi - 1, false); - } - - if (yi > 0 && xi > 0) { - this.clearCachedConvexTrianglePillar(xi - 1, yi - 1, true); - } - } - /** - * Get max/min in a rectangle in the matrix data - * @param result An array to store the results in. - * @return The result array, if it was passed in. Minimum will be at position 0 and max at 1. - */ - - - getRectMinMax(iMinX, iMinY, iMaxX, iMaxY, result) { - if (result === void 0) { - result = []; - } - - // Get max and min of the data - const data = this.data; // Set first value - - let max = this.minValue; - - for (let i = iMinX; i <= iMaxX; i++) { - for (let j = iMinY; j <= iMaxY; j++) { - const height = data[i][j]; - - if (height > max) { - max = height; - } - } - } - - result[0] = this.minValue; - result[1] = max; - } - /** - * Get the index of a local position on the heightfield. The indexes indicate the rectangles, so if your terrain is made of N x N height data points, you will have rectangle indexes ranging from 0 to N-1. - * @param result Two-element array - * @param clamp If the position should be clamped to the heightfield edge. - */ - - - getIndexOfPosition(x, y, result, clamp) { - // Get the index of the data points to test against - const w = this.elementSize; - const data = this.data; - let xi = Math.floor(x / w); - let yi = Math.floor(y / w); - result[0] = xi; - result[1] = yi; - - if (clamp) { - // Clamp index to edges - if (xi < 0) { - xi = 0; - } - - if (yi < 0) { - yi = 0; - } - - if (xi >= data.length - 1) { - xi = data.length - 1; - } - - if (yi >= data[0].length - 1) { - yi = data[0].length - 1; - } - } // Bail out if we are out of the terrain - - - if (xi < 0 || yi < 0 || xi >= data.length - 1 || yi >= data[0].length - 1) { - return false; - } - - return true; - } - - getTriangleAt(x, y, edgeClamp, a, b, c) { - const idx = getHeightAt_idx; - this.getIndexOfPosition(x, y, idx, edgeClamp); - let xi = idx[0]; - let yi = idx[1]; - const data = this.data; - - if (edgeClamp) { - xi = Math.min(data.length - 2, Math.max(0, xi)); - yi = Math.min(data[0].length - 2, Math.max(0, yi)); - } - - const elementSize = this.elementSize; - const lowerDist2 = (x / elementSize - xi) ** 2 + (y / elementSize - yi) ** 2; - const upperDist2 = (x / elementSize - (xi + 1)) ** 2 + (y / elementSize - (yi + 1)) ** 2; - const upper = lowerDist2 > upperDist2; - this.getTriangle(xi, yi, upper, a, b, c); - return upper; - } - - getNormalAt(x, y, edgeClamp, result) { - const a = getNormalAt_a; - const b = getNormalAt_b; - const c = getNormalAt_c; - const e0 = getNormalAt_e0; - const e1 = getNormalAt_e1; - this.getTriangleAt(x, y, edgeClamp, a, b, c); - b.vsub(a, e0); - c.vsub(a, e1); - e0.cross(e1, result); - result.normalize(); - } - /** - * Get an AABB of a square in the heightfield - * @param xi - * @param yi - * @param result - */ - - - getAabbAtIndex(xi, yi, _ref) { - let { - lowerBound, - upperBound - } = _ref; - const data = this.data; - const elementSize = this.elementSize; - lowerBound.set(xi * elementSize, yi * elementSize, data[xi][yi]); - upperBound.set((xi + 1) * elementSize, (yi + 1) * elementSize, data[xi + 1][yi + 1]); - } - /** - * Get the height in the heightfield at a given position - */ - - - getHeightAt(x, y, edgeClamp) { - const data = this.data; - const a = getHeightAt_a; - const b = getHeightAt_b; - const c = getHeightAt_c; - const idx = getHeightAt_idx; - this.getIndexOfPosition(x, y, idx, edgeClamp); - let xi = idx[0]; - let yi = idx[1]; - - if (edgeClamp) { - xi = Math.min(data.length - 2, Math.max(0, xi)); - yi = Math.min(data[0].length - 2, Math.max(0, yi)); - } - - const upper = this.getTriangleAt(x, y, edgeClamp, a, b, c); - barycentricWeights(x, y, a.x, a.y, b.x, b.y, c.x, c.y, getHeightAt_weights); - const w = getHeightAt_weights; - - if (upper) { - // Top triangle verts - return data[xi + 1][yi + 1] * w.x + data[xi][yi + 1] * w.y + data[xi + 1][yi] * w.z; - } else { - // Top triangle verts - return data[xi][yi] * w.x + data[xi + 1][yi] * w.y + data[xi][yi + 1] * w.z; - } - } - - getCacheConvexTrianglePillarKey(xi, yi, getUpperTriangle) { - return `${xi}_${yi}_${getUpperTriangle ? 1 : 0}`; - } - - getCachedConvexTrianglePillar(xi, yi, getUpperTriangle) { - return this._cachedPillars[this.getCacheConvexTrianglePillarKey(xi, yi, getUpperTriangle)]; - } - - setCachedConvexTrianglePillar(xi, yi, getUpperTriangle, convex, offset) { - this._cachedPillars[this.getCacheConvexTrianglePillarKey(xi, yi, getUpperTriangle)] = { - convex, - offset - }; - } - - clearCachedConvexTrianglePillar(xi, yi, getUpperTriangle) { - delete this._cachedPillars[this.getCacheConvexTrianglePillarKey(xi, yi, getUpperTriangle)]; - } - /** - * Get a triangle from the heightfield - */ - - - getTriangle(xi, yi, upper, a, b, c) { - const data = this.data; - const elementSize = this.elementSize; - - if (upper) { - // Top triangle verts - a.set((xi + 1) * elementSize, (yi + 1) * elementSize, data[xi + 1][yi + 1]); - b.set(xi * elementSize, (yi + 1) * elementSize, data[xi][yi + 1]); - c.set((xi + 1) * elementSize, yi * elementSize, data[xi + 1][yi]); - } else { - // Top triangle verts - a.set(xi * elementSize, yi * elementSize, data[xi][yi]); - b.set((xi + 1) * elementSize, yi * elementSize, data[xi + 1][yi]); - c.set(xi * elementSize, (yi + 1) * elementSize, data[xi][yi + 1]); - } - } - /** - * Get a triangle in the terrain in the form of a triangular convex shape. - */ - - - getConvexTrianglePillar(xi, yi, getUpperTriangle) { - let result = this.pillarConvex; - let offsetResult = this.pillarOffset; - - if (this.cacheEnabled) { - const data = this.getCachedConvexTrianglePillar(xi, yi, getUpperTriangle); - - if (data) { - this.pillarConvex = data.convex; - this.pillarOffset = data.offset; - return; - } - - result = new ConvexPolyhedron(); - offsetResult = new Vec3(); - this.pillarConvex = result; - this.pillarOffset = offsetResult; - } - - const data = this.data; - const elementSize = this.elementSize; - const faces = result.faces; // Reuse verts if possible - - result.vertices.length = 6; - - for (let i = 0; i < 6; i++) { - if (!result.vertices[i]) { - result.vertices[i] = new Vec3(); - } - } // Reuse faces if possible - - - faces.length = 5; - - for (let i = 0; i < 5; i++) { - if (!faces[i]) { - faces[i] = []; - } - } - - const verts = result.vertices; - const h = (Math.min(data[xi][yi], data[xi + 1][yi], data[xi][yi + 1], data[xi + 1][yi + 1]) - this.minValue) / 2 + this.minValue; - - if (!getUpperTriangle) { - // Center of the triangle pillar - all polygons are given relative to this one - offsetResult.set((xi + 0.25) * elementSize, // sort of center of a triangle - (yi + 0.25) * elementSize, h // vertical center - ); // Top triangle verts - - verts[0].set(-0.25 * elementSize, -0.25 * elementSize, data[xi][yi] - h); - verts[1].set(0.75 * elementSize, -0.25 * elementSize, data[xi + 1][yi] - h); - verts[2].set(-0.25 * elementSize, 0.75 * elementSize, data[xi][yi + 1] - h); // bottom triangle verts - - verts[3].set(-0.25 * elementSize, -0.25 * elementSize, -Math.abs(h) - 1); - verts[4].set(0.75 * elementSize, -0.25 * elementSize, -Math.abs(h) - 1); - verts[5].set(-0.25 * elementSize, 0.75 * elementSize, -Math.abs(h) - 1); // top triangle - - faces[0][0] = 0; - faces[0][1] = 1; - faces[0][2] = 2; // bottom triangle - - faces[1][0] = 5; - faces[1][1] = 4; - faces[1][2] = 3; // -x facing quad - - faces[2][0] = 0; - faces[2][1] = 2; - faces[2][2] = 5; - faces[2][3] = 3; // -y facing quad - - faces[3][0] = 1; - faces[3][1] = 0; - faces[3][2] = 3; - faces[3][3] = 4; // +xy facing quad - - faces[4][0] = 4; - faces[4][1] = 5; - faces[4][2] = 2; - faces[4][3] = 1; - } else { - // Center of the triangle pillar - all polygons are given relative to this one - offsetResult.set((xi + 0.75) * elementSize, // sort of center of a triangle - (yi + 0.75) * elementSize, h // vertical center - ); // Top triangle verts - - verts[0].set(0.25 * elementSize, 0.25 * elementSize, data[xi + 1][yi + 1] - h); - verts[1].set(-0.75 * elementSize, 0.25 * elementSize, data[xi][yi + 1] - h); - verts[2].set(0.25 * elementSize, -0.75 * elementSize, data[xi + 1][yi] - h); // bottom triangle verts - - verts[3].set(0.25 * elementSize, 0.25 * elementSize, -Math.abs(h) - 1); - verts[4].set(-0.75 * elementSize, 0.25 * elementSize, -Math.abs(h) - 1); - verts[5].set(0.25 * elementSize, -0.75 * elementSize, -Math.abs(h) - 1); // Top triangle - - faces[0][0] = 0; - faces[0][1] = 1; - faces[0][2] = 2; // bottom triangle - - faces[1][0] = 5; - faces[1][1] = 4; - faces[1][2] = 3; // +x facing quad - - faces[2][0] = 2; - faces[2][1] = 5; - faces[2][2] = 3; - faces[2][3] = 0; // +y facing quad - - faces[3][0] = 3; - faces[3][1] = 4; - faces[3][2] = 1; - faces[3][3] = 0; // -xy facing quad - - faces[4][0] = 1; - faces[4][1] = 4; - faces[4][2] = 5; - faces[4][3] = 2; - } - - result.computeNormals(); - result.computeEdges(); - result.updateBoundingSphereRadius(); - this.setCachedConvexTrianglePillar(xi, yi, getUpperTriangle, result, offsetResult); - } - - calculateLocalInertia(mass, target) { - if (target === void 0) { - target = new Vec3(); - } - - target.set(0, 0, 0); - return target; - } - - volume() { - return (// The terrain is infinite - Number.MAX_VALUE - ); - } - - calculateWorldAABB(pos, quat, min, max) { - /** @TODO do it properly */ - min.set(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE); - max.set(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE); - } - - updateBoundingSphereRadius() { - // Use the bounding box of the min/max values - const data = this.data; - const s = this.elementSize; - this.boundingSphereRadius = new Vec3(data.length * s, data[0].length * s, Math.max(Math.abs(this.maxValue), Math.abs(this.minValue))).length(); - } - /** - * Sets the height values from an image. Currently only supported in browser. - */ - - - setHeightsFromImage(image, scale) { - const { - x, - z, - y - } = scale; - const canvas = document.createElement('canvas'); - canvas.width = image.width; - canvas.height = image.height; - const context = canvas.getContext('2d'); - context.drawImage(image, 0, 0); - const imageData = context.getImageData(0, 0, image.width, image.height); - const matrix = this.data; - matrix.length = 0; - this.elementSize = Math.abs(x) / imageData.width; - - for (let i = 0; i < imageData.height; i++) { - const row = []; - - for (let j = 0; j < imageData.width; j++) { - const a = imageData.data[(i * imageData.height + j) * 4]; - const b = imageData.data[(i * imageData.height + j) * 4 + 1]; - const c = imageData.data[(i * imageData.height + j) * 4 + 2]; - const height = (a + b + c) / 4 / 255 * z; - - if (x < 0) { - row.push(height); - } else { - row.unshift(height); - } - } - - if (y < 0) { - matrix.unshift(row); - } else { - matrix.push(row); - } - } - - this.updateMaxValue(); - this.updateMinValue(); - this.update(); - } - -} -const getHeightAt_idx = []; -const getHeightAt_weights = new Vec3(); -const getHeightAt_a = new Vec3(); -const getHeightAt_b = new Vec3(); -const getHeightAt_c = new Vec3(); -const getNormalAt_a = new Vec3(); -const getNormalAt_b = new Vec3(); -const getNormalAt_c = new Vec3(); -const getNormalAt_e0 = new Vec3(); -const getNormalAt_e1 = new Vec3(); // from https://en.wikipedia.org/wiki/Barycentric_coordinate_system - -function barycentricWeights(x, y, ax, ay, bx, by, cx, cy, result) { - result.x = ((by - cy) * (x - cx) + (cx - bx) * (y - cy)) / ((by - cy) * (ax - cx) + (cx - bx) * (ay - cy)); - result.y = ((cy - ay) * (x - cx) + (ax - cx) * (y - cy)) / ((by - cy) * (ax - cx) + (cx - bx) * (ay - cy)); - result.z = 1 - result.x - result.y; -} - -/** - * OctreeNode - */ -class OctreeNode { - /** The root node */ - - /** Boundary of this node */ - - /** Contained data at the current node level */ - - /** Children to this node */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - this.root = options.root || null; - this.aabb = options.aabb ? options.aabb.clone() : new AABB(); - this.data = []; - this.children = []; - } - /** - * reset - */ - - - reset() { - this.children.length = this.data.length = 0; - } - /** - * Insert data into this node - * @return True if successful, otherwise false - */ - - - insert(aabb, elementData, level) { - if (level === void 0) { - level = 0; - } - - const nodeData = this.data; // Ignore objects that do not belong in this node - - if (!this.aabb.contains(aabb)) { - return false; // object cannot be added - } - - const children = this.children; - const maxDepth = this.maxDepth || this.root.maxDepth; - - if (level < maxDepth) { - // Subdivide if there are no children yet - let subdivided = false; - - if (!children.length) { - this.subdivide(); - subdivided = true; - } // add to whichever node will accept it - - - for (let i = 0; i !== 8; i++) { - if (children[i].insert(aabb, elementData, level + 1)) { - return true; - } - } - - if (subdivided) { - // No children accepted! Might as well just remove em since they contain none - children.length = 0; - } - } // Too deep, or children didnt want it. add it in current node - - - nodeData.push(elementData); - return true; - } - /** - * Create 8 equally sized children nodes and put them in the `children` array. - */ - - - subdivide() { - const aabb = this.aabb; - const l = aabb.lowerBound; - const u = aabb.upperBound; - const children = this.children; - children.push(new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(0, 0, 0) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(1, 0, 0) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(1, 1, 0) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(1, 1, 1) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(0, 1, 1) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(0, 0, 1) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(1, 0, 1) - }) - }), new OctreeNode({ - aabb: new AABB({ - lowerBound: new Vec3(0, 1, 0) - }) - })); - u.vsub(l, halfDiagonal); - halfDiagonal.scale(0.5, halfDiagonal); - const root = this.root || this; - - for (let i = 0; i !== 8; i++) { - const child = children[i]; // Set current node as root - - child.root = root; // Compute bounds - - const lowerBound = child.aabb.lowerBound; - lowerBound.x *= halfDiagonal.x; - lowerBound.y *= halfDiagonal.y; - lowerBound.z *= halfDiagonal.z; - lowerBound.vadd(l, lowerBound); // Upper bound is always lower bound + halfDiagonal - - lowerBound.vadd(halfDiagonal, child.aabb.upperBound); - } - } - /** - * Get all data, potentially within an AABB - * @return The "result" object - */ - - - aabbQuery(aabb, result) { - this.data; // abort if the range does not intersect this node - // if (!this.aabb.overlaps(aabb)){ - // return result; - // } - // Add objects at this level - // Array.prototype.push.apply(result, nodeData); - // Add child data - // @todo unwrap recursion into a queue / loop, that's faster in JS - - this.children; // for (let i = 0, N = this.children.length; i !== N; i++) { - // children[i].aabbQuery(aabb, result); - // } - - const queue = [this]; - - while (queue.length) { - const node = queue.pop(); - - if (node.aabb.overlaps(aabb)) { - Array.prototype.push.apply(result, node.data); - } - - Array.prototype.push.apply(queue, node.children); - } - - return result; - } - /** - * Get all data, potentially intersected by a ray. - * @return The "result" object - */ - - - rayQuery(ray, treeTransform, result) { - // Use aabb query for now. - - /** @todo implement real ray query which needs less lookups */ - ray.getAABB(tmpAABB); - tmpAABB.toLocalFrame(treeTransform, tmpAABB); - this.aabbQuery(tmpAABB, result); - return result; - } - /** - * removeEmptyNodes - */ - - - removeEmptyNodes() { - for (let i = this.children.length - 1; i >= 0; i--) { - this.children[i].removeEmptyNodes(); - - if (!this.children[i].children.length && !this.children[i].data.length) { - this.children.splice(i, 1); - } - } - } - -} -/** - * Octree - */ - - -class Octree extends OctreeNode { - /** - * Maximum subdivision depth - * @default 8 - */ - - /** - * @param aabb The total AABB of the tree - */ - constructor(aabb, options) { - if (options === void 0) { - options = {}; - } - - super({ - root: null, - aabb - }); - this.maxDepth = typeof options.maxDepth !== 'undefined' ? options.maxDepth : 8; - } - -} -const halfDiagonal = new Vec3(); -const tmpAABB = new AABB(); - -/** - * Trimesh. - * @example - * // How to make a mesh with a single triangle - * const vertices = [ - * 0, 0, 0, // vertex 0 - * 1, 0, 0, // vertex 1 - * 0, 1, 0 // vertex 2 - * ] - * const indices = [ - * 0, 1, 2 // triangle 0 - * ] - * const trimeshShape = new CANNON.Trimesh(vertices, indices) - */ -class Trimesh extends Shape { - /** - * vertices - */ - - /** - * Array of integers, indicating which vertices each triangle consists of. The length of this array is thus 3 times the number of triangles. - */ - - /** - * The normals data. - */ - - /** - * The local AABB of the mesh. - */ - - /** - * References to vertex pairs, making up all unique edges in the trimesh. - */ - - /** - * Local scaling of the mesh. Use .setScale() to set it. - */ - - /** - * The indexed triangles. Use .updateTree() to update it. - */ - constructor(vertices, indices) { - super({ - type: Shape.types.TRIMESH - }); - this.vertices = new Float32Array(vertices); - this.indices = new Int16Array(indices); - this.normals = new Float32Array(indices.length); - this.aabb = new AABB(); - this.edges = null; - this.scale = new Vec3(1, 1, 1); - this.tree = new Octree(); - this.updateEdges(); - this.updateNormals(); - this.updateAABB(); - this.updateBoundingSphereRadius(); - this.updateTree(); - } - /** - * updateTree - */ - - - updateTree() { - const tree = this.tree; - tree.reset(); - tree.aabb.copy(this.aabb); - const scale = this.scale; // The local mesh AABB is scaled, but the octree AABB should be unscaled - - tree.aabb.lowerBound.x *= 1 / scale.x; - tree.aabb.lowerBound.y *= 1 / scale.y; - tree.aabb.lowerBound.z *= 1 / scale.z; - tree.aabb.upperBound.x *= 1 / scale.x; - tree.aabb.upperBound.y *= 1 / scale.y; - tree.aabb.upperBound.z *= 1 / scale.z; // Insert all triangles - - const triangleAABB = new AABB(); - const a = new Vec3(); - const b = new Vec3(); - const c = new Vec3(); - const points = [a, b, c]; - - for (let i = 0; i < this.indices.length / 3; i++) { - //this.getTriangleVertices(i, a, b, c); - // Get unscaled triangle verts - const i3 = i * 3; - - this._getUnscaledVertex(this.indices[i3], a); - - this._getUnscaledVertex(this.indices[i3 + 1], b); - - this._getUnscaledVertex(this.indices[i3 + 2], c); - - triangleAABB.setFromPoints(points); - tree.insert(triangleAABB, i); - } - - tree.removeEmptyNodes(); - } - /** - * Get triangles in a local AABB from the trimesh. - * @param result An array of integers, referencing the queried triangles. - */ - - - getTrianglesInAABB(aabb, result) { - unscaledAABB.copy(aabb); // Scale it to local - - const scale = this.scale; - const isx = scale.x; - const isy = scale.y; - const isz = scale.z; - const l = unscaledAABB.lowerBound; - const u = unscaledAABB.upperBound; - l.x /= isx; - l.y /= isy; - l.z /= isz; - u.x /= isx; - u.y /= isy; - u.z /= isz; - return this.tree.aabbQuery(unscaledAABB, result); - } - /** - * setScale - */ - - - setScale(scale) { - const wasUniform = this.scale.x === this.scale.y && this.scale.y === this.scale.z; - const isUniform = scale.x === scale.y && scale.y === scale.z; - - if (!(wasUniform && isUniform)) { - // Non-uniform scaling. Need to update normals. - this.updateNormals(); - } - - this.scale.copy(scale); - this.updateAABB(); - this.updateBoundingSphereRadius(); - } - /** - * Compute the normals of the faces. Will save in the `.normals` array. - */ - - - updateNormals() { - const n = computeNormals_n; // Generate normals - - const normals = this.normals; - - for (let i = 0; i < this.indices.length / 3; i++) { - const i3 = i * 3; - const a = this.indices[i3]; - const b = this.indices[i3 + 1]; - const c = this.indices[i3 + 2]; - this.getVertex(a, va); - this.getVertex(b, vb); - this.getVertex(c, vc); - Trimesh.computeNormal(vb, va, vc, n); - normals[i3] = n.x; - normals[i3 + 1] = n.y; - normals[i3 + 2] = n.z; - } - } - /** - * Update the `.edges` property - */ - - - updateEdges() { - const edges = {}; - - const add = (a, b) => { - const key = a < b ? `${a}_${b}` : `${b}_${a}`; - edges[key] = true; - }; - - for (let i = 0; i < this.indices.length / 3; i++) { - const i3 = i * 3; - const a = this.indices[i3]; - const b = this.indices[i3 + 1]; - const c = this.indices[i3 + 2]; - add(a, b); - add(b, c); - add(c, a); - } - - const keys = Object.keys(edges); - this.edges = new Int16Array(keys.length * 2); - - for (let i = 0; i < keys.length; i++) { - const indices = keys[i].split('_'); - this.edges[2 * i] = parseInt(indices[0], 10); - this.edges[2 * i + 1] = parseInt(indices[1], 10); - } - } - /** - * Get an edge vertex - * @param firstOrSecond 0 or 1, depending on which one of the vertices you need. - * @param vertexStore Where to store the result - */ - - - getEdgeVertex(edgeIndex, firstOrSecond, vertexStore) { - const vertexIndex = this.edges[edgeIndex * 2 + (firstOrSecond ? 1 : 0)]; - this.getVertex(vertexIndex, vertexStore); - } - /** - * Get a vector along an edge. - */ - - - getEdgeVector(edgeIndex, vectorStore) { - const va = getEdgeVector_va; - const vb = getEdgeVector_vb; - this.getEdgeVertex(edgeIndex, 0, va); - this.getEdgeVertex(edgeIndex, 1, vb); - vb.vsub(va, vectorStore); - } - /** - * Get face normal given 3 vertices - */ - - - static computeNormal(va, vb, vc, target) { - vb.vsub(va, ab); - vc.vsub(vb, cb); - cb.cross(ab, target); - - if (!target.isZero()) { - target.normalize(); - } - } - /** - * Get vertex i. - * @return The "out" vector object - */ - - - getVertex(i, out) { - const scale = this.scale; - - this._getUnscaledVertex(i, out); - - out.x *= scale.x; - out.y *= scale.y; - out.z *= scale.z; - return out; - } - /** - * Get raw vertex i - * @return The "out" vector object - */ - - - _getUnscaledVertex(i, out) { - const i3 = i * 3; - const vertices = this.vertices; - return out.set(vertices[i3], vertices[i3 + 1], vertices[i3 + 2]); - } - /** - * Get a vertex from the trimesh,transformed by the given position and quaternion. - * @return The "out" vector object - */ - - - getWorldVertex(i, pos, quat, out) { - this.getVertex(i, out); - Transform.pointToWorldFrame(pos, quat, out, out); - return out; - } - /** - * Get the three vertices for triangle i. - */ - - - getTriangleVertices(i, a, b, c) { - const i3 = i * 3; - this.getVertex(this.indices[i3], a); - this.getVertex(this.indices[i3 + 1], b); - this.getVertex(this.indices[i3 + 2], c); - } - /** - * Compute the normal of triangle i. - * @return The "target" vector object - */ - - - getNormal(i, target) { - const i3 = i * 3; - return target.set(this.normals[i3], this.normals[i3 + 1], this.normals[i3 + 2]); - } - /** - * @return The "target" vector object - */ - - - calculateLocalInertia(mass, target) { - // Approximate with box inertia - // Exact inertia calculation is overkill, but see http://geometrictools.com/Documentation/PolyhedralMassProperties.pdf for the correct way to do it - this.computeLocalAABB(cli_aabb); - const x = cli_aabb.upperBound.x - cli_aabb.lowerBound.x; - const y = cli_aabb.upperBound.y - cli_aabb.lowerBound.y; - const z = cli_aabb.upperBound.z - cli_aabb.lowerBound.z; - return target.set(1.0 / 12.0 * mass * (2 * y * 2 * y + 2 * z * 2 * z), 1.0 / 12.0 * mass * (2 * x * 2 * x + 2 * z * 2 * z), 1.0 / 12.0 * mass * (2 * y * 2 * y + 2 * x * 2 * x)); - } - /** - * Compute the local AABB for the trimesh - */ - - - computeLocalAABB(aabb) { - const l = aabb.lowerBound; - const u = aabb.upperBound; - const n = this.vertices.length; - this.vertices; - const v = computeLocalAABB_worldVert; - this.getVertex(0, v); - l.copy(v); - u.copy(v); - - for (let i = 0; i !== n; i++) { - this.getVertex(i, v); - - if (v.x < l.x) { - l.x = v.x; - } else if (v.x > u.x) { - u.x = v.x; - } - - if (v.y < l.y) { - l.y = v.y; - } else if (v.y > u.y) { - u.y = v.y; - } - - if (v.z < l.z) { - l.z = v.z; - } else if (v.z > u.z) { - u.z = v.z; - } - } - } - /** - * Update the `.aabb` property - */ - - - updateAABB() { - this.computeLocalAABB(this.aabb); - } - /** - * Will update the `.boundingSphereRadius` property - */ - - - updateBoundingSphereRadius() { - // Assume points are distributed with local (0,0,0) as center - let max2 = 0; - const vertices = this.vertices; - const v = new Vec3(); - - for (let i = 0, N = vertices.length / 3; i !== N; i++) { - this.getVertex(i, v); - const norm2 = v.lengthSquared(); - - if (norm2 > max2) { - max2 = norm2; - } - } - - this.boundingSphereRadius = Math.sqrt(max2); - } - /** - * calculateWorldAABB - */ - - - calculateWorldAABB(pos, quat, min, max) { - /* - const n = this.vertices.length / 3, - verts = this.vertices; - const minx,miny,minz,maxx,maxy,maxz; - const v = tempWorldVertex; - for(let i=0; i maxx || maxx===undefined){ - maxx = v.x; - } - if (v.y < miny || miny===undefined){ - miny = v.y; - } else if(v.y > maxy || maxy===undefined){ - maxy = v.y; - } - if (v.z < minz || minz===undefined){ - minz = v.z; - } else if(v.z > maxz || maxz===undefined){ - maxz = v.z; - } - } - min.set(minx,miny,minz); - max.set(maxx,maxy,maxz); - */ - // Faster approximation using local AABB - const frame = calculateWorldAABB_frame; - const result = calculateWorldAABB_aabb; - frame.position = pos; - frame.quaternion = quat; - this.aabb.toWorldFrame(frame, result); - min.copy(result.lowerBound); - max.copy(result.upperBound); - } - /** - * Get approximate volume - */ - - - volume() { - return 4.0 * Math.PI * this.boundingSphereRadius / 3.0; - } - /** - * Create a Trimesh instance, shaped as a torus. - */ - - - static createTorus(radius, tube, radialSegments, tubularSegments, arc) { - if (radius === void 0) { - radius = 1; - } - - if (tube === void 0) { - tube = 0.5; - } - - if (radialSegments === void 0) { - radialSegments = 8; - } - - if (tubularSegments === void 0) { - tubularSegments = 6; - } - - if (arc === void 0) { - arc = Math.PI * 2; - } - - const vertices = []; - const indices = []; - - 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; - const x = (radius + tube * Math.cos(v)) * Math.cos(u); - const y = (radius + tube * Math.cos(v)) * Math.sin(u); - const z = tube * Math.sin(v); - vertices.push(x, y, z); - } - } - - for (let j = 1; j <= radialSegments; j++) { - for (let i = 1; i <= tubularSegments; 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; - indices.push(a, b, d); - indices.push(b, c, d); - } - } - - return new Trimesh(vertices, indices); - } - -} -const computeNormals_n = new Vec3(); -const unscaledAABB = new AABB(); -const getEdgeVector_va = new Vec3(); -const getEdgeVector_vb = new Vec3(); -const cb = new Vec3(); -const ab = new Vec3(); -const va = new Vec3(); -const vb = new Vec3(); -const vc = new Vec3(); -const cli_aabb = new AABB(); -const computeLocalAABB_worldVert = new Vec3(); -const calculateWorldAABB_frame = new Transform(); -const calculateWorldAABB_aabb = new AABB(); - -/** - * Constraint equation solver base class. - */ -class Solver { - /** - * All equations to be solved - */ - - /** - * @todo remove useless constructor - */ - constructor() { - this.equations = []; - } - /** - * Should be implemented in subclasses! - * @todo use abstract - * @return number of iterations performed - */ - - - solve(dt, world) { - return (// Should return the number of iterations done! - 0 - ); - } - /** - * Add an equation - */ - - - addEquation(eq) { - if (eq.enabled && !eq.bi.isTrigger && !eq.bj.isTrigger) { - this.equations.push(eq); - } - } - /** - * Remove an equation - */ - - - removeEquation(eq) { - const eqs = this.equations; - const i = eqs.indexOf(eq); - - if (i !== -1) { - eqs.splice(i, 1); - } - } - /** - * Add all equations - */ - - - removeAllEquations() { - this.equations.length = 0; - } - -} - -/** - * Constraint equation Gauss-Seidel solver. - * @todo The spook parameters should be specified for each constraint, not globally. - * @see https://www8.cs.umu.se/kurser/5DV058/VT09/lectures/spooknotes.pdf - */ -class GSSolver extends Solver { - /** - * The number of solver iterations determines quality of the constraints in the world. - * The more iterations, the more correct simulation. More iterations need more computations though. If you have a large gravity force in your world, you will need more iterations. - */ - - /** - * When tolerance is reached, the system is assumed to be converged. - */ - - /** - * @todo remove useless constructor - */ - constructor() { - super(); - this.iterations = 10; - this.tolerance = 1e-7; - } - /** - * Solve - * @return number of iterations performed - */ - - - solve(dt, world) { - let iter = 0; - const maxIter = this.iterations; - const tolSquared = this.tolerance * this.tolerance; - const equations = this.equations; - const Neq = equations.length; - const bodies = world.bodies; - const Nbodies = bodies.length; - const h = dt; - let B; - let invC; - let deltalambda; - let deltalambdaTot; - let GWlambda; - let lambdaj; // Update solve mass - - if (Neq !== 0) { - for (let i = 0; i !== Nbodies; i++) { - bodies[i].updateSolveMassProperties(); - } - } // Things that do not change during iteration can be computed once - - - const invCs = GSSolver_solve_invCs; - const Bs = GSSolver_solve_Bs; - const lambda = GSSolver_solve_lambda; - invCs.length = Neq; - Bs.length = Neq; - lambda.length = Neq; - - for (let i = 0; i !== Neq; i++) { - const c = equations[i]; - lambda[i] = 0.0; - Bs[i] = c.computeB(h); - invCs[i] = 1.0 / c.computeC(); - } - - if (Neq !== 0) { - // Reset vlambda - for (let i = 0; i !== Nbodies; i++) { - const b = bodies[i]; - const vlambda = b.vlambda; - const wlambda = b.wlambda; - vlambda.set(0, 0, 0); - wlambda.set(0, 0, 0); - } // Iterate over equations - - - for (iter = 0; iter !== maxIter; iter++) { - // Accumulate the total error for each iteration. - deltalambdaTot = 0.0; - - for (let j = 0; j !== Neq; j++) { - const c = equations[j]; // Compute iteration - - B = Bs[j]; - invC = invCs[j]; - lambdaj = lambda[j]; - GWlambda = c.computeGWlambda(); - deltalambda = invC * (B - GWlambda - c.eps * lambdaj); // Clamp if we are not within the min/max interval - - if (lambdaj + deltalambda < c.minForce) { - deltalambda = c.minForce - lambdaj; - } else if (lambdaj + deltalambda > c.maxForce) { - deltalambda = c.maxForce - lambdaj; - } - - lambda[j] += deltalambda; - deltalambdaTot += deltalambda > 0.0 ? deltalambda : -deltalambda; // abs(deltalambda) - - c.addToWlambda(deltalambda); - } // If the total error is small enough - stop iterate - - - if (deltalambdaTot * deltalambdaTot < tolSquared) { - break; - } - } // Add result to velocity - - - for (let i = 0; i !== Nbodies; i++) { - const b = bodies[i]; - const v = b.velocity; - const w = b.angularVelocity; - b.vlambda.vmul(b.linearFactor, b.vlambda); - v.vadd(b.vlambda, v); - b.wlambda.vmul(b.angularFactor, b.wlambda); - w.vadd(b.wlambda, w); - } // Set the `.multiplier` property of each equation - - - let l = equations.length; - const invDt = 1 / h; - - while (l--) { - equations[l].multiplier = lambda[l] * invDt; - } - } - - return iter; - } - -} // Just temporary number holders that we want to reuse each iteration. - -const GSSolver_solve_lambda = []; -const GSSolver_solve_invCs = []; -const GSSolver_solve_Bs = []; - -/** - * Splits the equations into islands and solves them independently. Can improve performance. - */ -class SplitSolver extends Solver { - /** - * The number of solver iterations determines quality of the constraints in the world. The more iterations, the more correct simulation. More iterations need more computations though. If you have a large gravity force in your world, you will need more iterations. - */ - - /** - * When tolerance is reached, the system is assumed to be converged. - */ - - /** subsolver */ - constructor(subsolver) { - super(); - this.iterations = 10; - this.tolerance = 1e-7; - this.subsolver = subsolver; - this.nodes = []; - this.nodePool = []; // Create needed nodes, reuse if possible - - while (this.nodePool.length < 128) { - this.nodePool.push(this.createNode()); - } - } - /** - * createNode - */ - - - createNode() { - return { - body: null, - children: [], - eqs: [], - visited: false - }; - } - /** - * Solve the subsystems - * @return number of iterations performed - */ - - - solve(dt, world) { - const nodes = SplitSolver_solve_nodes; - const nodePool = this.nodePool; - const bodies = world.bodies; - const equations = this.equations; - const Neq = equations.length; - const Nbodies = bodies.length; - const subsolver = this.subsolver; // Create needed nodes, reuse if possible - - while (nodePool.length < Nbodies) { - nodePool.push(this.createNode()); - } - - nodes.length = Nbodies; - - for (let i = 0; i < Nbodies; i++) { - nodes[i] = nodePool[i]; - } // Reset node values - - - for (let i = 0; i !== Nbodies; i++) { - const node = nodes[i]; - node.body = bodies[i]; - node.children.length = 0; - node.eqs.length = 0; - node.visited = false; - } - - for (let k = 0; k !== Neq; k++) { - const eq = equations[k]; - const i = bodies.indexOf(eq.bi); - const j = bodies.indexOf(eq.bj); - const ni = nodes[i]; - const nj = nodes[j]; - ni.children.push(nj); - ni.eqs.push(eq); - nj.children.push(ni); - nj.eqs.push(eq); - } - - let child; - let n = 0; - let eqs = SplitSolver_solve_eqs; - subsolver.tolerance = this.tolerance; - subsolver.iterations = this.iterations; - const dummyWorld = SplitSolver_solve_dummyWorld; - - while (child = getUnvisitedNode(nodes)) { - eqs.length = 0; - dummyWorld.bodies.length = 0; - bfs(child, visitFunc, dummyWorld.bodies, eqs); - const Neqs = eqs.length; - eqs = eqs.sort(sortById); - - for (let i = 0; i !== Neqs; i++) { - subsolver.addEquation(eqs[i]); - } - - subsolver.solve(dt, dummyWorld); - subsolver.removeAllEquations(); - n++; - } - - return n; - } - -} // Returns the number of subsystems - -const SplitSolver_solve_nodes = []; // All allocated node objects - -const SplitSolver_solve_eqs = []; // Temp array - -const SplitSolver_solve_dummyWorld = { - bodies: [] -}; // Temp object - -const STATIC = Body.STATIC; - -function getUnvisitedNode(nodes) { - const Nnodes = nodes.length; - - for (let i = 0; i !== Nnodes; i++) { - const node = nodes[i]; - - if (!node.visited && !(node.body.type & STATIC)) { - return node; - } - } - - return false; -} - -const queue = []; - -function bfs(root, visitFunc, bds, eqs) { - queue.push(root); - root.visited = true; - visitFunc(root, bds, eqs); - - while (queue.length) { - const node = queue.pop(); // Loop over unvisited child nodes - - let child; - - while (child = getUnvisitedNode(node.children)) { - child.visited = true; - visitFunc(child, bds, eqs); - queue.push(child); - } - } -} - -function visitFunc(node, bds, eqs) { - bds.push(node.body); - const Neqs = node.eqs.length; - - for (let i = 0; i !== Neqs; i++) { - const eq = node.eqs[i]; - - if (!eqs.includes(eq)) { - eqs.push(eq); - } - } -} - -function sortById(a, b) { - return b.id - a.id; -} - -/** - * For pooling objects that can be reused. - */ -class Pool { - constructor() { - this.objects = []; - this.type = Object; - } - - /** - * Release an object after use - */ - release() { - const Nargs = arguments.length; - - for (let i = 0; i !== Nargs; i++) { - this.objects.push(i < 0 || arguments.length <= i ? undefined : arguments[i]); - } - - return this; - } - /** - * Get an object - */ - - - get() { - if (this.objects.length === 0) { - return this.constructObject(); - } else { - return this.objects.pop(); - } - } - /** - * Construct an object. Should be implemented in each subclass. - */ - - - constructObject() { - throw new Error('constructObject() not implemented in this Pool subclass yet!'); - } - /** - * @return Self, for chaining - */ - - - resize(size) { - const objects = this.objects; - - while (objects.length > size) { - objects.pop(); - } - - while (objects.length < size) { - objects.push(this.constructObject()); - } - - return this; - } - -} - -/** - * Vec3Pool - */ - -class Vec3Pool extends Pool { - constructor() { - super(...arguments); - this.type = Vec3; - } - - /** - * Construct a vector - */ - constructObject() { - return new Vec3(); - } - -} - -// Naming rule: based of the order in SHAPE_TYPES, -// the first part of the method is formed by the -// shape type that comes before, in the second part -// there is the shape type that comes after in the SHAPE_TYPES list -const COLLISION_TYPES = { - sphereSphere: Shape.types.SPHERE, - spherePlane: Shape.types.SPHERE | Shape.types.PLANE, - boxBox: Shape.types.BOX | Shape.types.BOX, - sphereBox: Shape.types.SPHERE | Shape.types.BOX, - planeBox: Shape.types.PLANE | Shape.types.BOX, - convexConvex: Shape.types.CONVEXPOLYHEDRON, - sphereConvex: Shape.types.SPHERE | Shape.types.CONVEXPOLYHEDRON, - planeConvex: Shape.types.PLANE | Shape.types.CONVEXPOLYHEDRON, - boxConvex: Shape.types.BOX | Shape.types.CONVEXPOLYHEDRON, - sphereHeightfield: Shape.types.SPHERE | Shape.types.HEIGHTFIELD, - boxHeightfield: Shape.types.BOX | Shape.types.HEIGHTFIELD, - convexHeightfield: Shape.types.CONVEXPOLYHEDRON | Shape.types.HEIGHTFIELD, - sphereParticle: Shape.types.PARTICLE | Shape.types.SPHERE, - planeParticle: Shape.types.PLANE | Shape.types.PARTICLE, - boxParticle: Shape.types.BOX | Shape.types.PARTICLE, - convexParticle: Shape.types.PARTICLE | Shape.types.CONVEXPOLYHEDRON, - cylinderCylinder: Shape.types.CYLINDER, - sphereCylinder: Shape.types.SPHERE | Shape.types.CYLINDER, - planeCylinder: Shape.types.PLANE | Shape.types.CYLINDER, - boxCylinder: Shape.types.BOX | Shape.types.CYLINDER, - convexCylinder: Shape.types.CONVEXPOLYHEDRON | Shape.types.CYLINDER, - heightfieldCylinder: Shape.types.HEIGHTFIELD | Shape.types.CYLINDER, - particleCylinder: Shape.types.PARTICLE | Shape.types.CYLINDER, - sphereTrimesh: Shape.types.SPHERE | Shape.types.TRIMESH, - planeTrimesh: Shape.types.PLANE | Shape.types.TRIMESH -}; - -/** - * Helper class for the World. Generates ContactEquations. - * @todo Sphere-ConvexPolyhedron contacts - * @todo Contact reduction - * @todo should move methods to prototype - */ -class Narrowphase { - /** - * Internal storage of pooled contact points. - */ - - /** - * Pooled vectors. - */ - get [COLLISION_TYPES.sphereSphere]() { - return this.sphereSphere; - } - - get [COLLISION_TYPES.spherePlane]() { - return this.spherePlane; - } - - get [COLLISION_TYPES.boxBox]() { - return this.boxBox; - } - - get [COLLISION_TYPES.sphereBox]() { - return this.sphereBox; - } - - get [COLLISION_TYPES.planeBox]() { - return this.planeBox; - } - - get [COLLISION_TYPES.convexConvex]() { - return this.convexConvex; - } - - get [COLLISION_TYPES.sphereConvex]() { - return this.sphereConvex; - } - - get [COLLISION_TYPES.planeConvex]() { - return this.planeConvex; - } - - get [COLLISION_TYPES.boxConvex]() { - return this.boxConvex; - } - - get [COLLISION_TYPES.sphereHeightfield]() { - return this.sphereHeightfield; - } - - get [COLLISION_TYPES.boxHeightfield]() { - return this.boxHeightfield; - } - - get [COLLISION_TYPES.convexHeightfield]() { - return this.convexHeightfield; - } - - get [COLLISION_TYPES.sphereParticle]() { - return this.sphereParticle; - } - - get [COLLISION_TYPES.planeParticle]() { - return this.planeParticle; - } - - get [COLLISION_TYPES.boxParticle]() { - return this.boxParticle; - } - - get [COLLISION_TYPES.convexParticle]() { - return this.convexParticle; - } - - get [COLLISION_TYPES.cylinderCylinder]() { - return this.convexConvex; - } - - get [COLLISION_TYPES.sphereCylinder]() { - return this.sphereConvex; - } - - get [COLLISION_TYPES.planeCylinder]() { - return this.planeConvex; - } - - get [COLLISION_TYPES.boxCylinder]() { - return this.boxConvex; - } - - get [COLLISION_TYPES.convexCylinder]() { - return this.convexConvex; - } - - get [COLLISION_TYPES.heightfieldCylinder]() { - return this.heightfieldCylinder; - } - - get [COLLISION_TYPES.particleCylinder]() { - return this.particleCylinder; - } - - get [COLLISION_TYPES.sphereTrimesh]() { - return this.sphereTrimesh; - } - - get [COLLISION_TYPES.planeTrimesh]() { - return this.planeTrimesh; - } // get [COLLISION_TYPES.convexTrimesh]() { - // return this.convexTrimesh - // } - - - constructor(world) { - this.contactPointPool = []; - this.frictionEquationPool = []; - this.result = []; - this.frictionResult = []; - this.v3pool = new Vec3Pool(); - this.world = world; - this.currentContactMaterial = world.defaultContactMaterial; - this.enableFrictionReduction = false; - } - /** - * Make a contact object, by using the internal pool or creating a new one. - */ - - - createContactEquation(bi, bj, si, sj, overrideShapeA, overrideShapeB) { - let c; - - if (this.contactPointPool.length) { - c = this.contactPointPool.pop(); - c.bi = bi; - c.bj = bj; - } else { - c = new ContactEquation(bi, bj); - } - - c.enabled = bi.collisionResponse && bj.collisionResponse && si.collisionResponse && sj.collisionResponse; - const cm = this.currentContactMaterial; - c.restitution = cm.restitution; - c.setSpookParams(cm.contactEquationStiffness, cm.contactEquationRelaxation, this.world.dt); - const matA = si.material || bi.material; - const matB = sj.material || bj.material; - - if (matA && matB && matA.restitution >= 0 && matB.restitution >= 0) { - c.restitution = matA.restitution * matB.restitution; - } - - c.si = overrideShapeA || si; - c.sj = overrideShapeB || sj; - return c; - } - - createFrictionEquationsFromContact(contactEquation, outArray) { - const bodyA = contactEquation.bi; - const bodyB = contactEquation.bj; - const shapeA = contactEquation.si; - const shapeB = contactEquation.sj; - const world = this.world; - const cm = this.currentContactMaterial; // If friction or restitution were specified in the material, use them - - let friction = cm.friction; - const matA = shapeA.material || bodyA.material; - const matB = shapeB.material || bodyB.material; - - if (matA && matB && matA.friction >= 0 && matB.friction >= 0) { - friction = matA.friction * matB.friction; - } - - if (friction > 0) { - // Create 2 tangent equations - // Users may provide a force different from global gravity to use when computing contact friction. - const mug = friction * (world.frictionGravity || world.gravity).length(); - let reducedMass = bodyA.invMass + bodyB.invMass; - - if (reducedMass > 0) { - reducedMass = 1 / reducedMass; - } - - const pool = this.frictionEquationPool; - const c1 = pool.length ? pool.pop() : new FrictionEquation(bodyA, bodyB, mug * reducedMass); - const c2 = pool.length ? pool.pop() : new FrictionEquation(bodyA, bodyB, mug * reducedMass); - c1.bi = c2.bi = bodyA; - c1.bj = c2.bj = bodyB; - c1.minForce = c2.minForce = -mug * reducedMass; - c1.maxForce = c2.maxForce = mug * reducedMass; // Copy over the relative vectors - - c1.ri.copy(contactEquation.ri); - c1.rj.copy(contactEquation.rj); - c2.ri.copy(contactEquation.ri); - c2.rj.copy(contactEquation.rj); // Construct tangents - - contactEquation.ni.tangents(c1.t, c2.t); // Set spook params - - c1.setSpookParams(cm.frictionEquationStiffness, cm.frictionEquationRelaxation, world.dt); - c2.setSpookParams(cm.frictionEquationStiffness, cm.frictionEquationRelaxation, world.dt); - c1.enabled = c2.enabled = contactEquation.enabled; - outArray.push(c1, c2); - return true; - } - - return false; - } - /** - * Take the average N latest contact point on the plane. - */ - - - createFrictionFromAverage(numContacts) { - // The last contactEquation - let c = this.result[this.result.length - 1]; // Create the result: two "average" friction equations - - if (!this.createFrictionEquationsFromContact(c, this.frictionResult) || numContacts === 1) { - return; - } - - const f1 = this.frictionResult[this.frictionResult.length - 2]; - const f2 = this.frictionResult[this.frictionResult.length - 1]; - averageNormal.setZero(); - averageContactPointA.setZero(); - averageContactPointB.setZero(); - const bodyA = c.bi; - c.bj; - - for (let i = 0; i !== numContacts; i++) { - c = this.result[this.result.length - 1 - i]; - - if (c.bi !== bodyA) { - averageNormal.vadd(c.ni, averageNormal); - averageContactPointA.vadd(c.ri, averageContactPointA); - averageContactPointB.vadd(c.rj, averageContactPointB); - } else { - averageNormal.vsub(c.ni, averageNormal); - averageContactPointA.vadd(c.rj, averageContactPointA); - averageContactPointB.vadd(c.ri, averageContactPointB); - } - } - - const invNumContacts = 1 / numContacts; - averageContactPointA.scale(invNumContacts, f1.ri); - averageContactPointB.scale(invNumContacts, f1.rj); - f2.ri.copy(f1.ri); // Should be the same - - f2.rj.copy(f1.rj); - averageNormal.normalize(); - averageNormal.tangents(f1.t, f2.t); // return eq; - } - /** - * Generate all contacts between a list of body pairs - * @param p1 Array of body indices - * @param p2 Array of body indices - * @param result Array to store generated contacts - * @param oldcontacts Optional. Array of reusable contact objects - */ - - - getContacts(p1, p2, world, result, oldcontacts, frictionResult, frictionPool) { - // Save old contact objects - this.contactPointPool = oldcontacts; - this.frictionEquationPool = frictionPool; - this.result = result; - this.frictionResult = frictionResult; - const qi = tmpQuat1; - const qj = tmpQuat2; - const xi = tmpVec1; - const xj = tmpVec2; - - for (let k = 0, N = p1.length; k !== N; k++) { - // Get current collision bodies - const bi = p1[k]; - const bj = p2[k]; // Get contact material - - let bodyContactMaterial = null; - - if (bi.material && bj.material) { - bodyContactMaterial = world.getContactMaterial(bi.material, bj.material) || null; - } - - const justTest = bi.type & Body.KINEMATIC && bj.type & Body.STATIC || bi.type & Body.STATIC && bj.type & Body.KINEMATIC || bi.type & Body.KINEMATIC && bj.type & Body.KINEMATIC; - - for (let i = 0; i < bi.shapes.length; i++) { - bi.quaternion.mult(bi.shapeOrientations[i], qi); - bi.quaternion.vmult(bi.shapeOffsets[i], xi); - xi.vadd(bi.position, xi); - const si = bi.shapes[i]; - - for (let j = 0; j < bj.shapes.length; j++) { - // Compute world transform of shapes - bj.quaternion.mult(bj.shapeOrientations[j], qj); - bj.quaternion.vmult(bj.shapeOffsets[j], xj); - xj.vadd(bj.position, xj); - const sj = bj.shapes[j]; - - if (!(si.collisionFilterMask & sj.collisionFilterGroup && sj.collisionFilterMask & si.collisionFilterGroup)) { - continue; - } - - if (xi.distanceTo(xj) > si.boundingSphereRadius + sj.boundingSphereRadius) { - continue; - } // Get collision material - - - let shapeContactMaterial = null; - - if (si.material && sj.material) { - shapeContactMaterial = world.getContactMaterial(si.material, sj.material) || null; - } - - this.currentContactMaterial = shapeContactMaterial || bodyContactMaterial || world.defaultContactMaterial; // Get contacts - - const resolverIndex = si.type | sj.type; - const resolver = this[resolverIndex]; - - if (resolver) { - let retval = false; // TO DO: investigate why sphereParticle and convexParticle - // resolvers expect si and sj shapes to be in reverse order - // (i.e. larger integer value type first instead of smaller first) - - if (si.type < sj.type) { - retval = resolver.call(this, si, sj, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } else { - retval = resolver.call(this, sj, si, xj, xi, qj, qi, bj, bi, si, sj, justTest); - } - - if (retval && justTest) { - // Register overlap - world.shapeOverlapKeeper.set(si.id, sj.id); - world.bodyOverlapKeeper.set(bi.id, bj.id); - } - } - } - } - } - } - - sphereSphere(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - if (justTest) { - return xi.distanceSquared(xj) < (si.radius + sj.radius) ** 2; - } // We will have only one contact in this case - - - const contactEq = this.createContactEquation(bi, bj, si, sj, rsi, rsj); // Contact normal - - xj.vsub(xi, contactEq.ni); - contactEq.ni.normalize(); // Contact point locations - - contactEq.ri.copy(contactEq.ni); - contactEq.rj.copy(contactEq.ni); - contactEq.ri.scale(si.radius, contactEq.ri); - contactEq.rj.scale(-sj.radius, contactEq.rj); - contactEq.ri.vadd(xi, contactEq.ri); - contactEq.ri.vsub(bi.position, contactEq.ri); - contactEq.rj.vadd(xj, contactEq.rj); - contactEq.rj.vsub(bj.position, contactEq.rj); - this.result.push(contactEq); - this.createFrictionEquationsFromContact(contactEq, this.frictionResult); - } - - spherePlane(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - // We will have one contact in this case - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); // Contact normal - - r.ni.set(0, 0, 1); - qj.vmult(r.ni, r.ni); - r.ni.negate(r.ni); // body i is the sphere, flip normal - - r.ni.normalize(); // Needed? - // Vector from sphere center to contact point - - r.ni.scale(si.radius, r.ri); // Project down sphere on plane - - xi.vsub(xj, point_on_plane_to_sphere); - r.ni.scale(r.ni.dot(point_on_plane_to_sphere), plane_to_sphere_ortho); - point_on_plane_to_sphere.vsub(plane_to_sphere_ortho, r.rj); // The sphere position projected to plane - - if (-point_on_plane_to_sphere.dot(r.ni) <= si.radius) { - if (justTest) { - return true; - } // Make it relative to the body - - - const ri = r.ri; - const rj = r.rj; - ri.vadd(xi, ri); - ri.vsub(bi.position, ri); - rj.vadd(xj, rj); - rj.vsub(bj.position, rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - boxBox(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - si.convexPolyhedronRepresentation.material = si.material; - sj.convexPolyhedronRepresentation.material = sj.material; - si.convexPolyhedronRepresentation.collisionResponse = si.collisionResponse; - sj.convexPolyhedronRepresentation.collisionResponse = sj.collisionResponse; - return this.convexConvex(si.convexPolyhedronRepresentation, sj.convexPolyhedronRepresentation, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - sphereBox(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - const v3pool = this.v3pool; // we refer to the box as body j - - const sides = sphereBox_sides; - xi.vsub(xj, box_to_sphere); - sj.getSideNormals(sides, qj); - const R = si.radius; - - let found = false; // Store the resulting side penetration info - - const side_ns = sphereBox_side_ns; - const side_ns1 = sphereBox_side_ns1; - const side_ns2 = sphereBox_side_ns2; - let side_h = null; - let side_penetrations = 0; - let side_dot1 = 0; - let side_dot2 = 0; - let side_distance = null; - - for (let idx = 0, nsides = sides.length; idx !== nsides && found === false; idx++) { - // Get the plane side normal (ns) - const ns = sphereBox_ns; - ns.copy(sides[idx]); - const h = ns.length(); - ns.normalize(); // The normal/distance dot product tells which side of the plane we are - - const dot = box_to_sphere.dot(ns); - - if (dot < h + R && dot > 0) { - // Intersects plane. Now check the other two dimensions - const ns1 = sphereBox_ns1; - const ns2 = sphereBox_ns2; - ns1.copy(sides[(idx + 1) % 3]); - ns2.copy(sides[(idx + 2) % 3]); - const h1 = ns1.length(); - const h2 = ns2.length(); - ns1.normalize(); - ns2.normalize(); - const dot1 = box_to_sphere.dot(ns1); - const dot2 = box_to_sphere.dot(ns2); - - if (dot1 < h1 && dot1 > -h1 && dot2 < h2 && dot2 > -h2) { - const dist = Math.abs(dot - h - R); - - if (side_distance === null || dist < side_distance) { - side_distance = dist; - side_dot1 = dot1; - side_dot2 = dot2; - side_h = h; - side_ns.copy(ns); - side_ns1.copy(ns1); - side_ns2.copy(ns2); - side_penetrations++; - - if (justTest) { - return true; - } - } - } - } - } - - if (side_penetrations) { - found = true; - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - side_ns.scale(-R, r.ri); // Sphere r - - r.ni.copy(side_ns); - r.ni.negate(r.ni); // Normal should be out of sphere - - side_ns.scale(side_h, side_ns); - side_ns1.scale(side_dot1, side_ns1); - side_ns.vadd(side_ns1, side_ns); - side_ns2.scale(side_dot2, side_ns2); - side_ns.vadd(side_ns2, r.rj); // Make relative to bodies - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } // Check corners - - - let rj = v3pool.get(); - const sphere_to_corner = sphereBox_sphere_to_corner; - - for (let j = 0; j !== 2 && !found; j++) { - for (let k = 0; k !== 2 && !found; k++) { - for (let l = 0; l !== 2 && !found; l++) { - rj.set(0, 0, 0); - - if (j) { - rj.vadd(sides[0], rj); - } else { - rj.vsub(sides[0], rj); - } - - if (k) { - rj.vadd(sides[1], rj); - } else { - rj.vsub(sides[1], rj); - } - - if (l) { - rj.vadd(sides[2], rj); - } else { - rj.vsub(sides[2], rj); - } // World position of corner - - - xj.vadd(rj, sphere_to_corner); - sphere_to_corner.vsub(xi, sphere_to_corner); - - if (sphere_to_corner.lengthSquared() < R * R) { - if (justTest) { - return true; - } - - found = true; - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - r.ri.copy(sphere_to_corner); - r.ri.normalize(); - r.ni.copy(r.ri); - r.ri.scale(R, r.ri); - r.rj.copy(rj); // Make relative to bodies - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } - } - - v3pool.release(rj); - rj = null; // Check edges - - const edgeTangent = v3pool.get(); - const edgeCenter = v3pool.get(); - const r = v3pool.get(); // r = edge center to sphere center - - const orthogonal = v3pool.get(); - const dist = v3pool.get(); - const Nsides = sides.length; - - for (let j = 0; j !== Nsides && !found; j++) { - for (let k = 0; k !== Nsides && !found; k++) { - if (j % 3 !== k % 3) { - // Get edge tangent - sides[k].cross(sides[j], edgeTangent); - edgeTangent.normalize(); - sides[j].vadd(sides[k], edgeCenter); - r.copy(xi); - r.vsub(edgeCenter, r); - r.vsub(xj, r); - const orthonorm = r.dot(edgeTangent); // distance from edge center to sphere center in the tangent direction - - edgeTangent.scale(orthonorm, orthogonal); // Vector from edge center to sphere center in the tangent direction - // Find the third side orthogonal to this one - - let l = 0; - - while (l === j % 3 || l === k % 3) { - l++; - } // vec from edge center to sphere projected to the plane orthogonal to the edge tangent - - - dist.copy(xi); - dist.vsub(orthogonal, dist); - dist.vsub(edgeCenter, dist); - dist.vsub(xj, dist); // Distances in tangent direction and distance in the plane orthogonal to it - - const tdist = Math.abs(orthonorm); - const ndist = dist.length(); - - if (tdist < sides[l].length() && ndist < R) { - if (justTest) { - return true; - } - - found = true; - const res = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - edgeCenter.vadd(orthogonal, res.rj); // box rj - - res.rj.copy(res.rj); - dist.negate(res.ni); - res.ni.normalize(); - res.ri.copy(res.rj); - res.ri.vadd(xj, res.ri); - res.ri.vsub(xi, res.ri); - res.ri.normalize(); - res.ri.scale(R, res.ri); // Make relative to bodies - - res.ri.vadd(xi, res.ri); - res.ri.vsub(bi.position, res.ri); - res.rj.vadd(xj, res.rj); - res.rj.vsub(bj.position, res.rj); - this.result.push(res); - this.createFrictionEquationsFromContact(res, this.frictionResult); - } - } - } - } - - v3pool.release(edgeTangent, edgeCenter, r, orthogonal, dist); - } - - planeBox(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - sj.convexPolyhedronRepresentation.material = sj.material; - sj.convexPolyhedronRepresentation.collisionResponse = sj.collisionResponse; - sj.convexPolyhedronRepresentation.id = sj.id; - return this.planeConvex(si, sj.convexPolyhedronRepresentation, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - convexConvex(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest, faceListA, faceListB) { - const sepAxis = convexConvex_sepAxis; - - if (xi.distanceTo(xj) > si.boundingSphereRadius + sj.boundingSphereRadius) { - return; - } - - if (si.findSeparatingAxis(sj, xi, qi, xj, qj, sepAxis, faceListA, faceListB)) { - const res = []; - const q = convexConvex_q; - si.clipAgainstHull(xi, qi, sj, xj, qj, sepAxis, -100, 100, res); - let numContacts = 0; - - for (let j = 0; j !== res.length; j++) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - const ri = r.ri; - const rj = r.rj; - sepAxis.negate(r.ni); - res[j].normal.negate(q); - q.scale(res[j].depth, q); - res[j].point.vadd(q, ri); - rj.copy(res[j].point); // Contact points are in world coordinates. Transform back to relative - - ri.vsub(xi, ri); - rj.vsub(xj, rj); // Make relative to bodies - - ri.vadd(xi, ri); - ri.vsub(bi.position, ri); - rj.vadd(xj, rj); - rj.vsub(bj.position, rj); - this.result.push(r); - numContacts++; - - if (!this.enableFrictionReduction) { - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - if (this.enableFrictionReduction && numContacts) { - this.createFrictionFromAverage(numContacts); - } - } - } - - sphereConvex(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - const v3pool = this.v3pool; - xi.vsub(xj, convex_to_sphere); - const normals = sj.faceNormals; - const faces = sj.faces; - const verts = sj.vertices; - const R = si.radius; - // return; - // } - - let found = false; // Check corners - - for (let i = 0; i !== verts.length; i++) { - const v = verts[i]; // World position of corner - - const worldCorner = sphereConvex_worldCorner; - qj.vmult(v, worldCorner); - xj.vadd(worldCorner, worldCorner); - const sphere_to_corner = sphereConvex_sphereToCorner; - worldCorner.vsub(xi, sphere_to_corner); - - if (sphere_to_corner.lengthSquared() < R * R) { - if (justTest) { - return true; - } - - found = true; - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - r.ri.copy(sphere_to_corner); - r.ri.normalize(); - r.ni.copy(r.ri); - r.ri.scale(R, r.ri); - worldCorner.vsub(xj, r.rj); // Should be relative to the body. - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); // Should be relative to the body. - - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - return; - } - } // Check side (plane) intersections - - - for (let i = 0, nfaces = faces.length; i !== nfaces && found === false; i++) { - const normal = normals[i]; - const face = faces[i]; // Get world-transformed normal of the face - - const worldNormal = sphereConvex_worldNormal; - qj.vmult(normal, worldNormal); // Get a world vertex from the face - - const worldPoint = sphereConvex_worldPoint; - qj.vmult(verts[face[0]], worldPoint); - worldPoint.vadd(xj, worldPoint); // Get a point on the sphere, closest to the face normal - - const worldSpherePointClosestToPlane = sphereConvex_worldSpherePointClosestToPlane; - worldNormal.scale(-R, worldSpherePointClosestToPlane); - xi.vadd(worldSpherePointClosestToPlane, worldSpherePointClosestToPlane); // Vector from a face point to the closest point on the sphere - - const penetrationVec = sphereConvex_penetrationVec; - worldSpherePointClosestToPlane.vsub(worldPoint, penetrationVec); // The penetration. Negative value means overlap. - - const penetration = penetrationVec.dot(worldNormal); - const worldPointToSphere = sphereConvex_sphereToWorldPoint; - xi.vsub(worldPoint, worldPointToSphere); - - if (penetration < 0 && worldPointToSphere.dot(worldNormal) > 0) { - // Intersects plane. Now check if the sphere is inside the face polygon - const faceVerts = []; // Face vertices, in world coords - - for (let j = 0, Nverts = face.length; j !== Nverts; j++) { - const worldVertex = v3pool.get(); - qj.vmult(verts[face[j]], worldVertex); - xj.vadd(worldVertex, worldVertex); - faceVerts.push(worldVertex); - } - - if (pointInPolygon(faceVerts, worldNormal, xi)) { - // Is the sphere center in the face polygon? - if (justTest) { - return true; - } - - found = true; - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - worldNormal.scale(-R, r.ri); // Contact offset, from sphere center to contact - - worldNormal.negate(r.ni); // Normal pointing out of sphere - - const penetrationVec2 = v3pool.get(); - worldNormal.scale(-penetration, penetrationVec2); - const penetrationSpherePoint = v3pool.get(); - worldNormal.scale(-R, penetrationSpherePoint); //xi.vsub(xj).vadd(penetrationSpherePoint).vadd(penetrationVec2 , r.rj); - - xi.vsub(xj, r.rj); - r.rj.vadd(penetrationSpherePoint, r.rj); - r.rj.vadd(penetrationVec2, r.rj); // Should be relative to the body. - - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); // Should be relative to the body. - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); - v3pool.release(penetrationVec2); - v3pool.release(penetrationSpherePoint); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); // Release world vertices - - for (let j = 0, Nfaceverts = faceVerts.length; j !== Nfaceverts; j++) { - v3pool.release(faceVerts[j]); - } - - return; // We only expect *one* face contact - } else { - // Edge? - for (let j = 0; j !== face.length; j++) { - // Get two world transformed vertices - const v1 = v3pool.get(); - const v2 = v3pool.get(); - qj.vmult(verts[face[(j + 1) % face.length]], v1); - qj.vmult(verts[face[(j + 2) % face.length]], v2); - xj.vadd(v1, v1); - xj.vadd(v2, v2); // Construct edge vector - - const edge = sphereConvex_edge; - v2.vsub(v1, edge); // Construct the same vector, but normalized - - const edgeUnit = sphereConvex_edgeUnit; - edge.unit(edgeUnit); // p is xi projected onto the edge - - const p = v3pool.get(); - const v1_to_xi = v3pool.get(); - xi.vsub(v1, v1_to_xi); - const dot = v1_to_xi.dot(edgeUnit); - edgeUnit.scale(dot, p); - p.vadd(v1, p); // Compute a vector from p to the center of the sphere - - const xi_to_p = v3pool.get(); - p.vsub(xi, xi_to_p); // Collision if the edge-sphere distance is less than the radius - // AND if p is in between v1 and v2 - - if (dot > 0 && dot * dot < edge.lengthSquared() && xi_to_p.lengthSquared() < R * R) { - // Collision if the edge-sphere distance is less than the radius - // Edge contact! - if (justTest) { - return true; - } - - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - p.vsub(xj, r.rj); - p.vsub(xi, r.ni); - r.ni.normalize(); - r.ni.scale(R, r.ri); // Should be relative to the body. - - r.rj.vadd(xj, r.rj); - r.rj.vsub(bj.position, r.rj); // Should be relative to the body. - - r.ri.vadd(xi, r.ri); - r.ri.vsub(bi.position, r.ri); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); // Release world vertices - - for (let j = 0, Nfaceverts = faceVerts.length; j !== Nfaceverts; j++) { - v3pool.release(faceVerts[j]); - } - - v3pool.release(v1); - v3pool.release(v2); - v3pool.release(p); - v3pool.release(xi_to_p); - v3pool.release(v1_to_xi); - return; - } - - v3pool.release(v1); - v3pool.release(v2); - v3pool.release(p); - v3pool.release(xi_to_p); - v3pool.release(v1_to_xi); - } - } // Release world vertices - - - for (let j = 0, Nfaceverts = faceVerts.length; j !== Nfaceverts; j++) { - v3pool.release(faceVerts[j]); - } - } - } - } - - planeConvex(planeShape, convexShape, planePosition, convexPosition, planeQuat, convexQuat, planeBody, convexBody, si, sj, justTest) { - // Simply return the points behind the plane. - const worldVertex = planeConvex_v; - const worldNormal = planeConvex_normal; - worldNormal.set(0, 0, 1); - planeQuat.vmult(worldNormal, worldNormal); // Turn normal according to plane orientation - - let numContacts = 0; - const relpos = planeConvex_relpos; - - for (let i = 0; i !== convexShape.vertices.length; i++) { - // Get world convex vertex - worldVertex.copy(convexShape.vertices[i]); - convexQuat.vmult(worldVertex, worldVertex); - convexPosition.vadd(worldVertex, worldVertex); - worldVertex.vsub(planePosition, relpos); - const dot = worldNormal.dot(relpos); - - if (dot <= 0.0) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(planeBody, convexBody, planeShape, convexShape, si, sj); // Get vertex position projected on plane - - const projected = planeConvex_projected; - worldNormal.scale(worldNormal.dot(relpos), projected); - worldVertex.vsub(projected, projected); - projected.vsub(planePosition, r.ri); // From plane to vertex projected on plane - - r.ni.copy(worldNormal); // Contact normal is the plane normal out from plane - // rj is now just the vector from the convex center to the vertex - - worldVertex.vsub(convexPosition, r.rj); // Make it relative to the body - - r.ri.vadd(planePosition, r.ri); - r.ri.vsub(planeBody.position, r.ri); - r.rj.vadd(convexPosition, r.rj); - r.rj.vsub(convexBody.position, r.rj); - this.result.push(r); - numContacts++; - - if (!this.enableFrictionReduction) { - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } - - if (this.enableFrictionReduction && numContacts) { - this.createFrictionFromAverage(numContacts); - } - } - - boxConvex(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - si.convexPolyhedronRepresentation.material = si.material; - si.convexPolyhedronRepresentation.collisionResponse = si.collisionResponse; - return this.convexConvex(si.convexPolyhedronRepresentation, sj, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - sphereHeightfield(sphereShape, hfShape, spherePos, hfPos, sphereQuat, hfQuat, sphereBody, hfBody, rsi, rsj, justTest) { - const data = hfShape.data; - const radius = sphereShape.radius; - const w = hfShape.elementSize; - const worldPillarOffset = sphereHeightfield_tmp2; // Get sphere position to heightfield local! - - const localSpherePos = sphereHeightfield_tmp1; - Transform.pointToLocalFrame(hfPos, hfQuat, spherePos, localSpherePos); // Get the index of the data points to test against - - let iMinX = Math.floor((localSpherePos.x - radius) / w) - 1; - let iMaxX = Math.ceil((localSpherePos.x + radius) / w) + 1; - let iMinY = Math.floor((localSpherePos.y - radius) / w) - 1; - let iMaxY = Math.ceil((localSpherePos.y + radius) / w) + 1; // Bail out if we are out of the terrain - - if (iMaxX < 0 || iMaxY < 0 || iMinX > data.length || iMinY > data[0].length) { - return; - } // Clamp index to edges - - - if (iMinX < 0) { - iMinX = 0; - } - - if (iMaxX < 0) { - iMaxX = 0; - } - - if (iMinY < 0) { - iMinY = 0; - } - - if (iMaxY < 0) { - iMaxY = 0; - } - - if (iMinX >= data.length) { - iMinX = data.length - 1; - } - - if (iMaxX >= data.length) { - iMaxX = data.length - 1; - } - - if (iMaxY >= data[0].length) { - iMaxY = data[0].length - 1; - } - - if (iMinY >= data[0].length) { - iMinY = data[0].length - 1; - } - - const minMax = []; - hfShape.getRectMinMax(iMinX, iMinY, iMaxX, iMaxY, minMax); - const min = minMax[0]; - const max = minMax[1]; // Bail out if we can't touch the bounding height box - - if (localSpherePos.z - radius > max || localSpherePos.z + radius < min) { - return; - } - - const result = this.result; - - for (let i = iMinX; i < iMaxX; i++) { - for (let j = iMinY; j < iMaxY; j++) { - const numContactsBefore = result.length; - let intersecting = false; // Lower triangle - - hfShape.getConvexTrianglePillar(i, j, false); - Transform.pointToWorldFrame(hfPos, hfQuat, hfShape.pillarOffset, worldPillarOffset); - - if (spherePos.distanceTo(worldPillarOffset) < hfShape.pillarConvex.boundingSphereRadius + sphereShape.boundingSphereRadius) { - intersecting = this.sphereConvex(sphereShape, hfShape.pillarConvex, spherePos, worldPillarOffset, sphereQuat, hfQuat, sphereBody, hfBody, sphereShape, hfShape, justTest); - } - - if (justTest && intersecting) { - return true; - } // Upper triangle - - - hfShape.getConvexTrianglePillar(i, j, true); - Transform.pointToWorldFrame(hfPos, hfQuat, hfShape.pillarOffset, worldPillarOffset); - - if (spherePos.distanceTo(worldPillarOffset) < hfShape.pillarConvex.boundingSphereRadius + sphereShape.boundingSphereRadius) { - intersecting = this.sphereConvex(sphereShape, hfShape.pillarConvex, spherePos, worldPillarOffset, sphereQuat, hfQuat, sphereBody, hfBody, sphereShape, hfShape, justTest); - } - - if (justTest && intersecting) { - return true; - } - - const numContacts = result.length - numContactsBefore; - - if (numContacts > 2) { - return; - } - /* - // Skip all but 1 - for (let k = 0; k < numContacts - 1; k++) { - result.pop(); - } - */ - - } - } - } - - boxHeightfield(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - si.convexPolyhedronRepresentation.material = si.material; - si.convexPolyhedronRepresentation.collisionResponse = si.collisionResponse; - return this.convexHeightfield(si.convexPolyhedronRepresentation, sj, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - convexHeightfield(convexShape, hfShape, convexPos, hfPos, convexQuat, hfQuat, convexBody, hfBody, rsi, rsj, justTest) { - const data = hfShape.data; - const w = hfShape.elementSize; - const radius = convexShape.boundingSphereRadius; - const worldPillarOffset = convexHeightfield_tmp2; - const faceList = convexHeightfield_faceList; // Get sphere position to heightfield local! - - const localConvexPos = convexHeightfield_tmp1; - Transform.pointToLocalFrame(hfPos, hfQuat, convexPos, localConvexPos); // Get the index of the data points to test against - - let iMinX = Math.floor((localConvexPos.x - radius) / w) - 1; - let iMaxX = Math.ceil((localConvexPos.x + radius) / w) + 1; - let iMinY = Math.floor((localConvexPos.y - radius) / w) - 1; - let iMaxY = Math.ceil((localConvexPos.y + radius) / w) + 1; // Bail out if we are out of the terrain - - if (iMaxX < 0 || iMaxY < 0 || iMinX > data.length || iMinY > data[0].length) { - return; - } // Clamp index to edges - - - if (iMinX < 0) { - iMinX = 0; - } - - if (iMaxX < 0) { - iMaxX = 0; - } - - if (iMinY < 0) { - iMinY = 0; - } - - if (iMaxY < 0) { - iMaxY = 0; - } - - if (iMinX >= data.length) { - iMinX = data.length - 1; - } - - if (iMaxX >= data.length) { - iMaxX = data.length - 1; - } - - if (iMaxY >= data[0].length) { - iMaxY = data[0].length - 1; - } - - if (iMinY >= data[0].length) { - iMinY = data[0].length - 1; - } - - const minMax = []; - hfShape.getRectMinMax(iMinX, iMinY, iMaxX, iMaxY, minMax); - const min = minMax[0]; - const max = minMax[1]; // Bail out if we're cant touch the bounding height box - - if (localConvexPos.z - radius > max || localConvexPos.z + radius < min) { - return; - } - - for (let i = iMinX; i < iMaxX; i++) { - for (let j = iMinY; j < iMaxY; j++) { - let intersecting = false; // Lower triangle - - hfShape.getConvexTrianglePillar(i, j, false); - Transform.pointToWorldFrame(hfPos, hfQuat, hfShape.pillarOffset, worldPillarOffset); - - if (convexPos.distanceTo(worldPillarOffset) < hfShape.pillarConvex.boundingSphereRadius + convexShape.boundingSphereRadius) { - intersecting = this.convexConvex(convexShape, hfShape.pillarConvex, convexPos, worldPillarOffset, convexQuat, hfQuat, convexBody, hfBody, null, null, justTest, faceList, null); - } - - if (justTest && intersecting) { - return true; - } // Upper triangle - - - hfShape.getConvexTrianglePillar(i, j, true); - Transform.pointToWorldFrame(hfPos, hfQuat, hfShape.pillarOffset, worldPillarOffset); - - if (convexPos.distanceTo(worldPillarOffset) < hfShape.pillarConvex.boundingSphereRadius + convexShape.boundingSphereRadius) { - intersecting = this.convexConvex(convexShape, hfShape.pillarConvex, convexPos, worldPillarOffset, convexQuat, hfQuat, convexBody, hfBody, null, null, justTest, faceList, null); - } - - if (justTest && intersecting) { - return true; - } - } - } - } - - sphereParticle(sj, si, xj, xi, qj, qi, bj, bi, rsi, rsj, justTest) { - // The normal is the unit vector from sphere center to particle center - const normal = particleSphere_normal; - normal.set(0, 0, 1); - xi.vsub(xj, normal); - const lengthSquared = normal.lengthSquared(); - - if (lengthSquared <= sj.radius * sj.radius) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - normal.normalize(); - r.rj.copy(normal); - r.rj.scale(sj.radius, r.rj); - r.ni.copy(normal); // Contact normal - - r.ni.negate(r.ni); - r.ri.set(0, 0, 0); // Center of particle - - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - planeParticle(sj, si, xj, xi, qj, qi, bj, bi, rsi, rsj, justTest) { - const normal = particlePlane_normal; - normal.set(0, 0, 1); - bj.quaternion.vmult(normal, normal); // Turn normal according to plane orientation - - const relpos = particlePlane_relpos; - xi.vsub(bj.position, relpos); - const dot = normal.dot(relpos); - - if (dot <= 0.0) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - r.ni.copy(normal); // Contact normal is the plane normal - - r.ni.negate(r.ni); - r.ri.set(0, 0, 0); // Center of particle - // Get particle position projected on plane - - const projected = particlePlane_projected; - normal.scale(normal.dot(xi), projected); - xi.vsub(projected, projected); //projected.vadd(bj.position,projected); - // rj is now the projected world position minus plane position - - r.rj.copy(projected); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - boxParticle(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - si.convexPolyhedronRepresentation.material = si.material; - si.convexPolyhedronRepresentation.collisionResponse = si.collisionResponse; - return this.convexParticle(si.convexPolyhedronRepresentation, sj, xi, xj, qi, qj, bi, bj, si, sj, justTest); - } - - convexParticle(sj, si, xj, xi, qj, qi, bj, bi, rsi, rsj, justTest) { - let penetratedFaceIndex = -1; - const penetratedFaceNormal = convexParticle_penetratedFaceNormal; - const worldPenetrationVec = convexParticle_worldPenetrationVec; - let minPenetration = null; - - const local = convexParticle_local; - local.copy(xi); - local.vsub(xj, local); // Convert position to relative the convex origin - - qj.conjugate(cqj); - cqj.vmult(local, local); - - if (sj.pointIsInside(local)) { - if (sj.worldVerticesNeedsUpdate) { - sj.computeWorldVertices(xj, qj); - } - - if (sj.worldFaceNormalsNeedsUpdate) { - sj.computeWorldFaceNormals(qj); - } // For each world polygon in the polyhedra - - - for (let i = 0, nfaces = sj.faces.length; i !== nfaces; i++) { - // Construct world face vertices - const verts = [sj.worldVertices[sj.faces[i][0]]]; - const normal = sj.worldFaceNormals[i]; // Check how much the particle penetrates the polygon plane. - - xi.vsub(verts[0], convexParticle_vertexToParticle); - const penetration = -normal.dot(convexParticle_vertexToParticle); - - if (minPenetration === null || Math.abs(penetration) < Math.abs(minPenetration)) { - if (justTest) { - return true; - } - - minPenetration = penetration; - penetratedFaceIndex = i; - penetratedFaceNormal.copy(normal); - } - } - - if (penetratedFaceIndex !== -1) { - // Setup contact - const r = this.createContactEquation(bi, bj, si, sj, rsi, rsj); - penetratedFaceNormal.scale(minPenetration, worldPenetrationVec); // rj is the particle position projected to the face - - worldPenetrationVec.vadd(xi, worldPenetrationVec); - worldPenetrationVec.vsub(xj, worldPenetrationVec); - r.rj.copy(worldPenetrationVec); //const projectedToFace = xi.vsub(xj).vadd(worldPenetrationVec); - //projectedToFace.copy(r.rj); - //qj.vmult(r.rj,r.rj); - - penetratedFaceNormal.negate(r.ni); // Contact normal - - r.ri.set(0, 0, 0); // Center of particle - - const ri = r.ri; - const rj = r.rj; // Make relative to bodies - - ri.vadd(xi, ri); - ri.vsub(bi.position, ri); - rj.vadd(xj, rj); - rj.vsub(bj.position, rj); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } else { - console.warn('Point found inside convex, but did not find penetrating face!'); - } - } - } - - heightfieldCylinder(hfShape, convexShape, hfPos, convexPos, hfQuat, convexQuat, hfBody, convexBody, rsi, rsj, justTest) { - return this.convexHeightfield(convexShape, hfShape, convexPos, hfPos, convexQuat, hfQuat, convexBody, hfBody, rsi, rsj, justTest); - } - - particleCylinder(si, sj, xi, xj, qi, qj, bi, bj, rsi, rsj, justTest) { - return this.convexParticle(sj, si, xj, xi, qj, qi, bj, bi, rsi, rsj, justTest); - } - - sphereTrimesh(sphereShape, trimeshShape, spherePos, trimeshPos, sphereQuat, trimeshQuat, sphereBody, trimeshBody, rsi, rsj, justTest) { - const edgeVertexA = sphereTrimesh_edgeVertexA; - const edgeVertexB = sphereTrimesh_edgeVertexB; - const edgeVector = sphereTrimesh_edgeVector; - const edgeVectorUnit = sphereTrimesh_edgeVectorUnit; - const localSpherePos = sphereTrimesh_localSpherePos; - const tmp = sphereTrimesh_tmp; - const localSphereAABB = sphereTrimesh_localSphereAABB; - const v2 = sphereTrimesh_v2; - const relpos = sphereTrimesh_relpos; - const triangles = sphereTrimesh_triangles; // Convert sphere position to local in the trimesh - - Transform.pointToLocalFrame(trimeshPos, trimeshQuat, spherePos, localSpherePos); // Get the aabb of the sphere locally in the trimesh - - const sphereRadius = sphereShape.radius; - localSphereAABB.lowerBound.set(localSpherePos.x - sphereRadius, localSpherePos.y - sphereRadius, localSpherePos.z - sphereRadius); - localSphereAABB.upperBound.set(localSpherePos.x + sphereRadius, localSpherePos.y + sphereRadius, localSpherePos.z + sphereRadius); - trimeshShape.getTrianglesInAABB(localSphereAABB, triangles); //for (let i = 0; i < trimeshShape.indices.length / 3; i++) triangles.push(i); // All - // Vertices - - const v = sphereTrimesh_v; - const radiusSquared = sphereShape.radius * sphereShape.radius; - - for (let i = 0; i < triangles.length; i++) { - for (let j = 0; j < 3; j++) { - trimeshShape.getVertex(trimeshShape.indices[triangles[i] * 3 + j], v); // Check vertex overlap in sphere - - v.vsub(localSpherePos, relpos); - - if (relpos.lengthSquared() <= radiusSquared) { - // Safe up - v2.copy(v); - Transform.pointToWorldFrame(trimeshPos, trimeshQuat, v2, v); - v.vsub(spherePos, relpos); - - if (justTest) { - return true; - } - - let r = this.createContactEquation(sphereBody, trimeshBody, sphereShape, trimeshShape, rsi, rsj); - r.ni.copy(relpos); - r.ni.normalize(); // ri is the vector from sphere center to the sphere surface - - r.ri.copy(r.ni); - r.ri.scale(sphereShape.radius, r.ri); - r.ri.vadd(spherePos, r.ri); - r.ri.vsub(sphereBody.position, r.ri); - r.rj.copy(v); - r.rj.vsub(trimeshBody.position, r.rj); // Store result - - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } // Check all edges - - - for (let i = 0; i < triangles.length; i++) { - for (let j = 0; j < 3; j++) { - trimeshShape.getVertex(trimeshShape.indices[triangles[i] * 3 + j], edgeVertexA); - trimeshShape.getVertex(trimeshShape.indices[triangles[i] * 3 + (j + 1) % 3], edgeVertexB); - edgeVertexB.vsub(edgeVertexA, edgeVector); // Project sphere position to the edge - - localSpherePos.vsub(edgeVertexB, tmp); - const positionAlongEdgeB = tmp.dot(edgeVector); - localSpherePos.vsub(edgeVertexA, tmp); - let positionAlongEdgeA = tmp.dot(edgeVector); - - if (positionAlongEdgeA > 0 && positionAlongEdgeB < 0) { - // Now check the orthogonal distance from edge to sphere center - localSpherePos.vsub(edgeVertexA, tmp); - edgeVectorUnit.copy(edgeVector); - edgeVectorUnit.normalize(); - positionAlongEdgeA = tmp.dot(edgeVectorUnit); - edgeVectorUnit.scale(positionAlongEdgeA, tmp); - tmp.vadd(edgeVertexA, tmp); // tmp is now the sphere center position projected to the edge, defined locally in the trimesh frame - - const dist = tmp.distanceTo(localSpherePos); - - if (dist < sphereShape.radius) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(sphereBody, trimeshBody, sphereShape, trimeshShape, rsi, rsj); - tmp.vsub(localSpherePos, r.ni); - r.ni.normalize(); - r.ni.scale(sphereShape.radius, r.ri); - r.ri.vadd(spherePos, r.ri); - r.ri.vsub(sphereBody.position, r.ri); - Transform.pointToWorldFrame(trimeshPos, trimeshQuat, tmp, tmp); - tmp.vsub(trimeshBody.position, r.rj); - Transform.vectorToWorldFrame(trimeshQuat, r.ni, r.ni); - Transform.vectorToWorldFrame(trimeshQuat, r.ri, r.ri); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } - } // Triangle faces - - - const va = sphereTrimesh_va; - const vb = sphereTrimesh_vb; - const vc = sphereTrimesh_vc; - const normal = sphereTrimesh_normal; - - for (let i = 0, N = triangles.length; i !== N; i++) { - trimeshShape.getTriangleVertices(triangles[i], va, vb, vc); - trimeshShape.getNormal(triangles[i], normal); - localSpherePos.vsub(va, tmp); - let dist = tmp.dot(normal); - normal.scale(dist, tmp); - localSpherePos.vsub(tmp, tmp); // tmp is now the sphere position projected to the triangle plane - - dist = tmp.distanceTo(localSpherePos); - - if (Ray.pointInTriangle(tmp, va, vb, vc) && dist < sphereShape.radius) { - if (justTest) { - return true; - } - - let r = this.createContactEquation(sphereBody, trimeshBody, sphereShape, trimeshShape, rsi, rsj); - tmp.vsub(localSpherePos, r.ni); - r.ni.normalize(); - r.ni.scale(sphereShape.radius, r.ri); - r.ri.vadd(spherePos, r.ri); - r.ri.vsub(sphereBody.position, r.ri); - Transform.pointToWorldFrame(trimeshPos, trimeshQuat, tmp, tmp); - tmp.vsub(trimeshBody.position, r.rj); - Transform.vectorToWorldFrame(trimeshQuat, r.ni, r.ni); - Transform.vectorToWorldFrame(trimeshQuat, r.ri, r.ri); - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - - triangles.length = 0; - } - - planeTrimesh(planeShape, trimeshShape, planePos, trimeshPos, planeQuat, trimeshQuat, planeBody, trimeshBody, rsi, rsj, justTest) { - // Make contacts! - const v = new Vec3(); - const normal = planeTrimesh_normal; - normal.set(0, 0, 1); - planeQuat.vmult(normal, normal); // Turn normal according to plane - - for (let i = 0; i < trimeshShape.vertices.length / 3; i++) { - // Get world vertex from trimesh - trimeshShape.getVertex(i, v); // Safe up - - const v2 = new Vec3(); - v2.copy(v); - Transform.pointToWorldFrame(trimeshPos, trimeshQuat, v2, v); // Check plane side - - const relpos = planeTrimesh_relpos; - v.vsub(planePos, relpos); - const dot = normal.dot(relpos); - - if (dot <= 0.0) { - if (justTest) { - return true; - } - - const r = this.createContactEquation(planeBody, trimeshBody, planeShape, trimeshShape, rsi, rsj); - r.ni.copy(normal); // Contact normal is the plane normal - // Get vertex position projected on plane - - const projected = planeTrimesh_projected; - normal.scale(relpos.dot(normal), projected); - v.vsub(projected, projected); // ri is the projected world position minus plane position - - r.ri.copy(projected); - r.ri.vsub(planeBody.position, r.ri); - r.rj.copy(v); - r.rj.vsub(trimeshBody.position, r.rj); // Store result - - this.result.push(r); - this.createFrictionEquationsFromContact(r, this.frictionResult); - } - } - } // convexTrimesh( - // si: ConvexPolyhedron, sj: Trimesh, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, - // bi: Body, bj: Body, rsi?: Shape | null, rsj?: Shape | null, - // faceListA?: number[] | null, faceListB?: number[] | null, - // ) { - // const sepAxis = convexConvex_sepAxis; - // if(xi.distanceTo(xj) > si.boundingSphereRadius + sj.boundingSphereRadius){ - // return; - // } - // // Construct a temp hull for each triangle - // const hullB = new ConvexPolyhedron(); - // hullB.faces = [[0,1,2]]; - // const va = new Vec3(); - // const vb = new Vec3(); - // const vc = new Vec3(); - // hullB.vertices = [ - // va, - // vb, - // vc - // ]; - // for (let i = 0; i < sj.indices.length / 3; i++) { - // const triangleNormal = new Vec3(); - // sj.getNormal(i, triangleNormal); - // hullB.faceNormals = [triangleNormal]; - // sj.getTriangleVertices(i, va, vb, vc); - // let d = si.testSepAxis(triangleNormal, hullB, xi, qi, xj, qj); - // if(!d){ - // triangleNormal.scale(-1, triangleNormal); - // d = si.testSepAxis(triangleNormal, hullB, xi, qi, xj, qj); - // if(!d){ - // continue; - // } - // } - // const res: ConvexPolyhedronContactPoint[] = []; - // const q = convexConvex_q; - // si.clipAgainstHull(xi,qi,hullB,xj,qj,triangleNormal,-100,100,res); - // for(let j = 0; j !== res.length; j++){ - // const r = this.createContactEquation(bi,bj,si,sj,rsi,rsj), - // ri = r.ri, - // rj = r.rj; - // r.ni.copy(triangleNormal); - // r.ni.negate(r.ni); - // res[j].normal.negate(q); - // q.mult(res[j].depth, q); - // res[j].point.vadd(q, ri); - // rj.copy(res[j].point); - // // Contact points are in world coordinates. Transform back to relative - // ri.vsub(xi,ri); - // rj.vsub(xj,rj); - // // Make relative to bodies - // ri.vadd(xi, ri); - // ri.vsub(bi.position, ri); - // rj.vadd(xj, rj); - // rj.vsub(bj.position, rj); - // result.push(r); - // } - // } - // } - - -} -const averageNormal = new Vec3(); -const averageContactPointA = new Vec3(); -const averageContactPointB = new Vec3(); -const tmpVec1 = new Vec3(); -const tmpVec2 = new Vec3(); -const tmpQuat1 = new Quaternion(); -const tmpQuat2 = new Quaternion(); - -const planeTrimesh_normal = new Vec3(); -const planeTrimesh_relpos = new Vec3(); -const planeTrimesh_projected = new Vec3(); -const sphereTrimesh_normal = new Vec3(); -const sphereTrimesh_relpos = new Vec3(); -new Vec3(); -const sphereTrimesh_v = new Vec3(); -const sphereTrimesh_v2 = new Vec3(); -const sphereTrimesh_edgeVertexA = new Vec3(); -const sphereTrimesh_edgeVertexB = new Vec3(); -const sphereTrimesh_edgeVector = new Vec3(); -const sphereTrimesh_edgeVectorUnit = new Vec3(); -const sphereTrimesh_localSpherePos = new Vec3(); -const sphereTrimesh_tmp = new Vec3(); -const sphereTrimesh_va = new Vec3(); -const sphereTrimesh_vb = new Vec3(); -const sphereTrimesh_vc = new Vec3(); -const sphereTrimesh_localSphereAABB = new AABB(); -const sphereTrimesh_triangles = []; -const point_on_plane_to_sphere = new Vec3(); -const plane_to_sphere_ortho = new Vec3(); // See http://bulletphysics.com/Bullet/BulletFull/SphereTriangleDetector_8cpp_source.html - -const pointInPolygon_edge = new Vec3(); -const pointInPolygon_edge_x_normal = new Vec3(); -const pointInPolygon_vtp = new Vec3(); - -function pointInPolygon(verts, normal, p) { - let positiveResult = null; - const N = verts.length; - - for (let i = 0; i !== N; i++) { - const v = verts[i]; // Get edge to the next vertex - - const edge = pointInPolygon_edge; - verts[(i + 1) % N].vsub(v, edge); // Get cross product between polygon normal and the edge - - const edge_x_normal = pointInPolygon_edge_x_normal; //const edge_x_normal = new Vec3(); - - edge.cross(normal, edge_x_normal); // Get vector between point and current vertex - - const vertex_to_p = pointInPolygon_vtp; - p.vsub(v, vertex_to_p); // This dot product determines which side of the edge the point is - - const r = edge_x_normal.dot(vertex_to_p); // If all such dot products have same sign, we are inside the polygon. - - if (positiveResult === null || r > 0 && positiveResult === true || r <= 0 && positiveResult === false) { - if (positiveResult === null) { - positiveResult = r > 0; - } - - continue; - } else { - return false; // Encountered some other sign. Exit. - } - } // If we got here, all dot products were of the same sign. - - - return true; -} - -const box_to_sphere = new Vec3(); -const sphereBox_ns = new Vec3(); -const sphereBox_ns1 = new Vec3(); -const sphereBox_ns2 = new Vec3(); -const sphereBox_sides = [new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3(), new Vec3()]; -const sphereBox_sphere_to_corner = new Vec3(); -const sphereBox_side_ns = new Vec3(); -const sphereBox_side_ns1 = new Vec3(); -const sphereBox_side_ns2 = new Vec3(); -const convex_to_sphere = new Vec3(); -const sphereConvex_edge = new Vec3(); -const sphereConvex_edgeUnit = new Vec3(); -const sphereConvex_sphereToCorner = new Vec3(); -const sphereConvex_worldCorner = new Vec3(); -const sphereConvex_worldNormal = new Vec3(); -const sphereConvex_worldPoint = new Vec3(); -const sphereConvex_worldSpherePointClosestToPlane = new Vec3(); -const sphereConvex_penetrationVec = new Vec3(); -const sphereConvex_sphereToWorldPoint = new Vec3(); -new Vec3(); -new Vec3(); -const planeConvex_v = new Vec3(); -const planeConvex_normal = new Vec3(); -const planeConvex_relpos = new Vec3(); -const planeConvex_projected = new Vec3(); -const convexConvex_sepAxis = new Vec3(); -const convexConvex_q = new Vec3(); -const particlePlane_normal = new Vec3(); -const particlePlane_relpos = new Vec3(); -const particlePlane_projected = new Vec3(); -const particleSphere_normal = new Vec3(); // WIP - -const cqj = new Quaternion(); -const convexParticle_local = new Vec3(); -new Vec3(); -const convexParticle_penetratedFaceNormal = new Vec3(); -const convexParticle_vertexToParticle = new Vec3(); -const convexParticle_worldPenetrationVec = new Vec3(); -const convexHeightfield_tmp1 = new Vec3(); -const convexHeightfield_tmp2 = new Vec3(); -const convexHeightfield_faceList = [0]; -const sphereHeightfield_tmp1 = new Vec3(); -const sphereHeightfield_tmp2 = new Vec3(); - -class OverlapKeeper { - /** - * @todo Remove useless constructor - */ - constructor() { - this.current = []; - this.previous = []; - } - /** - * getKey - */ - - - getKey(i, j) { - if (j < i) { - const temp = j; - j = i; - i = temp; - } - - return i << 16 | j; - } - /** - * set - */ - - - set(i, j) { - // Insertion sort. This way the diff will have linear complexity. - const key = this.getKey(i, j); - const current = this.current; - let index = 0; - - while (key > current[index]) { - index++; - } - - if (key === current[index]) { - return; // Pair was already added - } - - for (let j = current.length - 1; j >= index; j--) { - current[j + 1] = current[j]; - } - - current[index] = key; - } - /** - * tick - */ - - - tick() { - const tmp = this.current; - this.current = this.previous; - this.previous = tmp; - this.current.length = 0; - } - /** - * getDiff - */ - - - getDiff(additions, removals) { - const a = this.current; - const b = this.previous; - const al = a.length; - const bl = b.length; - let j = 0; - - for (let i = 0; i < al; i++) { - let found = false; - const keyA = a[i]; - - while (keyA > b[j]) { - j++; - } - - found = keyA === b[j]; - - if (!found) { - unpackAndPush(additions, keyA); - } - } - - j = 0; - - for (let i = 0; i < bl; i++) { - let found = false; - const keyB = b[i]; - - while (keyB > a[j]) { - j++; - } - - found = a[j] === keyB; - - if (!found) { - unpackAndPush(removals, keyB); - } - } - } - -} - -function unpackAndPush(array, key) { - array.push((key & 0xffff0000) >> 16, key & 0x0000ffff); -} - -const getKey = (i, j) => i < j ? `${i}-${j}` : `${j}-${i}`; -/** - * TupleDictionary - */ - - -class TupleDictionary { - constructor() { - this.data = { - keys: [] - }; - } - - /** get */ - get(i, j) { - const key = getKey(i, j); - return this.data[key]; - } - /** set */ - - - set(i, j, value) { - const key = getKey(i, j); // Check if key already exists - - if (!this.get(i, j)) { - this.data.keys.push(key); - } - - this.data[key] = value; - } - /** delete */ - - - delete(i, j) { - const key = getKey(i, j); - const index = this.data.keys.indexOf(key); - - if (index !== -1) { - this.data.keys.splice(index, 1); - } - - delete this.data[key]; - } - /** reset */ - - - reset() { - const data = this.data; - const keys = data.keys; - - while (keys.length > 0) { - const key = keys.pop(); - delete data[key]; - } - } - -} - -/** - * The physics world - */ -class World extends EventTarget { - /** - * Currently / last used timestep. Is set to -1 if not available. This value is updated before each internal step, which means that it is "fresh" inside event callbacks. - */ - - /** - * Makes bodies go to sleep when they've been inactive. - * @default false - */ - - /** - * All the current contacts (instances of ContactEquation) in the world. - */ - - /** - * How often to normalize quaternions. Set to 0 for every step, 1 for every second etc.. A larger value increases performance. If bodies tend to explode, set to a smaller value (zero to be sure nothing can go wrong). - * @default 0 - */ - - /** - * Set to true to use fast quaternion normalization. It is often enough accurate to use. - * If bodies tend to explode, set to false. - * @default false - */ - - /** - * The wall-clock time since simulation start. - */ - - /** - * Number of timesteps taken since start. - */ - - /** - * Default and last timestep sizes. - */ - - /** - * The gravity of the world. - */ - - /** - * Gravity to use when approximating the friction max force (mu*mass*gravity). - * If undefined, global gravity will be used. - * Use to enable friction in a World with a null gravity vector (no gravity). - */ - - /** - * The broadphase algorithm to use. - * @default NaiveBroadphase - */ - - /** - * All bodies in this world - */ - - /** - * True if any bodies are not sleeping, false if every body is sleeping. - */ - - /** - * The solver algorithm to use. - * @default GSSolver - */ - - /** - * collisionMatrix - */ - - /** - * CollisionMatrix from the previous step. - */ - - /** - * All added contactmaterials. - */ - - /** - * Used to look up a ContactMaterial given two instances of Material. - */ - - /** - * The default material of the bodies. - */ - - /** - * This contact material is used if no suitable contactmaterial is found for a contact. - */ - - /** - * Time accumulator for interpolation. - * @see https://gafferongames.com/game-physics/fix-your-timestep/ - */ - - /** - * Dispatched after a body has been added to the world. - */ - - /** - * Dispatched after a body has been removed from the world. - */ - constructor(options) { - if (options === void 0) { - options = {}; - } - - super(); - this.dt = -1; - this.allowSleep = !!options.allowSleep; - this.contacts = []; - this.frictionEquations = []; - this.quatNormalizeSkip = options.quatNormalizeSkip !== undefined ? options.quatNormalizeSkip : 0; - this.quatNormalizeFast = options.quatNormalizeFast !== undefined ? options.quatNormalizeFast : false; - this.time = 0.0; - this.stepnumber = 0; - this.default_dt = 1 / 60; - this.nextId = 0; - this.gravity = new Vec3(); - - if (options.gravity) { - this.gravity.copy(options.gravity); - } - - if (options.frictionGravity) { - this.frictionGravity = new Vec3(); - this.frictionGravity.copy(options.frictionGravity); - } - - this.broadphase = options.broadphase !== undefined ? options.broadphase : new NaiveBroadphase(); - this.bodies = []; - this.hasActiveBodies = false; - this.solver = options.solver !== undefined ? options.solver : new GSSolver(); - this.constraints = []; - this.narrowphase = new Narrowphase(this); - this.collisionMatrix = new ArrayCollisionMatrix(); - this.collisionMatrixPrevious = new ArrayCollisionMatrix(); - this.bodyOverlapKeeper = new OverlapKeeper(); - this.shapeOverlapKeeper = new OverlapKeeper(); - this.contactmaterials = []; - this.contactMaterialTable = new TupleDictionary(); - this.defaultMaterial = new Material('default'); - this.defaultContactMaterial = new ContactMaterial(this.defaultMaterial, this.defaultMaterial, { - friction: 0.3, - restitution: 0.0 - }); - this.doProfiling = false; - this.profile = { - solve: 0, - makeContactConstraints: 0, - broadphase: 0, - integrate: 0, - narrowphase: 0 - }; - this.accumulator = 0; - this.subsystems = []; - this.addBodyEvent = { - type: 'addBody', - body: null - }; - this.removeBodyEvent = { - type: 'removeBody', - body: null - }; - this.idToBodyMap = {}; - this.broadphase.setWorld(this); - } - /** - * Get the contact material between materials m1 and m2 - * @return The contact material if it was found. - */ - - - getContactMaterial(m1, m2) { - return this.contactMaterialTable.get(m1.id, m2.id); - } - /** - * Store old collision state info - */ - - - collisionMatrixTick() { - const temp = this.collisionMatrixPrevious; - this.collisionMatrixPrevious = this.collisionMatrix; - this.collisionMatrix = temp; - this.collisionMatrix.reset(); - this.bodyOverlapKeeper.tick(); - this.shapeOverlapKeeper.tick(); - } - /** - * Add a constraint to the simulation. - */ - - - addConstraint(c) { - this.constraints.push(c); - } - /** - * Removes a constraint - */ - - - removeConstraint(c) { - const idx = this.constraints.indexOf(c); - - if (idx !== -1) { - this.constraints.splice(idx, 1); - } - } - /** - * Raycast test - * @deprecated Use .raycastAll, .raycastClosest or .raycastAny instead. - */ - - - rayTest(from, to, result) { - if (result instanceof RaycastResult) { - // Do raycastClosest - this.raycastClosest(from, to, { - skipBackfaces: true - }, result); - } else { - // Do raycastAll - this.raycastAll(from, to, { - skipBackfaces: true - }, result); - } - } - /** - * Ray cast against all bodies. The provided callback will be executed for each hit with a RaycastResult as single argument. - * @return True if any body was hit. - */ - - - raycastAll(from, to, options, callback) { - if (options === void 0) { - options = {}; - } - - options.mode = Ray.ALL; - options.from = from; - options.to = to; - options.callback = callback; - return tmpRay.intersectWorld(this, options); - } - /** - * Ray cast, and stop at the first result. Note that the order is random - but the method is fast. - * @return True if any body was hit. - */ - - - raycastAny(from, to, options, result) { - if (options === void 0) { - options = {}; - } - - options.mode = Ray.ANY; - options.from = from; - options.to = to; - options.result = result; - return tmpRay.intersectWorld(this, options); - } - /** - * Ray cast, and return information of the closest hit. - * @return True if any body was hit. - */ - - - raycastClosest(from, to, options, result) { - if (options === void 0) { - options = {}; - } - - options.mode = Ray.CLOSEST; - options.from = from; - options.to = to; - options.result = result; - return tmpRay.intersectWorld(this, options); - } - /** - * Add a rigid body to the simulation. - * @todo If the simulation has not yet started, why recrete and copy arrays for each body? Accumulate in dynamic arrays in this case. - * @todo Adding an array of bodies should be possible. This would save some loops too - */ - - - addBody(body) { - if (this.bodies.includes(body)) { - return; - } - - body.index = this.bodies.length; - this.bodies.push(body); - body.world = this; - body.initPosition.copy(body.position); - body.initVelocity.copy(body.velocity); - body.timeLastSleepy = this.time; - - if (body instanceof Body) { - body.initAngularVelocity.copy(body.angularVelocity); - body.initQuaternion.copy(body.quaternion); - } - - this.collisionMatrix.setNumObjects(this.bodies.length); - this.addBodyEvent.body = body; - this.idToBodyMap[body.id] = body; - this.dispatchEvent(this.addBodyEvent); - } - /** - * Remove a rigid body from the simulation. - */ - - - removeBody(body) { - body.world = null; - const n = this.bodies.length - 1; - const bodies = this.bodies; - const idx = bodies.indexOf(body); - - if (idx !== -1) { - bodies.splice(idx, 1); // Todo: should use a garbage free method - // Recompute index - - for (let i = 0; i !== bodies.length; i++) { - bodies[i].index = i; - } - - this.collisionMatrix.setNumObjects(n); - this.removeBodyEvent.body = body; - delete this.idToBodyMap[body.id]; - this.dispatchEvent(this.removeBodyEvent); - } - } - - getBodyById(id) { - return this.idToBodyMap[id]; - } - /** - * @todo Make a faster map - */ - - - getShapeById(id) { - const bodies = this.bodies; - - for (let i = 0; i < bodies.length; i++) { - const shapes = bodies[i].shapes; - - for (let j = 0; j < shapes.length; j++) { - const shape = shapes[j]; - - if (shape.id === id) { - return shape; - } - } - } - - return null; - } - /** - * Adds a contact material to the World - */ - - - addContactMaterial(cmat) { - // Add contact material - this.contactmaterials.push(cmat); // Add current contact material to the material table - - this.contactMaterialTable.set(cmat.materials[0].id, cmat.materials[1].id, cmat); - } - /** - * Removes a contact material from the World. - */ - - - removeContactMaterial(cmat) { - const idx = this.contactmaterials.indexOf(cmat); - - if (idx === -1) { - return; - } - - this.contactmaterials.splice(idx, 1); - this.contactMaterialTable.delete(cmat.materials[0].id, cmat.materials[1].id); - } - /** - * Step the simulation forward keeping track of last called time - * to be able to step the world at a fixed rate, independently of framerate. - * - * @param dt The fixed time step size to use (default: 1 / 60). - * @param maxSubSteps Maximum number of fixed steps to take per function call (default: 10). - * @see https://gafferongames.com/post/fix_your_timestep/ - * @example - * // Run the simulation independently of framerate every 1 / 60 ms - * world.fixedStep() - */ - - - fixedStep(dt, maxSubSteps) { - if (dt === void 0) { - dt = 1 / 60; - } - - if (maxSubSteps === void 0) { - maxSubSteps = 10; - } - - const time = performance.now() / 1000; // seconds - - if (!this.lastCallTime) { - this.step(dt, undefined, maxSubSteps); - } else { - const timeSinceLastCalled = time - this.lastCallTime; - this.step(dt, timeSinceLastCalled, maxSubSteps); - } - - this.lastCallTime = time; - } - /** - * Step the physics world forward in time. - * - * There are two modes. The simple mode is fixed timestepping without interpolation. In this case you only use the first argument. The second case uses interpolation. In that you also provide the time since the function was last used, as well as the maximum fixed timesteps to take. - * - * @param dt The fixed time step size to use. - * @param timeSinceLastCalled The time elapsed since the function was last called. - * @param maxSubSteps Maximum number of fixed steps to take per function call (default: 10). - * @see https://web.archive.org/web/20180426154531/http://bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World#What_do_the_parameters_to_btDynamicsWorld::stepSimulation_mean.3F - * @example - * // fixed timestepping without interpolation - * world.step(1 / 60) - */ - - - step(dt, timeSinceLastCalled, maxSubSteps) { - if (maxSubSteps === void 0) { - maxSubSteps = 10; - } - - if (timeSinceLastCalled === undefined) { - // Fixed, simple stepping - this.internalStep(dt); // Increment time - - this.time += dt; - } else { - this.accumulator += timeSinceLastCalled; - const t0 = performance.now(); - let substeps = 0; - - while (this.accumulator >= dt && substeps < maxSubSteps) { - // Do fixed steps to catch up - this.internalStep(dt); - this.accumulator -= dt; - substeps++; - - if (performance.now() - t0 > dt * 1000) { - // The framerate is not interactive anymore. - // We are below the target framerate. - // Better bail out. - break; - } - } // Remove the excess accumulator, since we may not - // have had enough substeps available to catch up - - - this.accumulator = this.accumulator % dt; - const t = this.accumulator / dt; - - for (let j = 0; j !== this.bodies.length; j++) { - const b = this.bodies[j]; - b.previousPosition.lerp(b.position, t, b.interpolatedPosition); - b.previousQuaternion.slerp(b.quaternion, t, b.interpolatedQuaternion); - b.previousQuaternion.normalize(); - } - - this.time += timeSinceLastCalled; - } - } - - internalStep(dt) { - this.dt = dt; - const contacts = this.contacts; - const p1 = World_step_p1; - const p2 = World_step_p2; - const N = this.bodies.length; - const bodies = this.bodies; - const solver = this.solver; - const gravity = this.gravity; - const doProfiling = this.doProfiling; - const profile = this.profile; - const DYNAMIC = Body.DYNAMIC; - let profilingStart = -Infinity; - const constraints = this.constraints; - const frictionEquationPool = World_step_frictionEquationPool; - gravity.length(); - const gx = gravity.x; - const gy = gravity.y; - const gz = gravity.z; - let i = 0; - - if (doProfiling) { - profilingStart = performance.now(); - } // Add gravity to all objects - - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - - if (bi.type === DYNAMIC) { - // Only for dynamic bodies - const f = bi.force; - const m = bi.mass; - f.x += m * gx; - f.y += m * gy; - f.z += m * gz; - } - } // Update subsystems - - - for (let i = 0, Nsubsystems = this.subsystems.length; i !== Nsubsystems; i++) { - this.subsystems[i].update(); - } // Collision detection - - - if (doProfiling) { - profilingStart = performance.now(); - } - - p1.length = 0; // Clean up pair arrays from last step - - p2.length = 0; - this.broadphase.collisionPairs(this, p1, p2); - - if (doProfiling) { - profile.broadphase = performance.now() - profilingStart; - } // Remove constrained pairs with collideConnected == false - - - let Nconstraints = constraints.length; - - for (i = 0; i !== Nconstraints; i++) { - const c = constraints[i]; - - if (!c.collideConnected) { - for (let j = p1.length - 1; j >= 0; j -= 1) { - if (c.bodyA === p1[j] && c.bodyB === p2[j] || c.bodyB === p1[j] && c.bodyA === p2[j]) { - p1.splice(j, 1); - p2.splice(j, 1); - } - } - } - } - - this.collisionMatrixTick(); // Generate contacts - - if (doProfiling) { - profilingStart = performance.now(); - } - - const oldcontacts = World_step_oldContacts; - const NoldContacts = contacts.length; - - for (i = 0; i !== NoldContacts; i++) { - oldcontacts.push(contacts[i]); - } - - contacts.length = 0; // Transfer FrictionEquation from current list to the pool for reuse - - const NoldFrictionEquations = this.frictionEquations.length; - - for (i = 0; i !== NoldFrictionEquations; i++) { - frictionEquationPool.push(this.frictionEquations[i]); - } - - this.frictionEquations.length = 0; - this.narrowphase.getContacts(p1, p2, this, contacts, oldcontacts, // To be reused - this.frictionEquations, frictionEquationPool); - - if (doProfiling) { - profile.narrowphase = performance.now() - profilingStart; - } // Loop over all collisions - - - if (doProfiling) { - profilingStart = performance.now(); - } // Add all friction eqs - - - for (i = 0; i < this.frictionEquations.length; i++) { - solver.addEquation(this.frictionEquations[i]); - } - - const ncontacts = contacts.length; - - for (let k = 0; k !== ncontacts; k++) { - // Current contact - const c = contacts[k]; // Get current collision indeces - - const bi = c.bi; - const bj = c.bj; - const si = c.si; - const sj = c.sj; // Get collision properties - - let cm; - - if (bi.material && bj.material) { - cm = this.getContactMaterial(bi.material, bj.material) || this.defaultContactMaterial; - } else { - cm = this.defaultContactMaterial; - } // c.enabled = bi.collisionResponse && bj.collisionResponse && si.collisionResponse && sj.collisionResponse; - - - cm.friction; // c.restitution = cm.restitution; - // If friction or restitution were specified in the material, use them - - if (bi.material && bj.material) { - if (bi.material.friction >= 0 && bj.material.friction >= 0) { - bi.material.friction * bj.material.friction; - } - - if (bi.material.restitution >= 0 && bj.material.restitution >= 0) { - c.restitution = bi.material.restitution * bj.material.restitution; - } - } // c.setSpookParams( - // cm.contactEquationStiffness, - // cm.contactEquationRelaxation, - // dt - // ); - - - solver.addEquation(c); // // Add friction constraint equation - // if(mu > 0){ - // // Create 2 tangent equations - // const mug = mu * gnorm; - // const reducedMass = (bi.invMass + bj.invMass); - // if(reducedMass > 0){ - // reducedMass = 1/reducedMass; - // } - // const pool = frictionEquationPool; - // const c1 = pool.length ? pool.pop() : new FrictionEquation(bi,bj,mug*reducedMass); - // const c2 = pool.length ? pool.pop() : new FrictionEquation(bi,bj,mug*reducedMass); - // this.frictionEquations.push(c1, c2); - // c1.bi = c2.bi = bi; - // c1.bj = c2.bj = bj; - // c1.minForce = c2.minForce = -mug*reducedMass; - // c1.maxForce = c2.maxForce = mug*reducedMass; - // // Copy over the relative vectors - // c1.ri.copy(c.ri); - // c1.rj.copy(c.rj); - // c2.ri.copy(c.ri); - // c2.rj.copy(c.rj); - // // Construct tangents - // c.ni.tangents(c1.t, c2.t); - // // Set spook params - // c1.setSpookParams(cm.frictionEquationStiffness, cm.frictionEquationRelaxation, dt); - // c2.setSpookParams(cm.frictionEquationStiffness, cm.frictionEquationRelaxation, dt); - // c1.enabled = c2.enabled = c.enabled; - // // Add equations to solver - // solver.addEquation(c1); - // solver.addEquation(c2); - // } - - if (bi.allowSleep && bi.type === Body.DYNAMIC && bi.sleepState === Body.SLEEPING && bj.sleepState === Body.AWAKE && bj.type !== Body.STATIC) { - const speedSquaredB = bj.velocity.lengthSquared() + bj.angularVelocity.lengthSquared(); - const speedLimitSquaredB = bj.sleepSpeedLimit ** 2; - - if (speedSquaredB >= speedLimitSquaredB * 2) { - bi.wakeUpAfterNarrowphase = true; - } - } - - if (bj.allowSleep && bj.type === Body.DYNAMIC && bj.sleepState === Body.SLEEPING && bi.sleepState === Body.AWAKE && bi.type !== Body.STATIC) { - const speedSquaredA = bi.velocity.lengthSquared() + bi.angularVelocity.lengthSquared(); - const speedLimitSquaredA = bi.sleepSpeedLimit ** 2; - - if (speedSquaredA >= speedLimitSquaredA * 2) { - bj.wakeUpAfterNarrowphase = true; - } - } // Now we know that i and j are in contact. Set collision matrix state - - - this.collisionMatrix.set(bi, bj, true); - - if (!this.collisionMatrixPrevious.get(bi, bj)) { - // First contact! - // We reuse the collideEvent object, otherwise we will end up creating new objects for each new contact, even if there's no event listener attached. - World_step_collideEvent.body = bj; - World_step_collideEvent.contact = c; - bi.dispatchEvent(World_step_collideEvent); - World_step_collideEvent.body = bi; - bj.dispatchEvent(World_step_collideEvent); - } - - this.bodyOverlapKeeper.set(bi.id, bj.id); - this.shapeOverlapKeeper.set(si.id, sj.id); - } - - this.emitContactEvents(); - - if (doProfiling) { - profile.makeContactConstraints = performance.now() - profilingStart; - profilingStart = performance.now(); - } // Wake up bodies - - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - - if (bi.wakeUpAfterNarrowphase) { - bi.wakeUp(); - bi.wakeUpAfterNarrowphase = false; - } - } // Add user-added constraints - - - Nconstraints = constraints.length; - - for (i = 0; i !== Nconstraints; i++) { - const c = constraints[i]; - c.update(); - - for (let j = 0, Neq = c.equations.length; j !== Neq; j++) { - const eq = c.equations[j]; - solver.addEquation(eq); - } - } // Solve the constrained system - - - solver.solve(dt, this); - - if (doProfiling) { - profile.solve = performance.now() - profilingStart; - } // Remove all contacts from solver - - - solver.removeAllEquations(); // Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details - - const pow = Math.pow; - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - - if (bi.type & DYNAMIC) { - // Only for dynamic bodies - const ld = pow(1.0 - bi.linearDamping, dt); - const v = bi.velocity; - v.scale(ld, v); - const av = bi.angularVelocity; - - if (av) { - const ad = pow(1.0 - bi.angularDamping, dt); - av.scale(ad, av); - } - } - } - - this.dispatchEvent(World_step_preStepEvent); // Leap frog - // vnew = v + h*f/m - // xnew = x + h*vnew - - if (doProfiling) { - profilingStart = performance.now(); - } - - const stepnumber = this.stepnumber; - const quatNormalize = stepnumber % (this.quatNormalizeSkip + 1) === 0; - const quatNormalizeFast = this.quatNormalizeFast; - - for (i = 0; i !== N; i++) { - bodies[i].integrate(dt, quatNormalize, quatNormalizeFast); - } - - this.clearForces(); - this.broadphase.dirty = true; - - if (doProfiling) { - profile.integrate = performance.now() - profilingStart; - } // Update step number - - - this.stepnumber += 1; - this.dispatchEvent(World_step_postStepEvent); // Sleeping update - - let hasActiveBodies = true; - - if (this.allowSleep) { - hasActiveBodies = false; - - for (i = 0; i !== N; i++) { - const bi = bodies[i]; - bi.sleepTick(this.time); - - if (bi.sleepState !== Body.SLEEPING) { - hasActiveBodies = true; - } - } - } - - this.hasActiveBodies = hasActiveBodies; - } - - emitContactEvents() { - const hasBeginContact = this.hasAnyEventListener('beginContact'); - const hasEndContact = this.hasAnyEventListener('endContact'); - - if (hasBeginContact || hasEndContact) { - this.bodyOverlapKeeper.getDiff(additions, removals); - } - - if (hasBeginContact) { - for (let i = 0, l = additions.length; i < l; i += 2) { - beginContactEvent.bodyA = this.getBodyById(additions[i]); - beginContactEvent.bodyB = this.getBodyById(additions[i + 1]); - this.dispatchEvent(beginContactEvent); - } - - beginContactEvent.bodyA = beginContactEvent.bodyB = null; - } - - if (hasEndContact) { - for (let i = 0, l = removals.length; i < l; i += 2) { - endContactEvent.bodyA = this.getBodyById(removals[i]); - endContactEvent.bodyB = this.getBodyById(removals[i + 1]); - this.dispatchEvent(endContactEvent); - } - - endContactEvent.bodyA = endContactEvent.bodyB = null; - } - - additions.length = removals.length = 0; - const hasBeginShapeContact = this.hasAnyEventListener('beginShapeContact'); - const hasEndShapeContact = this.hasAnyEventListener('endShapeContact'); - - if (hasBeginShapeContact || hasEndShapeContact) { - this.shapeOverlapKeeper.getDiff(additions, removals); - } - - if (hasBeginShapeContact) { - for (let i = 0, l = additions.length; i < l; i += 2) { - const shapeA = this.getShapeById(additions[i]); - const shapeB = this.getShapeById(additions[i + 1]); - beginShapeContactEvent.shapeA = shapeA; - beginShapeContactEvent.shapeB = shapeB; - if (shapeA) beginShapeContactEvent.bodyA = shapeA.body; - if (shapeB) beginShapeContactEvent.bodyB = shapeB.body; - this.dispatchEvent(beginShapeContactEvent); - } - - beginShapeContactEvent.bodyA = beginShapeContactEvent.bodyB = beginShapeContactEvent.shapeA = beginShapeContactEvent.shapeB = null; - } - - if (hasEndShapeContact) { - for (let i = 0, l = removals.length; i < l; i += 2) { - const shapeA = this.getShapeById(removals[i]); - const shapeB = this.getShapeById(removals[i + 1]); - endShapeContactEvent.shapeA = shapeA; - endShapeContactEvent.shapeB = shapeB; - if (shapeA) endShapeContactEvent.bodyA = shapeA.body; - if (shapeB) endShapeContactEvent.bodyB = shapeB.body; - this.dispatchEvent(endShapeContactEvent); - } - - endShapeContactEvent.bodyA = endShapeContactEvent.bodyB = endShapeContactEvent.shapeA = endShapeContactEvent.shapeB = null; - } - } - /** - * Sets all body forces in the world to zero. - */ - - - clearForces() { - const bodies = this.bodies; - const N = bodies.length; - - for (let i = 0; i !== N; i++) { - const b = bodies[i]; - b.force; - b.torque; - b.force.set(0, 0, 0); - b.torque.set(0, 0, 0); - } - } - -} // Temp stuff - -new AABB(); -const tmpRay = new Ray(); // performance.now() fallback on Date.now() - -const performance = globalThis.performance || {}; - -if (!performance.now) { - let nowOffset = Date.now(); - - if (performance.timing && performance.timing.navigationStart) { - nowOffset = performance.timing.navigationStart; - } - - performance.now = () => Date.now() - nowOffset; -} - -new Vec3(); // Dispatched after the world has stepped forward in time. -// Reusable event objects to save memory. - -const World_step_postStepEvent = { - type: 'postStep' -}; // Dispatched before the world steps forward in time. - -const World_step_preStepEvent = { - type: 'preStep' -}; -const World_step_collideEvent = { - type: Body.COLLIDE_EVENT_NAME, - body: null, - contact: null -}; // Pools for unused objects - -const World_step_oldContacts = []; -const World_step_frictionEquationPool = []; // Reusable arrays for collision pairs - -const World_step_p1 = []; -const World_step_p2 = []; // Stuff for emitContactEvents - -const additions = []; -const removals = []; -const beginContactEvent = { - type: 'beginContact', - bodyA: null, - bodyB: null -}; -const endContactEvent = { - type: 'endContact', - bodyA: null, - bodyB: null -}; -const beginShapeContactEvent = { - type: 'beginShapeContact', - bodyA: null, - bodyB: null, - shapeA: null, - shapeB: null -}; -const endShapeContactEvent = { - type: 'endShapeContact', - bodyA: null, - bodyB: null, - shapeA: null, - shapeB: null -}; - -export { AABB, ArrayCollisionMatrix, BODY_SLEEP_STATES, BODY_TYPES, Body, Box, Broadphase, COLLISION_TYPES, ConeTwistConstraint, Constraint, ContactEquation, ContactMaterial, ConvexPolyhedron, Cylinder, DistanceConstraint, Equation, EventTarget, FrictionEquation, GSSolver, GridBroadphase, Heightfield, HingeConstraint, JacobianElement, LockConstraint, Mat3, Material, NaiveBroadphase, Narrowphase, ObjectCollisionMatrix, Particle, Plane, PointToPointConstraint, Pool, Quaternion, RAY_MODES, Ray, RaycastResult, RaycastVehicle, RigidVehicle, RotationalEquation, RotationalMotorEquation, SAPBroadphase, SHAPE_TYPES, SPHSystem, Shape, Solver, Sphere, SplitSolver, Spring, Transform, Trimesh, Vec3, Vec3Pool, WheelInfo, World }; diff --git a/docker-compose/requirements/nginx/static/javascript/home3D/Screen.js b/docker-compose/requirements/nginx/static/javascript/home3D/Screen.js index c0f2d0a..01ca24b 100644 --- a/docker-compose/requirements/nginx/static/javascript/home3D/Screen.js +++ b/docker-compose/requirements/nginx/static/javascript/home3D/Screen.js @@ -6,7 +6,7 @@ /* By: edbernar +#+ +:+ +#+ */ +/* By: edbernar +#+ +:+ +#+ */ +/* By: edbernar +#+ +:+ +#+ */ +/* By: edbernar +#+ +:+ +#+ */ +/* By: edbernar { }); }); -// ------------------- (need to be remove) -------------------- // -const cameraTmp = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight); -let controls = null; -// ------------------------------------------------------------ // - class MultiOnlineGamePage { static create(skin) @@ -128,24 +93,16 @@ class MultiOnlineGamePage map.ballObject = ball.object; if (isMobile) player.mobileMode(); - ////////////////////////// - controls = new OrbitControls(cameraTmp, renderer.domElement) - cameraTmp.position.set(5, 3, 5); - controls.target = new THREE.Vector3(map.centerPos.x, 0, map.centerPos.z); - ////////////////////////// - document.addEventListener('keypress', (e) => { if (e.key == 'g') { player.pointAnimation(map); map.animationGoal(ball.object.position.x, ball.object.position.y, ball.object.position.z, player.playerGoalAnimation); - console.log('player.playerGoalAnimation', player.playerGoalAnimation); } if (e.key == 'h') { player.pointOpponentAnimation(map, opponent.object); map.animationGoal(ball.object.position.x, ball.object.position.y, ball.object.position.z, opponent.playerGoalAnimation); - console.log('player.playerGoalAnimation', opponent.playerGoalAnimation); } if (e.key == 'c') debug = !debug; @@ -320,13 +277,7 @@ function loop() opponent.update(); ball.update(); map.update(ball); - if (debug) - { - controls.update(); - renderer.render(scene, cameraTmp); - } - else - renderer.render(scene, player.camera); + renderer.render(scene, player.camera); } diff --git a/docker-compose/requirements/nginx/static/javascript/notification/main.js b/docker-compose/requirements/nginx/static/javascript/notification/main.js index 038b7bf..f5eed7f 100644 --- a/docker-compose/requirements/nginx/static/javascript/notification/main.js +++ b/docker-compose/requirements/nginx/static/javascript/notification/main.js @@ -3,10 +3,10 @@ /* ::: :::::::: */ /* main.js :+: :+: :+: */ /* +:+ +:+ +:+ */ -/* By: madegryc +#+ +:+ +#+ */ +/* By: edbernar > 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 ) ); - -} - -// compute euclidean modulo of m % n -// https://en.wikipedia.org/wiki/Modulo_operation -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 ); - -} - -// 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 ); - - } else { - - return 0; - - } - -} - -// https://en.wikipedia.org/wiki/Linear_interpolation -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 ) ); - -} - -// https://www.desmos.com/calculator/vcsjnyz7x4 -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 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 ) ); - -} - -// Random float from interval -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() ); - -} - -// Deterministic pseudo-random float in the interval [ 0, 1 ] -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; - -} - -function degToRad( degrees ) { - - return degrees * DEG2RAD; - -} - -function radToDeg( radians ) { - - return radians * RAD2DEG; - -} - -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 floorPowerOfTwo( value ) { - - return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); - -} - -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' - // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' - // angles are in radians - - 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 ) { - - case 'XYX': - 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 ); - break; - - case 'ZXZ': - 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 ); - break; - - case 'YXY': - 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 ); - break; - - default: - console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); - - } - -} - -function denormalize( value, array ) { - - switch ( array.constructor ) { - - case Float32Array: - - return value; - - case Uint32Array: - - return value / 4294967295.0; - - case Uint16Array: - - return value / 65535.0; - - case Uint8Array: - - return value / 255.0; - - case Int32Array: - - return Math.max( value / 2147483647.0, - 1.0 ); - - case Int16Array: - - return Math.max( value / 32767.0, - 1.0 ); - - case Int8Array: - - return Math.max( value / 127.0, - 1.0 ); - - default: - - throw new Error( 'Invalid component type.' ); - - } - -} - -function normalize( value, array ) { - - switch ( array.constructor ) { - - case Float32Array: - - return value; - - case Uint32Array: - - return Math.round( value * 4294967295.0 ); - - case Uint16Array: - - return Math.round( value * 65535.0 ); - - case Uint8Array: - - return Math.round( value * 255.0 ); - - case Int32Array: - - return Math.round( value * 2147483647.0 ); - - case Int16Array: - - return Math.round( value * 32767.0 ); - - case Int8Array: - - return Math.round( value * 127.0 ); - - default: - - throw new Error( 'Invalid component type.' ); - - } - -} - -const MathUtils = { - DEG2RAD: DEG2RAD, - RAD2DEG: RAD2DEG, - generateUUID: generateUUID, - clamp: clamp, - euclideanModulo: euclideanModulo, - mapLinear: mapLinear, - inverseLerp: inverseLerp, - lerp: lerp, - damp: damp, - pingpong: pingpong, - smoothstep: smoothstep, - smootherstep: smootherstep, - randInt: randInt, - randFloat: randFloat, - randFloatSpread: randFloatSpread, - seededRandom: seededRandom, - degToRad: degToRad, - radToDeg: radToDeg, - isPowerOfTwo: isPowerOfTwo, - ceilPowerOfTwo: ceilPowerOfTwo, - floorPowerOfTwo: floorPowerOfTwo, - setQuaternionFromProperEuler: setQuaternionFromProperEuler, - normalize: normalize, - denormalize: denormalize -}; - -class Vector2 { - - constructor( x = 0, y = 0 ) { - - Vector2.prototype.isVector2 = true; - - this.x = x; - this.y = y; - - } - - get width() { - - return this.x; - - } - - set width( value ) { - - this.x = value; - - } - - get height() { - - return this.y; - - } - - set height( value ) { - - this.y = value; - - } - - set( x, y ) { - - this.x = x; - this.y = y; - - return this; - - } - - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - - return this; - - } - - setX( x ) { - - this.x = x; - - return this; - - } - - setY( y ) { - - this.y = y; - - return this; - - } - - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - default: throw new Error( 'index is out of range: ' + index ); - - } - - return this; - - } - - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - default: throw new Error( 'index is out of range: ' + index ); - - } - - } - - clone() { - - return new this.constructor( this.x, this.y ); - - } - - copy( v ) { - - this.x = v.x; - this.y = v.y; - - return this; - - } - - add( v ) { - - this.x += v.x; - this.y += v.y; - - return this; - - } - - addScalar( s ) { - - this.x += s; - this.y += s; - - return this; - - } - - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - - return this; - - } - - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - - return this; - - } - - sub( v ) { - - this.x -= v.x; - this.y -= v.y; - - return this; - - } - - subScalar( s ) { - - this.x -= s; - this.y -= s; - - return this; - - } - - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - - return this; - - } - - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - - return this; - - } - - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - - return this; - - } - - divide( v ) { - - this.x /= v.x; - this.y /= v.y; - - return this; - - } - - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - applyMatrix3( m ) { - - const x = this.x, y = this.y; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; - - return this; - - } - - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - - return this; - - } - - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - - return this; - - } - - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - - return this; - - } - - clampScalar( minVal, maxVal ) { - - this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); - this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - - return this; - - } - - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - - } - - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - - return this; - - } - - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - - return this; - - } - - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - - return this; - - } - - roundToZero() { - - this.x = Math.trunc( this.x ); - this.y = Math.trunc( this.y ); - - return this; - - } - - negate() { - - this.x = - this.x; - this.y = - this.y; - - return this; - - } - - dot( v ) { - - return this.x * v.x + this.y * v.y; - - } - - cross( v ) { - - return this.x * v.y - this.y * v.x; - - } - - lengthSq() { - - return this.x * this.x + this.y * this.y; - - } - - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y ); - - } - - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ); - - } - - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - angle() { - - // computes the angle in radians with respect to the positive x-axis - - const angle = Math.atan2( - this.y, - this.x ) + Math.PI; - - return angle; - - } - - angleTo( v ) { - - const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); - - if ( denominator === 0 ) return Math.PI / 2; - - const theta = this.dot( v ) / denominator; - - // clamp, to handle numerical problems - - return Math.acos( clamp( theta, - 1, 1 ) ); - - } - - distanceTo( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - } - - distanceToSquared( v ) { - - const dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; - - } - - manhattanDistanceTo( v ) { - - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - - } - - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - - return this; - - } - - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - - return this; - - } - - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) ); - - } - - fromArray( array, offset = 0 ) { - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - - return this; - - } - - rotateAround( center, angle ) { - - const c = Math.cos( angle ), s = Math.sin( angle ); - - const x = this.x - center.x; - const y = this.y - center.y; - - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; - - return this; - - } - - random() { - - this.x = Math.random(); - this.y = Math.random(); - - return this; - - } - - *[ Symbol.iterator ]() { - - yield this.x; - yield this.y; - - } - -} - -class Matrix3 { - - constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - - Matrix3.prototype.isMatrix3 = true; - - this.elements = [ - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ]; - - if ( n11 !== undefined ) { - - this.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; - - return this; - - } - - identity() { - - this.set( - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ); - - return this; - - } - - copy( m ) { - - const te = this.elements; - const me = m.elements; - - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; - te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; - te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; - - return this; - - } - - extractBasis( xAxis, yAxis, zAxis ) { - - xAxis.setFromMatrix3Column( this, 0 ); - yAxis.setFromMatrix3Column( this, 1 ); - zAxis.setFromMatrix3Column( this, 2 ); - - return this; - - } - - setFromMatrix4( m ) { - - const me = m.elements; - - this.set( - - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] - - ); - - return this; - - } - - multiply( m ) { - - return this.multiplyMatrices( this, m ); - - } - - premultiply( m ) { - - return this.multiplyMatrices( m, this ); - - } - - multiplyMatrices( a, b ) { - - const ae = a.elements; - const be = b.elements; - const te = this.elements; - - const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; - const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; - const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; - - const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; - const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; - const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; - - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; - te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; - te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; - - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; - te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; - te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; - - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; - te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; - te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; - - return this; - - } - - multiplyScalar( s ) { - - const te = this.elements; - - te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; - te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; - te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; - - return this; - - } - - determinant() { - - const te = this.elements; - - const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], - d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], - g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; - - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - - } - - invert() { - - const te = this.elements, - - n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], - n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], - n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], - - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, - - det = n11 * t11 + n21 * t12 + n31 * t13; - - if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - - const detInv = 1 / det; - - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; - te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; - - te[ 3 ] = t12 * detInv; - te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; - te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; - - te[ 6 ] = t13 * detInv; - te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; - te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - - return this; - - } - - transpose() { - - let tmp; - const m = this.elements; - - tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; - tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; - tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; - - return this; - - } - - getNormalMatrix( matrix4 ) { - - return this.setFromMatrix4( matrix4 ).invert().transpose(); - - } - - transposeIntoArray( r ) { - - const m = this.elements; - - r[ 0 ] = m[ 0 ]; - r[ 1 ] = m[ 3 ]; - r[ 2 ] = m[ 6 ]; - r[ 3 ] = m[ 1 ]; - r[ 4 ] = m[ 4 ]; - r[ 5 ] = m[ 7 ]; - r[ 6 ] = m[ 2 ]; - r[ 7 ] = m[ 5 ]; - r[ 8 ] = m[ 8 ]; - - return this; - - } - - setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { - - const c = Math.cos( rotation ); - const s = Math.sin( rotation ); - - this.set( - sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, - - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, - 0, 0, 1 - ); - - return this; - - } - - // - - scale( sx, sy ) { - - this.premultiply( _m3.makeScale( sx, sy ) ); - - return this; - - } - - rotate( theta ) { - - this.premultiply( _m3.makeRotation( - theta ) ); - - return this; - - } - - translate( tx, ty ) { - - this.premultiply( _m3.makeTranslation( tx, ty ) ); - - return this; - - } - - // for 2D Transforms - - makeTranslation( x, y ) { - - if ( x.isVector2 ) { - - this.set( - - 1, 0, x.x, - 0, 1, x.y, - 0, 0, 1 - - ); - - } else { - - this.set( - - 1, 0, x, - 0, 1, y, - 0, 0, 1 - - ); - - } - - return this; - - } - - makeRotation( theta ) { - - // counterclockwise - - 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 - - ); - - return this; - - } - - // - - equals( matrix ) { - - const te = this.elements; - const me = matrix.elements; - - for ( let i = 0; i < 9; i ++ ) { - - if ( te[ i ] !== me[ i ] ) return false; - - } - - return true; - - } - - fromArray( array, offset = 0 ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - toArray( array = [], offset = 0 ) { - - const te = this.elements; - - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - - array[ offset + 3 ] = te[ 3 ]; - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - array[ offset + 8 ] = te[ 8 ]; - - return array; - - } - - clone() { - - return new this.constructor().fromArray( this.elements ); - - } - -} - -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, - Int16Array: Int16Array, - Uint16Array: Uint16Array, - Int32Array: Int32Array, - Uint32Array: Uint32Array, - Float32Array: Float32Array, - Float64Array: Float64Array -}; - -function getTypedArray( type, buffer ) { - - return new TYPED_ARRAYS[ type ]( buffer ); - -} - -function createElementNS( name ) { - - return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); - -} - -function createCanvasElement() { - - const canvas = createElementNS( 'canvas' ); - canvas.style.display = 'block'; - return canvas; - -} - -const _cache = {}; - -function warnOnce( message ) { - - if ( message in _cache ) return; - - _cache[ message ] = true; - - console.warn( message ); - -} - -function probeAsync( gl, sync, interval ) { - - return new Promise( function ( resolve, reject ) { - - function probe() { - - switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) { - - case gl.WAIT_FAILED: - reject(); - break; - - case gl.TIMEOUT_EXPIRED: - setTimeout( probe, interval ); - break; - - default: - resolve(); - - } - - } - - setTimeout( probe, interval ); - - } ); - -} - -/** - * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping - * or clipping. Based on W3C specifications for sRGB and Display P3, - * and ICC specifications for the D50 connection space. Values in/out - * are _linear_ sRGB and _linear_ Display P3. - * - * Note that both sRGB and Display P3 use the sRGB transfer functions. - * - * Reference: - * - http://www.russellcottrell.com/photo/matrixCalculator.htm - */ - -const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set( - 0.8224621, 0.177538, 0.0, - 0.0331941, 0.9668058, 0.0, - 0.0170827, 0.0723974, 0.9105199, -); - -const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set( - 1.2249401, - 0.2249404, 0.0, - - 0.0420569, 1.0420571, 0.0, - - 0.0196376, - 0.0786361, 1.0982735 -); - -/** - * Defines supported color spaces by transfer function and primaries, - * and provides conversions to/from the Linear-sRGB reference space. - */ -const COLOR_SPACES = { - [ LinearSRGBColorSpace ]: { - transfer: LinearTransfer, - primaries: Rec709Primaries, - luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ], - toReference: ( color ) => color, - fromReference: ( color ) => color, - }, - [ SRGBColorSpace ]: { - transfer: SRGBTransfer, - primaries: Rec709Primaries, - luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ], - toReference: ( color ) => color.convertSRGBToLinear(), - fromReference: ( color ) => color.convertLinearToSRGB(), - }, - [ LinearDisplayP3ColorSpace ]: { - transfer: LinearTransfer, - primaries: P3Primaries, - luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ], - toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ), - fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ), - }, - [ DisplayP3ColorSpace ]: { - transfer: SRGBTransfer, - primaries: P3Primaries, - luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ], - toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ), - fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(), - }, -}; - -const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] ); - -const ColorManagement = { - - enabled: true, - - _workingColorSpace: LinearSRGBColorSpace, - - get workingColorSpace() { - - return this._workingColorSpace; - - }, - - set workingColorSpace( colorSpace ) { - - if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) { - - throw new Error( `Unsupported working color space, "${ colorSpace }".` ); - - } - - this._workingColorSpace = colorSpace; - - }, - - convert: function ( color, sourceColorSpace, targetColorSpace ) { - - if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { - - return color; - - } - - const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference; - const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference; - - return targetFromReference( sourceToReference( color ) ); - - }, - - fromWorkingColorSpace: function ( color, targetColorSpace ) { - - return this.convert( color, this._workingColorSpace, targetColorSpace ); - - }, - - toWorkingColorSpace: function ( color, sourceColorSpace ) { - - return this.convert( color, sourceColorSpace, this._workingColorSpace ); - - }, - - getPrimaries: function ( colorSpace ) { - - return COLOR_SPACES[ colorSpace ].primaries; - - }, - - getTransfer: function ( colorSpace ) { - - if ( colorSpace === NoColorSpace ) return LinearTransfer; - - return COLOR_SPACES[ colorSpace ].transfer; - - }, - - getLuminanceCoefficients: function ( target, colorSpace = this._workingColorSpace ) { - - return target.fromArray( COLOR_SPACES[ colorSpace ].luminanceCoefficients ); - - }, - -}; - - -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; - -} - -let _canvas; - -class ImageUtils { - - static getDataURL( image ) { - - if ( /^data:/i.test( image.src ) ) { - - return image.src; - - } - - if ( typeof HTMLCanvasElement === 'undefined' ) { - - return image.src; - - } - - let canvas; - - if ( image instanceof HTMLCanvasElement ) { - - canvas = image; - - } else { - - if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' ); - - _canvas.width = image.width; - _canvas.height = image.height; - - const context = _canvas.getContext( '2d' ); - - if ( image instanceof ImageData ) { - - context.putImageData( image, 0, 0 ); - - } else { - - context.drawImage( image, 0, 0, image.width, image.height ); - - } - - canvas = _canvas; - - } - - if ( canvas.width > 2048 || canvas.height > 2048 ) { - - console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image ); - - return canvas.toDataURL( 'image/jpeg', 0.6 ); - - } else { - - return canvas.toDataURL( 'image/png' ); - - } - - } - - 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 data = imageData.data; - - for ( let i = 0; i < data.length; i ++ ) { - - data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255; - - } - - 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 { - - // assuming float - - 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.' ); - return image; - - } - - } - -} - -let _sourceId = 0; - -class Source { - - constructor( data = null ) { - - this.isSource = true; - - Object.defineProperty( this, 'id', { value: _sourceId ++ } ); - - this.uuid = generateUUID(); - - this.data = data; - this.dataReady = true; - - this.version = 0; - - } - - 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 ]; - - } - - const output = { - uuid: this.uuid, - url: '' - }; - - const data = this.data; - - if ( data !== null ) { - - let url; - - 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 ) ); - - } else { - - url.push( serializeImage( data[ i ] ) ); - - } - - } - - } else { - - // texture - - url = serializeImage( data ); - - } - - output.url = url; - - } - - 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 ) ) { - - // default images - - return ImageUtils.getDataURL( image ); - - } else { - - if ( image.data ) { - - // images of DataTexture - - return { - 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.' ); - 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, colorSpace = NoColorSpace ) { - - super(); - - this.isTexture = true; - - Object.defineProperty( this, 'id', { value: _textureId ++ } ); - - this.uuid = generateUUID(); - - this.name = ''; - - this.source = new Source( image ); - this.mipmaps = []; - - this.mapping = mapping; - this.channel = 0; - - this.wrapS = wrapS; - this.wrapT = wrapT; - - this.magFilter = magFilter; - this.minFilter = minFilter; - - this.anisotropy = anisotropy; - - this.format = format; - this.internalFormat = null; - this.type = type; - - this.offset = new Vector2( 0, 0 ); - this.repeat = new Vector2( 1, 1 ); - this.center = new Vector2( 0, 0 ); - this.rotation = 0; - - this.matrixAutoUpdate = true; - this.matrix = new Matrix3(); - - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) - - this.colorSpace = colorSpace; - - this.userData = {}; - - this.version = 0; - this.onUpdate = null; - - this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not - this.pmremVersion = 0; // 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 = null ) { - - 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 ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( source ) { - - this.name = source.name; - - this.source = source.source; - this.mipmaps = source.mipmaps.slice( 0 ); - - this.mapping = source.mapping; - this.channel = source.channel; - - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; - - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; - - this.anisotropy = source.anisotropy; - - this.format = source.format; - this.internalFormat = source.internalFormat; - this.type = source.type; - - this.offset.copy( source.offset ); - this.repeat.copy( source.repeat ); - this.center.copy( source.center ); - this.rotation = source.rotation; - - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrix.copy( source.matrix ); - - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.colorSpace = source.colorSpace; - - 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 ]; - - } - - const output = { - - metadata: { - version: 4.6, - type: 'Texture', - generator: 'Texture.toJSON' - }, - - uuid: this.uuid, - name: this.name, - - image: this.source.toJSON( meta ).uuid, - - mapping: this.mapping, - channel: this.channel, - - repeat: [ this.repeat.x, this.repeat.y ], - offset: [ this.offset.x, this.offset.y ], - center: [ this.center.x, this.center.y ], - rotation: this.rotation, - - wrap: [ this.wrapS, this.wrapT ], - - format: this.format, - internalFormat: this.internalFormat, - type: this.type, - colorSpace: this.colorSpace, - - 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; - - } - - return output; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - - transformUv( uv ) { - - if ( this.mapping !== UVMapping ) return uv; - - uv.applyMatrix3( this.matrix ); - - if ( uv.x < 0 || uv.x > 1 ) { - - switch ( this.wrapS ) { - - case RepeatWrapping: - - uv.x = uv.x - Math.floor( uv.x ); - break; - - case ClampToEdgeWrapping: - - uv.x = uv.x < 0 ? 0 : 1; - break; - - case MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { - - uv.x = Math.ceil( uv.x ) - uv.x; - - } else { - - uv.x = uv.x - Math.floor( uv.x ); - - } - - break; - - } - - } - - if ( uv.y < 0 || uv.y > 1 ) { - - switch ( this.wrapT ) { - - case RepeatWrapping: - - uv.y = uv.y - Math.floor( uv.y ); - break; - - case ClampToEdgeWrapping: - - uv.y = uv.y < 0 ? 0 : 1; - break; - - case MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { - - uv.y = Math.ceil( uv.y ) - uv.y; - - } else { - - uv.y = uv.y - Math.floor( uv.y ); - - } - - break; - - } - - } - - if ( this.flipY ) { - - uv.y = 1 - uv.y; - - } - - return uv; - - } - - set needsUpdate( value ) { - - if ( value === true ) { - - this.version ++; - this.source.needsUpdate = true; - - } - - } - - set needsPMREMUpdate( value ) { - - if ( value === true ) { - - this.pmremVersion ++; - - } - - } - -} - -Texture.DEFAULT_IMAGE = null; -Texture.DEFAULT_MAPPING = UVMapping; -Texture.DEFAULT_ANISOTROPY = 1; - -class Vector4 { - - 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 ) { - - this.z = value; - - } - - get height() { - - return this.w; - - } - - set height( value ) { - - this.w = value; - - } - - set( x, y, z, w ) { - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - - return this; - - } - - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; - - return this; - - } - - setX( x ) { - - this.x = x; - - return this; - - } - - setY( y ) { - - this.y = y; - - return this; - - } - - setZ( z ) { - - this.z = z; - - return this; - - } - - setW( w ) { - - this.w = w; - - return this; - - } - - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - case 3: this.w = value; break; - default: throw new Error( 'index is out of range: ' + index ); - - } - - return this; - - } - - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - case 3: return this.w; - default: throw new Error( 'index is out of range: ' + index ); - - } - - } - - clone() { - - return new this.constructor( this.x, this.y, this.z, this.w ); - - } - - copy( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - this.w = ( v.w !== undefined ) ? v.w : 1; - - return this; - - } - - add( v ) { - - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; - - return this; - - } - - addScalar( s ) { - - this.x += s; - this.y += s; - this.z += s; - this.w += s; - - return this; - - } - - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; - - return this; - - } - - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; - - return this; - - } - - sub( v ) { - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; - - return this; - - } - - subScalar( s ) { - - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; - - return this; - - } - - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; - - return this; - - } - - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - this.w *= v.w; - - return this; - - } - - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; - - return this; - - } - - applyMatrix4( m ) { - - const x = this.x, y = this.y, z = this.z, w = this.w; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; - this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; - - return this; - - } - - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - setAxisAngleFromQuaternion( q ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - - // q is assumed to be normalized - - this.w = 2 * Math.acos( q.w ); - - const s = Math.sqrt( 1 - q.w * q.w ); - - if ( s < 0.0001 ) { - - this.x = 1; - this.y = 0; - this.z = 0; - - } else { - - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; - - } - - return this; - - } - - setAxisAngleFromRotationMatrix( m ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - let angle, x, y, z; // variables for result - const epsilon = 0.01, // margin to allow for rounding errors - epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - - te = m.elements, - - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - - if ( ( Math.abs( m12 - m21 ) < epsilon ) && - ( Math.abs( m13 - m31 ) < epsilon ) && - ( Math.abs( m23 - m32 ) < epsilon ) ) { - - // singularity found - // first check for identity matrix which must have +1 for all terms - // in leading diagonal and zero in other terms - - if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && - ( Math.abs( m13 + m31 ) < epsilon2 ) && - ( Math.abs( m23 + m32 ) < epsilon2 ) && - ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { - - // this singularity is identity matrix so angle = 0 - - this.set( 1, 0, 0, 0 ); - - return this; // zero angle, arbitrary axis - - } - - // otherwise this singularity is angle = 180 - - angle = Math.PI; - - const xx = ( m11 + 1 ) / 2; - const yy = ( m22 + 1 ) / 2; - const zz = ( m33 + 1 ) / 2; - const xy = ( m12 + m21 ) / 4; - const xz = ( m13 + m31 ) / 4; - const yz = ( m23 + m32 ) / 4; - - if ( ( xx > yy ) && ( xx > zz ) ) { - - // m11 is the largest diagonal term - - if ( xx < epsilon ) { - - x = 0; - y = 0.707106781; - z = 0.707106781; - - } else { - - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; - - } - - } else if ( yy > zz ) { - - // m22 is the largest diagonal term - - if ( yy < epsilon ) { - - x = 0.707106781; - y = 0; - z = 0.707106781; - - } else { - - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; - - } - - } else { - - // m33 is the largest diagonal term so base result on this - - if ( zz < epsilon ) { - - x = 0.707106781; - y = 0.707106781; - z = 0; - - } else { - - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; - - } - - } - - this.set( x, y, z, angle ); - - return this; // return 180 deg rotation - - } - - // as we have reached here there are no singularities so we can handle normally - - let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + - ( m13 - m31 ) * ( m13 - m31 ) + - ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize - - if ( Math.abs( s ) < 0.001 ) s = 1; - - // prevent divide by zero, should not happen if matrix is orthogonal and should be - // caught by singularity test above, but I've left it in just in case - - this.x = ( m32 - m23 ) / s; - this.y = ( m13 - m31 ) / s; - this.z = ( m21 - m12 ) / s; - this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); - - return this; - - } - - setFromMatrixPosition( m ) { - - const e = m.elements; - - this.x = e[ 12 ]; - this.y = e[ 13 ]; - this.z = e[ 14 ]; - this.w = e[ 15 ]; - - return this; - - } - - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - this.w = Math.min( this.w, v.w ); - - return this; - - } - - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - this.w = Math.max( this.w, v.w ); - - return this; - - } - - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); - this.w = Math.max( min.w, Math.min( max.w, this.w ) ); - - return this; - - } - - clampScalar( minVal, maxVal ) { - - this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); - this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); - this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); - - return this; - - } - - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - - } - - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - this.w = Math.floor( this.w ); - - return this; - - } - - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - this.w = Math.ceil( this.w ); - - return this; - - } - - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - this.w = Math.round( this.w ); - - return this; - - } - - roundToZero() { - - this.x = Math.trunc( this.x ); - this.y = Math.trunc( this.y ); - this.z = Math.trunc( this.z ); - this.w = Math.trunc( this.w ); - - return this; - - } - - negate() { - - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - this.w = - this.w; - - return this; - - } - - dot( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - - } - - lengthSq() { - - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - - } - - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - - } - - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); - - } - - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - this.w += ( v.w - this.w ) * alpha; - - return this; - - } - - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - this.z = v1.z + ( v2.z - v1.z ) * alpha; - this.w = v1.w + ( v2.w - v1.w ) * alpha; - - return this; - - } - - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); - - } - - fromArray( array, offset = 0 ) { - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - this.w = array[ offset + 3 ]; - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - array[ offset + 3 ] = this.w; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - 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 ]() { - - yield this.x; - yield this.y; - yield this.z; - yield this.w; - - } - -} - -/* - In options, we can specify: - * Texture parameters for an auto-generated target texture - * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers -*/ -class RenderTarget extends EventDispatcher { - - constructor( width = 1, height = 1, options = {} ) { - - super(); - - this.isRenderTarget = true; - - this.width = width; - this.height = height; - this.depth = 1; - - this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; - - this.viewport = new Vector4( 0, 0, width, height ); - - const image = { width: width, height: height, depth: 1 }; - - options = Object.assign( { - generateMipmaps: false, - internalFormat: null, - minFilter: LinearFilter, - depthBuffer: true, - stencilBuffer: false, - resolveDepthBuffer: true, - resolveStencilBuffer: true, - depthTexture: null, - samples: 0, - count: 1 - }, options ); - - const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); - - texture.flipY = false; - texture.generateMipmaps = options.generateMipmaps; - texture.internalFormat = options.internalFormat; - - this.textures = []; - - const count = options.count; - for ( let i = 0; i < count; i ++ ) { - - this.textures[ i ] = texture.clone(); - this.textures[ i ].isRenderTargetTexture = true; - - } - - this.depthBuffer = options.depthBuffer; - this.stencilBuffer = options.stencilBuffer; - - this.resolveDepthBuffer = options.resolveDepthBuffer; - this.resolveStencilBuffer = options.resolveStencilBuffer; - - this.depthTexture = options.depthTexture; - - this.samples = options.samples; - - } - - get texture() { - - return this.textures[ 0 ]; - - } - - set texture( value ) { - - this.textures[ 0 ] = value; - - } - - 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.textures.length; i < il; i ++ ) { - - this.textures[ i ].image.width = width; - this.textures[ i ].image.height = height; - this.textures[ i ].image.depth = depth; - - } - - this.dispose(); - - } - - this.viewport.set( 0, 0, width, height ); - this.scissor.set( 0, 0, width, height ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( source ) { - - this.width = source.width; - this.height = source.height; - this.depth = source.depth; - - this.scissor.copy( source.scissor ); - this.scissorTest = source.scissorTest; - - this.viewport.copy( source.viewport ); - - this.textures.length = 0; - - for ( let i = 0, il = source.textures.length; i < il; i ++ ) { - - this.textures[ i ] = source.textures[ i ].clone(); - this.textures[ i ].isRenderTargetTexture = true; - - } - - // ensure image object is not shared, see #20328 - - const image = Object.assign( {}, source.texture.image ); - this.texture.source = new Source( image ); - - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; - - this.resolveDepthBuffer = source.resolveDepthBuffer; - this.resolveStencilBuffer = source.resolveStencilBuffer; - - if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); - - this.samples = source.samples; - - return this; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} - -class WebGLRenderTarget extends RenderTarget { - - constructor( width = 1, height = 1, options = {} ) { - - super( width, height, options ); - - this.isWebGLRenderTarget = true; - - } - -} - -class DataArrayTexture extends Texture { - - constructor( data = null, width = 1, height = 1, depth = 1 ) { - - super( null ); - - this.isDataArrayTexture = true; - - this.image = { data, width, height, depth }; - - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; - - this.wrapR = ClampToEdgeWrapping; - - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; - - this.layerUpdates = new Set(); - - } - - addLayerUpdate( layerIndex ) { - - this.layerUpdates.add( layerIndex ); - - } - - clearLayerUpdates() { - - this.layerUpdates.clear(); - - } - -} - -class WebGLArrayRenderTarget extends WebGLRenderTarget { - - constructor( width = 1, height = 1, depth = 1, options = {} ) { - - super( width, height, options ); - - this.isWebGLArrayRenderTarget = true; - - this.depth = 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 ) { - - // We're going to add .setXXX() methods for setting properties later. - // Users can still set in DataTexture3D directly. - // - // const texture = new THREE.DataTexture3D( data, width, height, depth ); - // texture.anisotropy = 16; - // - // See #14839 - - super( null ); - - this.isData3DTexture = true; - - 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, options = {} ) { - - super( width, height, options ); - - this.isWebGL3DRenderTarget = true; - - this.depth = depth; - - this.texture = new Data3DTexture( null, width, height, depth ); - - this.texture.isRenderTargetTexture = true; - - } - -} - -class Quaternion { - - 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 ) { - - // fuzz-free, array-based Quaternion SLERP operation - - let x0 = src0[ srcOffset0 + 0 ], - y0 = src0[ srcOffset0 + 1 ], - z0 = src0[ srcOffset0 + 2 ], - w0 = src0[ srcOffset0 + 3 ]; - - const x1 = src1[ srcOffset1 + 0 ], - y1 = src1[ srcOffset1 + 1 ], - z1 = src1[ srcOffset1 + 2 ], - w1 = src1[ srcOffset1 + 3 ]; - - if ( t === 0 ) { - - dst[ dstOffset + 0 ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; - return; - - } - - if ( t === 1 ) { - - dst[ dstOffset + 0 ] = x1; - dst[ dstOffset + 1 ] = y1; - dst[ dstOffset + 2 ] = z1; - dst[ dstOffset + 3 ] = w1; - return; - - } - - if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { - - let s = 1 - t; - const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, - dir = ( cos >= 0 ? 1 : - 1 ), - sqrSin = 1 - cos * cos; - - // Skip the Slerp for tiny steps to avoid numeric problems: - if ( sqrSin > Number.EPSILON ) { - - const sin = Math.sqrt( sqrSin ), - len = Math.atan2( sin, cos * dir ); - - s = Math.sin( s * len ) / sin; - t = Math.sin( t * len ) / sin; - - } - - const tDir = t * dir; - - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; - - // Normalize in case we just did a lerp: - if ( s === 1 - t ) { - - const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); - - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; - - } - - } - - dst[ dstOffset ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; - - } - - static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { - - const x0 = src0[ srcOffset0 ]; - const y0 = src0[ srcOffset0 + 1 ]; - const z0 = src0[ srcOffset0 + 2 ]; - const w0 = src0[ srcOffset0 + 3 ]; - - const x1 = src1[ srcOffset1 ]; - const y1 = src1[ srcOffset1 + 1 ]; - const z1 = src1[ srcOffset1 + 2 ]; - const w1 = src1[ srcOffset1 + 3 ]; - - dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; - dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; - dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; - dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; - - return dst; - - } - - get x() { - - return this._x; - - } - - set x( value ) { - - this._x = value; - this._onChangeCallback(); - - } - - get y() { - - return this._y; - - } - - set y( value ) { - - this._y = value; - this._onChangeCallback(); - - } - - get z() { - - return this._z; - - } - - set z( value ) { - - this._z = value; - this._onChangeCallback(); - - } - - get w() { - - return this._w; - - } - - set w( value ) { - - this._w = value; - this._onChangeCallback(); - - } - - set( x, y, z, w ) { - - this._x = x; - this._y = y; - this._z = z; - this._w = w; - - this._onChangeCallback(); - - return this; - - } - - clone() { - - return new this.constructor( this._x, this._y, this._z, this._w ); - - } - - copy( quaternion ) { - - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; - - this._onChangeCallback(); - - return this; - - } - - setFromEuler( euler, update = true ) { - - const x = euler._x, y = euler._y, z = euler._z, order = euler._order; - - // http://www.mathworks.com/matlabcentral/fileexchange/ - // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ - // content/SpinCalc.m - - const cos = Math.cos; - const sin = Math.sin; - - const c1 = cos( x / 2 ); - const c2 = cos( y / 2 ); - const c3 = cos( z / 2 ); - - const s1 = sin( x / 2 ); - const s2 = sin( y / 2 ); - const s3 = sin( z / 2 ); - - switch ( order ) { - - case 'XYZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'YXZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - case 'ZXY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'ZYX': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - case 'YZX': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'XZY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - default: - console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); - - } - - if ( update === true ) this._onChangeCallback(); - - return this; - - } - - setFromAxisAngle( axis, angle ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - - // assumes axis is normalized - - const halfAngle = angle / 2, s = Math.sin( halfAngle ); - - this._x = axis.x * s; - this._y = axis.y * s; - this._z = axis.z * s; - this._w = Math.cos( halfAngle ); - - this._onChangeCallback(); - - return this; - - } - - setFromRotationMatrix( m ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements, - - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], - - trace = m11 + m22 + m33; - - if ( trace > 0 ) { - - const s = 0.5 / Math.sqrt( trace + 1.0 ); - - this._w = 0.25 / s; - this._x = ( m32 - m23 ) * s; - this._y = ( m13 - m31 ) * s; - this._z = ( m21 - m12 ) * s; - - } else if ( m11 > m22 && m11 > m33 ) { - - const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); - - this._w = ( m32 - m23 ) / s; - this._x = 0.25 * s; - this._y = ( m12 + m21 ) / s; - this._z = ( m13 + m31 ) / s; - - } else if ( m22 > m33 ) { - - const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); - - this._w = ( m13 - m31 ) / s; - this._x = ( m12 + m21 ) / s; - this._y = 0.25 * s; - this._z = ( m23 + m32 ) / s; - - } else { - - const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); - - this._w = ( m21 - m12 ) / s; - this._x = ( m13 + m31 ) / s; - this._y = ( m23 + m32 ) / s; - this._z = 0.25 * s; - - } - - this._onChangeCallback(); - - return this; - - } - - setFromUnitVectors( vFrom, vTo ) { - - // assumes direction vectors vFrom and vTo are normalized - - let r = vFrom.dot( vTo ) + 1; - - if ( r < Number.EPSILON ) { - - // vFrom and vTo point in opposite directions - - r = 0; - - if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { - - this._x = - vFrom.y; - this._y = vFrom.x; - this._z = 0; - this._w = r; - - } else { - - this._x = 0; - this._y = - vFrom.z; - this._z = vFrom.y; - this._w = r; - - } - - } else { - - // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 - - this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; - this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; - this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; - this._w = r; - - } - - return this.normalize(); - - } - - angleTo( q ) { - - return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) ); - - } - - rotateTowards( q, step ) { - - const angle = this.angleTo( q ); - - if ( angle === 0 ) return this; - - const t = Math.min( 1, step / angle ); - - this.slerp( q, t ); - - return this; - - } - - identity() { - - return this.set( 0, 0, 0, 1 ); - - } - - invert() { - - // quaternion is assumed to have unit length - - return this.conjugate(); - - } - - conjugate() { - - this._x *= - 1; - this._y *= - 1; - this._z *= - 1; - - this._onChangeCallback(); - - return this; - - } - - dot( v ) { - - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; - - } - - lengthSq() { - - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; - - } - - length() { - - return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); - - } - - normalize() { - - let l = this.length(); - - if ( l === 0 ) { - - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; - - } else { - - l = 1 / l; - - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; - - } - - this._onChangeCallback(); - - return this; - - } - - multiply( q ) { - - return this.multiplyQuaternions( this, q ); - - } - - premultiply( q ) { - - return this.multiplyQuaternions( q, this ); - - } - - multiplyQuaternions( a, b ) { - - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm - - const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; - const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; - - this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; - - this._onChangeCallback(); - - return this; - - } - - slerp( qb, t ) { - - if ( t === 0 ) return this; - if ( t === 1 ) return this.copy( qb ); - - const x = this._x, y = this._y, z = this._z, w = this._w; - - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - - let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; - - if ( cosHalfTheta < 0 ) { - - this._w = - qb._w; - this._x = - qb._x; - this._y = - qb._y; - this._z = - qb._z; - - cosHalfTheta = - cosHalfTheta; - - } else { - - this.copy( qb ); - - } - - if ( cosHalfTheta >= 1.0 ) { - - this._w = w; - this._x = x; - this._y = y; - this._z = z; - - return this; - - } - - const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; - - if ( sqrSinHalfTheta <= Number.EPSILON ) { - - const s = 1 - t; - this._w = s * w + t * this._w; - this._x = s * x + t * this._x; - this._y = s * y + t * this._y; - this._z = s * z + t * this._z; - - this.normalize(); // normalize calls _onChangeCallback() - - return this; - - } - - const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); - const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); - const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, - ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; - - this._w = ( w * ratioA + this._w * ratioB ); - this._x = ( x * ratioA + this._x * ratioB ); - this._y = ( y * ratioA + this._y * ratioB ); - this._z = ( z * ratioA + this._z * ratioB ); - - this._onChangeCallback(); - - return this; - - } - - slerpQuaternions( qa, qb, t ) { - - return this.copy( qa ).slerp( qb, t ); - - } - - random() { - - // sets this quaternion to a uniform random unit quaternnion - - // Ken Shoemake - // Uniform random rotations - // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992. - - const theta1 = 2 * Math.PI * Math.random(); - const theta2 = 2 * Math.PI * Math.random(); - - const x0 = Math.random(); - const r1 = Math.sqrt( 1 - x0 ); - const r2 = Math.sqrt( x0 ); - - return this.set( - r1 * Math.sin( theta1 ), - r1 * Math.cos( theta1 ), - r2 * Math.sin( theta2 ), - r2 * Math.cos( theta2 ), - ); - - } - - equals( quaternion ) { - - return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); - - } - - fromArray( array, offset = 0 ) { - - this._x = array[ offset ]; - this._y = array[ offset + 1 ]; - this._z = array[ offset + 2 ]; - this._w = array[ offset + 3 ]; - - this._onChangeCallback(); - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._w; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - this._x = attribute.getX( index ); - this._y = attribute.getY( index ); - this._z = attribute.getZ( index ); - this._w = attribute.getW( index ); - - this._onChangeCallback(); - - return this; - - } - - toJSON() { - - return this.toArray(); - - } - - _onChange( callback ) { - - this._onChangeCallback = callback; - - return this; - - } - - _onChangeCallback() {} - - *[ Symbol.iterator ]() { - - yield this._x; - yield this._y; - yield this._z; - yield this._w; - - } - -} - -class Vector3 { - - 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) - - this.x = x; - this.y = y; - this.z = z; - - return this; - - } - - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - - return this; - - } - - setX( x ) { - - this.x = x; - - return this; - - } - - setY( y ) { - - this.y = y; - - return this; - - } - - setZ( z ) { - - this.z = z; - - return this; - - } - - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - default: throw new Error( 'index is out of range: ' + index ); - - } - - return this; - - } - - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - default: throw new Error( 'index is out of range: ' + index ); - - } - - } - - clone() { - - return new this.constructor( this.x, this.y, this.z ); - - } - - copy( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - - return this; - - } - - add( v ) { - - this.x += v.x; - this.y += v.y; - this.z += v.z; - - return this; - - } - - addScalar( s ) { - - this.x += s; - this.y += s; - this.z += s; - - return this; - - } - - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - - return this; - - } - - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - - return this; - - } - - sub( v ) { - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - - return this; - - } - - subScalar( s ) { - - this.x -= s; - this.y -= s; - this.z -= s; - - return this; - - } - - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - - return this; - - } - - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - - return this; - - } - - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - - return this; - - } - - multiplyVectors( a, b ) { - - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; - - return this; - - } - - applyEuler( euler ) { - - return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) ); - - } - - applyAxisAngle( axis, angle ) { - - return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) ); - - } - - applyMatrix3( m ) { - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; - this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; - - return this; - - } - - applyNormalMatrix( m ) { - - return this.applyMatrix3( m ).normalize(); - - } - - applyMatrix4( m ) { - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); - - this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; - this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; - this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; - - return this; - - } - - applyQuaternion( q ) { - - // quaternion q is assumed to have unit length - - const vx = this.x, vy = this.y, vz = this.z; - const qx = q.x, qy = q.y, qz = q.z, qw = q.w; - - // t = 2 * cross( q.xyz, v ); - const tx = 2 * ( qy * vz - qz * vy ); - const ty = 2 * ( qz * vx - qx * vz ); - const tz = 2 * ( qx * vy - qy * vx ); - - // v + q.w * t + cross( q.xyz, t ); - this.x = vx + qw * tx + qy * tz - qz * ty; - this.y = vy + qw * ty + qz * tx - qx * tz; - this.z = vz + qw * tz + qx * ty - qy * tx; - - return this; - - } - - project( camera ) { - - return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); - - } - - unproject( camera ) { - - return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); - - } - - transformDirection( m ) { - - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; - - return this.normalize(); - - } - - divide( v ) { - - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; - - return this; - - } - - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - - return this; - - } - - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - - return this; - - } - - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); - - return this; - - } - - clampScalar( minVal, maxVal ) { - - this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); - this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); - - return this; - - } - - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - - } - - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - - return this; - - } - - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - - return this; - - } - - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - - return this; - - } - - roundToZero() { - - this.x = Math.trunc( this.x ); - this.y = Math.trunc( this.y ); - this.z = Math.trunc( this.z ); - - return this; - - } - - negate() { - - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - - return this; - - } - - dot( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z; - - } - - // TODO lengthSquared? - - lengthSq() { - - return this.x * this.x + this.y * this.y + this.z * this.z; - - } - - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); - - } - - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); - - } - - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - - return this; - - } - - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - this.z = v1.z + ( v2.z - v1.z ) * alpha; - - return this; - - } - - cross( v ) { - - return this.crossVectors( this, v ); - - } - - crossVectors( a, b ) { - - const ax = a.x, ay = a.y, az = a.z; - const bx = b.x, by = b.y, bz = b.z; - - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; - - return this; - - } - - projectOnVector( v ) { - - const denominator = v.lengthSq(); - - if ( denominator === 0 ) return this.set( 0, 0, 0 ); - - const scalar = v.dot( this ) / denominator; - - return this.copy( v ).multiplyScalar( scalar ); - - } - - projectOnPlane( planeNormal ) { - - _vector$c.copy( this ).projectOnVector( planeNormal ); - - return this.sub( _vector$c ); - - } - - reflect( normal ) { - - // reflect incident vector off plane orthogonal to normal - // normal is assumed to have unit length - - return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); - - } - - angleTo( v ) { - - const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); - - if ( denominator === 0 ) return Math.PI / 2; - - const theta = this.dot( v ) / denominator; - - // clamp, to handle numerical problems - - return Math.acos( clamp( theta, - 1, 1 ) ); - - } - - distanceTo( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - } - - distanceToSquared( v ) { - - const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; - - return dx * dx + dy * dy + dz * dz; - - } - - manhattanDistanceTo( v ) { - - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); - - } - - setFromSpherical( s ) { - - return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); - - } - - setFromSphericalCoords( radius, phi, theta ) { - - const sinPhiRadius = Math.sin( phi ) * radius; - - this.x = sinPhiRadius * Math.sin( theta ); - this.y = Math.cos( phi ) * radius; - this.z = sinPhiRadius * Math.cos( theta ); - - return this; - - } - - setFromCylindrical( c ) { - - return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); - - } - - setFromCylindricalCoords( radius, theta, y ) { - - this.x = radius * Math.sin( theta ); - this.y = y; - this.z = radius * Math.cos( theta ); - - return this; - - } - - setFromMatrixPosition( m ) { - - const e = m.elements; - - this.x = e[ 12 ]; - this.y = e[ 13 ]; - this.z = e[ 14 ]; - - return this; - - } - - setFromMatrixScale( m ) { - - const sx = this.setFromMatrixColumn( m, 0 ).length(); - const sy = this.setFromMatrixColumn( m, 1 ).length(); - const sz = this.setFromMatrixColumn( m, 2 ).length(); - - this.x = sx; - this.y = sy; - this.z = sz; - - return this; - - } - - setFromMatrixColumn( m, index ) { - - return this.fromArray( m.elements, index * 4 ); - - } - - setFromMatrix3Column( m, index ) { - - return this.fromArray( m.elements, index * 3 ); - - } - - setFromEuler( e ) { - - this.x = e._x; - this.y = e._y; - this.z = e._z; - - return this; - - } - - setFromColor( c ) { - - this.x = c.r; - this.y = c.g; - this.z = c.b; - - return this; - - } - - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); - - } - - fromArray( array, offset = 0 ) { - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - 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() { - - // https://mathworld.wolfram.com/SpherePointPicking.html - - const theta = Math.random() * Math.PI * 2; - const u = Math.random() * 2 - 1; - const c = Math.sqrt( 1 - u * u ); - - this.x = c * Math.cos( theta ); - this.y = u; - this.z = c * Math.sin( theta ); - - return this; - - } - - *[ Symbol.iterator ]() { - - yield this.x; - yield this.y; - yield this.z; - - } - -} - -const _vector$c = /*@__PURE__*/ new Vector3(); -const _quaternion$4 = /*@__PURE__*/ new Quaternion(); - -class Box3 { - - constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { - - this.isBox3 = true; - - this.min = min; - this.max = max; - - } - - set( min, max ) { - - this.min.copy( min ); - this.max.copy( max ); - - return this; - - } - - setFromArray( array ) { - - this.makeEmpty(); - - for ( let i = 0, il = array.length; i < il; i += 3 ) { - - this.expandByPoint( _vector$b.fromArray( array, i ) ); - - } - - return this; - - } - - setFromBufferAttribute( attribute ) { - - this.makeEmpty(); - - for ( let i = 0, il = attribute.count; i < il; i ++ ) { - - this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) ); - - } - - return this; - - } - - setFromPoints( points ) { - - this.makeEmpty(); - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - this.expandByPoint( points[ i ] ); - - } - - return this; - - } - - setFromCenterAndSize( center, size ) { - - const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); - - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); - - return this; - - } - - setFromObject( object, precise = false ) { - - this.makeEmpty(); - - return this.expandByObject( object, precise ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( box ) { - - this.min.copy( box.min ); - this.max.copy( box.max ); - - return this; - - } - - makeEmpty() { - - this.min.x = this.min.y = this.min.z = + Infinity; - this.max.x = this.max.y = this.max.z = - Infinity; - - return this; - - } - - isEmpty() { - - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); - - } - - getCenter( target ) { - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - - } - - getSize( target ) { - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); - - } - - expandByPoint( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - - } - - expandByVector( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - - } - - expandByScalar( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - - } - - expandByObject( object, 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 ); - - const geometry = object.geometry; - - if ( geometry !== undefined ) { - - const positionAttribute = geometry.getAttribute( 'position' ); - - // precise AABB computation based on vertex data requires at least a position attribute. - // instancing isn't supported so far and uses the normal (conservative) code path. - - if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) { - - for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) { - - if ( object.isMesh === true ) { - - object.getVertexPosition( i, _vector$b ); - - } else { - - _vector$b.fromBufferAttribute( positionAttribute, i ); - - } - - _vector$b.applyMatrix4( object.matrixWorld ); - this.expandByPoint( _vector$b ); - - } - - } else { - - if ( object.boundingBox !== undefined ) { - - // object-level bounding box - - if ( object.boundingBox === null ) { - - object.computeBoundingBox(); - - } - - _box$4.copy( object.boundingBox ); - - - } else { - - // geometry-level bounding box - - if ( geometry.boundingBox === null ) { - - geometry.computeBoundingBox(); - - } - - _box$4.copy( geometry.boundingBox ); - - } - - _box$4.applyMatrix4( object.matrixWorld ); - - this.union( _box$4 ); - - } - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - this.expandByObject( children[ i ], precise ); - - } - - return this; - - } - - containsPoint( point ) { - - return point.x >= this.min.x && point.x <= this.max.x && - point.y >= this.min.y && point.y <= this.max.y && - point.z >= this.min.z && point.z <= this.max.z; - - } - - containsBox( box ) { - - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y && - this.min.z <= box.min.z && box.max.z <= this.max.z; - - } - - getParameter( point, target ) { - - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ), - ( point.z - this.min.z ) / ( this.max.z - this.min.z ) - ); - - } - - intersectsBox( box ) { - - // using 6 splitting planes to rule out intersections. - return box.max.x >= this.min.x && box.min.x <= this.max.x && - box.max.y >= this.min.y && box.min.y <= this.max.y && - box.max.z >= this.min.z && box.min.z <= this.max.z; - - } - - intersectsSphere( sphere ) { - - // Find the point on the AABB closest to the sphere center. - this.clampPoint( sphere.center, _vector$b ); - - // If that point is inside the sphere, the AABB and sphere intersect. - return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); - - } - - intersectsPlane( plane ) { - - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. - - let min, max; - - if ( plane.normal.x > 0 ) { - - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; - - } else { - - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; - - } - - if ( plane.normal.y > 0 ) { - - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; - - } else { - - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; - - } - - if ( plane.normal.z > 0 ) { - - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; - - } else { - - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; - - } - - return ( min <= - plane.constant && max >= - plane.constant ); - - } - - intersectsTriangle( triangle ) { - - if ( this.isEmpty() ) { - - return false; - - } - - // compute box center and extents - this.getCenter( _center ); - _extents.subVectors( this.max, _center ); - - // translate triangle to aabb origin - _v0$3.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$3 ); - _f1.subVectors( _v2$4, _v1$7 ); - _f2.subVectors( _v0$3, _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$3, _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$3, _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$3, _v1$7, _v2$4, _extents ); - - } - - clampPoint( point, target ) { - - return target.copy( point ).clamp( this.min, this.max ); - - } - - distanceToPoint( point ) { - - return this.clampPoint( point, _vector$b ).distanceTo( point ); - - } - - getBoundingSphere( target ) { - - if ( this.isEmpty() ) { - - target.makeEmpty(); - - } else { - - this.getCenter( target.center ); - - target.radius = this.getSize( _vector$b ).length() * 0.5; - - } - - return target; - - } - - intersect( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); - - // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. - if ( this.isEmpty() ) this.makeEmpty(); - - return this; - - } - - union( box ) { - - this.min.min( box.min ); - this.max.max( box.max ); - - return this; - - } - - applyMatrix4( matrix ) { - - // transform of empty box is an empty box. - if ( this.isEmpty() ) return this; - - // NOTE: I am using a binary pattern to specify all 2^3 combinations below - _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 - _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 - _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 - _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 - _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 - _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 - _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 - _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 - - this.setFromPoints( _points ); - - return this; - - } - - translate( offset ) { - - this.min.add( offset ); - this.max.add( offset ); - - return this; - - } - - equals( box ) { - - return box.min.equals( this.min ) && box.max.equals( this.max ); - - } - -} - -const _points = [ - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3() -]; - -const _vector$b = /*@__PURE__*/ new Vector3(); - -const _box$4 = /*@__PURE__*/ new Box3(); - -// triangle centered vertices - -const _v0$3 = /*@__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 ); - // 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 ); - // 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 ); - // actual test, basically see if either of the most extreme of the triangle points intersects r - if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { - - // points of the projected triangle are outside the projected half-length of the aabb - // the axis is separating and we can exit - return false; - - } - - } - - return true; - -} - -const _box$3 = /*@__PURE__*/ new Box3(); -const _v1$6 = /*@__PURE__*/ new Vector3(); -const _v2$3 = /*@__PURE__*/ new Vector3(); - -class Sphere { - - constructor( center = new Vector3(), radius = - 1 ) { - - this.isSphere = true; - - this.center = center; - this.radius = radius; - - } - - set( center, radius ) { - - this.center.copy( center ); - this.radius = radius; - - return this; - - } - - setFromPoints( points, optionalCenter ) { - - const center = this.center; - - if ( optionalCenter !== undefined ) { - - center.copy( optionalCenter ); - - } else { - - _box$3.setFromPoints( points ).getCenter( center ); - - } - - let maxRadiusSq = 0; - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); - - } - - this.radius = Math.sqrt( maxRadiusSq ); - - return this; - - } - - copy( sphere ) { - - this.center.copy( sphere.center ); - this.radius = sphere.radius; - - return this; - - } - - isEmpty() { - - return ( this.radius < 0 ); - - } - - makeEmpty() { - - this.center.set( 0, 0, 0 ); - this.radius = - 1; - - return this; - - } - - containsPoint( point ) { - - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); - - } - - distanceToPoint( point ) { - - return ( point.distanceTo( this.center ) - this.radius ); - - } - - intersectsSphere( sphere ) { - - const radiusSum = this.radius + sphere.radius; - - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); - - } - - intersectsBox( box ) { - - return box.intersectsSphere( this ); - - } - - intersectsPlane( plane ) { - - return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; - - } - - clampPoint( point, target ) { - - const deltaLengthSq = this.center.distanceToSquared( point ); - - target.copy( point ); - - if ( deltaLengthSq > ( this.radius * this.radius ) ) { - - target.sub( this.center ).normalize(); - target.multiplyScalar( this.radius ).add( this.center ); - - } - - return target; - - } - - getBoundingBox( target ) { - - if ( this.isEmpty() ) { - - // Empty sphere produces empty bounding box - target.makeEmpty(); - return target; - - } - - target.set( this.center, this.center ); - target.expandByScalar( this.radius ); - - return target; - - } - - applyMatrix4( matrix ) { - - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); - - return this; - - } - - translate( offset ) { - - this.center.add( offset ); - - return this; - - } - - expandByPoint( point ) { - - if ( this.isEmpty() ) { - - this.center.copy( point ); - - this.radius = 0; - - return this; - - } - - _v1$6.subVectors( point, this.center ); - - const lengthSq = _v1$6.lengthSq(); - - 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 ); - - this.radius += delta; - - } - - return this; - - } - - union( sphere ) { - - if ( sphere.isEmpty() ) { - - return this; - - } - - if ( this.isEmpty() ) { - - this.copy( sphere ); - - return this; - - } - - 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$3 ) ); - - } - - return this; - - } - - equals( sphere ) { - - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _vector$a = /*@__PURE__*/ new Vector3(); -const _segCenter = /*@__PURE__*/ new Vector3(); -const _segDir = /*@__PURE__*/ new Vector3(); -const _diff = /*@__PURE__*/ new Vector3(); - -const _edge1 = /*@__PURE__*/ new Vector3(); -const _edge2 = /*@__PURE__*/ new Vector3(); -const _normal$1 = /*@__PURE__*/ new Vector3(); - -class Ray { - - constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { - - this.origin = origin; - this.direction = direction; - - } - - set( origin, direction ) { - - this.origin.copy( origin ); - this.direction.copy( direction ); - - return this; - - } - - copy( ray ) { - - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); - - return this; - - } - - at( t, target ) { - - return target.copy( this.origin ).addScaledVector( this.direction, t ); - - } - - lookAt( v ) { - - this.direction.copy( v ).sub( this.origin ).normalize(); - - return this; - - } - - recast( t ) { - - this.origin.copy( this.at( t, _vector$a ) ); - - return this; - - } - - closestPointToPoint( point, target ) { - - target.subVectors( point, this.origin ); - - const directionDistance = target.dot( this.direction ); - - if ( directionDistance < 0 ) { - - return target.copy( this.origin ); - - } - - return target.copy( this.origin ).addScaledVector( this.direction, directionDistance ); - - } - - distanceToPoint( point ) { - - return Math.sqrt( this.distanceSqToPoint( point ) ); - - } - - distanceSqToPoint( point ) { - - const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction ); - - // point behind the ray - - if ( directionDistance < 0 ) { - - return this.origin.distanceToSquared( point ); - - } - - _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance ); - - return _vector$a.distanceToSquared( point ); - - } - - 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 - // It can also set two optional targets : - // - The closest point on the ray - // - The closest point on the segment - - _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); - _segDir.copy( v1 ).sub( v0 ).normalize(); - _diff.copy( this.origin ).sub( _segCenter ); - - const segExtent = v0.distanceTo( v1 ) * 0.5; - const a01 = - this.direction.dot( _segDir ); - const b0 = _diff.dot( this.direction ); - const b1 = - _diff.dot( _segDir ); - const c = _diff.lengthSq(); - const det = Math.abs( 1 - a01 * a01 ); - let s0, s1, sqrDist, extDet; - - if ( det > 0 ) { - - // The ray and segment are not parallel. - - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; - - if ( s0 >= 0 ) { - - if ( s1 >= - extDet ) { - - if ( s1 <= extDet ) { - - // region 0 - // Minimum at interior points of ray and segment. - - const invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; - sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - - } else { - - // region 1 - - s1 = segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } else { - - // region 5 - - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } else { - - if ( s1 <= - extDet ) { - - // region 4 - - s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } else if ( s1 <= extDet ) { - - // region 3 - - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; - - } else { - - // region 2 - - s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } - - } else { - - // Ray and segment are parallel. - - s1 = ( a01 > 0 ) ? - segExtent : segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - if ( optionalPointOnRay ) { - - optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 ); - - } - - if ( optionalPointOnSegment ) { - - optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 ); - - } - - return sqrDist; - - } - - intersectSphere( sphere, target ) { - - _vector$a.subVectors( sphere.center, this.origin ); - const tca = _vector$a.dot( this.direction ); - const d2 = _vector$a.dot( _vector$a ) - tca * tca; - const radius2 = sphere.radius * sphere.radius; - - if ( d2 > radius2 ) return null; - - const thc = Math.sqrt( radius2 - d2 ); - - // t0 = first intersect point - entrance on front of sphere - const t0 = tca - thc; - - // t1 = second intersect point - exit point on back of sphere - const t1 = tca + thc; - - // test to see if t1 is behind the ray - if so, return null - if ( t1 < 0 ) return null; - - // test to see if t0 is behind the ray: - // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, - // in order to always return an intersect point that is in front of the ray. - if ( t0 < 0 ) return this.at( t1, target ); - - // else t0 is in front of the ray, so return the first collision point scaled by t0 - return this.at( t0, target ); - - } - - intersectsSphere( sphere ) { - - return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); - - } - - distanceToPlane( plane ) { - - const denominator = plane.normal.dot( this.direction ); - - if ( denominator === 0 ) { - - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { - - return 0; - - } - - // Null is preferable to undefined since undefined means.... it is undefined - - return null; - - } - - const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - - // Return if the ray never intersects the plane - - return t >= 0 ? t : null; - - } - - intersectPlane( plane, target ) { - - const t = this.distanceToPlane( plane ); - - if ( t === null ) { - - return null; - - } - - return this.at( t, target ); - - } - - intersectsPlane( plane ) { - - // check if the ray lies on the plane first - - const distToPoint = plane.distanceToPoint( this.origin ); - - if ( distToPoint === 0 ) { - - return true; - - } - - const denominator = plane.normal.dot( this.direction ); - - if ( denominator * distToPoint < 0 ) { - - return true; - - } - - // ray origin is behind the plane (and is pointing behind it) - - return false; - - } - - intersectBox( box, target ) { - - let tmin, tmax, tymin, tymax, tzmin, tzmax; - - const invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; - - const origin = this.origin; - - if ( invdirx >= 0 ) { - - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; - - } else { - - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; - - } - - if ( invdiry >= 0 ) { - - tymin = ( box.min.y - origin.y ) * invdiry; - tymax = ( box.max.y - origin.y ) * invdiry; - - } else { - - tymin = ( box.max.y - origin.y ) * invdiry; - tymax = ( box.min.y - origin.y ) * invdiry; - - } - - if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; - - 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; - - } - - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; - - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; - - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; - - //return point closest to the ray (positive side) - - if ( tmax < 0 ) return null; - - return this.at( tmin >= 0 ? tmin : tmax, target ); - - } - - intersectsBox( box ) { - - return this.intersectBox( box, _vector$a ) !== null; - - } - - intersectTriangle( a, b, c, backfaceCulling, target ) { - - // Compute the offset origin, edges, and normal. - - // from 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 ); - - // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, - // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by - // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) - // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) - // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) - let DdN = this.direction.dot( _normal$1 ); - let sign; - - if ( DdN > 0 ) { - - if ( backfaceCulling ) return null; - sign = 1; - - } else if ( DdN < 0 ) { - - sign = - 1; - DdN = - DdN; - - } else { - - return null; - - } - - _diff.subVectors( this.origin, a ); - const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); - - // b1 < 0, no intersection - if ( DdQxE2 < 0 ) { - - return null; - - } - - const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); - - // b2 < 0, no intersection - if ( DdE1xQ < 0 ) { - - return null; - - } - - // b1+b2 > 1, no intersection - if ( DdQxE2 + DdE1xQ > DdN ) { - - return null; - - } - - // Line intersects triangle, check if ray does. - const QdN = - sign * _diff.dot( _normal$1 ); - - // t < 0, no intersection - if ( QdN < 0 ) { - - return null; - - } - - // Ray intersects triangle. - return this.at( QdN / DdN, target ); - - } - - applyMatrix4( matrix4 ) { - - this.origin.applyMatrix4( matrix4 ); - this.direction.transformDirection( matrix4 ); - - return this; - - } - - equals( ray ) { - - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -class Matrix4 { - - constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - - Matrix4.prototype.isMatrix4 = true; - - this.elements = [ - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ]; - - if ( n11 !== undefined ) { - - this.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; - - return this; - - } - - identity() { - - this.set( - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - clone() { - - return new Matrix4().fromArray( this.elements ); - - } - - copy( m ) { - - const te = this.elements; - const me = m.elements; - - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; - te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; - te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; - te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; - - return this; - - } - - copyPosition( m ) { - - const te = this.elements, me = m.elements; - - te[ 12 ] = me[ 12 ]; - te[ 13 ] = me[ 13 ]; - te[ 14 ] = me[ 14 ]; - - return this; - - } - - setFromMatrix3( m ) { - - const me = m.elements; - - this.set( - - me[ 0 ], me[ 3 ], me[ 6 ], 0, - me[ 1 ], me[ 4 ], me[ 7 ], 0, - me[ 2 ], me[ 5 ], me[ 8 ], 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - extractBasis( xAxis, yAxis, zAxis ) { - - xAxis.setFromMatrixColumn( this, 0 ); - yAxis.setFromMatrixColumn( this, 1 ); - zAxis.setFromMatrixColumn( this, 2 ); - - return this; - - } - - makeBasis( xAxis, yAxis, zAxis ) { - - this.set( - xAxis.x, yAxis.x, zAxis.x, 0, - xAxis.y, yAxis.y, zAxis.y, 0, - xAxis.z, yAxis.z, zAxis.z, 0, - 0, 0, 0, 1 - ); - - return this; - - } - - extractRotation( m ) { - - // this method does not support reflection matrices - - const te = this.elements; - const me = m.elements; - - const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length(); - const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length(); - const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length(); - - te[ 0 ] = me[ 0 ] * scaleX; - te[ 1 ] = me[ 1 ] * scaleX; - te[ 2 ] = me[ 2 ] * scaleX; - te[ 3 ] = 0; - - te[ 4 ] = me[ 4 ] * scaleY; - te[ 5 ] = me[ 5 ] * scaleY; - te[ 6 ] = me[ 6 ] * scaleY; - te[ 7 ] = 0; - - te[ 8 ] = me[ 8 ] * scaleZ; - te[ 9 ] = me[ 9 ] * scaleZ; - te[ 10 ] = me[ 10 ] * scaleZ; - te[ 11 ] = 0; - - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; - - return this; - - } - - makeRotationFromEuler( euler ) { - - const te = this.elements; - - const x = euler.x, y = euler.y, z = euler.z; - const a = Math.cos( x ), b = Math.sin( x ); - const c = Math.cos( y ), d = Math.sin( y ); - const e = Math.cos( z ), f = Math.sin( z ); - - if ( euler.order === 'XYZ' ) { - - const ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = - c * f; - te[ 8 ] = d; - - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; - - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YXZ' ) { - - const ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; - - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; - - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZXY' ) { - - const ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; - - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; - - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZYX' ) { - - const ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; - - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; - - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YZX' ) { - - const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; - - te[ 1 ] = f; - te[ 5 ] = a * e; - te[ 9 ] = - b * e; - - te[ 2 ] = - d * e; - te[ 6 ] = ad * f + bc; - te[ 10 ] = ac - bd * f; - - } else if ( euler.order === 'XZY' ) { - - const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; - - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; - - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; - - } - - // bottom row - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; - - // last column - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; - - return this; - - } - - makeRotationFromQuaternion( q ) { - - return this.compose( _zero, q, _one ); - - } - - lookAt( eye, target, up ) { - - const te = this.elements; - - _z.subVectors( eye, target ); - - if ( _z.lengthSq() === 0 ) { - - // eye and target are in the same position - - _z.z = 1; - - } - - _z.normalize(); - _x.crossVectors( up, _z ); - - if ( _x.lengthSq() === 0 ) { - - // up and z are parallel - - if ( Math.abs( up.z ) === 1 ) { - - _z.x += 0.0001; - - } else { - - _z.z += 0.0001; - - } - - _z.normalize(); - _x.crossVectors( up, _z ); - - } - - _x.normalize(); - _y.crossVectors( _z, _x ); - - te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; - te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; - te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; - - return this; - - } - - multiply( m ) { - - return this.multiplyMatrices( this, m ); - - } - - premultiply( m ) { - - return this.multiplyMatrices( m, this ); - - } - - multiplyMatrices( a, b ) { - - const ae = a.elements; - const be = b.elements; - const te = this.elements; - - const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; - const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; - const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; - const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; - - const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; - const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; - const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; - const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; - - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; - - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; - - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; - te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; - te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; - te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; - - te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; - te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; - te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; - te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; - - return this; - - } - - multiplyScalar( s ) { - - const te = this.elements; - - te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; - te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; - te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; - te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; - - return this; - - } - - determinant() { - - const te = this.elements; - - const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; - const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; - const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; - const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; - - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - - return ( - n41 * ( - + n14 * n23 * n32 - - n13 * n24 * n32 - - n14 * n22 * n33 - + n12 * n24 * n33 - + n13 * n22 * n34 - - n12 * n23 * n34 - ) + - n42 * ( - + n11 * n23 * n34 - - n11 * n24 * n33 - + n14 * n21 * n33 - - n13 * n21 * n34 - + n13 * n24 * n31 - - n14 * n23 * n31 - ) + - n43 * ( - + n11 * n24 * n32 - - n11 * n22 * n34 - - n14 * n21 * n32 - + n12 * n21 * n34 - + n14 * n22 * n31 - - n12 * n24 * n31 - ) + - n44 * ( - - n13 * n22 * n31 - - n11 * n23 * n32 - + n11 * n22 * n33 - + n13 * n21 * n32 - - n12 * n21 * n33 - + n12 * n23 * n31 - ) - - ); - - } - - transpose() { - - const te = this.elements; - let tmp; - - tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; - tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; - tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; - - tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; - tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; - tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; - - return this; - - } - - setPosition( x, y, z ) { - - const te = this.elements; - - if ( x.isVector3 ) { - - te[ 12 ] = x.x; - te[ 13 ] = x.y; - te[ 14 ] = x.z; - - } else { - - te[ 12 ] = x; - te[ 13 ] = y; - te[ 14 ] = z; - - } - - return this; - - } - - invert() { - - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - const te = this.elements, - - n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], - n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], - n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], - n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], - - t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; - - const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - - if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - - const detInv = 1 / det; - - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; - te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; - te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; - - te[ 4 ] = t12 * detInv; - te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; - te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; - te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; - - te[ 8 ] = t13 * detInv; - te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; - te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; - te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; - - te[ 12 ] = t14 * detInv; - te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; - te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; - te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; - - return this; - - } - - scale( v ) { - - const te = this.elements; - const x = v.x, y = v.y, z = v.z; - - te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; - te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; - te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; - te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; - - return this; - - } - - getMaxScaleOnAxis() { - - const te = this.elements; - - const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; - const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; - const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; - - return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - - } - - makeTranslation( x, y, z ) { - - if ( x.isVector3 ) { - - this.set( - - 1, 0, 0, x.x, - 0, 1, 0, x.y, - 0, 0, 1, x.z, - 0, 0, 0, 1 - - ); - - } else { - - this.set( - - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 - - ); - - } - - return this; - - } - - makeRotationX( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationY( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationZ( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationAxis( axis, angle ) { - - // Based on http://www.gamedev.net/reference/articles/article1199.asp - - const c = Math.cos( angle ); - const s = Math.sin( angle ); - const t = 1 - c; - const x = axis.x, y = axis.y, z = axis.z; - const tx = t * x, ty = t * y; - - this.set( - - tx * x + c, tx * y - s * z, tx * z + s * y, 0, - tx * y + s * z, ty * y + c, ty * z - s * x, 0, - tx * z - s * y, ty * z + s * x, t * z * z + c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeScale( x, y, z ) { - - this.set( - - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeShear( xy, xz, yx, yz, zx, zy ) { - - this.set( - - 1, yx, zx, 0, - xy, 1, zy, 0, - xz, yz, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - compose( position, quaternion, scale ) { - - const te = this.elements; - - const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; - const x2 = x + x, y2 = y + y, z2 = z + z; - const xx = x * x2, xy = x * y2, xz = x * z2; - const yy = y * y2, yz = y * z2, zz = z * z2; - const wx = w * x2, wy = w * y2, wz = w * z2; - - const sx = scale.x, sy = scale.y, sz = scale.z; - - te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; - te[ 1 ] = ( xy + wz ) * sx; - te[ 2 ] = ( xz - wy ) * sx; - te[ 3 ] = 0; - - te[ 4 ] = ( xy - wz ) * sy; - te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; - te[ 6 ] = ( yz + wx ) * sy; - te[ 7 ] = 0; - - te[ 8 ] = ( xz + wy ) * sz; - te[ 9 ] = ( yz - wx ) * sz; - te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; - te[ 11 ] = 0; - - te[ 12 ] = position.x; - te[ 13 ] = position.y; - te[ 14 ] = position.z; - te[ 15 ] = 1; - - return this; - - } - - decompose( position, quaternion, scale ) { - - const te = this.elements; - - let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); - const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); - const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - - // if determine is negative, we need to invert one scale - const det = this.determinant(); - if ( det < 0 ) sx = - sx; - - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; - - // scale the rotation part - _m1$4.copy( this ); - - const invSX = 1 / sx; - const invSY = 1 / sy; - const invSZ = 1 / sz; - - _m1$4.elements[ 0 ] *= invSX; - _m1$4.elements[ 1 ] *= invSX; - _m1$4.elements[ 2 ] *= invSX; - - _m1$4.elements[ 4 ] *= invSY; - _m1$4.elements[ 5 ] *= invSY; - _m1$4.elements[ 6 ] *= invSY; - - _m1$4.elements[ 8 ] *= invSZ; - _m1$4.elements[ 9 ] *= invSZ; - _m1$4.elements[ 10 ] *= invSZ; - - quaternion.setFromRotationMatrix( _m1$4 ); - - scale.x = sx; - scale.y = sy; - scale.z = sz; - - return this; - - } - - makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { - - 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 ); - - let c, d; - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - c = - ( far + near ) / ( far - near ); - d = ( - 2 * far * near ) / ( far - near ); - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - c = - far / ( far - near ); - d = ( - far * near ) / ( far - near ); - - } else { - - throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem ); - - } - - 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, coordinateSystem = WebGLCoordinateSystem ) { - - 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; - - let z, zInv; - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - z = ( far + near ) * p; - zInv = - 2 * p; - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - z = near * p; - zInv = - 1 * p; - - } else { - - throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem ); - - } - - 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 ] = zInv; te[ 14 ] = - z; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; - - return this; - - } - - equals( matrix ) { - - const te = this.elements; - const me = matrix.elements; - - for ( let i = 0; i < 16; i ++ ) { - - if ( te[ i ] !== me[ i ] ) return false; - - } - - return true; - - } - - fromArray( array, offset = 0 ) { - - for ( let i = 0; i < 16; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - toArray( array = [], offset = 0 ) { - - const te = this.elements; - - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - array[ offset + 3 ] = te[ 3 ]; - - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - - array[ offset + 8 ] = te[ 8 ]; - array[ offset + 9 ] = te[ 9 ]; - array[ offset + 10 ] = te[ 10 ]; - array[ offset + 11 ] = te[ 11 ]; - - array[ offset + 12 ] = te[ 12 ]; - array[ offset + 13 ] = te[ 13 ]; - array[ offset + 14 ] = te[ 14 ]; - array[ offset + 15 ] = te[ 15 ]; - - return array; - - } - -} - -const _v1$5 = /*@__PURE__*/ new Vector3(); -const _m1$4 = /*@__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$2 = /*@__PURE__*/ new Matrix4(); -const _quaternion$3 = /*@__PURE__*/ new Quaternion(); - -class Euler { - - 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 ) { - - this._x = value; - this._onChangeCallback(); - - } - - get y() { - - return this._y; - - } - - set y( value ) { - - this._y = value; - this._onChangeCallback(); - - } - - get z() { - - return this._z; - - } - - set z( value ) { - - this._z = value; - this._onChangeCallback(); - - } - - get order() { - - return this._order; - - } - - set order( value ) { - - this._order = value; - this._onChangeCallback(); - - } - - set( x, y, z, order = this._order ) { - - this._x = x; - this._y = y; - this._z = z; - this._order = order; - - this._onChangeCallback(); - - return this; - - } - - clone() { - - return new this.constructor( this._x, this._y, this._z, this._order ); - - } - - copy( euler ) { - - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; - - this._onChangeCallback(); - - return this; - - } - - setFromRotationMatrix( m, order = this._order, update = true ) { - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements; - const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; - const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; - const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - - switch ( order ) { - - case 'XYZ': - - this._y = Math.asin( clamp( m13, - 1, 1 ) ); - - if ( Math.abs( m13 ) < 0.9999999 ) { - - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); - - } else { - - this._x = Math.atan2( m32, m22 ); - this._z = 0; - - } - - break; - - case 'YXZ': - - this._x = Math.asin( - clamp( m23, - 1, 1 ) ); - - if ( Math.abs( m23 ) < 0.9999999 ) { - - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); - - } else { - - this._y = Math.atan2( - m31, m11 ); - this._z = 0; - - } - - break; - - case 'ZXY': - - this._x = Math.asin( clamp( m32, - 1, 1 ) ); - - if ( Math.abs( m32 ) < 0.9999999 ) { - - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); - - } else { - - this._y = 0; - this._z = Math.atan2( m21, m11 ); - - } - - break; - - case 'ZYX': - - this._y = Math.asin( - clamp( m31, - 1, 1 ) ); - - if ( Math.abs( m31 ) < 0.9999999 ) { - - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); - - } else { - - this._x = 0; - this._z = Math.atan2( - m12, m22 ); - - } - - break; - - case 'YZX': - - this._z = Math.asin( clamp( m21, - 1, 1 ) ); - - if ( Math.abs( m21 ) < 0.9999999 ) { - - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); - - } else { - - this._x = 0; - this._y = Math.atan2( m13, m33 ); - - } - - break; - - case 'XZY': - - this._z = Math.asin( - clamp( m12, - 1, 1 ) ); - - if ( Math.abs( m12 ) < 0.9999999 ) { - - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); - - } else { - - this._x = Math.atan2( - m23, m33 ); - this._y = 0; - - } - - break; - - default: - - console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); - - } - - this._order = order; - - if ( update === true ) this._onChangeCallback(); - - return this; - - } - - setFromQuaternion( q, order, update ) { - - _matrix$2.makeRotationFromQuaternion( q ); - - return this.setFromRotationMatrix( _matrix$2, order, update ); - - } - - setFromVector3( v, order = this._order ) { - - return this.set( v.x, v.y, v.z, order ); - - } - - reorder( newOrder ) { - - // WARNING: this discards revolution information -bhouston - - _quaternion$3.setFromEuler( this ); - - return this.setFromQuaternion( _quaternion$3, newOrder ); - - } - - equals( euler ) { - - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); - - } - - fromArray( array ) { - - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; - - this._onChangeCallback(); - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._order; - - return array; - - } - - _onChange( callback ) { - - this._onChangeCallback = callback; - - return this; - - } - - _onChangeCallback() {} - - *[ Symbol.iterator ]() { - - yield this._x; - yield this._y; - yield this._z; - yield this._order; - - } - -} - -Euler.DEFAULT_ORDER = 'XYZ'; - -class Layers { - - constructor() { - - this.mask = 1 | 0; - - } - - set( channel ) { - - this.mask = ( 1 << channel | 0 ) >>> 0; - - } - - enable( channel ) { - - this.mask |= 1 << channel | 0; - - } - - enableAll() { - - this.mask = 0xffffffff | 0; - - } - - toggle( channel ) { - - this.mask ^= 1 << channel | 0; - - } - - disable( channel ) { - - this.mask &= ~ ( 1 << channel | 0 ); - - } - - disableAll() { - - this.mask = 0; - - } - - test( layers ) { - - return ( this.mask & layers.mask ) !== 0; - - } - - 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$3 = /*@__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 _childaddedEvent = { type: 'childadded', child: null }; -const _childremovedEvent = { type: 'childremoved', child: null }; - -class Object3D extends EventDispatcher { - - constructor() { - - super(); - - this.isObject3D = true; - - Object.defineProperty( this, 'id', { value: _object3DId ++ } ); - - this.uuid = generateUUID(); - - this.name = ''; - this.type = 'Object3D'; - - this.parent = null; - this.children = []; - - 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 ); - - function onRotationChange() { - - quaternion.setFromEuler( rotation, false ); - - } - - function onQuaternionChange() { - - rotation.setFromQuaternion( quaternion, undefined, false ); - - } - - rotation._onChange( onRotationChange ); - quaternion._onChange( onQuaternionChange ); - - Object.defineProperties( this, { - position: { - configurable: true, - enumerable: true, - value: position - }, - rotation: { - configurable: true, - enumerable: true, - value: rotation - }, - quaternion: { - configurable: true, - enumerable: true, - value: quaternion - }, - scale: { - configurable: true, - enumerable: true, - value: scale - }, - modelViewMatrix: { - value: new Matrix4() - }, - normalMatrix: { - value: new Matrix3() - } - } ); - - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); - - this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; - - this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer - this.matrixWorldNeedsUpdate = false; - - this.layers = new Layers(); - this.visible = true; - - this.castShadow = false; - this.receiveShadow = false; - - this.frustumCulled = true; - this.renderOrder = 0; - - this.animations = []; - - this.userData = {}; - - } - - onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} - - onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} - - 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 ); - - return this; - - } - - setRotationFromAxisAngle( axis, angle ) { - - // assumes axis is normalized - - this.quaternion.setFromAxisAngle( axis, angle ); - - } - - setRotationFromEuler( euler ) { - - this.quaternion.setFromEuler( euler, true ); - - } - - setRotationFromMatrix( m ) { - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - this.quaternion.setFromRotationMatrix( m ); - - } - - setRotationFromQuaternion( q ) { - - // assumes q is normalized - - this.quaternion.copy( q ); - - } - - rotateOnAxis( axis, angle ) { - - // rotate object on axis in object space - // axis is assumed to be normalized - - _q1.setFromAxisAngle( axis, angle ); - - this.quaternion.multiply( _q1 ); - - return this; - - } - - rotateOnWorldAxis( axis, angle ) { - - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent - - _q1.setFromAxisAngle( axis, angle ); - - this.quaternion.premultiply( _q1 ); - - return this; - - } - - rotateX( angle ) { - - return this.rotateOnAxis( _xAxis, angle ); - - } - - rotateY( angle ) { - - return this.rotateOnAxis( _yAxis, angle ); - - } - - rotateZ( angle ) { - - return this.rotateOnAxis( _zAxis, angle ); - - } - - translateOnAxis( axis, distance ) { - - // translate object by distance along axis in object space - // axis is assumed to be normalized - - _v1$4.copy( axis ).applyQuaternion( this.quaternion ); - - this.position.add( _v1$4.multiplyScalar( distance ) ); - - return this; - - } - - translateX( distance ) { - - return this.translateOnAxis( _xAxis, distance ); - - } - - translateY( distance ) { - - return this.translateOnAxis( _yAxis, distance ); - - } - - translateZ( distance ) { - - return this.translateOnAxis( _zAxis, distance ); - - } - - localToWorld( vector ) { - - this.updateWorldMatrix( true, false ); - - return vector.applyMatrix4( this.matrixWorld ); - - } - - worldToLocal( vector ) { - - this.updateWorldMatrix( true, false ); - - return vector.applyMatrix4( _m1$3.copy( this.matrixWorld ).invert() ); - - } - - lookAt( x, y, z ) { - - // This method does not support objects having non-uniformly-scaled parent(s) - - if ( x.isVector3 ) { - - _target.copy( x ); - - } else { - - _target.set( x, y, z ); - - } - - const parent = this.parent; - - this.updateWorldMatrix( true, false ); - - _position$3.setFromMatrixPosition( this.matrixWorld ); - - if ( this.isCamera || this.isLight ) { - - _m1$3.lookAt( _position$3, _target, this.up ); - - } else { - - _m1$3.lookAt( _target, _position$3, this.up ); - - } - - this.quaternion.setFromRotationMatrix( _m1$3 ); - - if ( parent ) { - - _m1$3.extractRotation( parent.matrixWorld ); - _q1.setFromRotationMatrix( _m1$3 ); - this.quaternion.premultiply( _q1.invert() ); - - } - - } - - add( object ) { - - if ( arguments.length > 1 ) { - - for ( let i = 0; i < arguments.length; i ++ ) { - - this.add( arguments[ i ] ); - - } - - return this; - - } - - if ( object === this ) { - - console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object ); - return this; - - } - - if ( object && object.isObject3D ) { - - object.removeFromParent(); - object.parent = this; - this.children.push( object ); - - object.dispatchEvent( _addedEvent ); - - _childaddedEvent.child = object; - this.dispatchEvent( _childaddedEvent ); - _childaddedEvent.child = null; - - } else { - - console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object ); - - } - - return this; - - } - - remove( object ) { - - if ( arguments.length > 1 ) { - - for ( let i = 0; i < arguments.length; i ++ ) { - - this.remove( arguments[ i ] ); - - } - - return this; - - } - - const index = this.children.indexOf( object ); - - if ( index !== - 1 ) { - - object.parent = null; - this.children.splice( index, 1 ); - - object.dispatchEvent( _removedEvent ); - - _childremovedEvent.child = object; - this.dispatchEvent( _childremovedEvent ); - _childremovedEvent.child = null; - - } - - return this; - - } - - removeFromParent() { - - const parent = this.parent; - - if ( parent !== null ) { - - parent.remove( this ); - - } - - return this; - - } - - clear() { - - return this.remove( ... this.children ); - - } - - 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$3.copy( this.matrixWorld ).invert(); - - if ( object.parent !== null ) { - - object.parent.updateWorldMatrix( true, false ); - - _m1$3.multiply( object.parent.matrixWorld ); - - } - - object.applyMatrix4( _m1$3 ); - - object.removeFromParent(); - object.parent = this; - this.children.push( object ); - - object.updateWorldMatrix( false, true ); - - object.dispatchEvent( _addedEvent ); - - _childaddedEvent.child = object; - this.dispatchEvent( _childaddedEvent ); - _childaddedEvent.child = null; - - return this; - - } - - getObjectById( id ) { - - return this.getObjectByProperty( 'id', id ); - - } - - getObjectByName( name ) { - - return this.getObjectByProperty( 'name', name ); - - } - - getObjectByProperty( name, value ) { - - if ( this[ name ] === value ) return this; - - for ( let i = 0, l = this.children.length; i < l; i ++ ) { - - const child = this.children[ i ]; - const object = child.getObjectByProperty( name, value ); - - if ( object !== undefined ) { - - return object; - - } - - } - - return undefined; - - } - - getObjectsByProperty( name, value, result = [] ) { - - if ( this[ name ] === value ) result.push( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].getObjectsByProperty( name, value, result ); - - } - - return result; - - } - - getWorldPosition( target ) { - - this.updateWorldMatrix( true, false ); - - return target.setFromMatrixPosition( this.matrixWorld ); - - } - - getWorldQuaternion( target ) { - - this.updateWorldMatrix( true, false ); - - this.matrixWorld.decompose( _position$3, target, _scale$2 ); - - return target; - - } - - getWorldScale( target ) { - - this.updateWorldMatrix( true, false ); - - this.matrixWorld.decompose( _position$3, _quaternion$2, target ); - - return target; - - } - - getWorldDirection( target ) { - - this.updateWorldMatrix( true, false ); - - const e = this.matrixWorld.elements; - - return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); - - } - - raycast( /* raycaster, intersects */ ) {} - - traverse( callback ) { - - callback( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverse( callback ); - - } - - } - - traverseVisible( callback ) { - - if ( this.visible === false ) return; - - callback( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverseVisible( callback ); - - } - - } - - traverseAncestors( callback ) { - - const parent = this.parent; - - if ( parent !== null ) { - - callback( parent ); - - parent.traverseAncestors( callback ); - - } - - } - - updateMatrix() { - - this.matrix.compose( this.position, this.quaternion, this.scale ); - - this.matrixWorldNeedsUpdate = true; - - } - - updateMatrixWorld( force ) { - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - if ( this.matrixWorldNeedsUpdate || force ) { - - if ( this.matrixWorldAutoUpdate === true ) { - - if ( this.parent === null ) { - - this.matrixWorld.copy( this.matrix ); - - } else { - - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - - } - - } - - this.matrixWorldNeedsUpdate = false; - - force = true; - - } - - // make sure descendants are updated if required - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - const child = children[ i ]; - - child.updateMatrixWorld( force ); - - } - - } - - updateWorldMatrix( updateParents, updateChildren ) { - - const parent = this.parent; - - if ( updateParents === true && parent !== null ) { - - parent.updateWorldMatrix( true, false ); - - } - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - if ( this.matrixWorldAutoUpdate === true ) { - - if ( this.parent === null ) { - - this.matrixWorld.copy( this.matrix ); - - } else { - - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - - } - - } - - // make sure descendants are updated - - if ( updateChildren === true ) { - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - const child = children[ i ]; - - child.updateWorldMatrix( false, true ); - - } - - } - - } - - toJSON( meta ) { - - // meta is a string when called from JSON.stringify - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - const output = {}; - - // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. - if ( isRootObject ) { - - // initialize meta obj - meta = { - geometries: {}, - materials: {}, - textures: {}, - images: {}, - shapes: {}, - skeletons: {}, - animations: {}, - nodes: {} - }; - - output.metadata = { - version: 4.6, - 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; - - object.layers = this.layers.mask; - object.matrix = this.matrix.toArray(); - object.up = this.up.toArray(); - - if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; - - // object specific properties - - if ( this.isInstancedMesh ) { - - object.type = 'InstancedMesh'; - object.count = this.count; - object.instanceMatrix = this.instanceMatrix.toJSON(); - if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); - - } - - if ( this.isBatchedMesh ) { - - object.type = 'BatchedMesh'; - object.perObjectFrustumCulled = this.perObjectFrustumCulled; - object.sortObjects = this.sortObjects; - - object.drawRanges = this._drawRanges; - object.reservedRanges = this._reservedRanges; - - object.visibility = this._visibility; - object.active = this._active; - object.bounds = this._bounds.map( bound => ( { - boxInitialized: bound.boxInitialized, - boxMin: bound.box.min.toArray(), - boxMax: bound.box.max.toArray(), - - sphereInitialized: bound.sphereInitialized, - sphereRadius: bound.sphere.radius, - sphereCenter: bound.sphere.center.toArray() - } ) ); - - object.maxInstanceCount = this._maxInstanceCount; - object.maxVertexCount = this._maxVertexCount; - object.maxIndexCount = this._maxIndexCount; - - object.geometryInitialized = this._geometryInitialized; - object.geometryCount = this._geometryCount; - - object.matricesTexture = this._matricesTexture.toJSON( meta ); - - if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta ); - - if ( this.boundingSphere !== null ) { - - object.boundingSphere = { - center: object.boundingSphere.center.toArray(), - radius: object.boundingSphere.radius - }; - - } - - if ( this.boundingBox !== null ) { - - object.boundingBox = { - min: object.boundingBox.min.toArray(), - max: object.boundingBox.max.toArray() - }; - - } - - } - - // - - function serialize( library, element ) { - - if ( library[ element.uuid ] === undefined ) { - - library[ element.uuid ] = element.toJSON( meta ); - - } - - return element.uuid; - - } - - if ( this.isScene ) { - - if ( this.background ) { - - if ( this.background.isColor ) { - - object.background = this.background.toJSON(); - - } else if ( this.background.isTexture ) { - - object.background = this.background.toJSON( meta ).uuid; - - } - - } - - if ( this.environment && this.environment.isTexture && 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 ); - - const parameters = this.geometry.parameters; - - if ( parameters !== undefined && parameters.shapes !== undefined ) { - - const shapes = parameters.shapes; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - serialize( meta.shapes, shape ); - - } - - } else { - - serialize( meta.shapes, shapes ); - - } - - } - - } - - if ( this.isSkinnedMesh ) { - - object.bindMode = this.bindMode; - object.bindMatrix = this.bindMatrix.toArray(); - - if ( this.skeleton !== undefined ) { - - serialize( meta.skeletons, this.skeleton ); - - object.skeleton = this.skeleton.uuid; - - } - - } - - if ( this.material !== undefined ) { - - if ( Array.isArray( this.material ) ) { - - const uuids = []; - - for ( let i = 0, l = this.material.length; i < l; i ++ ) { - - uuids.push( serialize( meta.materials, this.material[ i ] ) ); - - } - - object.material = uuids; - - } else { - - object.material = serialize( meta.materials, this.material ); - - } - - } - - // - - if ( this.children.length > 0 ) { - - object.children = []; - - for ( let i = 0; i < this.children.length; i ++ ) { - - object.children.push( this.children[ i ].toJSON( meta ).object ); - - } - - } - - // - - if ( this.animations.length > 0 ) { - - object.animations = []; - - for ( let i = 0; i < this.animations.length; i ++ ) { - - const animation = this.animations[ i ]; - - object.animations.push( serialize( meta.animations, animation ) ); - - } - - } - - if ( isRootObject ) { - - const geometries = extractFromCache( meta.geometries ); - const materials = extractFromCache( meta.materials ); - const textures = extractFromCache( meta.textures ); - const images = extractFromCache( meta.images ); - const shapes = extractFromCache( meta.shapes ); - const skeletons = extractFromCache( meta.skeletons ); - const animations = extractFromCache( meta.animations ); - 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 ) { - - const values = []; - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - - return values; - - } - - } - - clone( recursive ) { - - return new this.constructor().copy( this, recursive ); - - } - - copy( source, recursive = true ) { - - this.name = source.name; - - this.up.copy( source.up ); - - this.position.copy( source.position ); - this.rotation.order = source.rotation.order; - this.quaternion.copy( source.quaternion ); - this.scale.copy( source.scale ); - - this.matrix.copy( source.matrix ); - this.matrixWorld.copy( source.matrixWorld ); - - this.matrixAutoUpdate = source.matrixAutoUpdate; - - this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - - this.layers.mask = source.layers.mask; - this.visible = source.visible; - - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; - - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; - - this.animations = source.animations.slice(); - - 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.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 ); -Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true; -Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true; - -const _v0$2 = /*@__PURE__*/ new Vector3(); -const _v1$3 = /*@__PURE__*/ new Vector3(); -const _v2$2 = /*@__PURE__*/ new Vector3(); -const _v3$2 = /*@__PURE__*/ new Vector3(); - -const _vab = /*@__PURE__*/ new Vector3(); -const _vac = /*@__PURE__*/ new Vector3(); -const _vbc = /*@__PURE__*/ new Vector3(); -const _vap = /*@__PURE__*/ new Vector3(); -const _vbp = /*@__PURE__*/ new Vector3(); -const _vcp = /*@__PURE__*/ new Vector3(); - -class Triangle { - - constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { - - this.a = a; - this.b = b; - this.c = c; - - } - - static getNormal( a, b, c, target ) { - - target.subVectors( c, b ); - _v0$2.subVectors( a, b ); - target.cross( _v0$2 ); - - const targetLengthSq = target.lengthSq(); - if ( targetLengthSq > 0 ) { - - return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); - - } - - return target.set( 0, 0, 0 ); - - } - - // static/instance method to calculate barycentric coordinates - // based on: http://www.blackpawn.com/texts/pointinpoly/default.html - static getBarycoord( point, a, b, c, target ) { - - _v0$2.subVectors( c, a ); - _v1$3.subVectors( b, a ); - _v2$2.subVectors( point, a ); - - const dot00 = _v0$2.dot( _v0$2 ); - const dot01 = _v0$2.dot( _v1$3 ); - const dot02 = _v0$2.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 ) { - - target.set( 0, 0, 0 ); - return null; - - } - - const invDenom = 1 / denom; - const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - - // barycentric coordinates must always sum to 1 - return target.set( 1 - u - v, v, u ); - - } - - static containsPoint( point, a, b, c ) { - - // if the triangle is degenerate then we can't contain a point - if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) { - - return false; - - } - - return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 ); - - } - - static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) { - - if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) { - - target.x = 0; - target.y = 0; - if ( 'z' in target ) target.z = 0; - if ( 'w' in target ) target.w = 0; - return null; - - } - - target.setScalar( 0 ); - target.addScaledVector( v1, _v3$2.x ); - target.addScaledVector( v2, _v3$2.y ); - target.addScaledVector( v3, _v3$2.z ); - - return target; - - } - - static isFrontFacing( a, b, c, direction ) { - - _v0$2.subVectors( c, b ); - _v1$3.subVectors( a, b ); - - // strictly front facing - return ( _v0$2.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; - - } - - set( a, b, c ) { - - this.a.copy( a ); - this.b.copy( b ); - this.c.copy( c ); - - return this; - - } - - setFromPointsAndIndices( points, i0, i1, i2 ) { - - this.a.copy( points[ i0 ] ); - this.b.copy( points[ i1 ] ); - this.c.copy( points[ i2 ] ); - - return this; - - } - - 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 ); - - } - - copy( triangle ) { - - this.a.copy( triangle.a ); - this.b.copy( triangle.b ); - this.c.copy( triangle.c ); - - return this; - - } - - getArea() { - - _v0$2.subVectors( this.c, this.b ); - _v1$3.subVectors( this.a, this.b ); - - return _v0$2.cross( _v1$3 ).length() * 0.5; - - } - - getMidpoint( target ) { - - return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - - } - - getNormal( target ) { - - return Triangle.getNormal( this.a, this.b, this.c, target ); - - } - - getPlane( target ) { - - return target.setFromCoplanarPoints( this.a, this.b, this.c ); - - } - - getBarycoord( point, target ) { - - return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); - - } - - getInterpolation( point, v1, v2, v3, target ) { - - return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target ); - - } - - containsPoint( point ) { - - return Triangle.containsPoint( point, this.a, this.b, this.c ); - - } - - isFrontFacing( direction ) { - - return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); - - } - - intersectsBox( box ) { - - return box.intersectsTriangle( this ); - - } - - closestPointToPoint( p, target ) { - - const a = this.a, b = this.b, c = this.c; - let v, w; - - // algorithm thanks to Real-Time Collision Detection by Christer Ericson, - // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., - // under the accompanying license; see chapter 5.1.5 for detailed explanation. - // basically, we're distinguishing which of the voronoi regions of the triangle - // the point lies in with the minimum amount of redundant computation. - - _vab.subVectors( b, a ); - _vac.subVectors( c, a ); - _vap.subVectors( p, a ); - const d1 = _vab.dot( _vap ); - const d2 = _vac.dot( _vap ); - if ( d1 <= 0 && d2 <= 0 ) { - - // vertex region of A; barycentric coords (1, 0, 0) - return target.copy( a ); - - } - - _vbp.subVectors( p, b ); - const d3 = _vab.dot( _vbp ); - const d4 = _vac.dot( _vbp ); - if ( d3 >= 0 && d4 <= d3 ) { - - // vertex region of B; barycentric coords (0, 1, 0) - return target.copy( b ); - - } - - const vc = d1 * d4 - d3 * d2; - if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { - - v = d1 / ( d1 - d3 ); - // edge region of AB; barycentric coords (1-v, v, 0) - return target.copy( a ).addScaledVector( _vab, v ); - - } - - _vcp.subVectors( p, c ); - const d5 = _vab.dot( _vcp ); - const d6 = _vac.dot( _vcp ); - if ( d6 >= 0 && d5 <= d6 ) { - - // vertex region of C; barycentric coords (0, 0, 1) - return target.copy( c ); - - } - - const vb = d5 * d2 - d1 * d6; - if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { - - w = d2 / ( d2 - d6 ); - // edge region of AC; barycentric coords (1-w, 0, w) - return target.copy( a ).addScaledVector( _vac, w ); - - } - - const va = d3 * d6 - d5 * d4; - if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { - - _vbc.subVectors( c, b ); - w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); - // edge region of BC; barycentric coords (0, 1-w, w) - return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC - - } - - // face region - const denom = 1 / ( va + vb + vc ); - // u = va * denom - v = vb * denom; - w = vc * denom; - - return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); - - } - - equals( triangle ) { - - return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); - - } - -} - -const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, - 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, - 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, - 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, - 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, - 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, - 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, - 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, - 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, - 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, - 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, - 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, - 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, - 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, - 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, - 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, - 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, - 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, - 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, - 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, - 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, - 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, - 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, - 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; - -const _hslA = { h: 0, s: 0, l: 0 }; -const _hslB = { h: 0, s: 0, l: 0 }; - -function hue2rgb( p, q, t ) { - - if ( t < 0 ) t += 1; - if ( t > 1 ) t -= 1; - if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; - if ( t < 1 / 2 ) return q; - if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); - return p; - -} - -class Color { - - constructor( r, g, b ) { - - this.isColor = true; - - this.r = 1; - this.g = 1; - this.b = 1; - - return this.set( r, g, b ); - - } - - set( r, g, b ) { - - if ( g === undefined && b === undefined ) { - - // r is THREE.Color, hex or string - - const value = r; - - if ( value && value.isColor ) { - - this.copy( value ); - - } else if ( typeof value === 'number' ) { - - this.setHex( value ); - - } else if ( typeof value === 'string' ) { - - this.setStyle( value ); - - } - - } else { - - this.setRGB( r, g, b ); - - } - - return this; - - } - - 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 ); - - return this; - - } - - setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { - - this.r = r; - this.g = g; - this.b = b; - - ColorManagement.toWorkingColorSpace( this, colorSpace ); - - return this; - - } - - 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 ) { - - 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 ); - - } - - 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.' ); - - } - - } - - - let m; - - if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) { - - // rgb / hsl - - let color; - const name = m[ 1 ]; - const components = m[ 2 ]; - - switch ( name ) { - - case 'rgb': - case 'rgba': - - if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - - // rgb(255,0,0) rgba(255,0,0,0.5) - - handleAlpha( color[ 4 ] ); - - return this.setRGB( - Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255, - Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255, - Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255, - colorSpace - ); - - } - - if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) - - handleAlpha( color[ 4 ] ); - - return this.setRGB( - Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100, - Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100, - Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100, - colorSpace - ); - - } - - break; - - case 'hsl': - case 'hsla': - - if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - - handleAlpha( color[ 4 ] ); - - return this.setHSL( - parseFloat( color[ 1 ] ) / 360, - parseFloat( color[ 2 ] ) / 100, - parseFloat( color[ 3 ] ) / 100, - colorSpace - ); - - } - - break; - - default: - - console.warn( 'THREE.Color: Unknown color model ' + style ); - - } - - } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { - - // hex color - - const hex = m[ 1 ]; - const size = hex.length; - - if ( size === 3 ) { - - // #ff0 - return this.setRGB( - parseInt( hex.charAt( 0 ), 16 ) / 15, - parseInt( hex.charAt( 1 ), 16 ) / 15, - parseInt( hex.charAt( 2 ), 16 ) / 15, - colorSpace - ); - - } else if ( size === 6 ) { - - // #ff0000 - return this.setHex( parseInt( hex, 16 ), colorSpace ); - - } else { - - console.warn( 'THREE.Color: Invalid hex color ' + style ); - - } - - } else if ( style && style.length > 0 ) { - - return this.setColorName( style, colorSpace ); - - } - - return this; - - } - - setColorName( style, colorSpace = SRGBColorSpace ) { - - // color keywords - const hex = _colorKeywords[ style.toLowerCase() ]; - - if ( hex !== undefined ) { - - // red - this.setHex( hex, colorSpace ); - - } else { - - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); - - } - - return this; - - } - - clone() { - - return new this.constructor( this.r, this.g, this.b ); - - } - - copy( color ) { - - this.r = color.r; - this.g = color.g; - this.b = color.b; - - return this; - - } - - copySRGBToLinear( color ) { - - this.r = SRGBToLinear( color.r ); - this.g = SRGBToLinear( color.g ); - this.b = SRGBToLinear( color.b ); - - return this; - - } - - copyLinearToSRGB( color ) { - - this.r = LinearToSRGB( color.r ); - this.g = LinearToSRGB( color.g ); - this.b = LinearToSRGB( color.b ); - - return this; - - } - - convertSRGBToLinear() { - - this.copySRGBToLinear( this ); - - return this; - - } - - convertLinearToSRGB() { - - this.copyLinearToSRGB( this ); - - return this; - - } - - getHex( colorSpace = SRGBColorSpace ) { - - ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); - - return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) ); - - } - - getHexString( colorSpace = SRGBColorSpace ) { - - return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 ); - - } - - getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { - - // h,s,l ranges are in 0.0 - 1.0 - - ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); - - const r = _color.r, g = _color.g, b = _color.b; - - const max = Math.max( r, g, b ); - const min = Math.min( r, g, b ); - - let hue, saturation; - const lightness = ( min + max ) / 2.0; - - if ( min === max ) { - - hue = 0; - saturation = 0; - - } else { - - const delta = max - min; - - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); - - switch ( max ) { - - case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; - case g: hue = ( b - r ) / delta + 2; break; - case b: hue = ( r - g ) / delta + 4; break; - - } - - hue /= 6; - - } - - target.h = hue; - target.s = saturation; - target.l = lightness; - - return target; - - } - - getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { - - ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); - - target.r = _color.r; - target.g = _color.g; - target.b = _color.b; - - return target; - - } - - getStyle( colorSpace = SRGBColorSpace ) { - - ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); - - const r = _color.r, g = _color.g, b = _color.b; - - if ( colorSpace !== SRGBColorSpace ) { - - // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/). - return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`; - - } - - return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`; - - } - - offsetHSL( h, s, l ) { - - this.getHSL( _hslA ); - - return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l ); - - } - - add( color ) { - - this.r += color.r; - this.g += color.g; - this.b += color.b; - - return this; - - } - - addColors( color1, color2 ) { - - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; - - return this; - - } - - addScalar( s ) { - - this.r += s; - this.g += s; - this.b += s; - - return this; - - } - - sub( color ) { - - this.r = Math.max( 0, this.r - color.r ); - this.g = Math.max( 0, this.g - color.g ); - this.b = Math.max( 0, this.b - color.b ); - - return this; - - } - - multiply( color ) { - - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; - - return this; - - } - - multiplyScalar( s ) { - - this.r *= s; - this.g *= s; - this.b *= s; - - return this; - - } - - lerp( color, alpha ) { - - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; - - return this; - - } - - lerpColors( color1, color2, alpha ) { - - this.r = color1.r + ( color2.r - color1.r ) * alpha; - this.g = color1.g + ( color2.g - color1.g ) * alpha; - this.b = color1.b + ( color2.b - color1.b ) * alpha; - - return this; - - } - - lerpHSL( color, alpha ) { - - this.getHSL( _hslA ); - color.getHSL( _hslB ); - - const h = lerp( _hslA.h, _hslB.h, alpha ); - const s = lerp( _hslA.s, _hslB.s, alpha ); - const l = lerp( _hslA.l, _hslB.l, alpha ); - - this.setHSL( h, s, l ); - - return this; - - } - - setFromVector3( v ) { - - this.r = v.x; - this.g = v.y; - this.b = v.z; - - return this; - - } - - applyMatrix3( m ) { - - const r = this.r, g = this.g, b = this.b; - const e = m.elements; - - this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b; - this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b; - this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b; - - return this; - - } - - equals( c ) { - - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); - - } - - fromArray( array, offset = 0 ) { - - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - this.r = attribute.getX( index ); - this.g = attribute.getY( index ); - this.b = attribute.getZ( index ); - - return this; - - } - - toJSON() { - - return this.getHex(); - - } - - *[ Symbol.iterator ]() { - - yield this.r; - yield this.g; - yield this.b; - - } - -} - -const _color = /*@__PURE__*/ new Color(); - -Color.NAMES = _colorKeywords; - -let _materialId = 0; - -class Material extends EventDispatcher { - - constructor() { - - super(); - - this.isMaterial = true; - - 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.alphaHash = false; - - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; - this.blendColor = new Color( 0, 0, 0 ); - this.blendAlpha = 0; - - this.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; - - this.stencilWriteMask = 0xff; - this.stencilFunc = AlwaysStencilFunc; - this.stencilRef = 0; - this.stencilFuncMask = 0xff; - this.stencilFail = KeepStencilOp; - this.stencilZFail = KeepStencilOp; - this.stencilZPass = KeepStencilOp; - this.stencilWrite = false; - - this.clippingPlanes = null; - this.clipIntersection = false; - this.clipShadows = false; - - this.shadowSide = null; - - this.colorWrite = true; - - this.precision = null; // override the renderer's default precision for this material - - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; - - this.dithering = false; - - this.alphaToCoverage = false; - this.premultipliedAlpha = false; - this.forceSinglePass = 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 ++; - - } - - this._alphaTest = value; - - } - - 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: parameter '${ key }' has value of undefined.` ); - continue; - - } - - const currentValue = this[ key ]; - - if ( currentValue === undefined ) { - - console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` ); - continue; - - } - - if ( currentValue && currentValue.isColor ) { - - currentValue.set( newValue ); - - } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { - - currentValue.copy( newValue ); - - } else { - - this[ key ] = newValue; - - } - - } - - } - - toJSON( meta ) { - - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - if ( isRootObject ) { - - meta = { - textures: {}, - images: {} - }; - - } - - const data = { - metadata: { - version: 4.6, - type: 'Material', - generator: 'Material.toJSON' - } - }; - - // standard Material serialization - data.uuid = this.uuid; - data.type = this.type; - - if ( this.name !== '' ) data.name = this.name; - - if ( this.color && this.color.isColor ) data.color = this.color.getHex(); - - if ( this.roughness !== undefined ) data.roughness = this.roughness; - if ( this.metalness !== undefined ) data.metalness = this.metalness; - - if ( this.sheen !== 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 !== undefined && 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.dispersion !== undefined ) data.dispersion = this.dispersion; - - 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.anisotropy !== undefined ) data.anisotropy = this.anisotropy; - if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation; - - if ( this.anisotropyMap && this.anisotropyMap.isTexture ) { - - data.anisotropyMap = this.anisotropyMap.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; - data.aoMapIntensity = this.aoMapIntensity; - - } - - if ( this.bumpMap && this.bumpMap.isTexture ) { - - data.bumpMap = this.bumpMap.toJSON( meta ).uuid; - data.bumpScale = this.bumpScale; - - } - - if ( this.normalMap && this.normalMap.isTexture ) { - - data.normalMap = this.normalMap.toJSON( meta ).uuid; - data.normalMapType = this.normalMapType; - data.normalScale = this.normalScale.toArray(); - - } - - if ( this.displacementMap && this.displacementMap.isTexture ) { - - data.displacementMap = this.displacementMap.toJSON( meta ).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; - - } - - if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; - if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; - - if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; - if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; - if ( this.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.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray(); - 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 === true ) data.vertexColors = true; - - if ( this.opacity < 1 ) data.opacity = this.opacity; - if ( this.transparent === true ) data.transparent = true; - - if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc; - if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst; - if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation; - if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha; - if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha; - if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha; - if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex(); - if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha; - - if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc; - if ( this.depthTest === false ) data.depthTest = this.depthTest; - if ( this.depthWrite === false ) data.depthWrite = this.depthWrite; - if ( this.colorWrite === false ) data.colorWrite = this.colorWrite; - - if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask; - if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc; - if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef; - if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask; - if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail; - if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail; - if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass; - if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite; - - // 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.alphaHash === true ) data.alphaHash = true; - if ( this.alphaToCoverage === true ) data.alphaToCoverage = true; - if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true; - if ( this.forceSinglePass === true ) data.forceSinglePass = true; - - if ( this.wireframe === true ) data.wireframe = true; - 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 = true; - - 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 ) { - - const values = []; - - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - 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; - - } - - return data; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - 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.blendColor.copy( source.blendColor ); - this.blendAlpha = source.blendAlpha; - - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; - - this.stencilWriteMask = source.stencilWriteMask; - this.stencilFunc = source.stencilFunc; - this.stencilRef = source.stencilRef; - this.stencilFuncMask = source.stencilFuncMask; - this.stencilFail = source.stencilFail; - this.stencilZFail = source.stencilZFail; - this.stencilZPass = source.stencilZPass; - this.stencilWrite = source.stencilWrite; - - const srcPlanes = source.clippingPlanes; - let dstPlanes = null; - - if ( srcPlanes !== null ) { - - const n = srcPlanes.length; - dstPlanes = new Array( n ); - - for ( let i = 0; i !== n; ++ i ) { - - dstPlanes[ i ] = srcPlanes[ i ].clone(); - - } - - } - - this.clippingPlanes = dstPlanes; - this.clipIntersection = source.clipIntersection; - this.clipShadows = source.clipShadows; - - this.shadowSide = source.shadowSide; - - this.colorWrite = source.colorWrite; - - this.precision = source.precision; - - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; - - this.dithering = source.dithering; - - this.alphaTest = source.alphaTest; - this.alphaHash = source.alphaHash; - this.alphaToCoverage = source.alphaToCoverage; - this.premultipliedAlpha = source.premultipliedAlpha; - this.forceSinglePass = source.forceSinglePass; - - this.visible = source.visible; - - this.toneMapped = source.toneMapped; - - this.userData = JSON.parse( JSON.stringify( source.userData ) ); - - return this; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - onBuild( /* shaderobject, renderer */ ) { - - console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166 - - } - - onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) { - - console.warn( 'Material: onBeforeRender() has been removed.' ); // @deprecated, r166 - - } - - -} - -class MeshBasicMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isMeshBasicMaterial = true; - - this.type = 'MeshBasicMaterial'; - - this.color = new Color( 0xffffff ); // emissive - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapRotation = new Euler(); - 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 ); - - } - - 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.envMapRotation.copy( source.envMapRotation ); - 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; - - } - -} - -// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf - -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 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; - - // 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; - - // 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; - - // large number (Infinity, -Infinity) - - } 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; - - } - - } - - // 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 ) { - - let m = i << 13; // zero pad mantissa bits - let e = 0; // zero exponent - - // normalized - while ( ( m & 0x00800000 ) === 0 ) { - - m <<= 1; - e -= 0x00800000; // decrement exponent - - } - - m &= ~ 0x00800000; // clear leading 1 bit - e += 0x38800000; // adjust bias - - mantissaTable[ i ] = m | e; - - } - - for ( let i = 1024; i < 2048; ++ i ) { - - mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 ); - - } - - 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[ 63 ] = 0xc7800000; - - for ( let i = 1; i < 64; ++ i ) { - - if ( i !== 32 ) { - - offsetTable[ i ] = 1024; - - } - - } - - return { - floatView: floatView, - uint32View: uint32View, - baseTable: baseTable, - shiftTable: shiftTable, - mantissaTable: mantissaTable, - 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 ] ); - -} - -// float16 to float32 - -function fromHalfFloat( val ) { - - const m = val >> 10; - _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; - return _tables.floatView[ 0 ]; - -} - -const DataUtils = { - toHalfFloat: toHalfFloat, - fromHalfFloat: fromHalfFloat, -}; - -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.' ); - - } - - 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.updateRanges = []; - this.gpuType = FloatType; - - this.version = 0; - - } - - onUploadCallback() {} - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - get updateRange() { - - warnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159 - return this._updateRange; - - } - - setUsage( value ) { - - this.usage = value; - - return this; - - } - - addUpdateRange( start, count ) { - - this.updateRanges.push( { start, count } ); - - } - - clearUpdateRanges() { - - this.updateRanges.length = 0; - - } - - copy( source ) { - - this.name = source.name; - this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - this.count = source.count; - this.normalized = source.normalized; - - this.usage = source.usage; - this.gpuType = source.gpuType; - - return this; - - } - - copyAt( index1, attribute, index2 ) { - - index1 *= this.itemSize; - index2 *= attribute.itemSize; - - for ( let i = 0, l = this.itemSize; i < l; i ++ ) { - - this.array[ index1 + i ] = attribute.array[ index2 + i ]; - - } - - return this; - - } - - copyArray( array ) { - - this.array.set( array ); - - return this; - - } - - applyMatrix3( m ) { - - if ( this.itemSize === 2 ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector2$1.fromBufferAttribute( this, i ); - _vector2$1.applyMatrix3( m ); - - this.setXY( i, _vector2$1.x, _vector2$1.y ); - - } - - } else if ( this.itemSize === 3 ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$9.fromBufferAttribute( this, i ); - _vector$9.applyMatrix3( m ); - - this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); - - } - - } - - return this; - - } - - applyMatrix4( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$9.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 ); - - } - - 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 ); - - } - - return this; - - } - - set( value, offset = 0 ) { - - // Matching BufferAttribute constructor, do not normalize the array. - this.array.set( value, offset ); - - return this; - - } - - getComponent( index, component ) { - - let value = this.array[ index * this.itemSize + component ]; - - if ( this.normalized ) value = denormalize( value, this.array ); - - return value; - - } - - setComponent( index, component, value ) { - - if ( this.normalized ) value = normalize( value, this.array ); - - this.array[ index * this.itemSize + component ] = value; - - return this; - - } - - 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; - - return this; - - } - - 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; - - return this; - - } - - 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; - - return this; - - } - - 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; - - return this; - - } - - setXY( index, x, y ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - - } - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - - return this; - - } - - 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 ); - - } - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - - return this; - - } - - setXYZW( index, x, y, z, w ) { - - index *= this.itemSize; - - 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; - - return this; - - } - - onUpload( callback ) { - - this.onUploadCallback = callback; - - return this; - - } - - clone() { - - return new this.constructor( this.array, this.itemSize ).copy( this ); - - } - - toJSON() { - - const data = { - itemSize: this.itemSize, - type: this.array.constructor.name, - array: Array.from( this.array ), - normalized: this.normalized - }; - - if ( this.name !== '' ) data.name = this.name; - if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; - - return data; - - } - -} - -// - -class Int8BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Int8Array( array ), itemSize, normalized ); - - } - -} - -class Uint8BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint8Array( array ), itemSize, normalized ); - - } - -} - -class Uint8ClampedBufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint8ClampedArray( array ), itemSize, normalized ); - - } - -} - -class Int16BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Int16Array( array ), itemSize, normalized ); - - } - -} - -class Uint16BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint16Array( array ), itemSize, normalized ); - - } - -} - -class Int32BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Int32Array( array ), itemSize, normalized ); - - } - -} - -class Uint32BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint32Array( array ), itemSize, normalized ); - - } - -} - -class Float16BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint16Array( array ), itemSize, normalized ); - - this.isFloat16BufferAttribute = true; - - } - - getX( index ) { - - let x = fromHalfFloat( 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 ] = toHalfFloat( x ); - - return this; - - } - - getY( index ) { - - let y = fromHalfFloat( 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 ] = toHalfFloat( y ); - - return this; - - } - - getZ( index ) { - - let z = fromHalfFloat( 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 ] = toHalfFloat( z ); - - return this; - - } - - getW( index ) { - - let w = fromHalfFloat( 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 ] = toHalfFloat( w ); - - return this; - - } - - setXY( index, x, y ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize( x, this.array ); - y = normalize( y, this.array ); - - } - - this.array[ index + 0 ] = toHalfFloat( x ); - this.array[ index + 1 ] = toHalfFloat( y ); - - return this; - - } - - 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 ); - - } - - this.array[ index + 0 ] = toHalfFloat( x ); - this.array[ index + 1 ] = toHalfFloat( y ); - this.array[ index + 2 ] = toHalfFloat( z ); - - return this; - - } - - 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 ); - - } - - this.array[ index + 0 ] = toHalfFloat( x ); - this.array[ index + 1 ] = toHalfFloat( y ); - this.array[ index + 2 ] = toHalfFloat( z ); - this.array[ index + 3 ] = toHalfFloat( w ); - - return this; - - } - -} - - -class Float32BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Float32Array( array ), itemSize, normalized ); - - } - -} - -let _id$2 = 0; - -const _m1$2 = /*@__PURE__*/ new Matrix4(); -const _obj = /*@__PURE__*/ new Object3D(); -const _offset = /*@__PURE__*/ new Vector3(); -const _box$2 = /*@__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$2 ++ } ); - - this.uuid = generateUUID(); - - this.name = ''; - this.type = 'BufferGeometry'; - - this.index = null; - this.attributes = {}; - - this.morphAttributes = {}; - this.morphTargetsRelative = false; - - this.groups = []; - - this.boundingBox = null; - this.boundingSphere = null; - - this.drawRange = { start: 0, count: Infinity }; - - this.userData = {}; - - } - - getIndex() { - - return this.index; - - } - - setIndex( index ) { - - if ( Array.isArray( index ) ) { - - this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); - - } else { - - this.index = index; - - } - - return this; - - } - - getAttribute( name ) { - - return this.attributes[ name ]; - - } - - setAttribute( name, attribute ) { - - this.attributes[ name ] = attribute; - - return this; - - } - - deleteAttribute( name ) { - - delete this.attributes[ name ]; - - return this; - - } - - hasAttribute( name ) { - - return this.attributes[ name ] !== undefined; - - } - - addGroup( start, count, materialIndex = 0 ) { - - this.groups.push( { - - start: start, - count: count, - materialIndex: materialIndex - - } ); - - } - - clearGroups() { - - this.groups = []; - - } - - setDrawRange( start, count ) { - - this.drawRange.start = start; - this.drawRange.count = count; - - } - - applyMatrix4( matrix ) { - - const position = this.attributes.position; - - if ( position !== undefined ) { - - position.applyMatrix4( matrix ); - - position.needsUpdate = true; - - } - - const normal = this.attributes.normal; - - if ( normal !== undefined ) { - - const normalMatrix = new Matrix3().getNormalMatrix( matrix ); - - normal.applyNormalMatrix( normalMatrix ); - - normal.needsUpdate = true; - - } - - const tangent = this.attributes.tangent; - - if ( tangent !== undefined ) { - - tangent.transformDirection( matrix ); - - tangent.needsUpdate = true; - - } - - if ( this.boundingBox !== null ) { - - this.computeBoundingBox(); - - } - - if ( this.boundingSphere !== null ) { - - this.computeBoundingSphere(); - - } - - return this; - - } - - applyQuaternion( q ) { - - _m1$2.makeRotationFromQuaternion( q ); - - this.applyMatrix4( _m1$2 ); - - return this; - - } - - rotateX( angle ) { - - // rotate geometry around world x-axis - - _m1$2.makeRotationX( angle ); - - this.applyMatrix4( _m1$2 ); - - return this; - - } - - rotateY( angle ) { - - // rotate geometry around world y-axis - - _m1$2.makeRotationY( angle ); - - this.applyMatrix4( _m1$2 ); - - return this; - - } - - rotateZ( angle ) { - - // rotate geometry around world z-axis - - _m1$2.makeRotationZ( angle ); - - this.applyMatrix4( _m1$2 ); - - return this; - - } - - translate( x, y, z ) { - - // translate geometry - - _m1$2.makeTranslation( x, y, z ); - - this.applyMatrix4( _m1$2 ); - - return this; - - } - - scale( x, y, z ) { - - // scale geometry - - _m1$2.makeScale( x, y, z ); - - this.applyMatrix4( _m1$2 ); - - return this; - - } - - lookAt( vector ) { - - _obj.lookAt( vector ); - - _obj.updateMatrix(); - - this.applyMatrix4( _obj.matrix ); - - return this; - - } - - center() { - - this.computeBoundingBox(); - - this.boundingBox.getCenter( _offset ).negate(); - - this.translate( _offset.x, _offset.y, _offset.z ); - - return this; - - } - - setFromPoints( points ) { - - const position = []; - - for ( let i = 0, l = points.length; i < l; i ++ ) { - - const point = points[ i ]; - position.push( point.x, point.y, point.z || 0 ); - - } - - this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); - - return this; - - } - - computeBoundingBox() { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; - - if ( position && position.isGLBufferAttribute ) { - - console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this ); - - this.boundingBox.set( - new Vector3( - Infinity, - Infinity, - Infinity ), - new Vector3( + Infinity, + Infinity, + Infinity ) - ); - - return; - - } - - if ( position !== undefined ) { - - this.boundingBox.setFromBufferAttribute( position ); - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - _box$2.setFromBufferAttribute( morphAttribute ); - - if ( this.morphTargetsRelative ) { - - _vector$8.addVectors( this.boundingBox.min, _box$2.min ); - this.boundingBox.expandByPoint( _vector$8 ); - - _vector$8.addVectors( this.boundingBox.max, _box$2.max ); - this.boundingBox.expandByPoint( _vector$8 ); - - } else { - - this.boundingBox.expandByPoint( _box$2.min ); - this.boundingBox.expandByPoint( _box$2.max ); - - } - - } - - } - - } else { - - this.boundingBox.makeEmpty(); - - } - - if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { - - console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); - - } - - } - - computeBoundingSphere() { - - 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.', this ); - - this.boundingSphere.set( new Vector3(), Infinity ); - - return; - - } - - if ( position ) { - - // first, find the center of the bounding sphere - - const center = this.boundingSphere.center; - - _box$2.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$2.min, _boxMorphTargets.min ); - _box$2.expandByPoint( _vector$8 ); - - _vector$8.addVectors( _box$2.max, _boxMorphTargets.max ); - _box$2.expandByPoint( _vector$8 ); - - } else { - - _box$2.expandByPoint( _boxMorphTargets.min ); - _box$2.expandByPoint( _boxMorphTargets.max ); - - } - - } - - } - - _box$2.getCenter( center ); - - // second, try to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - - let maxRadiusSq = 0; - - for ( let i = 0, il = position.count; i < il; i ++ ) { - - _vector$8.fromBufferAttribute( position, i ); - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); - - } - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - const morphTargetsRelative = this.morphTargetsRelative; - - for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { - - _vector$8.fromBufferAttribute( morphAttribute, j ); - - if ( morphTargetsRelative ) { - - _offset.fromBufferAttribute( position, j ); - _vector$8.add( _offset ); - - } - - 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 ); - - } - - } - - } - - computeTangents() { - - const index = this.index; - const attributes = this.attributes; - - // based on http://www.terathon.com/code/tangent.html - // (per vertex tangents) - - if ( index === null || - attributes.position === undefined || - attributes.normal === undefined || - attributes.uv === undefined ) { - - console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); - return; - - } - - const positionAttribute = attributes.position; - const normalAttribute = attributes.normal; - const uvAttribute = attributes.uv; - - if ( this.hasAttribute( 'tangent' ) === false ) { - - this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) ); - - } - - const tangentAttribute = this.getAttribute( 'tangent' ); - - const tan1 = [], tan2 = []; - - for ( let i = 0; i < positionAttribute.count; 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.fromBufferAttribute( positionAttribute, a ); - vB.fromBufferAttribute( positionAttribute, b ); - vC.fromBufferAttribute( positionAttribute, c ); - - uvA.fromBufferAttribute( uvAttribute, a ); - uvB.fromBufferAttribute( uvAttribute, b ); - uvC.fromBufferAttribute( uvAttribute, c ); - - vB.sub( vA ); - vC.sub( vA ); - - uvB.sub( uvA ); - uvC.sub( uvA ); - - const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); - - // silently ignore degenerate uv triangles having coincident or colinear vertices - - if ( ! isFinite( r ) ) return; - - sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); - tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); - - tan1[ a ].add( sdir ); - tan1[ b ].add( sdir ); - tan1[ c ].add( sdir ); - - tan2[ a ].add( tdir ); - tan2[ b ].add( tdir ); - tan2[ c ].add( tdir ); - - } - - let groups = this.groups; - - if ( groups.length === 0 ) { - - groups = [ { - start: 0, - count: index.count - } ]; - - } - - 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( - index.getX( j + 0 ), - index.getX( j + 1 ), - index.getX( j + 2 ) - ); - - } - - } - - const tmp = new Vector3(), tmp2 = new Vector3(); - const n = new Vector3(), n2 = new Vector3(); - - function handleVertex( v ) { - - n.fromBufferAttribute( normalAttribute, v ); - n2.copy( n ); - - const t = tan1[ v ]; - - // Gram-Schmidt orthogonalize - - tmp.copy( t ); - tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); - - // Calculate handedness - - tmp2.crossVectors( n2, t ); - const test = tmp2.dot( tan2[ v ] ); - const w = ( test < 0.0 ) ? - 1.0 : 1.0; - - tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w ); - - } - - for ( let i = 0, il = groups.length; i < il; ++ i ) { - - const group = groups[ i ]; - - const start = group.start; - const count = group.count; - - for ( let j = start, jl = start + count; j < jl; j += 3 ) { - - handleVertex( index.getX( j + 0 ) ); - handleVertex( index.getX( j + 1 ) ); - handleVertex( index.getX( j + 2 ) ); - - } - - } - - } - - computeVertexNormals() { - - const index = this.index; - const positionAttribute = this.getAttribute( 'position' ); - - if ( positionAttribute !== undefined ) { - - let normalAttribute = this.getAttribute( 'normal' ); - - if ( normalAttribute === undefined ) { - - normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); - this.setAttribute( 'normal', normalAttribute ); - - } else { - - // reset existing normals to zero - - for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { - - normalAttribute.setXYZ( i, 0, 0, 0 ); - - } - - } - - const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); - const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); - const cb = new Vector3(), ab = new Vector3(); - - // indexed elements - - if ( index ) { - - for ( let i = 0, il = index.count; i < il; i += 3 ) { - - const vA = index.getX( i + 0 ); - const vB = index.getX( i + 1 ); - const vC = index.getX( i + 2 ); - - pA.fromBufferAttribute( positionAttribute, vA ); - pB.fromBufferAttribute( positionAttribute, vB ); - pC.fromBufferAttribute( positionAttribute, vC ); - - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); - - nA.fromBufferAttribute( normalAttribute, vA ); - nB.fromBufferAttribute( normalAttribute, vB ); - nC.fromBufferAttribute( normalAttribute, vC ); - - nA.add( cb ); - nB.add( cb ); - nC.add( cb ); - - normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); - normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); - normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); - - } - - } else { - - // non-indexed elements (unconnected triangle soup) - - for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { - - pA.fromBufferAttribute( positionAttribute, i + 0 ); - pB.fromBufferAttribute( positionAttribute, i + 1 ); - pC.fromBufferAttribute( positionAttribute, i + 2 ); - - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); - - normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); - normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); - normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); - - } - - } - - this.normalizeNormals(); - - normalAttribute.needsUpdate = true; - - } - - } - - normalizeNormals() { - - const normals = this.attributes.normal; - - for ( let i = 0, il = normals.count; i < il; i ++ ) { - - _vector$8.fromBufferAttribute( normals, i ); - - _vector$8.normalize(); - - normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); - - } - - } - - toNonIndexed() { - - function convertBufferAttribute( attribute, indices ) { - - const array = attribute.array; - const itemSize = attribute.itemSize; - const normalized = attribute.normalized; - - const array2 = new array.constructor( indices.length * itemSize ); - - let index = 0, index2 = 0; - - for ( let i = 0, l = indices.length; i < l; i ++ ) { - - if ( attribute.isInterleavedBufferAttribute ) { - - index = indices[ i ] * attribute.data.stride + attribute.offset; - - } else { - - index = indices[ i ] * itemSize; - - } - - for ( let j = 0; j < itemSize; j ++ ) { - - array2[ index2 ++ ] = array[ index ++ ]; - - } - - } - - return new BufferAttribute( array2, itemSize, normalized ); - - } - - // - - if ( this.index === null ) { - - console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); - return this; - - } - - const geometry2 = new BufferGeometry(); - - const indices = this.index.array; - const attributes = this.attributes; - - // attributes - - for ( const name in attributes ) { - - const attribute = attributes[ name ]; - - const newAttribute = convertBufferAttribute( attribute, indices ); - - geometry2.setAttribute( name, newAttribute ); - - } - - // morph attributes - - const morphAttributes = this.morphAttributes; - - for ( const name in morphAttributes ) { - - const morphArray = []; - const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - - for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { - - const attribute = morphAttribute[ i ]; - - const newAttribute = convertBufferAttribute( attribute, indices ); - - morphArray.push( newAttribute ); - - } - - geometry2.morphAttributes[ name ] = morphArray; - - } - - geometry2.morphTargetsRelative = this.morphTargetsRelative; - - // groups - - const groups = this.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - geometry2.addGroup( group.start, group.count, group.materialIndex ); - - } - - return geometry2; - - } - - toJSON() { - - const data = { - metadata: { - version: 4.6, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; - - // standard BufferGeometry serialization - - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; - - if ( this.parameters !== undefined ) { - - const parameters = this.parameters; - - for ( const key in parameters ) { - - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - - } - - return data; - - } - - // for simplicity the code assumes attributes are not shared across geometries, see #15811 - - data.data = { attributes: {} }; - - const index = this.index; - - if ( index !== null ) { - - data.data.index = { - type: index.array.constructor.name, - array: Array.prototype.slice.call( index.array ) - }; - - } - - const attributes = this.attributes; - - for ( const key in attributes ) { - - const attribute = attributes[ key ]; - - data.data.attributes[ key ] = attribute.toJSON( data.data ); - - } - - const morphAttributes = {}; - let hasMorphAttributes = false; - - for ( const key in this.morphAttributes ) { - - const attributeArray = this.morphAttributes[ key ]; - - const array = []; - - for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { - - const attribute = attributeArray[ i ]; - - array.push( attribute.toJSON( data.data ) ); - - } - - if ( array.length > 0 ) { - - morphAttributes[ key ] = array; - - hasMorphAttributes = true; - - } - - } - - if ( hasMorphAttributes ) { - - data.data.morphAttributes = morphAttributes; - data.data.morphTargetsRelative = this.morphTargetsRelative; - - } - - const groups = this.groups; - - if ( groups.length > 0 ) { - - data.data.groups = JSON.parse( JSON.stringify( groups ) ); - - } - - const boundingSphere = this.boundingSphere; - - if ( boundingSphere !== null ) { - - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; - - } - - return data; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( source ) { - - // reset - - this.index = null; - this.attributes = {}; - this.morphAttributes = {}; - this.groups = []; - this.boundingBox = null; - this.boundingSphere = null; - - // used for storing cloned, shared data - - const data = {}; - - // name - - this.name = source.name; - - // index - - const index = source.index; - - if ( index !== null ) { - - this.setIndex( index.clone( data ) ); - - } - - // attributes - - const attributes = source.attributes; - - for ( const name in attributes ) { - - const attribute = attributes[ name ]; - this.setAttribute( name, attribute.clone( data ) ); - - } - - // morph attributes - - const morphAttributes = source.morphAttributes; - - for ( const name in morphAttributes ) { - - const array = []; - const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - - for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { - - array.push( morphAttribute[ i ].clone( data ) ); - - } - - this.morphAttributes[ name ] = array; - - } - - this.morphTargetsRelative = source.morphTargetsRelative; - - // groups - - const groups = source.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); - - } - - // bounding box - - const boundingBox = source.boundingBox; - - if ( boundingBox !== null ) { - - this.boundingBox = boundingBox.clone(); - - } - - // bounding sphere - - const boundingSphere = source.boundingSphere; - - if ( boundingSphere !== null ) { - - this.boundingSphere = boundingSphere.clone(); - - } - - // draw range - - this.drawRange.start = source.drawRange.start; - this.drawRange.count = source.drawRange.count; - - // user data - - this.userData = source.userData; - - return this; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} - -const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4(); -const _ray$3 = /*@__PURE__*/ new Ray(); -const _sphere$6 = /*@__PURE__*/ new Sphere(); -const _sphereHitAt = /*@__PURE__*/ new Vector3(); - -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 _normalA = /*@__PURE__*/ new Vector3(); -const _normalB = /*@__PURE__*/ new Vector3(); -const _normalC = /*@__PURE__*/ new Vector3(); - -const _intersectionPoint = /*@__PURE__*/ new Vector3(); -const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); - -class Mesh extends Object3D { - - 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 ) { - - this.morphTargetInfluences = source.morphTargetInfluences.slice(); - - } - - if ( source.morphTargetDictionary !== undefined ) { - - this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); - - } - - this.material = Array.isArray( source.material ) ? source.material.slice() : 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 ) { - - 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; - - } - - } - - } - - } - - getVertexPosition( index, target ) { - - const geometry = this.geometry; - const position = geometry.attributes.position; - const morphPosition = geometry.morphAttributes.position; - const morphTargetsRelative = geometry.morphTargetsRelative; - - 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, index ); - - if ( morphTargetsRelative ) { - - _morphA.addScaledVector( _tempA, influence ); - - } else { - - _morphA.addScaledVector( _tempA.sub( target ), influence ); - - } - - } - - target.add( _morphA ); - - } - - return target; - - } - - raycast( raycaster, intersects ) { - - const geometry = this.geometry; - const material = this.material; - const matrixWorld = this.matrixWorld; - - if ( material === undefined ) return; - - // test with bounding sphere in world space - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$6.copy( geometry.boundingSphere ); - _sphere$6.applyMatrix4( matrixWorld ); - - // check distance from ray origin to bounding sphere - - _ray$3.copy( raycaster.ray ).recast( raycaster.near ); - - if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) { - - if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return; - - if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return; - - } - - // convert ray to local space of mesh - - _inverseMatrix$3.copy( matrixWorld ).invert(); - _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 ); - - // test with bounding box in local space - - if ( geometry.boundingBox !== null ) { - - if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return; - - } - - // test for intersections with geometry - - this._computeIntersections( raycaster, intersects, _ray$3 ); - - } - - _computeIntersections( raycaster, intersects, rayLocalSpace ) { - - let intersection; - - const geometry = this.geometry; - const material = this.material; - - const index = geometry.index; - const position = geometry.attributes.position; - const uv = geometry.attributes.uv; - const uv1 = geometry.attributes.uv1; - const normal = geometry.attributes.normal; - const groups = geometry.groups; - const drawRange = geometry.drawRange; - - if ( index !== null ) { - - // indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( let i = 0, il = groups.length; i < il; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - const start = Math.max( group.start, drawRange.start ); - const end = Math.min( 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 = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); - - } - - } - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, il = end; i < il; i += 3 ) { - - const a = index.getX( i ); - const b = index.getX( i + 1 ); - const c = index.getX( i + 2 ); - - intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics - intersects.push( intersection ); - - } - - } - - } - - } else if ( position !== undefined ) { - - // non-indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( let i = 0, il = groups.length; i < il; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - const start = Math.max( group.start, drawRange.start ); - const end = Math.min( 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 = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); - - } - - } - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, il = end; i < il; i += 3 ) { - - const a = i; - const b = i + 1; - const c = i + 2; - - intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics - intersects.push( intersection ); - - } - - } - - } - - } - - } - -} - -function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) { - - let intersect; - - if ( material.side === BackSide ) { - - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - - } else { - - intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === 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 - }; - -} - -function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) { - - object.getVertexPosition( a, _vA$1 ); - object.getVertexPosition( b, _vB$1 ); - object.getVertexPosition( c, _vC$1 ); - - const intersection = checkIntersection$1( 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.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); - - } - - if ( uv1 ) { - - _uvA$1.fromBufferAttribute( uv1, a ); - _uvB$1.fromBufferAttribute( uv1, b ); - _uvC$1.fromBufferAttribute( uv1, c ); - - intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); - - } - - if ( normal ) { - - _normalA.fromBufferAttribute( normal, a ); - _normalB.fromBufferAttribute( normal, b ); - _normalC.fromBufferAttribute( normal, c ); - - intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() ); - - if ( intersection.normal.dot( ray.direction ) > 0 ) { - - intersection.normal.multiplyScalar( - 1 ); - - } - - } - - const face = { - a: a, - b: b, - c: c, - normal: new Vector3(), - materialIndex: 0 - }; - - Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal ); - - intersection.face = face; - - } - - return intersection; - -} - -class BoxGeometry extends BufferGeometry { - - constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { - - super(); - - this.type = 'BoxGeometry'; - - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; - - const scope = this; - - // segments - - widthSegments = Math.floor( widthSegments ); - heightSegments = Math.floor( heightSegments ); - depthSegments = Math.floor( depthSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let numberOfVertices = 0; - let groupStart = 0; - - // build each side of the box geometry - - buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px - buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx - buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py - buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny - buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz - buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - - const segmentWidth = width / gridX; - const segmentHeight = height / gridY; - - const widthHalf = width / 2; - const heightHalf = height / 2; - const depthHalf = depth / 2; - - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; - - let vertexCounter = 0; - let groupCount = 0; - - const vector = new Vector3(); - - // generate vertices, normals and uvs - - for ( let iy = 0; iy < gridY1; iy ++ ) { - - const y = iy * segmentHeight - heightHalf; - - for ( let ix = 0; ix < gridX1; ix ++ ) { - - const x = ix * segmentWidth - widthHalf; - - // set values to correct vector component - - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; - - // now apply vector to vertex buffer - - vertices.push( vector.x, vector.y, vector.z ); - - // set values to correct vector component - - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; - - // now apply vector to normal buffer - - normals.push( vector.x, vector.y, vector.z ); - - // uvs - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - // counters - - vertexCounter += 1; - - } - - } - - // indices - - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment - - for ( let iy = 0; iy < gridY; iy ++ ) { - - for ( let ix = 0; ix < gridX; ix ++ ) { - - const a = numberOfVertices + ix + gridX1 * iy; - const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - // increase counter - - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, materialIndex ); - - // calculate new start value for groups - - groupStart += groupCount; - - // update total number of vertices - - numberOfVertices += vertexCounter; - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - static fromJSON( data ) { - - return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); - - } - -} - -/** - * Uniform Utilities - */ - -function cloneUniforms( src ) { - - const dst = {}; - - for ( const u in src ) { - - dst[ u ] = {}; - - for ( const p in src[ u ] ) { - - const property = src[ u ][ p ]; - - if ( property && ( property.isColor || - property.isMatrix3 || property.isMatrix4 || - property.isVector2 || property.isVector3 || property.isVector4 || - property.isTexture || property.isQuaternion ) ) { - - if ( property.isRenderTargetTexture ) { - - console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' ); - dst[ u ][ p ] = null; - - } else { - - dst[ u ][ p ] = property.clone(); - - } - - } else if ( Array.isArray( property ) ) { - - dst[ u ][ p ] = property.slice(); - - } else { - - dst[ u ][ p ] = property; - - } - - } - - } - - return dst; - -} - -function mergeUniforms( uniforms ) { - - const merged = {}; - - for ( let u = 0; u < uniforms.length; u ++ ) { - - const tmp = cloneUniforms( uniforms[ u ] ); - - for ( const p in tmp ) { - - merged[ p ] = tmp[ p ]; - - } - - } - - return merged; - -} - -function cloneUniformsGroups( src ) { - - const dst = []; - - for ( let u = 0; u < src.length; u ++ ) { - - dst.push( src[ u ].clone() ); - - } - - return dst; - -} - -function getUnlitUniformColorSpace( renderer ) { - - const currentRenderTarget = renderer.getRenderTarget(); - - if ( currentRenderTarget === null ) { - - // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398 - return renderer.outputColorSpace; - - } - - // https://github.com/mrdoob/three.js/issues/27868 - if ( currentRenderTarget.isXRRenderTarget === true ) { - - return currentRenderTarget.texture.colorSpace; - - } - - return ColorManagement.workingColorSpace; - -} - -// Legacy - -const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; - -var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; - -var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; - -class ShaderMaterial extends Material { - - 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.forceSinglePass = true; - - this.extensions = { - clipCullDistance: false, // set to use vertex shader clipping - multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID - }; - - // 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 ], - 'uv1': [ 0, 0 ] - }; - - this.index0AttributeName = undefined; - this.uniformsNeedUpdate = false; - - this.glslVersion = null; - - if ( parameters !== undefined ) { - - this.setValues( parameters ); - - } - - } - - 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.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.glslVersion = source.glslVersion; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.glslVersion = this.glslVersion; - data.uniforms = {}; - - for ( const name in this.uniforms ) { - - const uniform = this.uniforms[ name ]; - const value = uniform.value; - - if ( value && value.isTexture ) { - - data.uniforms[ name ] = { - type: 't', - value: value.toJSON( meta ).uuid - }; - - } else if ( value && value.isColor ) { - - data.uniforms[ name ] = { - type: 'c', - value: value.getHex() - }; - - } else if ( value && value.isVector2 ) { - - data.uniforms[ name ] = { - type: 'v2', - value: value.toArray() - }; - - } else if ( value && value.isVector3 ) { - - data.uniforms[ name ] = { - type: 'v3', - value: value.toArray() - }; - - } else if ( value && value.isVector4 ) { - - data.uniforms[ name ] = { - type: 'v4', - value: value.toArray() - }; - - } else if ( value && value.isMatrix3 ) { - - data.uniforms[ name ] = { - type: 'm3', - value: value.toArray() - }; - - } else if ( value && value.isMatrix4 ) { - - data.uniforms[ name ] = { - type: 'm4', - value: value.toArray() - }; - - } else { - - data.uniforms[ name ] = { - value: value - }; - - // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far - - } - - } - - if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; - - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; - - data.lights = this.lights; - data.clipping = this.clipping; - - const extensions = {}; - - for ( const key in this.extensions ) { - - if ( this.extensions[ key ] === true ) extensions[ key ] = true; - - } - - if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; - - return data; - - } - -} - -class Camera extends Object3D { - - constructor() { - - super(); - - this.isCamera = true; - - this.type = 'Camera'; - - this.matrixWorldInverse = new Matrix4(); - - this.projectionMatrix = new Matrix4(); - this.projectionMatrixInverse = new Matrix4(); - - this.coordinateSystem = WebGLCoordinateSystem; - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.matrixWorldInverse.copy( source.matrixWorldInverse ); - - this.projectionMatrix.copy( source.projectionMatrix ); - this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); - - this.coordinateSystem = source.coordinateSystem; - - return this; - - } - - getWorldDirection( target ) { - - return super.getWorldDirection( target ).negate(); - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - this.matrixWorldInverse.copy( this.matrixWorld ).invert(); - - } - - updateWorldMatrix( updateParents, updateChildren ) { - - super.updateWorldMatrix( updateParents, updateChildren ); - - this.matrixWorldInverse.copy( this.matrixWorld ).invert(); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _v3$1 = /*@__PURE__*/ new Vector3(); -const _minTarget = /*@__PURE__*/ new Vector2(); -const _maxTarget = /*@__PURE__*/ new Vector2(); - - -class PerspectiveCamera extends Camera { - - 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.updateProjectionMatrix(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.fov = source.fov; - this.zoom = source.zoom; - - this.near = source.near; - this.far = source.far; - this.focus = source.focus; - - this.aspect = source.aspect; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; - - return this; - - } - - /** - * Sets the FOV by focal length in respect to the current .filmGauge. - * - * The default film gauge is 35, so that the focal length can be specified for - * a 35mm (full frame) camera. - * - * Values for focal length and film gauge must have the same unit. - */ - setFocalLength( focalLength ) { - - /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ - const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; - - this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); - - } - - /** - * Calculates the focal length from the current .fov and .filmGauge. - */ - getFocalLength() { - - const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); - - return 0.5 * this.getFilmHeight() / vExtentSlope; - - } - - getEffectiveFOV() { - - return RAD2DEG * 2 * Math.atan( - Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); - - } - - getFilmWidth() { - - // film not completely covered in portrait format (aspect < 1) - return this.filmGauge * Math.min( this.aspect, 1 ); - - } - - getFilmHeight() { - - // film not completely covered in landscape format (aspect > 1) - return this.filmGauge / Math.max( this.aspect, 1 ); - - } - - /** - * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction. - * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle. - */ - getViewBounds( distance, minTarget, maxTarget ) { - - _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); - - minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); - - _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); - - maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); - - } - - /** - * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction. - * Copies the result into the target Vector2, where x is width and y is height. - */ - getViewSize( distance, target ) { - - this.getViewBounds( distance, _minTarget, _maxTarget ); - - return target.subVectors( _maxTarget, _minTarget ); - - } - - /** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * const w = 1920; - * const h = 1080; - * const fullWidth = w * 3; - * const fullHeight = h * 2; - * - * --A-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */ - setViewOffset( fullWidth, fullHeight, x, y, width, height ) { - - this.aspect = fullWidth / fullHeight; - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - } - - clearViewOffset() { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - } - - updateProjectionMatrix() { - - const near = this.near; - let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; - let height = 2 * top; - let width = this.aspect * height; - let left = - 0.5 * width; - const view = this.view; - - if ( this.view !== null && this.view.enabled ) { - - const fullWidth = view.fullWidth, - fullHeight = view.fullHeight; - - left += view.offsetX * width / fullWidth; - top -= view.offsetY * height / fullHeight; - width *= view.width / fullWidth; - height *= view.height / fullHeight; - - } - - const skew = this.filmOffset; - if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); - - this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem ); - - this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.fov = this.fov; - data.object.zoom = this.zoom; - - data.object.near = this.near; - data.object.far = this.far; - data.object.focus = this.focus; - - data.object.aspect = this.aspect; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; - - return data; - - } - -} - -const fov = - 90; // negative fov is not an error -const aspect = 1; - -class CubeCamera extends Object3D { - - constructor( near, far, renderTarget ) { - - super(); - - this.type = 'CubeCamera'; - - this.renderTarget = renderTarget; - this.coordinateSystem = null; - this.activeMipmapLevel = 0; - - const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.layers = this.layers; - this.add( cameraPX ); - - const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.layers = this.layers; - this.add( cameraNX ); - - const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.layers = this.layers; - this.add( cameraPY ); - - const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.layers = this.layers; - this.add( cameraNY ); - - const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.layers = this.layers; - this.add( cameraPZ ); - - const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.layers = this.layers; - this.add( cameraNZ ); - - } - - updateCoordinateSystem() { - - const coordinateSystem = this.coordinateSystem; - - const cameras = this.children.concat(); - - const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras; - - for ( const camera of cameras ) this.remove( camera ); - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - cameraPX.up.set( 0, 1, 0 ); - cameraPX.lookAt( 1, 0, 0 ); - - cameraNX.up.set( 0, 1, 0 ); - cameraNX.lookAt( - 1, 0, 0 ); - - cameraPY.up.set( 0, 0, - 1 ); - cameraPY.lookAt( 0, 1, 0 ); - - cameraNY.up.set( 0, 0, 1 ); - cameraNY.lookAt( 0, - 1, 0 ); - - cameraPZ.up.set( 0, 1, 0 ); - cameraPZ.lookAt( 0, 0, 1 ); - - cameraNZ.up.set( 0, 1, 0 ); - cameraNZ.lookAt( 0, 0, - 1 ); - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - cameraPX.up.set( 0, - 1, 0 ); - cameraPX.lookAt( - 1, 0, 0 ); - - cameraNX.up.set( 0, - 1, 0 ); - cameraNX.lookAt( 1, 0, 0 ); - - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( 0, 1, 0 ); - - cameraNY.up.set( 0, 0, - 1 ); - cameraNY.lookAt( 0, - 1, 0 ); - - cameraPZ.up.set( 0, - 1, 0 ); - cameraPZ.lookAt( 0, 0, 1 ); - - cameraNZ.up.set( 0, - 1, 0 ); - cameraNZ.lookAt( 0, 0, - 1 ); - - } else { - - throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem ); - - } - - for ( const camera of cameras ) { - - this.add( camera ); - - camera.updateMatrixWorld(); - - } - - } - - update( renderer, scene ) { - - if ( this.parent === null ) this.updateMatrixWorld(); - - const { renderTarget, activeMipmapLevel } = this; - - if ( this.coordinateSystem !== renderer.coordinateSystem ) { - - this.coordinateSystem = renderer.coordinateSystem; - - this.updateCoordinateSystem(); - - } - - const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; - - const currentRenderTarget = renderer.getRenderTarget(); - const currentActiveCubeFace = renderer.getActiveCubeFace(); - const currentActiveMipmapLevel = renderer.getActiveMipmapLevel(); - - const currentXrEnabled = renderer.xr.enabled; - - renderer.xr.enabled = false; - - const generateMipmaps = renderTarget.texture.generateMipmaps; - - renderTarget.texture.generateMipmaps = false; - - renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel ); - renderer.render( scene, cameraPX ); - - renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel ); - renderer.render( scene, cameraNX ); - - renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel ); - renderer.render( scene, cameraPY ); - - renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel ); - renderer.render( scene, cameraNY ); - - renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel ); - renderer.render( scene, cameraPZ ); - - // mipmaps are generated during the last call of render() - // at this point, all sides of the cube render target are defined - - renderTarget.texture.generateMipmaps = generateMipmaps; - - renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel ); - renderer.render( scene, cameraNZ ); - - renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel ); - - renderer.xr.enabled = currentXrEnabled; - - renderTarget.texture.needsPMREMUpdate = true; - - } - -} - -class CubeTexture extends Texture { - - constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) { - - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; - - super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); - - this.isCubeTexture = true; - - this.flipY = false; - - } - - get images() { - - return this.image; - - } - - set images( value ) { - - this.image = value; - - } - -} - -class WebGLCubeRenderTarget extends WebGLRenderTarget { - - 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.colorSpace ); - - // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) - // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, - // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. - - // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped - // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture - // 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 ) { - - this.texture.type = texture.type; - this.texture.colorSpace = texture.colorSpace; - - this.texture.generateMipmaps = texture.generateMipmaps; - this.texture.minFilter = texture.minFilter; - this.texture.magFilter = texture.magFilter; - - const shader = { - - uniforms: { - tEquirect: { value: null }, - }, - - vertexShader: /* glsl */` - - varying vec3 vWorldDirection; - - vec3 transformDirection( in vec3 dir, in mat4 matrix ) { - - return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); - - } - - void main() { - - vWorldDirection = transformDirection( position, modelMatrix ); - - #include - #include - - } - `, - - fragmentShader: /* glsl */` - - uniform sampler2D tEquirect; - - varying vec3 vWorldDirection; - - #include - - void main() { - - vec3 direction = normalize( vWorldDirection ); - - vec2 sampleUV = equirectUv( direction ); - - gl_FragColor = texture2D( tEquirect, sampleUV ); - - } - ` - }; - - const geometry = new BoxGeometry( 5, 5, 5 ); - - const material = new ShaderMaterial( { - - name: 'CubemapFromEquirect', - - uniforms: cloneUniforms( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader, - side: BackSide, - blending: NoBlending - - } ); - - material.uniforms.tEquirect.value = texture; - - const mesh = new Mesh( geometry, material ); - - const currentMinFilter = texture.minFilter; - - // Avoid blurred poles - if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; - - const camera = new CubeCamera( 1, 10, this ); - camera.update( renderer, mesh ); - - texture.minFilter = currentMinFilter; - - mesh.geometry.dispose(); - mesh.material.dispose(); - - return this; - - } - - clear( renderer, color, depth, stencil ) { - - const currentRenderTarget = renderer.getRenderTarget(); - - for ( let i = 0; i < 6; i ++ ) { - - renderer.setRenderTarget( this, i ); - - renderer.clear( color, depth, stencil ); - - } - - renderer.setRenderTarget( currentRenderTarget ); - - } - -} - -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 ) { - - this.isPlane = true; - - // normal is assumed to be normalized - - this.normal = normal; - this.constant = constant; - - } - - set( normal, constant ) { - - this.normal.copy( normal ); - this.constant = constant; - - return this; - - } - - setComponents( x, y, z, w ) { - - this.normal.set( x, y, z ); - this.constant = w; - - return this; - - } - - setFromNormalAndCoplanarPoint( normal, point ) { - - this.normal.copy( normal ); - this.constant = - point.dot( this.normal ); - - return this; - - } - - setFromCoplanarPoints( a, b, c ) { - - const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); - - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - - this.setFromNormalAndCoplanarPoint( normal, a ); - - return this; - - } - - copy( plane ) { - - this.normal.copy( plane.normal ); - this.constant = plane.constant; - - return this; - - } - - normalize() { - - // Note: will lead to a divide by zero if the plane is invalid. - - const inverseNormalLength = 1.0 / this.normal.length(); - this.normal.multiplyScalar( inverseNormalLength ); - this.constant *= inverseNormalLength; - - return this; - - } - - negate() { - - this.constant *= - 1; - this.normal.negate(); - - return this; - - } - - distanceToPoint( point ) { - - return this.normal.dot( point ) + this.constant; - - } - - distanceToSphere( sphere ) { - - return this.distanceToPoint( sphere.center ) - sphere.radius; - - } - - projectPoint( point, target ) { - - return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) ); - - } - - intersectLine( line, target ) { - - const direction = line.delta( _vector1 ); - - const denominator = this.normal.dot( direction ); - - if ( denominator === 0 ) { - - // line is coplanar, return origin - if ( this.distanceToPoint( line.start ) === 0 ) { - - return target.copy( line.start ); - - } - - // Unsure if this is the correct method to handle this case. - return null; - - } - - const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; - - if ( t < 0 || t > 1 ) { - - return null; - - } - - return target.copy( line.start ).addScaledVector( direction, t ); - - } - - intersectsLine( line ) { - - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - - const startSign = this.distanceToPoint( line.start ); - const endSign = this.distanceToPoint( line.end ); - - return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); - - } - - intersectsBox( box ) { - - return box.intersectsPlane( this ); - - } - - intersectsSphere( sphere ) { - - return sphere.intersectsPlane( this ); - - } - - coplanarPoint( target ) { - - return target.copy( this.normal ).multiplyScalar( - this.constant ); - - } - - applyMatrix4( matrix, optionalNormalMatrix ) { - - const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); - - const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); - - const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); - - this.constant = - referencePoint.dot( normal ); - - return this; - - } - - translate( offset ) { - - this.constant -= offset.dot( this.normal ); - - return this; - - } - - equals( plane ) { - - return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _sphere$5 = /*@__PURE__*/ new Sphere(); -const _vector$7 = /*@__PURE__*/ new Vector3(); - -class Frustum { - - constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { - - this.planes = [ p0, p1, p2, p3, p4, p5 ]; - - } - - set( p0, p1, p2, p3, p4, p5 ) { - - const planes = this.planes; - - planes[ 0 ].copy( p0 ); - planes[ 1 ].copy( p1 ); - planes[ 2 ].copy( p2 ); - planes[ 3 ].copy( p3 ); - planes[ 4 ].copy( p4 ); - planes[ 5 ].copy( p5 ); - - return this; - - } - - copy( frustum ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - planes[ i ].copy( frustum.planes[ i ] ); - - } - - return this; - - } - - setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) { - - 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(); - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); - - } else { - - throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem ); - - } - - return this; - - } - - intersectsObject( object ) { - - if ( object.boundingSphere !== undefined ) { - - if ( object.boundingSphere === null ) object.computeBoundingSphere(); - - _sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld ); - - } else { - - const geometry = object.geometry; - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); - - } - - return this.intersectsSphere( _sphere$5 ); - - } - - intersectsSprite( sprite ) { - - _sphere$5.center.set( 0, 0, 0 ); - _sphere$5.radius = 0.7071067811865476; - _sphere$5.applyMatrix4( sprite.matrixWorld ); - - return this.intersectsSphere( _sphere$5 ); - - } - - intersectsSphere( sphere ) { - - const planes = this.planes; - const center = sphere.center; - const negRadius = - sphere.radius; - - for ( let i = 0; i < 6; i ++ ) { - - const distance = planes[ i ].distanceToPoint( center ); - - if ( distance < negRadius ) { - - return false; - - } - - } - - return true; - - } - - intersectsBox( box ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - const plane = planes[ i ]; - - // corner at max distance - - _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x; - _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y; - _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z; - - if ( plane.distanceToPoint( _vector$7 ) < 0 ) { - - return false; - - } - - } - - return true; - - } - - containsPoint( point ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - if ( planes[ i ].distanceToPoint( point ) < 0 ) { - - return false; - - } - - } - - return true; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -function WebGLAnimation() { - - let context = null; - let isAnimating = false; - let animationLoop = null; - let requestId = null; - - function onAnimationFrame( time, frame ) { - - animationLoop( time, frame ); - - requestId = context.requestAnimationFrame( onAnimationFrame ); - - } - - return { - - start: function () { - - if ( isAnimating === true ) return; - if ( animationLoop === null ) return; - - requestId = context.requestAnimationFrame( onAnimationFrame ); - - isAnimating = true; - - }, - - stop: function () { - - context.cancelAnimationFrame( requestId ); - - isAnimating = false; - - }, - - setAnimationLoop: function ( callback ) { - - animationLoop = callback; - - }, - - setContext: function ( value ) { - - context = value; - - } - - }; - -} - -function WebGLAttributes( gl ) { - - const buffers = new WeakMap(); - - function createBuffer( attribute, bufferType ) { - - const array = attribute.array; - const usage = attribute.usage; - const size = array.byteLength; - - const buffer = gl.createBuffer(); - - gl.bindBuffer( bufferType, buffer ); - gl.bufferData( bufferType, array, usage ); - - attribute.onUploadCallback(); - - let type; - - if ( array instanceof Float32Array ) { - - type = gl.FLOAT; - - } else if ( array instanceof Uint16Array ) { - - if ( attribute.isFloat16BufferAttribute ) { - - type = gl.HALF_FLOAT; - - } else { - - type = gl.UNSIGNED_SHORT; - - } - - } else if ( array instanceof Int16Array ) { - - type = gl.SHORT; - - } else if ( array instanceof Uint32Array ) { - - type = gl.UNSIGNED_INT; - - } else if ( array instanceof Int32Array ) { - - type = gl.INT; - - } else if ( array instanceof Int8Array ) { - - type = gl.BYTE; - - } else if ( array instanceof Uint8Array ) { - - type = gl.UNSIGNED_BYTE; - - } else if ( array instanceof Uint8ClampedArray ) { - - type = gl.UNSIGNED_BYTE; - - } else { - - throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array ); - - } - - return { - buffer: buffer, - type: type, - bytesPerElement: array.BYTES_PER_ELEMENT, - version: attribute.version, - size: size - }; - - } - - function updateBuffer( buffer, attribute, bufferType ) { - - const array = attribute.array; - const updateRange = attribute._updateRange; // @deprecated, r159 - const updateRanges = attribute.updateRanges; - - gl.bindBuffer( bufferType, buffer ); - - if ( updateRange.count === - 1 && updateRanges.length === 0 ) { - - // Not using update ranges - gl.bufferSubData( bufferType, 0, array ); - - } - - if ( updateRanges.length !== 0 ) { - - for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { - - const range = updateRanges[ i ]; - - gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT, - array, range.start, range.count ); - - } - - attribute.clearUpdateRanges(); - - } - - // @deprecated, r159 - if ( updateRange.count !== - 1 ) { - - gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, - array, updateRange.offset, updateRange.count ); - - updateRange.count = - 1; // reset range - - } - - attribute.onUploadCallback(); - - } - - // - - function get( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - return buffers.get( attribute ); - - } - - function remove( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - const data = buffers.get( attribute ); - - if ( data ) { - - gl.deleteBuffer( data.buffer ); - - buffers.delete( attribute ); - - } - - } - - function update( attribute, bufferType ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - 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; - - } - - const data = buffers.get( attribute ); - - if ( data === undefined ) { - - buffers.set( attribute, createBuffer( attribute, bufferType ) ); - - } else if ( data.version < attribute.version ) { - - if ( data.size !== attribute.array.byteLength ) { - - throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' ); - - } - - updateBuffer( data.buffer, attribute, bufferType ); - - data.version = attribute.version; - - } - - } - - return { - - get: get, - remove: remove, - update: update - - }; - -} - -class PlaneGeometry extends BufferGeometry { - - constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { - - super(); - - this.type = 'PlaneGeometry'; - - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; - - const width_half = width / 2; - const height_half = height / 2; - - const gridX = Math.floor( widthSegments ); - const gridY = Math.floor( heightSegments ); - - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; - - const segment_width = width / gridX; - const segment_height = height / gridY; - - // - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - for ( let iy = 0; iy < gridY1; iy ++ ) { - - const y = iy * segment_height - height_half; - - for ( let ix = 0; ix < gridX1; ix ++ ) { - - const x = ix * segment_width - width_half; - - vertices.push( x, - y, 0 ); - - normals.push( 0, 0, 1 ); - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - } - - } - - for ( let iy = 0; iy < gridY; iy ++ ) { - - for ( let ix = 0; ix < gridX; ix ++ ) { - - const a = ix + gridX1 * iy; - const b = ix + gridX1 * ( iy + 1 ); - const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - const d = ( ix + 1 ) + gridX1 * iy; - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - static fromJSON( data ) { - - return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); - - } - -} - -var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif"; - -var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif"; - -var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif"; - -var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - -var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif"; - -var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif"; - -var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif"; - -var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; - -var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif"; - -var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif"; - -var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif"; - -var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; - -var bsdfs = "float 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} // validated"; - -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\treturn 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 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( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + 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 = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( 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"; - -var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif"; - -var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; - -var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; - -var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; - -var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif"; - -var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif"; - -var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec3 vColor;\n#endif"; - -var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_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\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.xyz;\n#endif"; - -var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\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};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\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}\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}\nvec3 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} // validated"; - -var 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_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\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"; - -var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; - -var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; - -var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif"; - -var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; - -var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; - -var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; - -var colorspace_pars_fragment = "\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\n\tvec3( 0.8224621, 0.177538, 0.0 ),\n\tvec3( 0.0331941, 0.9668058, 0.0 ),\n\tvec3( 0.0170827, 0.0723974, 0.9105199 )\n);\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.2249401, - 0.2249404, 0.0 ),\n\tvec3( - 0.0420569, 1.0420571, 0.0 ),\n\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\n);\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\n}\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\n}\nvec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferOETF( 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}"; - -var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * 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"; - -var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif"; - -var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || 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"; - -var 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"; - -var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; - -var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif"; - -var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif"; - -var 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"; - -var 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"; - -var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn 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}"; - -var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; - -var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;"; - -var 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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, 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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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"; - -var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\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\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\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, 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 vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\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 vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\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"; - -var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * 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#ifdef 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, envMapRotation * 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\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif"; - -var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; - -var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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"; - -var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; - -var lights_phong_pars_fragment = "varying vec3 vViewPosition;\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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"; - -var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\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 USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\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, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).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_DISPERSION\n\tmaterial.dispersion = dispersion;\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, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).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_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif"; - -var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\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\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\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}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\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 = F_Schlick( f0, f90, dotVH );\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\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.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\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\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\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, 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( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, 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 = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\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, geometryPosition, 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.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, geometryPosition, 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.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, 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.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\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 ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; - -var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\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( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif"; - -var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif"; - -var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; - -var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; - -var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; - -var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif"; - -var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\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\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif"; - -var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; - -var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\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"; - -var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - -var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; - -var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; - -var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif"; - -var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\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"; - -var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; - -var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif"; - -var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; - -var 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 *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;"; - -var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).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( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; - -var 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"; - -var 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"; - -var 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"; - -var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.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 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif"; - -var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif"; - -var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif"; - -var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif"; - -var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif"; - -var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );"; - -var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in 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( const in 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 depth, const in float near, const in float far ) {\n\treturn depth * ( 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 depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}"; - -var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; - -var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; - -var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; - -var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; - -var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; - -var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; - -var 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 shadowIntensity;\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 shadowIntensity;\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 shadowIntensity;\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 shadowIntensity, 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 mix( 1.0, shadow, shadowIntensity );\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 shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n#endif"; - -var 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 shadowIntensity;\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 shadowIntensity;\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 shadowIntensity;\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_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"; - -var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, 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.shadowIntensity, 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.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; - -var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; - -var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif"; - -var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; - -var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; - -var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; - -var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; - -var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; - -var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( 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}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\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, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif"; - -var 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, 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\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\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), 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 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\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 dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t\n\t\t#else\n\t\t\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif"; - -var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; - -var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; - -var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif"; - -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_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\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$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; - -const vertex$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 \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \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$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}"; - -const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_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$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; - -const vertex$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 \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\t#include \n\t#include \n}"; - -const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -const vertex$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#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\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\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, vLightMapUv );\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\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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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\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 \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\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 \n#include \nvoid main() {\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\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( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; - -const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\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\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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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\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\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 USE_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 USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\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_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\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 \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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\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 + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * 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\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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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}"; - -const vertex$3 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \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 \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \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 \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}"; - -const fragment$2 = "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}"; - -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 \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \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 = { - alphahash_fragment: alphahash_fragment, - alphahash_pars_fragment: alphahash_pars_fragment, - alphamap_fragment: alphamap_fragment, - alphamap_pars_fragment: alphamap_pars_fragment, - alphatest_fragment: alphatest_fragment, - alphatest_pars_fragment: alphatest_pars_fragment, - aomap_fragment: aomap_fragment, - aomap_pars_fragment: aomap_pars_fragment, - batching_pars_vertex: batching_pars_vertex, - batching_vertex: batching_vertex, - begin_vertex: begin_vertex, - beginnormal_vertex: beginnormal_vertex, - bsdfs: bsdfs, - iridescence_fragment: iridescence_fragment, - bumpmap_pars_fragment: bumpmap_pars_fragment, - clipping_planes_fragment: clipping_planes_fragment, - clipping_planes_pars_fragment: clipping_planes_pars_fragment, - clipping_planes_pars_vertex: clipping_planes_pars_vertex, - clipping_planes_vertex: clipping_planes_vertex, - color_fragment: color_fragment, - color_pars_fragment: color_pars_fragment, - color_pars_vertex: color_pars_vertex, - color_vertex: color_vertex, - common: common, - cube_uv_reflection_fragment: cube_uv_reflection_fragment, - defaultnormal_vertex: defaultnormal_vertex, - displacementmap_pars_vertex: displacementmap_pars_vertex, - displacementmap_vertex: displacementmap_vertex, - emissivemap_fragment: emissivemap_fragment, - emissivemap_pars_fragment: emissivemap_pars_fragment, - colorspace_fragment: colorspace_fragment, - colorspace_pars_fragment: colorspace_pars_fragment, - envmap_fragment: envmap_fragment, - envmap_common_pars_fragment: envmap_common_pars_fragment, - envmap_pars_fragment: envmap_pars_fragment, - envmap_pars_vertex: envmap_pars_vertex, - envmap_physical_pars_fragment: envmap_physical_pars_fragment, - envmap_vertex: envmap_vertex, - fog_vertex: fog_vertex, - fog_pars_vertex: fog_pars_vertex, - fog_fragment: fog_fragment, - fog_pars_fragment: fog_pars_fragment, - gradientmap_pars_fragment: gradientmap_pars_fragment, - lightmap_pars_fragment: lightmap_pars_fragment, - lights_lambert_fragment: lights_lambert_fragment, - lights_lambert_pars_fragment: lights_lambert_pars_fragment, - lights_pars_begin: lights_pars_begin, - lights_toon_fragment: lights_toon_fragment, - lights_toon_pars_fragment: lights_toon_pars_fragment, - lights_phong_fragment: lights_phong_fragment, - lights_phong_pars_fragment: lights_phong_pars_fragment, - lights_physical_fragment: lights_physical_fragment, - lights_physical_pars_fragment: lights_physical_pars_fragment, - lights_fragment_begin: lights_fragment_begin, - lights_fragment_maps: lights_fragment_maps, - lights_fragment_end: lights_fragment_end, - logdepthbuf_fragment: logdepthbuf_fragment, - logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, - logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, - logdepthbuf_vertex: logdepthbuf_vertex, - map_fragment: map_fragment, - map_pars_fragment: map_pars_fragment, - map_particle_fragment: map_particle_fragment, - map_particle_pars_fragment: map_particle_pars_fragment, - metalnessmap_fragment: metalnessmap_fragment, - metalnessmap_pars_fragment: metalnessmap_pars_fragment, - morphinstance_vertex: morphinstance_vertex, - morphcolor_vertex: morphcolor_vertex, - morphnormal_vertex: morphnormal_vertex, - morphtarget_pars_vertex: morphtarget_pars_vertex, - morphtarget_vertex: morphtarget_vertex, - normal_fragment_begin: normal_fragment_begin, - normal_fragment_maps: normal_fragment_maps, - normal_pars_fragment: normal_pars_fragment, - normal_pars_vertex: normal_pars_vertex, - normal_vertex: normal_vertex, - normalmap_pars_fragment: normalmap_pars_fragment, - clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, - clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, - clearcoat_pars_fragment: clearcoat_pars_fragment, - iridescence_pars_fragment: iridescence_pars_fragment, - opaque_fragment: opaque_fragment, - packing: packing, - premultiplied_alpha_fragment: premultiplied_alpha_fragment, - project_vertex: project_vertex, - dithering_fragment: dithering_fragment, - dithering_pars_fragment: dithering_pars_fragment, - roughnessmap_fragment: roughnessmap_fragment, - roughnessmap_pars_fragment: roughnessmap_pars_fragment, - shadowmap_pars_fragment: shadowmap_pars_fragment, - shadowmap_pars_vertex: shadowmap_pars_vertex, - shadowmap_vertex: shadowmap_vertex, - shadowmask_pars_fragment: shadowmask_pars_fragment, - skinbase_vertex: skinbase_vertex, - skinning_pars_vertex: skinning_pars_vertex, - skinning_vertex: skinning_vertex, - skinnormal_vertex: skinnormal_vertex, - specularmap_fragment: specularmap_fragment, - specularmap_pars_fragment: specularmap_pars_fragment, - tonemapping_fragment: tonemapping_fragment, - tonemapping_pars_fragment: tonemapping_pars_fragment, - transmission_fragment: transmission_fragment, - transmission_pars_fragment: transmission_pars_fragment, - uv_pars_fragment: uv_pars_fragment, - uv_pars_vertex: uv_pars_vertex, - uv_vertex: uv_vertex, - worldpos_vertex: worldpos_vertex, - - background_vert: vertex$h, - background_frag: fragment$h, - backgroundCube_vert: vertex$g, - backgroundCube_frag: fragment$g, - cube_vert: vertex$f, - cube_frag: fragment$f, - depth_vert: vertex$e, - depth_frag: fragment$e, - distanceRGBA_vert: vertex$d, - distanceRGBA_frag: fragment$d, - equirect_vert: vertex$c, - equirect_frag: fragment$c, - linedashed_vert: vertex$b, - linedashed_frag: fragment$b, - meshbasic_vert: vertex$a, - meshbasic_frag: fragment$a, - meshlambert_vert: vertex$9, - meshlambert_frag: fragment$9, - meshmatcap_vert: vertex$8, - meshmatcap_frag: fragment$8, - meshnormal_vert: vertex$7, - meshnormal_frag: fragment$7, - meshphong_vert: vertex$6, - meshphong_frag: fragment$6, - meshphysical_vert: vertex$5, - meshphysical_frag: fragment$5, - meshtoon_vert: vertex$4, - meshtoon_frag: fragment$4, - points_vert: vertex$3, - points_frag: fragment$3, - shadow_vert: vertex$2, - shadow_frag: fragment$2, - sprite_vert: vertex$1, - sprite_frag: fragment$1 -}; - -/** - * Uniforms library for shared webgl shaders - */ - -const UniformsLib = { - - common: { - - diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, - opacity: { value: 1.0 }, - - map: { value: null }, - mapTransform: { value: /*@__PURE__*/ new Matrix3() }, - - alphaMap: { value: null }, - alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - - alphaTest: { value: 0 } - - }, - - specularmap: { - - specularMap: { value: null }, - specularMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - envmap: { - - envMap: { value: null }, - envMapRotation: { value: /*@__PURE__*/ new Matrix3() }, - 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 }, - aoMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - lightmap: { - - lightMap: { value: null }, - lightMapIntensity: { value: 1 }, - lightMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - bumpmap: { - - bumpMap: { value: null }, - bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - bumpScale: { value: 1 } - - }, - - normalmap: { - - normalMap: { value: null }, - normalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) } - - }, - - displacementmap: { - - displacementMap: { value: null }, - displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - displacementScale: { value: 1 }, - displacementBias: { value: 0 } - - }, - - emissivemap: { - - emissiveMap: { value: null }, - emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - metalnessmap: { - - metalnessMap: { value: null }, - metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - roughnessmap: { - - roughnessMap: { value: null }, - roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } - - }, - - gradientmap: { - - gradientMap: { value: null } - - }, - - fog: { - - 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: { - shadowIntensity: 1, - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - directionalShadowMap: { value: [] }, - directionalShadowMatrix: { value: [] }, - - spotLights: { value: [], properties: { - color: {}, - position: {}, - direction: {}, - distance: {}, - coneCos: {}, - penumbraCos: {}, - decay: {} - } }, - - spotLightShadows: { value: [], properties: { - shadowIntensity: 1, - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - spotLightMap: { value: [] }, - spotShadowMap: { value: [] }, - spotLightMatrix: { value: [] }, - - pointLights: { value: [], properties: { - color: {}, - position: {}, - decay: {}, - distance: {} - } }, - - pointLightShadows: { value: [], properties: { - shadowIntensity: 1, - shadowBias: {}, - shadowNormalBias: {}, - shadowRadius: {}, - shadowMapSize: {}, - shadowCameraNear: {}, - shadowCameraFar: {} - } }, - - pointShadowMap: { value: [] }, - pointShadowMatrix: { value: [] }, - - hemisphereLights: { value: [], properties: { - direction: {}, - skyColor: {}, - groundColor: {} - } }, - - // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src - rectAreaLights: { value: [], properties: { - color: {}, - position: {}, - width: {}, - height: {} - } }, - - ltc_1: { value: null }, - ltc_2: { value: null } - - }, - - points: { - - diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, - opacity: { value: 1.0 }, - size: { value: 1.0 }, - scale: { value: 1.0 }, - map: { value: null }, - alphaMap: { value: null }, - alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - 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 }, - mapTransform: { value: /*@__PURE__*/ new Matrix3() }, - alphaMap: { value: null }, - alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - alphaTest: { value: 0 } - - } - -}; - -const ShaderLib = { - - basic: { - - 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 ) } - } - ] ), - - 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 } - } - ] ), - - 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 } - } - ] ), - - 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 ) } - } - ] ), - - 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 } - } - ] ), - - vertexShader: ShaderChunk.meshmatcap_vert, - fragmentShader: ShaderChunk.meshmatcap_frag - - }, - - points: { - - 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 } - } - ] ), - - vertexShader: ShaderChunk.linedashed_vert, - fragmentShader: ShaderChunk.linedashed_frag - - }, - - depth: { - - 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 } - } - ] ), - - vertexShader: ShaderChunk.meshnormal_vert, - fragmentShader: ShaderChunk.meshnormal_frag - - }, - - sprite: { - - 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 } - }, - - vertexShader: ShaderChunk.background_vert, - fragmentShader: ShaderChunk.background_frag - - }, - - backgroundCube: { - - uniforms: { - envMap: { value: null }, - flipEnvMap: { value: - 1 }, - backgroundBlurriness: { value: 0 }, - backgroundIntensity: { value: 1 }, - backgroundRotation: { value: /*@__PURE__*/ new Matrix3() } - }, - - vertexShader: ShaderChunk.backgroundCube_vert, - fragmentShader: ShaderChunk.backgroundCube_frag - - }, - - cube: { - - uniforms: { - tCube: { value: null }, - tFlip: { value: - 1 }, - opacity: { value: 1.0 } - }, - - vertexShader: ShaderChunk.cube_vert, - fragmentShader: ShaderChunk.cube_frag - - }, - - equirect: { - - uniforms: { - tEquirect: { value: null }, - }, - - vertexShader: ShaderChunk.equirect_vert, - fragmentShader: ShaderChunk.equirect_frag - - }, - - distanceRGBA: { - - uniforms: /*@__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 ) }, - 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 }, - clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - clearcoatNormalMap: { value: null }, - clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, - clearcoatRoughness: { value: 0 }, - clearcoatRoughnessMap: { value: null }, - clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - dispersion: { value: 0 }, - iridescence: { value: 0 }, - iridescenceMap: { value: null }, - iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - iridescenceIOR: { value: 1.3 }, - iridescenceThicknessMinimum: { value: 100 }, - iridescenceThicknessMaximum: { value: 400 }, - iridescenceThicknessMap: { value: null }, - iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - sheen: { value: 0 }, - sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, - sheenColorMap: { value: null }, - sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - sheenRoughness: { value: 1 }, - sheenRoughnessMap: { value: null }, - sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - transmission: { value: 0 }, - transmissionMap: { value: null }, - transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, - transmissionSamplerMap: { value: null }, - thickness: { value: 0 }, - thicknessMap: { value: null }, - thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - attenuationDistance: { value: 0 }, - attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, - specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, - specularColorMap: { value: null }, - specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - specularIntensity: { value: 1 }, - specularIntensityMap: { value: null }, - specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - anisotropyVector: { value: /*@__PURE__*/ new Vector2() }, - anisotropyMap: { value: null }, - anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() }, - } - ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag - -}; - -const _rgb = { r: 0, b: 0, g: 0 }; -const _e1$1 = /*@__PURE__*/ new Euler(); -const _m1$1 = /*@__PURE__*/ new Matrix4(); - -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 getBackground( scene ) { - - let background = scene.isScene === true ? scene.background : null; - - 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 ); - - } - - return background; - - } - - function render( scene ) { - - let forceClear = false; - const background = getBackground( scene ); - - if ( background === null ) { - - setClear( clearColor, clearAlpha ); - - } else if ( background && background.isColor ) { - - setClear( background, 1 ); - forceClear = true; - - } - - const environmentBlendMode = renderer.xr.getEnvironmentBlendMode(); - - if ( environmentBlendMode === 'additive' ) { - - state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha ); - - } else if ( environmentBlendMode === 'alpha-blend' ) { - - state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha ); - - } - - if ( renderer.autoClear || forceClear ) { - - // buffers might not be writable which is required to ensure a correct clear - - state.buffers.depth.setTest( true ); - state.buffers.depth.setMask( true ); - state.buffers.color.setMask( true ); - - renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); - - } - - } - - function addToRenderList( renderList, scene ) { - - const background = getBackground( scene ); - - 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 ); - - }; - - // add "envMap" material property so the renderer can evaluate it like for built-in materials - Object.defineProperty( boxMesh.material, 'envMap', { - - get: function () { - - return this.uniforms.envMap.value; - - } - - } ); - - objects.update( boxMesh ); - - } - - _e1$1.copy( scene.backgroundRotation ); - - // accommodate left-handed frame - _e1$1.x *= - 1; _e1$1.y *= - 1; _e1$1.z *= - 1; - - if ( background.isCubeTexture && background.isRenderTargetTexture === false ) { - - // environment maps which are not cube render targets or PMREMs follow a different convention - _e1$1.y *= - 1; - _e1$1.z *= - 1; - - } - - boxMesh.material.uniforms.envMap.value = background; - 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.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) ); - boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; - - 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' ); - - // add "map" material property so the renderer can evaluate it like for built-in materials - Object.defineProperty( planeMesh.material, 'map', { - - get: function () { - - return this.uniforms.t2D.value; - - } - - } ); - - objects.update( planeMesh ); - - } - - planeMesh.material.uniforms.t2D.value = background; - planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; - planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; - - if ( background.matrixAutoUpdate === true ) { - - background.updateMatrix(); - - } - - planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); - - if ( currentBackground !== background || - currentBackgroundVersion !== background.version || - currentTonemapping !== renderer.toneMapping ) { - - planeMesh.material.needsUpdate = true; - - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; - - } - - planeMesh.layers.enableAll(); - - // push to the pre-sorted opaque render list - 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 ); - - } - - return { - - getClearColor: function () { - - return clearColor; - - }, - setClearColor: function ( color, alpha = 1 ) { - - clearColor.set( color ); - clearAlpha = alpha; - setClear( clearColor, clearAlpha ); - - }, - getClearAlpha: function () { - - return clearAlpha; - - }, - setClearAlpha: function ( alpha ) { - - clearAlpha = alpha; - setClear( clearColor, clearAlpha ); - - }, - render: render, - addToRenderList: addToRenderList - - }; - -} - -function WebGLBindingStates( gl, attributes ) { - - const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); - - const bindingStates = {}; - - const defaultState = createBindingState( null ); - let currentState = defaultState; - let forceUpdate = false; - - function setup( object, material, program, geometry, index ) { - - let updateBuffers = false; - - const state = getBindingState( geometry, program, material ); - - if ( currentState !== state ) { - - currentState = state; - bindVertexArrayObject( currentState.object ); - - } - - updateBuffers = needsUpdate( object, geometry, program, index ); - - if ( updateBuffers ) saveCache( object, geometry, program, index ); - - if ( index !== null ) { - - attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); - - } - - if ( updateBuffers || forceUpdate ) { - - forceUpdate = false; - - setupVertexAttributes( object, material, program, geometry ); - - if ( index !== null ) { - - gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); - - } - - } - - } - - function createVertexArrayObject() { - - return gl.createVertexArray(); - - } - - function bindVertexArrayObject( vao ) { - - return gl.bindVertexArray( vao ); - - } - - function deleteVertexArrayObject( vao ) { - - return gl.deleteVertexArray( vao ); - - } - - function getBindingState( geometry, program, material ) { - - const wireframe = ( material.wireframe === true ); - - let programMap = bindingStates[ geometry.id ]; - - if ( programMap === undefined ) { - - programMap = {}; - bindingStates[ geometry.id ] = programMap; - - } - - let stateMap = programMap[ program.id ]; - - if ( stateMap === undefined ) { - - stateMap = {}; - programMap[ program.id ] = stateMap; - - } - - let state = stateMap[ wireframe ]; - - if ( state === undefined ) { - - state = createBindingState( createVertexArrayObject() ); - stateMap[ wireframe ] = state; - - } - - return state; - - } - - function createBindingState( vao ) { - - const newAttributes = []; - const enabledAttributes = []; - const attributeDivisors = []; - - for ( let i = 0; i < maxVertexAttributes; i ++ ) { - - newAttributes[ i ] = 0; - enabledAttributes[ i ] = 0; - attributeDivisors[ i ] = 0; - - } - - return { - - // for backward compatibility on non-VAO support browser - geometry: null, - program: null, - wireframe: false, - - newAttributes: newAttributes, - enabledAttributes: enabledAttributes, - attributeDivisors: attributeDivisors, - object: vao, - attributes: {}, - index: null - - }; - - } - - function needsUpdate( 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; - - return false; - - } - - 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; - - } - - const data = {}; - data.attribute = attribute; - - if ( attribute && attribute.data ) { - - data.data = attribute.data; - - } - - 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; - - } - - } - - function enableAttribute( attribute ) { - - enableAttributeAndDivisor( attribute, 0 ); - - } - - function enableAttributeAndDivisor( attribute, meshPerAttribute ) { - - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; - const attributeDivisors = currentState.attributeDivisors; - - newAttributes[ attribute ] = 1; - - if ( enabledAttributes[ attribute ] === 0 ) { - - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; - - } - - if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { - - gl.vertexAttribDivisor( attribute, meshPerAttribute ); - attributeDivisors[ attribute ] = meshPerAttribute; - - } - - } - - function disableUnusedAttributes() { - - const newAttributes = currentState.newAttributes; - const enabledAttributes = currentState.enabledAttributes; - - for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { - - if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { - - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; - - } - - } - - } - - function vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) { - - if ( integer === true ) { - - gl.vertexAttribIPointer( index, size, type, stride, offset ); - - } else { - - gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); - - } - - } - - function setupVertexAttributes( object, material, program, geometry ) { - - 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 ) { - - const normalized = geometryAttribute.normalized; - const size = geometryAttribute.itemSize; - - const attribute = attributes.get( geometryAttribute ); - - // TODO Attribute may not be available on context restore - - if ( attribute === undefined ) continue; - - const buffer = attribute.buffer; - const type = attribute.type; - const bytesPerElement = attribute.bytesPerElement; - - // check for integer attributes - - const integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ); - - 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 ( 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 ); - - } - - } - - 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, - integer - ); - - } - - } else { - - if ( geometryAttribute.isInstancedBufferAttribute ) { - - for ( let i = 0; i < programAttribute.locationSize; i ++ ) { - - enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute ); - - } - - 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 ); - - } - - } - - 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, - integer - ); - - } - - } - - } else if ( materialDefaultAttributeValues !== undefined ) { - - const value = materialDefaultAttributeValues[ name ]; - - if ( value !== undefined ) { - - switch ( value.length ) { - - case 2: - gl.vertexAttrib2fv( programAttribute.location, value ); - break; - - case 3: - gl.vertexAttrib3fv( programAttribute.location, value ); - break; - - case 4: - gl.vertexAttrib4fv( programAttribute.location, value ); - break; - - default: - 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 ]; - - } - - delete programMap[ programId ]; - - } - - delete bindingStates[ geometryId ]; - - } - - } - - function releaseStatesOfGeometry( geometry ) { - - if ( bindingStates[ geometry.id ] === undefined ) return; - - const programMap = bindingStates[ geometry.id ]; - - for ( const programId in programMap ) { - - const stateMap = programMap[ programId ]; - - for ( const wireframe in stateMap ) { - - deleteVertexArrayObject( stateMap[ wireframe ].object ); - - delete stateMap[ wireframe ]; - - } - - delete programMap[ programId ]; - - } - - delete bindingStates[ geometry.id ]; - - } - - function releaseStatesOfProgram( program ) { - - for ( const geometryId in bindingStates ) { - - const programMap = bindingStates[ geometryId ]; - - if ( programMap[ program.id ] === undefined ) continue; - - const stateMap = programMap[ program.id ]; - - for ( const wireframe in stateMap ) { - - deleteVertexArrayObject( stateMap[ wireframe ].object ); - - delete stateMap[ wireframe ]; - - } - - delete programMap[ program.id ]; - - } - - } - - function reset() { - - resetDefaultState(); - 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 ) { - - let mode; - - function setMode( value ) { - - mode = value; - - } - - function render( start, count ) { - - gl.drawArrays( mode, start, count ); - - info.update( count, mode, 1 ); - - } - - function renderInstances( start, count, primcount ) { - - if ( primcount === 0 ) return; - - gl.drawArraysInstanced( mode, start, count, primcount ); - - info.update( count, mode, primcount ); - - } - - function renderMultiDraw( starts, counts, drawCount ) { - - if ( drawCount === 0 ) return; - - const extension = extensions.get( 'WEBGL_multi_draw' ); - extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount ); - - let elementCount = 0; - for ( let i = 0; i < drawCount; i ++ ) { - - elementCount += counts[ i ]; - - } - - info.update( elementCount, mode, 1 ); - - } - - function renderMultiDrawInstances( starts, counts, drawCount, primcount ) { - - if ( drawCount === 0 ) return; - - const extension = extensions.get( 'WEBGL_multi_draw' ); - - if ( extension === null ) { - - for ( let i = 0; i < starts.length; i ++ ) { - - renderInstances( starts[ i ], counts[ i ], primcount[ i ] ); - - } - - } else { - - extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount ); - - let elementCount = 0; - for ( let i = 0; i < drawCount; i ++ ) { - - elementCount += counts[ i ]; - - } - - for ( let i = 0; i < primcount.length; i ++ ) { - - info.update( elementCount, mode, primcount[ i ] ); - - } - - } - - } - - // - - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; - this.renderMultiDraw = renderMultiDraw; - this.renderMultiDrawInstances = renderMultiDrawInstances; - -} - -function WebGLCapabilities( gl, extensions, parameters, utils ) { - - let maxAnisotropy; - - function getMaxAnisotropy() { - - if ( maxAnisotropy !== undefined ) return maxAnisotropy; - - if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { - - const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); - - } else { - - maxAnisotropy = 0; - - } - - return maxAnisotropy; - - } - - function textureFormatReadable( textureFormat ) { - - if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { - - return false; - - } - - return true; - - } - - function textureTypeReadable( textureType ) { - - const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || 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 && ! halfFloatSupportedByExt ) { - - return false; - - } - - return true; - - } - - function getMaxPrecision( precision ) { - - if ( precision === 'highp' ) { - - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { - - return 'highp'; - - } - - precision = 'mediump'; - - } - - if ( precision === 'mediump' ) { - - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { - - return 'mediump'; - - } - - } - - return 'lowp'; - - } - - let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; - const maxPrecision = getMaxPrecision( precision ); - - if ( maxPrecision !== precision ) { - - console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); - precision = maxPrecision; - - } - - const 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 vertexTextures = maxVertexTextures > 0; - - const maxSamples = gl.getParameter( gl.MAX_SAMPLES ); - - return { - - isWebGL2: true, // keeping this for backwards compatibility - - getMaxAnisotropy: getMaxAnisotropy, - getMaxPrecision: getMaxPrecision, - - textureFormatReadable: textureFormatReadable, - textureTypeReadable: textureTypeReadable, - - precision: precision, - logarithmicDepthBuffer: logarithmicDepthBuffer, - - maxTextures: maxTextures, - maxVertexTextures: maxVertexTextures, - maxTextureSize: maxTextureSize, - maxCubemapSize: maxCubemapSize, - - maxAttributes: maxAttributes, - maxVertexUniforms: maxVertexUniforms, - maxVaryings: maxVaryings, - maxFragmentUniforms: maxFragmentUniforms, - - vertexTextures: vertexTextures, - - maxSamples: maxSamples - - }; - -} - -function WebGLClipping( properties ) { - - const scope = this; - - let globalState = null, - numGlobalPlanes = 0, - localClippingEnabled = false, - renderingShadows = false; - - const plane = new Plane(), - viewNormalMatrix = new Matrix3(), - - uniform = { value: null, needsUpdate: false }; - - this.uniform = uniform; - this.numPlanes = 0; - this.numIntersection = 0; - - this.init = function ( planes, enableLocalClipping ) { - - 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; - - numGlobalPlanes = planes.length; - - return enabled; - - }; - - this.beginShadows = function () { - - renderingShadows = true; - projectPlanes( null ); - - }; - - this.endShadows = function () { - - renderingShadows = false; - - }; - - this.setGlobalState = function ( planes, camera ) { - - globalState = projectPlanes( planes, camera, 0 ); - - }; - - this.setState = function ( material, camera, useCache ) { - - const planes = material.clippingPlanes, - clipIntersection = material.clipIntersection, - clipShadows = material.clipShadows; - - const materialProperties = properties.get( material ); - - if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { - - // there's no local clipping - - if ( renderingShadows ) { - - // there's no global clipping - - projectPlanes( null ); - - } else { - - resetGlobalState(); - - } - - } else { - - const nGlobal = renderingShadows ? 0 : numGlobalPlanes, - lGlobal = nGlobal * 4; - - let dstArray = materialProperties.clippingState || null; - - uniform.value = dstArray; // ensure unique state - - dstArray = projectPlanes( planes, camera, lGlobal, useCache ); - - for ( let i = 0; i !== lGlobal; ++ i ) { - - dstArray[ i ] = globalState[ i ]; - - } - - materialProperties.clippingState = dstArray; - this.numIntersection = clipIntersection ? this.numPlanes : 0; - this.numPlanes += nGlobal; - - } - - - }; - - function resetGlobalState() { - - if ( uniform.value !== globalState ) { - - uniform.value = globalState; - uniform.needsUpdate = numGlobalPlanes > 0; - - } - - scope.numPlanes = numGlobalPlanes; - scope.numIntersection = 0; - - } - - function projectPlanes( planes, camera, dstOffset, skipTransform ) { - - const nPlanes = planes !== null ? planes.length : 0; - let dstArray = null; - - if ( nPlanes !== 0 ) { - - dstArray = uniform.value; - - if ( skipTransform !== true || dstArray === null ) { - - const flatSize = dstOffset + nPlanes * 4, - viewMatrix = camera.matrixWorldInverse; - - viewNormalMatrix.getNormalMatrix( viewMatrix ); - - if ( dstArray === null || dstArray.length < flatSize ) { - - dstArray = new Float32Array( flatSize ); - - } - - for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { - - plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); - - plane.normal.toArray( dstArray, i4 ); - dstArray[ i4 + 3 ] = plane.constant; - - } - - } - - uniform.value = dstArray; - uniform.needsUpdate = true; - - } - - scope.numPlanes = nPlanes; - scope.numIntersection = 0; - - return dstArray; - - } - -} - -function WebGLCubeMaps( renderer ) { - - let cubemaps = new WeakMap(); - - function mapTextureMapping( texture, mapping ) { - - if ( mapping === EquirectangularReflectionMapping ) { - - texture.mapping = CubeReflectionMapping; - - } else if ( mapping === EquirectangularRefractionMapping ) { - - texture.mapping = CubeRefractionMapping; - - } - - return texture; - - } - - function get( texture ) { - - if ( texture && texture.isTexture ) { - - const mapping = texture.mapping; - - if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { - - if ( cubemaps.has( texture ) ) { - - const cubemap = cubemaps.get( texture ).texture; - return mapTextureMapping( cubemap, texture.mapping ); - - } else { - - const image = texture.image; - - if ( image && image.height > 0 ) { - - const renderTarget = new WebGLCubeRenderTarget( image.height ); - 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 ) { - - const texture = event.target; - - texture.removeEventListener( 'dispose', onTextureDispose ); - - const cubemap = cubemaps.get( texture ); - - if ( cubemap !== undefined ) { - - cubemaps.delete( texture ); - cubemap.dispose(); - - } - - } - - function dispose() { - - cubemaps = new WeakMap(); - - } - - return { - get: get, - dispose: dispose - }; - -} - -class OrthographicCamera extends Camera { - - 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 ); - - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; - - this.zoom = source.zoom; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - return this; - - } - - setViewOffset( fullWidth, fullHeight, x, y, width, height ) { - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - } - - clearViewOffset() { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - } - - updateProjectionMatrix() { - - const dx = ( this.right - this.left ) / ( 2 * this.zoom ); - const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); - const cx = ( this.right + this.left ) / 2; - const cy = ( this.top + this.bottom ) / 2; - - let left = cx - dx; - let right = cx + dx; - let top = cy + dy; - let bottom = cy - dy; - - if ( this.view !== null && this.view.enabled ) { - - const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; - const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; - - left += scaleW * this.view.offsetX; - right = left + scaleW * this.view.width; - top -= scaleH * this.view.offsetY; - bottom = top - scaleH * this.view.height; - - } - - this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem ); - - this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.zoom = this.zoom; - data.object.left = this.left; - data.object.right = this.right; - data.object.top = this.top; - data.object.bottom = this.bottom; - data.object.near = this.near; - data.object.far = this.far; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - return data; - - } - -} - -const LOD_MIN = 4; - -// The standard deviations (radians) associated with the extra mips. These are -// 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 ]; - -// 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(); -let _oldTarget = null; -let _oldActiveCubeFace = 0; -let _oldActiveMipmapLevel = 0; -let _oldXrEnabled = false; - -// Golden Ratio -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( - PHI, INV_PHI, 0 ), - /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ), - /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ), - /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ), - /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ), - /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ), - /*@__PURE__*/ new Vector3( - 1, 1, - 1 ), - /*@__PURE__*/ new Vector3( 1, 1, - 1 ), - /*@__PURE__*/ new Vector3( - 1, 1, 1 ), - /*@__PURE__*/ new Vector3( 1, 1, 1 ) ]; - -/** - * This class generates a Prefiltered, Mipmapped Radiance Environment Map - * (PMREM) from a cubeMap environment texture. This allows different levels of - * blur to be quickly accessed based on material roughness. It is packed into a - * special CubeUV format that allows us to perform custom interpolation so that - * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap - * chain, it only goes down to the LOD_MIN level (above), and then creates extra - * even more filtered 'mips' at the same LOD_MIN resolution, associated with - * higher roughness levels. In this way we maintain resolution to smoothly - * interpolate diffuse lighting while limiting sampling computation. - * - * Paper: Fast, Accurate Image-Based Lighting - * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view -*/ - -class PMREMGenerator { - - 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 ); - - } - - /** - * Generates a PMREM from a supplied Scene, which can be faster than using an - * image if networking bandwidth is low. Optional sigma specifies a blur radius - * in radians to be applied to the scene before PMREM generation. Optional near - * 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 ) { - - _oldTarget = this._renderer.getRenderTarget(); - _oldActiveCubeFace = this._renderer.getActiveCubeFace(); - _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); - _oldXrEnabled = this._renderer.xr.enabled; - - this._renderer.xr.enabled = false; - - 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._applyPMREM( cubeUVRenderTarget ); - this._cleanup( cubeUVRenderTarget ); - - return cubeUVRenderTarget; - - } - - /** - * Generates a PMREM from an equirectangular texture, which can be either LDR - * or HDR. The ideal input image size is 1k (1024 x 512), - * as this matches best with the 256 x 256 cubemap output. - * The smallest supported equirectangular image size is 64 x 32. - */ - fromEquirectangular( equirectangular, renderTarget = null ) { - - return this._fromTexture( equirectangular, renderTarget ); - - } - - /** - * Generates a PMREM from an cubemap texture, which can be either LDR - * or HDR. The ideal input cube size is 256 x 256, - * as this matches best with the 256 x 256 cubemap output. - * The smallest supported cube size is 16 x 16. - */ - fromCubemap( cubemap, renderTarget = null ) { - - return this._fromTexture( cubemap, renderTarget ); - - } - - /** - * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during - * your texture's network fetch for increased concurrency. - */ - compileCubemapShader() { - - if ( this._cubemapMaterial === null ) { - - this._cubemapMaterial = _getCubemapMaterial(); - this._compileMaterial( this._cubemapMaterial ); - - } - - } - - /** - * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during - * your texture's network fetch for increased concurrency. - */ - compileEquirectangularShader() { - - if ( this._equirectMaterial === null ) { - - this._equirectMaterial = _getEquirectMaterial(); - this._compileMaterial( this._equirectMaterial ); - - } - - } - - /** - * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, - * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on - * 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(); - - } - - // private interface - - _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(); - - } - - } - - _cleanup( outputTarget ) { - - this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel ); - this._renderer.xr.enabled = _oldXrEnabled; - - outputTarget.scissorTest = false; - _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 ); - - } - - _oldTarget = this._renderer.getRenderTarget(); - _oldActiveCubeFace = this._renderer.getActiveCubeFace(); - _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); - _oldXrEnabled = this._renderer.xr.enabled; - - this._renderer.xr.enabled = false; - - const cubeUVRenderTarget = renderTarget || this._allocateTargets(); - this._textureToCubeUV( texture, cubeUVRenderTarget ); - this._applyPMREM( cubeUVRenderTarget ); - this._cleanup( cubeUVRenderTarget ); - - return cubeUVRenderTarget; - - } - - _allocateTargets() { - - const width = 3 * Math.max( this._cubeSize, 16 * 7 ); - const height = 4 * this._cubeSize; - - const params = { - magFilter: LinearFilter, - minFilter: LinearFilter, - generateMipmaps: false, - type: HalfFloatType, - format: RGBAFormat, - colorSpace: LinearSRGBColorSpace, - depthBuffer: false - }; - - const cubeUVRenderTarget = _createRenderTarget( width, height, params ); - - if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) { - - 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 ); - - } - - return cubeUVRenderTarget; - - } - - _compileMaterial( material ) { - - const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material ); - this._renderer.compile( tmpMesh, _flatCamera ); - - } - - _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 renderer = this._renderer; - - const originalAutoClear = renderer.autoClear; - const toneMapping = renderer.toneMapping; - renderer.getClearColor( _clearColor ); - - renderer.toneMapping = NoToneMapping; - renderer.autoClear = false; - - const backgroundMaterial = new MeshBasicMaterial( { - name: 'PMREM.Background', - side: BackSide, - depthWrite: false, - 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 ); - scene.background = null; - useSolidColor = true; - - } - - } else { - - backgroundMaterial.color.copy( _clearColor ); - useSolidColor = true; - - } - - 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 ); - - } else { - - 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 ); - - } - - renderer.render( scene, cubeCamera ); - - } - - backgroundBox.geometry.dispose(); - backgroundBox.material.dispose(); - - renderer.toneMapping = toneMapping; - renderer.autoClear = originalAutoClear; - scene.background = background; - - } - - _textureToCubeUV( texture, cubeUVRenderTarget ) { - - const renderer = this._renderer; - - 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; - - } else { - - if ( this._equirectMaterial === null ) { - - this._equirectMaterial = _getEquirectMaterial(); - - } - - } - - const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial; - const mesh = new Mesh( this._lodPlanes[ 0 ], material ); - - const uniforms = material.uniforms; - - uniforms[ 'envMap' ].value = texture; - - const size = this._cubeSize; - - _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size ); - - renderer.setRenderTarget( cubeUVRenderTarget ); - renderer.render( mesh, _flatCamera ); - - } - - _applyPMREM( cubeUVRenderTarget ) { - - const renderer = this._renderer; - const autoClear = renderer.autoClear; - renderer.autoClear = false; - const n = this._lodPlanes.length; - - for ( let i = 1; i < n; i ++ ) { - - const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] ); - - const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ]; - - this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis ); - - } - - renderer.autoClear = autoClear; - - } - - /** - * This is a two-pass Gaussian blur for a cubemap. Normally this is done - * vertically and horizontally, but this breaks down on a cube. Here we apply - * the blur latitudinally (around the poles), and then longitudinally (towards - * 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 ) { - - const pingPongRenderTarget = this._pingPongRenderTarget; - - 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 ) { - - const renderer = this._renderer; - const blurMaterial = this._blurMaterial; - - 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 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 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 weights = []; - let sum = 0; - - 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 ) { - - sum += weight; - - } else if ( i < samples ) { - - sum += 2 * weight; - - } - - } - - 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; - - } - - 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 ) { - - 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 ); - let sigma = 1.0 / sizeLod; - - 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; - const max = 1 + texelSize; - 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 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 --; - - } - - } - - return { lodPlanes, sizeLods, sigmas }; - -} - -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 _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`, - }, - - uniforms: { - '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; - precision mediump int; - - varying vec3 vOutputDirection; - - uniform sampler2D envMap; - uniform int samples; - uniform float weights[ n ]; - uniform bool latitudinal; - uniform float dTheta; - uniform float mipInt; - uniform vec3 poleAxis; - - #define ENVMAP_TYPE_CUBE_UV - #include - - vec3 getSample( float theta, vec3 axis ) { - - float cosTheta = cos( theta ); - // Rodrigues' axis-angle rotation - vec3 sampleDirection = vOutputDirection * cosTheta - + cross( axis, vOutputDirection ) * sin( theta ) - + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta ); - - return bilinearCubeUV( envMap, sampleDirection, mipInt ); - - } - - void main() { - - vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection ); - - if ( all( equal( axis, vec3( 0.0 ) ) ) ) { - - axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x ); - - } - - axis = normalize( axis ); - - gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); - gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis ); - - for ( int i = 1; i < n; i++ ) { - - if ( i >= samples ) { - - break; - - } - - float theta = dTheta * float( i ); - gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis ); - gl_FragColor.rgb += weights[ i ] * getSample( theta, axis ); - - } - - } - `, - - blending: NoBlending, - depthTest: false, - depthWrite: false - - } ); - - return shaderMaterial; - -} - -function _getEquirectMaterial() { - - return new ShaderMaterial( { - - name: 'EquirectangularToCubeUV', - - uniforms: { - 'envMap': { value: null } - }, - - vertexShader: _getCommonVertexShader(), - - fragmentShader: /* glsl */` - - precision mediump float; - precision mediump int; - - varying vec3 vOutputDirection; - - uniform sampler2D envMap; - - #include - - void main() { - - vec3 outputDirection = normalize( vOutputDirection ); - vec2 uv = equirectUv( outputDirection ); - - gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 ); - - } - `, - - blending: NoBlending, - depthTest: false, - depthWrite: false - - } ); - -} - -function _getCubemapMaterial() { - - return new ShaderMaterial( { - - name: 'CubemapToCubeUV', - - uniforms: { - 'envMap': { value: null }, - 'flipEnvMap': { value: - 1 } - }, - - vertexShader: _getCommonVertexShader(), - - fragmentShader: /* glsl */` - - precision mediump float; - precision mediump int; - - uniform float flipEnvMap; - - varying vec3 vOutputDirection; - - uniform samplerCube envMap; - - void main() { - - gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) ); - - } - `, - - blending: NoBlending, - depthTest: false, - depthWrite: false - - } ); - -} - -function _getCommonVertexShader() { - - return /* glsl */` - - precision mediump float; - precision mediump int; - - attribute float faceIndex; - - varying vec3 vOutputDirection; - - // RH coordinate system; PMREM face-indexing convention - vec3 getDirection( vec2 uv, float face ) { - - uv = 2.0 * uv - 1.0; - - vec3 direction = vec3( uv, 1.0 ); - - if ( face == 0.0 ) { - - direction = direction.zyx; // ( 1, v, u ) pos x - - } else if ( face == 1.0 ) { - - direction = direction.xzy; - direction.xz *= -1.0; // ( -u, 1, -v ) pos y - - } else if ( face == 2.0 ) { - - direction.x *= -1.0; // ( -u, v, 1 ) pos z - - } else if ( face == 3.0 ) { - - direction = direction.zyx; - direction.xz *= -1.0; // ( -1, v, -u ) neg x - - } else if ( face == 4.0 ) { - - direction = direction.xzy; - direction.xy *= -1.0; // ( -u, -1, v ) neg y - - } else if ( face == 5.0 ) { - - direction.z *= -1.0; // ( u, v, -1 ) neg z - - } - - return direction; - - } - - void main() { - - vOutputDirection = getDirection( uv, faceIndex ); - gl_Position = vec4( position, 1.0 ); - - } - `; - -} - -function WebGLCubeUVMaps( renderer ) { - - let cubeUVmaps = new WeakMap(); - - let pmremGenerator = null; - - function get( texture ) { - - if ( texture && texture.isTexture ) { - - const mapping = texture.mapping; - - const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ); - const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); - - // equirect/cube map to cubeUV conversion - - if ( isEquirectMap || isCubeMap ) { - - let renderTarget = cubeUVmaps.get( texture ); - - const currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0; - - if ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) { - - if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); - - renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget ); - renderTarget.texture.pmremVersion = texture.pmremVersion; - - cubeUVmaps.set( texture, renderTarget ); - - return renderTarget.texture; - - } else { - - if ( renderTarget !== undefined ) { - - return renderTarget.texture; - - } else { - - const image = texture.image; - - if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) { - - if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); - - renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture ); - renderTarget.texture.pmremVersion = texture.pmremVersion; - - 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 ) { - - let count = 0; - const length = 6; - - for ( let i = 0; i < length; i ++ ) { - - if ( image[ i ] !== undefined ) count ++; - - } - - return count === length; - - - } - - function onTextureDispose( event ) { - - const texture = event.target; - - 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 ) { - - pmremGenerator.dispose(); - pmremGenerator = null; - - } - - } - - return { - get: get, - dispose: dispose - }; - -} - -function WebGLExtensions( gl ) { - - const extensions = {}; - - function getExtension( name ) { - - if ( extensions[ name ] !== undefined ) { - - return extensions[ name ]; - - } - - let extension; - - switch ( name ) { - - case 'WEBGL_depth_texture': - extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); - break; - - case 'EXT_texture_filter_anisotropic': - extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); - break; - - case 'WEBGL_compressed_texture_s3tc': - extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); - break; - - case 'WEBGL_compressed_texture_pvrtc': - extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); - break; - - default: - extension = gl.getExtension( name ); - - } - - extensions[ name ] = extension; - - return extension; - - } - - return { - - has: function ( name ) { - - return getExtension( name ) !== null; - - }, - - init: function () { - - getExtension( 'EXT_color_buffer_float' ); - getExtension( 'WEBGL_clip_cull_distance' ); - getExtension( 'OES_texture_float_linear' ); - getExtension( 'EXT_color_buffer_half_float' ); - getExtension( 'WEBGL_multisampled_render_to_texture' ); - getExtension( 'WEBGL_render_shared_exponent' ); - - }, - - get: function ( name ) { - - const extension = getExtension( name ); - - if ( extension === null ) { - - warnOnce( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); - - } - - return extension; - - } - - }; - -} - -function WebGLGeometries( gl, attributes, info, bindingStates ) { - - const geometries = {}; - const wireframeAttributes = new WeakMap(); - - function onGeometryDispose( event ) { - - const geometry = event.target; - - if ( geometry.index !== null ) { - - attributes.remove( geometry.index ); - - } - - for ( const name in geometry.attributes ) { - - attributes.remove( geometry.attributes[ name ] ); - - } - - for ( const name in geometry.morphAttributes ) { - - const array = geometry.morphAttributes[ name ]; - - for ( let i = 0, l = array.length; i < l; i ++ ) { - - attributes.remove( array[ i ] ); - - } - - } - - geometry.removeEventListener( 'dispose', onGeometryDispose ); - - delete geometries[ geometry.id ]; - - const attribute = wireframeAttributes.get( geometry ); - - if ( attribute ) { - - attributes.remove( attribute ); - wireframeAttributes.delete( geometry ); - - } - - bindingStates.releaseStatesOfGeometry( geometry ); - - if ( geometry.isInstancedBufferGeometry === true ) { - - delete geometry._maxInstanceCount; - - } - - // - - info.memory.geometries --; - - } - - function get( object, geometry ) { - - if ( geometries[ geometry.id ] === true ) return geometry; - - geometry.addEventListener( 'dispose', onGeometryDispose ); - - geometries[ geometry.id ] = true; - - info.memory.geometries ++; - - return geometry; - - } - - function update( geometry ) { - - const geometryAttributes = geometry.attributes; - - // Updating index buffer in VAO now. See WebGLBindingStates. - - for ( const name in geometryAttributes ) { - - attributes.update( geometryAttributes[ name ], 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 ); - - } - - } - - } - - function updateWireframeAttribute( geometry ) { - - const indices = []; - - const geometryIndex = geometry.index; - const geometryPosition = geometry.attributes.position; - let version = 0; - - if ( geometryIndex !== null ) { - - const array = geometryIndex.array; - version = geometryIndex.version; - - for ( let i = 0, l = array.length; i < l; i += 3 ) { - - const a = array[ i + 0 ]; - const b = array[ i + 1 ]; - const c = array[ i + 2 ]; - - indices.push( a, b, b, c, c, a ); - - } - - } else if ( geometryPosition !== undefined ) { - - const array = geometryPosition.array; - version = geometryPosition.version; - - for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { - - const a = i + 0; - const b = i + 1; - const c = i + 2; - - indices.push( a, b, b, c, c, a ); - - } - - } else { - - return; - - } - - 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 ); - - // - - wireframeAttributes.set( geometry, attribute ); - - } - - function getWireframeAttribute( geometry ) { - - const currentAttribute = wireframeAttributes.get( geometry ); - - if ( currentAttribute ) { - - const geometryIndex = geometry.index; - - if ( geometryIndex !== null ) { - - // if the attribute is obsolete, create a new one - - if ( currentAttribute.version < geometryIndex.version ) { - - updateWireframeAttribute( geometry ); - - } - - } - - } else { - - updateWireframeAttribute( geometry ); - - } - - return wireframeAttributes.get( geometry ); - - } - - return { - - get: get, - update: update, - - getWireframeAttribute: getWireframeAttribute - - }; - -} - -function WebGLIndexedBufferRenderer( gl, extensions, info ) { - - let mode; - - function setMode( value ) { - - mode = value; - - } - - let type, bytesPerElement; - - function setIndex( value ) { - - type = value.type; - bytesPerElement = value.bytesPerElement; - - } - - function render( start, count ) { - - gl.drawElements( mode, count, type, start * bytesPerElement ); - - info.update( count, mode, 1 ); - - } - - function renderInstances( start, count, primcount ) { - - if ( primcount === 0 ) return; - - gl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount ); - - info.update( count, mode, primcount ); - - } - - function renderMultiDraw( starts, counts, drawCount ) { - - if ( drawCount === 0 ) return; - - const extension = extensions.get( 'WEBGL_multi_draw' ); - extension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount ); - - let elementCount = 0; - for ( let i = 0; i < drawCount; i ++ ) { - - elementCount += counts[ i ]; - - } - - info.update( elementCount, mode, 1 ); - - - } - - function renderMultiDrawInstances( starts, counts, drawCount, primcount ) { - - if ( drawCount === 0 ) return; - - const extension = extensions.get( 'WEBGL_multi_draw' ); - - if ( extension === null ) { - - for ( let i = 0; i < starts.length; i ++ ) { - - renderInstances( starts[ i ] / bytesPerElement, counts[ i ], primcount[ i ] ); - - } - - } else { - - extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, type, starts, 0, primcount, 0, drawCount ); - - let elementCount = 0; - for ( let i = 0; i < drawCount; i ++ ) { - - elementCount += counts[ i ]; - - } - - for ( let i = 0; i < primcount.length; i ++ ) { - - info.update( elementCount, mode, primcount[ i ] ); - - } - - } - - } - - // - - this.setMode = setMode; - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; - this.renderMultiDraw = renderMultiDraw; - this.renderMultiDrawInstances = renderMultiDrawInstances; - -} - -function WebGLInfo( gl ) { - - const memory = { - geometries: 0, - textures: 0 - }; - - const render = { - frame: 0, - calls: 0, - triangles: 0, - points: 0, - lines: 0 - }; - - function update( count, mode, instanceCount ) { - - render.calls ++; - - switch ( mode ) { - - case gl.TRIANGLES: - render.triangles += instanceCount * ( count / 3 ); - break; - - case gl.LINES: - render.lines += instanceCount * ( count / 2 ); - break; - - case gl.LINE_STRIP: - 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 ); - break; - - } - - } - - function reset() { - - render.calls = 0; - render.triangles = 0; - render.points = 0; - render.lines = 0; - - } - - return { - memory: memory, - render: render, - programs: null, - autoReset: true, - reset: reset, - update: update - }; - -} - -function WebGLMorphtargets( gl, capabilities, textures ) { - - const morphTextures = new WeakMap(); - const morph = new Vector4(); - - function update( object, geometry, program ) { - - const objectInfluences = object.morphTargetInfluences; - - // the following 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 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; - - let width = geometry.attributes.position.count * vertexDataCount; - let height = 1; - - 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 ); - 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 ]; - - const offset = width * height * 4 * i; - - 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 ( 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; - - } - - } - - } - - entry = { - count: morphTargetsCount, - texture: texture, - size: new Vector2( width, height ) - }; - - morphTextures.set( geometry, entry ); - - function disposeTexture() { - - texture.dispose(); - - morphTextures.delete( geometry ); - - geometry.removeEventListener( 'dispose', disposeTexture ); - - } - - geometry.addEventListener( 'dispose', disposeTexture ); - - } - - // - if ( object.isInstancedMesh === true && object.morphTexture !== null ) { - - program.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures ); - - } else { - - let morphInfluencesSum = 0; - - 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 ); - - } - - return { - - update: update - - }; - -} - -function WebGLObjects( gl, geometries, attributes, info ) { - - let updateMap = new WeakMap(); - - function update( object ) { - - const frame = info.render.frame; - - const geometry = object.geometry; - const buffergeometry = geometries.get( object, geometry ); - - // Update once per frame - - if ( updateMap.get( buffergeometry ) !== frame ) { - - geometries.update( buffergeometry ); - - updateMap.set( buffergeometry, frame ); - - } - - if ( object.isInstancedMesh ) { - - if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { - - object.addEventListener( 'dispose', onInstancedMeshDispose ); - - } - - if ( updateMap.get( object ) !== frame ) { - - attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER ); - - if ( object.instanceColor !== null ) { - - attributes.update( object.instanceColor, gl.ARRAY_BUFFER ); - - } - - updateMap.set( object, frame ); - - } - - } - - if ( object.isSkinnedMesh ) { - - const skeleton = object.skeleton; - - if ( updateMap.get( skeleton ) !== frame ) { - - skeleton.update(); - - updateMap.set( skeleton, frame ); - - } - - } - - return buffergeometry; - - } - - function dispose() { - - updateMap = new WeakMap(); - - } - - function onInstancedMeshDispose( event ) { - - const instancedMesh = event.target; - - instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); - - attributes.remove( instancedMesh.instanceMatrix ); - - if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); - - } - - return { - - update: update, - dispose: dispose - - }; - -} - -class DepthTexture extends Texture { - - constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) { - - if ( format !== DepthFormat && format !== DepthStencilFormat ) { - - throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); - - } - - if ( type === undefined && format === DepthFormat ) type = 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.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - - this.flipY = false; - this.generateMipmaps = false; - - this.compareFunction = null; - - } - - - copy( source ) { - - super.copy( source ); - - this.compareFunction = source.compareFunction; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction; - - return data; - - } - -} - -/** - * Uniforms of a program. - * Those form a tree structure with a special top-level container for the root, - * which you get by calling 'new WebGLUniforms( gl, program )'. - * - * - * Properties of inner nodes including the top-level container: - * - * .seq - array of nested uniforms - * .map - nested uniforms by name - * - * - * Methods of all nodes except the top-level container: - * - * .setValue( gl, value, [textures] ) - * - * uploads a uniform value(s) - * the 'textures' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (textures factorizations): - * - * .upload( gl, seq, values, textures ) - * - * sets uniforms in 'seq' to 'values[id].value' - * - * .seqWithValue( seq, values ) : filteredSeq - * - * filters 'seq' entries with corresponding entry in values - * - * - * Methods of the top-level container (textures factorizations): - * - * .setValue( gl, name, value, textures ) - * - * sets uniform with name 'name' to 'value' - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */ - - -const emptyTexture = /*@__PURE__*/ new Texture(); - -const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 ); - -const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture(); -const empty3dTexture = /*@__PURE__*/ new Data3DTexture(); -const emptyCubeTexture = /*@__PURE__*/ new CubeTexture(); - -// --- Utilities --- - -// Array Caches (provide typed arrays for temporary by size) - -const arrayCacheF32 = []; -const arrayCacheI32 = []; - -// Float32Array caches used for uploading Matrix uniforms - -const mat4array = new Float32Array( 16 ); -const mat3array = new Float32Array( 9 ); -const mat2array = new Float32Array( 4 ); - -// Flattening for arrays of vectors and matrices - -function flatten( array, nBlocks, blockSize ) { - - const firstElem = array[ 0 ]; - - if ( firstElem <= 0 || firstElem > 0 ) return array; - // unoptimized: ! isNaN( firstElem ) - // see http://jacksondunstan.com/articles/983 - - const n = nBlocks * blockSize; - let r = arrayCacheF32[ n ]; - - if ( r === undefined ) { - - r = new Float32Array( n ); - arrayCacheF32[ n ] = r; - - } - - if ( nBlocks !== 0 ) { - - firstElem.toArray( r, 0 ); - - for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { - - offset += blockSize; - array[ i ].toArray( r, offset ); - - } - - } - - return r; - -} - -function arraysEqual( a, b ) { - - if ( a.length !== b.length ) return false; - - for ( let i = 0, l = a.length; i < l; i ++ ) { - - if ( a[ i ] !== b[ i ] ) return false; - - } - - return true; - -} - -function copyArray( a, b ) { - - for ( let i = 0, l = b.length; i < l; i ++ ) { - - a[ i ] = b[ i ]; - - } - -} - -// Texture unit allocation - -function allocTexUnits( textures, n ) { - - let r = arrayCacheI32[ n ]; - - if ( r === undefined ) { - - r = new Int32Array( n ); - arrayCacheI32[ n ] = r; - - } - - for ( let i = 0; i !== n; ++ i ) { - - r[ i ] = textures.allocateTextureUnit(); - - } - - return r; - -} - -// --- Setters --- - -// Note: Defining these methods externally, because they come in a bunch -// and this way their names minify. - -// Single scalar - -function setValueV1f( gl, v ) { - - const cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1f( this.addr, v ); - - cache[ 0 ] = v; - -} - -// Single float vector (from flat array or THREE.VectorN) - -function setValueV2f( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { - - gl.uniform2f( this.addr, v.x, v.y ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform2fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV3f( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { - - gl.uniform3f( this.addr, v.x, v.y, v.z ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - - } - - } else if ( v.r !== undefined ) { - - if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { - - gl.uniform3f( this.addr, v.r, v.g, v.b ); - - cache[ 0 ] = v.r; - cache[ 1 ] = v.g; - cache[ 2 ] = v.b; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform3fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV4f( gl, v ) { - - const cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { - - gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - cache[ 3 ] = v.w; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform4fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -// Single matrix (from flat array or THREE.MatrixN) - -function setValueM2( gl, v ) { - - const cache = this.cache; - const elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix2fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat2array.set( elements ); - - gl.uniformMatrix2fv( this.addr, false, mat2array ); - - copyArray( cache, elements ); - - } - -} - -function setValueM3( gl, v ) { - - const cache = this.cache; - const elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix3fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat3array.set( elements ); - - gl.uniformMatrix3fv( this.addr, false, mat3array ); - - copyArray( cache, elements ); - - } - -} - -function setValueM4( gl, v ) { - - const cache = this.cache; - const elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix4fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat4array.set( elements ); - - gl.uniformMatrix4fv( this.addr, false, mat4array ); - - copyArray( cache, elements ); - - } - -} - -// Single integer / boolean - -function setValueV1i( gl, v ) { - - const cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1i( this.addr, v ); - - cache[ 0 ] = v; - -} - -// Single integer / boolean vector (from flat array 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 ) { - - 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 ) { - - 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; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform3uiv( this.addr, v ); - - copyArray( cache, 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; - - } - - } 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; - - } - - let emptyTexture2D; - - if ( this.type === gl.SAMPLER_2D_SHADOW ) { - - emptyShadowTexture.compareFunction = LessEqualCompare; // #28670 - emptyTexture2D = emptyShadowTexture; - - } else { - - emptyTexture2D = emptyTexture; - - } - - textures.setTexture2D( v || emptyTexture2D, unit ); - -} - -function setValueT3D1( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTexture3D( v || empty3dTexture, unit ); - -} - -function setValueT6( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTextureCube( v || emptyCubeTexture, unit ); - -} - -function setValueT2DArray1( gl, v, textures ) { - - const cache = this.cache; - const unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTexture2DArray( v || 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 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1; - - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // INT_SAMPLER_3D - case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D - return setValueT3D1; - - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE - case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6; - - case 0x8dc1: // SAMPLER_2D_ARRAY - case 0x8dcf: // INT_SAMPLER_2D_ARRAY - case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY - case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW - return setValueT2DArray1; - - } - -} - - -// Array of scalars - -function setValueV1fArray( gl, v ) { - - gl.uniform1fv( this.addr, v ); - -} - -// Array of vectors (from flat array or array of THREE.VectorN) - -function setValueV2fArray( gl, v ) { - - const data = flatten( v, this.size, 2 ); - - gl.uniform2fv( this.addr, data ); - -} - -function setValueV3fArray( gl, v ) { - - const data = flatten( v, this.size, 3 ); - - gl.uniform3fv( this.addr, data ); - -} - -function setValueV4fArray( gl, v ) { - - const data = flatten( v, this.size, 4 ); - - gl.uniform4fv( this.addr, data ); - -} - -// Array of matrices (from flat array or array of THREE.MatrixN) - -function setValueM2Array( gl, v ) { - - const data = flatten( v, this.size, 4 ); - - gl.uniformMatrix2fv( this.addr, false, data ); - -} - -function setValueM3Array( gl, v ) { - - const data = flatten( v, this.size, 9 ); - - gl.uniformMatrix3fv( this.addr, false, data ); - -} - -function setValueM4Array( gl, v ) { - - const data = flatten( v, this.size, 16 ); - - gl.uniformMatrix4fv( this.addr, false, data ); - -} - -// Array of integer / boolean - -function setValueV1iArray( gl, v ) { - - gl.uniform1iv( this.addr, v ); - -} - -// Array of integer / boolean vectors (from flat array) - -function setValueV2iArray( gl, v ) { - - gl.uniform2iv( this.addr, v ); - -} - -function setValueV3iArray( gl, v ) { - - gl.uniform3iv( this.addr, v ); - -} - -function setValueV4iArray( gl, v ) { - - gl.uniform4iv( this.addr, v ); - -} - -// Array of unsigned integer - -function setValueV1uiArray( gl, v ) { - - gl.uniform1uiv( this.addr, v ); - -} - -// Array of unsigned integer vectors (from flat array) - -function setValueV2uiArray( gl, v ) { - - gl.uniform2uiv( this.addr, v ); - -} - -function setValueV3uiArray( gl, v ) { - - gl.uniform3uiv( this.addr, v ); - -} - -function setValueV4uiArray( gl, v ) { - - gl.uniform4uiv( this.addr, v ); - -} - - -// Array of textures (2D / 3D / Cube / 2DArray) - -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 ); - - } - - for ( let i = 0; i !== n; ++ i ) { - - textures.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); - - } - -} - -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 ); - - } - - for ( let i = 0; i !== n; ++ i ) { - - textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] ); - - } - -} - -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 ); - - } - - for ( let i = 0; i !== n; ++ i ) { - - textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); - - } - -} - -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 ); - - } - - 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 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1Array; - - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // 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 - 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 - return setValueT2DArrayArray; - - } - -} - -// --- Uniform Classes --- - -class SingleUniform { - - constructor( id, activeInfo, addr ) { - - this.id = id; - this.addr = addr; - this.cache = []; - this.type = activeInfo.type; - this.setValue = getSingularSetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG - - } - -} - -class PureArrayUniform { - - constructor( id, activeInfo, addr ) { - - this.id = id; - this.addr = addr; - this.cache = []; - this.type = activeInfo.type; - this.size = activeInfo.size; - this.setValue = getPureArraySetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG - - } - -} - -class StructuredUniform { - - constructor( id ) { - - this.id = id; - - this.seq = []; - this.map = {}; - - } - - 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 ); - - } - - } - -} - -// --- Top-level --- - -// Parser - builds up the property tree from the path strings - -const RePathPart = /(\w+)(\])?(\[|\.)?/g; - -// extracts -// - the identifier (member name or array index) -// - followed by an optional right bracket (found when array index) -// - followed by an optional left bracket or dot (type of subscript) -// -// Note: These portions can be read in a non-overlapping fashion and -// allow straightforward parsing of the hierarchy that WebGL encodes -// in the uniform names. - -function addUniform( container, uniformObject ) { - - container.seq.push( uniformObject ); - container.map[ uniformObject.id ] = uniformObject; - -} - -function parseUniform( activeInfo, addr, container ) { - - const path = activeInfo.name, - pathLength = path.length; - - // reset RegExp object, because of the early exit of a previous run - RePathPart.lastIndex = 0; - - while ( true ) { - - const match = RePathPart.exec( path ), - matchEnd = RePathPart.lastIndex; - - let id = match[ 1 ]; - const idIsIndex = match[ 2 ] === ']', - subscript = match[ 3 ]; - - if ( idIsIndex ) id = id | 0; // convert to integer - - if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { - - // bare name or "pure" bottom-level array "[0]" suffix - - addUniform( container, subscript === undefined ? - new SingleUniform( id, activeInfo, addr ) : - new PureArrayUniform( id, activeInfo, addr ) ); - - break; - - } else { - - // step into inner node / create it in case it doesn't exist - - const map = container.map; - let next = map[ id ]; - - if ( next === undefined ) { - - next = new StructuredUniform( id ); - addUniform( container, next ); - - } - - container = next; - - } - - } - -} - -// Root Container - -class WebGLUniforms { - - 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 ) { - - // note: always updating when .needsUpdate is undefined - u.setValue( gl, v.value, textures ); - - } - - } - - } - - 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 ); - - } - - return r; - - } - -} - -function WebGLShader( gl, type, string ) { - - const shader = gl.createShader( type ); - - gl.shaderSource( shader, string ); - gl.compileShader( shader ); - - return shader; - -} - -// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/ -const COMPLETION_STATUS_KHR = 0x91B1; - -let programIdCount = 0; - -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 line = i + 1; - lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); - - } - - return lines2.join( '\n' ); - -} - -function getEncodingComponents( colorSpace ) { - - const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); - const encodingPrimaries = ColorManagement.getPrimaries( colorSpace ); - - let gamutMapping; - - if ( workingPrimaries === encodingPrimaries ) { - - gamutMapping = ''; - - } else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) { - - gamutMapping = 'LinearDisplayP3ToLinearSRGB'; - - } else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) { - - gamutMapping = 'LinearSRGBToLinearDisplayP3'; - - } - - switch ( colorSpace ) { - - case LinearSRGBColorSpace: - case LinearDisplayP3ColorSpace: - return [ gamutMapping, 'LinearTransferOETF' ]; - - case SRGBColorSpace: - case DisplayP3ColorSpace: - return [ gamutMapping, 'sRGBTransferOETF' ]; - - default: - console.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace ); - return [ gamutMapping, 'LinearTransferOETF' ]; - - } - -} - -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, colorSpace ) { - - const components = getEncodingComponents( colorSpace ); - return `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`; - -} - -function getToneMappingFunction( functionName, toneMapping ) { - - let toneMappingName; - - switch ( toneMapping ) { - - case LinearToneMapping: - toneMappingName = 'Linear'; - break; - - case ReinhardToneMapping: - toneMappingName = 'Reinhard'; - break; - - case CineonToneMapping: - toneMappingName = 'OptimizedCineon'; - break; - - case ACESFilmicToneMapping: - toneMappingName = 'ACESFilmic'; - break; - - case AgXToneMapping: - toneMappingName = 'AgX'; - break; - - case NeutralToneMapping: - toneMappingName = 'Neutral'; - break; - - case CustomToneMapping: - toneMappingName = 'Custom'; - break; - - default: - console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping ); - toneMappingName = 'Linear'; - - } - - return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; - -} - -const _v0$1 = /*@__PURE__*/ new Vector3(); - -function getLuminanceFunction() { - - ColorManagement.getLuminanceCoefficients( _v0$1 ); - - const r = _v0$1.x.toFixed( 4 ); - const g = _v0$1.y.toFixed( 4 ); - const b = _v0$1.z.toFixed( 4 ); - - return [ - - 'float luminance( const in vec3 rgb ) {', - - ` const vec3 weights = vec3( ${ r }, ${ g }, ${ b } );`, - - ' return dot( weights, rgb );', - - '}' - - ].join( '\n' ); - -} - -function generateVertexExtensions( parameters ) { - - const chunks = [ - parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '', - parameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '', - ]; - - return chunks.filter( filterEmptyLine ).join( '\n' ); - -} - -function generateDefines( defines ) { - - const chunks = []; - - for ( const name in defines ) { - - const value = defines[ name ]; - - if ( value === false ) continue; - - chunks.push( '#define ' + name + ' ' + value ); - - } - - return chunks.join( '\n' ); - -} - -function fetchAttributeLocations( gl, program ) { - - const attributes = {}; - - const n = gl.getProgramParameter( program, 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; - - // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); - - attributes[ name ] = { - type: info.type, - location: gl.getAttribLocation( program, name ), - locationSize: locationSize - }; - - } - - return attributes; - -} - -function filterEmptyLine( string ) { - - return string !== ''; - -} - -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 ); - -} - -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 ); - -} - -const shaderChunkMap = new Map(); - -function includeReplacer( match, include ) { - - let string = ShaderChunk[ include ]; - - if ( string === undefined ) { - - const newInclude = shaderChunkMap.get( include ); - - if ( newInclude !== undefined ) { - - string = ShaderChunk[ newInclude ]; - console.warn( 'THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude ); - - } else { - - throw new Error( 'Can not resolve #include <' + include + '>' ); - - } - - } - - 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 loopReplacer( match, start, end, snippet ) { - - let string = ''; - - for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { - - string += snippet - .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) - .replace( /UNROLLED_LOOP_INDEX/g, i ); - - } - - return string; - -} - -// - -function generatePrecision( parameters ) { - - let precisionstring = `precision ${parameters.precision} float; - precision ${parameters.precision} int; - precision ${parameters.precision} sampler2D; - precision ${parameters.precision} samplerCube; - precision ${parameters.precision} sampler3D; - precision ${parameters.precision} sampler2DArray; - precision ${parameters.precision} sampler2DShadow; - precision ${parameters.precision} samplerCubeShadow; - precision ${parameters.precision} sampler2DArrayShadow; - precision ${parameters.precision} isampler2D; - precision ${parameters.precision} isampler3D; - precision ${parameters.precision} isamplerCube; - precision ${parameters.precision} isampler2DArray; - precision ${parameters.precision} usampler2D; - precision ${parameters.precision} usampler3D; - precision ${parameters.precision} usamplerCube; - precision ${parameters.precision} usampler2DArray; - `; - - if ( parameters.precision === 'highp' ) { - - precisionstring += '\n#define HIGH_PRECISION'; - - } else if ( parameters.precision === 'mediump' ) { - - precisionstring += '\n#define MEDIUM_PRECISION'; - - } else if ( parameters.precision === 'lowp' ) { - - precisionstring += '\n#define LOW_PRECISION'; - - } - - return precisionstring; - -} - -function generateShadowMapTypeDefine( parameters ) { - - let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; - - if ( parameters.shadowMapType === PCFShadowMap ) { - - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; - - } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { - - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; - - } else if ( parameters.shadowMapType === VSMShadowMap ) { - - shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; - - } - - return shadowMapTypeDefine; - -} - -function generateEnvMapTypeDefine( parameters ) { - - let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - - if ( parameters.envMap ) { - - switch ( parameters.envMapMode ) { - - case CubeReflectionMapping: - case CubeRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - break; - - case CubeUVReflectionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - break; - - } - - } - - return envMapTypeDefine; - -} - -function generateEnvMapModeDefine( parameters ) { - - let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; - - if ( parameters.envMap ) { - - switch ( parameters.envMapMode ) { - - case CubeRefractionMapping: - - envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; - break; - - } - - } - - return envMapModeDefine; - -} - -function generateEnvMapBlendingDefine( parameters ) { - - let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; - - if ( parameters.envMap ) { - - switch ( parameters.combine ) { - - case MultiplyOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - break; - - case MixOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; - break; - - case AddOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; - break; - - } - - } - - return envMapBlendingDefine; - -} - -function generateCubeUVSize( parameters ) { - - const imageHeight = parameters.envMapCubeUVHeight; - - 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 }; - -} - -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 customVertexExtensions = generateVertexExtensions( parameters ); - - const customDefines = generateDefines( defines ); - - const program = gl.createProgram(); - - let prefixVertex, prefixFragment; - let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; - - if ( parameters.isRawShaderMaterial ) { - - prefixVertex = [ - - '#define SHADER_TYPE ' + parameters.shaderType, - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines - - ].filter( filterEmptyLine ).join( '\n' ); - - if ( prefixVertex.length > 0 ) { - - prefixVertex += '\n'; - - } - - prefixFragment = [ - - '#define SHADER_TYPE ' + parameters.shaderType, - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines - - ].filter( filterEmptyLine ).join( '\n' ); - - if ( prefixFragment.length > 0 ) { - - prefixFragment += '\n'; - - } - - } else { - - prefixVertex = [ - - generatePrecision( parameters ), - - '#define SHADER_TYPE ' + parameters.shaderType, - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines, - - parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '', - parameters.batching ? '#define USE_BATCHING' : '', - parameters.batchingColor ? '#define USE_BATCHING_COLOR' : '', - parameters.instancing ? '#define USE_INSTANCING' : '', - parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', - parameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '', - - 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.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', - parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', - parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - - parameters.anisotropy ? '#define USE_ANISOTROPY' : '', - parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', - - 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.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', - parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', - - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - parameters.alphaHash ? '#define USE_ALPHAHASH' : '', - - parameters.transmission ? '#define USE_TRANSMISSION' : '', - parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', - parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', - - parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', - parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', - - // - - parameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '', - parameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '', - parameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '', - parameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '', - parameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '', - parameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '', - parameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '', - parameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '', - - parameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '', - parameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '', - - parameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '', - - parameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '', - parameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '', - parameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '', - - parameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '', - parameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '', - - parameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '', - parameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '', - - parameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '', - parameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '', - parameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '', - - parameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '', - parameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '', - - // - - parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', - parameters.vertexColors ? '#define USE_COLOR' : '', - parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', - parameters.vertexUv1s ? '#define USE_UV1' : '', - parameters.vertexUv2s ? '#define USE_UV2' : '', - parameters.vertexUv3s ? '#define USE_UV3' : '', - - parameters.pointsUvs ? '#define USE_POINTS_UV' : '', - - 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 ) ? '#define USE_MORPHCOLORS' : '', - ( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', - ( parameters.morphTargetsCount > 0 ) ? '#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.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - - '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', - - '#ifdef USE_INSTANCING_MORPH', - - ' uniform sampler2D morphTexture;', - - '#endif', - - 'attribute vec3 position;', - 'attribute vec3 normal;', - 'attribute vec2 uv;', - - '#ifdef USE_UV1', - - ' attribute vec2 uv1;', - - '#endif', - - '#ifdef USE_UV2', - - ' attribute vec2 uv2;', - - '#endif', - - '#ifdef USE_UV3', - - ' attribute vec2 uv3;', - - '#endif', - - '#ifdef USE_TANGENT', - - ' attribute vec4 tangent;', - - '#endif', - - '#if defined( USE_COLOR_ALPHA )', - - ' attribute vec4 color;', - - '#elif defined( USE_COLOR )', - - ' attribute vec3 color;', - - '#endif', - - '#ifdef USE_SKINNING', - - ' attribute vec4 skinIndex;', - ' attribute vec4 skinWeight;', - - '#endif', - - '\n' - - ].filter( filterEmptyLine ).join( '\n' ); - - prefixFragment = [ - - generatePrecision( parameters ), - - '#define SHADER_TYPE ' + parameters.shaderType, - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines, - - parameters.useFog && parameters.fog ? '#define USE_FOG' : '', - parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', - - parameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '', - 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.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', - parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - - parameters.anisotropy ? '#define USE_ANISOTROPY' : '', - parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', - - parameters.clearcoat ? '#define USE_CLEARCOAT' : '', - parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', - parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', - parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', - - parameters.dispersion ? '#define USE_DISPERSION' : '', - - parameters.iridescence ? '#define USE_IRIDESCENCE' : '', - parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', - parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', - - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', - parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', - - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - parameters.alphaTest ? '#define USE_ALPHATEST' : '', - parameters.alphaHash ? '#define USE_ALPHAHASH' : '', - - parameters.sheen ? '#define USE_SHEEN' : '', - parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', - parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', - - parameters.transmission ? '#define USE_TRANSMISSION' : '', - parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', - parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', - - parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', - parameters.vertexColors || parameters.instancingColor || parameters.batchingColor ? '#define USE_COLOR' : '', - parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', - parameters.vertexUv1s ? '#define USE_UV1' : '', - parameters.vertexUv2s ? '#define USE_UV2' : '', - parameters.vertexUv3s ? '#define USE_UV3' : '', - - parameters.pointsUvs ? '#define USE_POINTS_UV' : '', - - 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.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', - - parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - - '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[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below - getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ), - getLuminanceFunction(), - - 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.isRawShaderMaterial !== true ) { - - // GLSL 3.0 conversion for built-in materials and ShaderMaterial - - versionString = '#version 300 es\n'; - - prefixVertex = [ - customVertexExtensions, - '#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; - - // 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 ); - - function onFirstUse( self ) { - - // 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; - - if ( typeof renderer.debug.onShaderError === 'function' ) { - - renderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader ); - - } else { - - // default error reporting - - 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' + - 'Material Name: ' + self.name + '\n' + - 'Material Type: ' + self.type + '\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 ) { - - self.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 ); - - cachedUniforms = new WebGLUniforms( gl, program ); - cachedAttributes = fetchAttributeLocations( gl, program ); - - } - - // set up caching for uniform locations - - let cachedUniforms; - - this.getUniforms = function () { - - if ( cachedUniforms === undefined ) { - - // Populates cachedUniforms and cachedAttributes - onFirstUse( this ); - - } - - return cachedUniforms; - - }; - - // set up caching for attribute locations - - let cachedAttributes; - - this.getAttributes = function () { - - if ( cachedAttributes === undefined ) { - - // Populates cachedAttributes and cachedUniforms - onFirstUse( this ); - - } - - return cachedAttributes; - - }; - - // indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported, - // flag the program as ready immediately. It may cause a stall when it's first used. - - let programReady = ( parameters.rendererExtensionParallelShaderCompile === false ); - - this.isReady = function () { - - if ( programReady === false ) { - - programReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR ); - - } - - return programReady; - - }; - - // free resource - - this.destroy = function () { - - bindingStates.releaseStatesOfProgram( this ); - - gl.deleteProgram( program ); - this.program = undefined; - - }; - - // - - this.type = parameters.shaderType; - this.name = parameters.shaderName; - this.id = programIdCount ++; - this.cacheKey = cacheKey; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; - - return this; - -} - -let _id$1 = 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$1 ++; - - this.code = code; - this.usedTimes = 0; - - } - -} - -function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) { - - const _programLayers = new Layers(); - const _customShaders = new WebGLShaderCache(); - const _activeChannels = new Set(); - const programs = []; - - const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; - const SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures; - - let precision = capabilities.precision; - - const shaderIDs = { - MeshDepthMaterial: 'depth', - MeshDistanceMaterial: 'distanceRGBA', - MeshNormalMaterial: 'normal', - MeshBasicMaterial: 'basic', - MeshLambertMaterial: 'lambert', - MeshPhongMaterial: 'phong', - MeshToonMaterial: 'toon', - MeshStandardMaterial: 'physical', - MeshPhysicalMaterial: 'physical', - MeshMatcapMaterial: 'matcap', - LineBasicMaterial: 'basic', - LineDashedMaterial: 'dashed', - PointsMaterial: 'points', - ShadowMaterial: 'shadow', - SpriteMaterial: 'sprite' - }; - - function getChannel( value ) { - - _activeChannels.add( value ); - - if ( value === 0 ) return 'uv'; - - return `uv${ value }`; - - } - - 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 ]; - - // 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.' ); - - } - - } - - // - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; - 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; - - // - - let vertexShader, fragmentShader; - let customVertexShaderID, customFragmentShaderID; - - 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 ); - - } - - const currentRenderTarget = renderer.getRenderTarget(); - - const IS_INSTANCEDMESH = object.isInstancedMesh === true; - const IS_BATCHEDMESH = object.isBatchedMesh === true; - - const HAS_MAP = !! material.map; - const HAS_MATCAP = !! material.matcap; - const HAS_ENVMAP = !! envMap; - const HAS_AOMAP = !! material.aoMap; - const HAS_LIGHTMAP = !! material.lightMap; - const HAS_BUMPMAP = !! material.bumpMap; - const HAS_NORMALMAP = !! material.normalMap; - const HAS_DISPLACEMENTMAP = !! material.displacementMap; - const HAS_EMISSIVEMAP = !! material.emissiveMap; - - const HAS_METALNESSMAP = !! material.metalnessMap; - const HAS_ROUGHNESSMAP = !! material.roughnessMap; - - const HAS_ANISOTROPY = material.anisotropy > 0; - const HAS_CLEARCOAT = material.clearcoat > 0; - const HAS_DISPERSION = material.dispersion > 0; - const HAS_IRIDESCENCE = material.iridescence > 0; - const HAS_SHEEN = material.sheen > 0; - const HAS_TRANSMISSION = material.transmission > 0; - - const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap; - - const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap; - const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap; - const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap; - - const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap; - const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap; - - const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap; - const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap; - - const HAS_SPECULARMAP = !! material.specularMap; - const HAS_SPECULAR_COLORMAP = !! material.specularColorMap; - const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap; - - const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap; - const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap; - - const HAS_GRADIENTMAP = !! material.gradientMap; - - const HAS_ALPHAMAP = !! material.alphaMap; - - const HAS_ALPHATEST = material.alphaTest > 0; - - const HAS_ALPHAHASH = !! material.alphaHash; - - const HAS_EXTENSIONS = !! material.extensions; - - let toneMapping = NoToneMapping; - - if ( material.toneMapped ) { - - if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) { - - toneMapping = renderer.toneMapping; - - } - - } - - const parameters = { - - shaderID: shaderID, - shaderType: material.type, - shaderName: material.name, - - vertexShader: vertexShader, - fragmentShader: fragmentShader, - defines: material.defines, - - customVertexShaderID: customVertexShaderID, - customFragmentShaderID: customFragmentShaderID, - - isRawShaderMaterial: material.isRawShaderMaterial === true, - glslVersion: material.glslVersion, - - precision: precision, - - batching: IS_BATCHEDMESH, - batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null, - instancing: IS_INSTANCEDMESH, - instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null, - instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null, - - supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES, - outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ), - alphaToCoverage: !! material.alphaToCoverage, - - map: HAS_MAP, - matcap: HAS_MATCAP, - envMap: HAS_ENVMAP, - envMapMode: HAS_ENVMAP && envMap.mapping, - envMapCubeUVHeight: envMapCubeUVHeight, - aoMap: HAS_AOMAP, - lightMap: HAS_LIGHTMAP, - bumpMap: HAS_BUMPMAP, - normalMap: HAS_NORMALMAP, - displacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP, - emissiveMap: HAS_EMISSIVEMAP, - - normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap, - normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap, - - metalnessMap: HAS_METALNESSMAP, - roughnessMap: HAS_ROUGHNESSMAP, - - anisotropy: HAS_ANISOTROPY, - anisotropyMap: HAS_ANISOTROPYMAP, - - clearcoat: HAS_CLEARCOAT, - clearcoatMap: HAS_CLEARCOATMAP, - clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP, - clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP, - - dispersion: HAS_DISPERSION, - - iridescence: HAS_IRIDESCENCE, - iridescenceMap: HAS_IRIDESCENCEMAP, - iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP, - - sheen: HAS_SHEEN, - sheenColorMap: HAS_SHEEN_COLORMAP, - sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP, - - specularMap: HAS_SPECULARMAP, - specularColorMap: HAS_SPECULAR_COLORMAP, - specularIntensityMap: HAS_SPECULAR_INTENSITYMAP, - - transmission: HAS_TRANSMISSION, - transmissionMap: HAS_TRANSMISSIONMAP, - thicknessMap: HAS_THICKNESSMAP, - - gradientMap: HAS_GRADIENTMAP, - - opaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false, - - alphaMap: HAS_ALPHAMAP, - alphaTest: HAS_ALPHATEST, - alphaHash: HAS_ALPHAHASH, - - combine: material.combine, - - // - - mapUv: HAS_MAP && getChannel( material.map.channel ), - aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ), - lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ), - bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ), - normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ), - displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ), - emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ), - - metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ), - roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ), - - anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ), - - clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ), - clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ), - clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ), - - iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ), - iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ), - - sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ), - sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ), - - specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ), - specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ), - specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ), - - transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ), - thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ), - - alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ), - - // - - vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ), - vertexColors: material.vertexColors, - vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4, - - pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ), - - fog: !! fog, - useFog: material.fog === true, - fogExp2: ( !! fog && fog.isFogExp2 ), - - flatShading: material.flatShading === true, - - sizeAttenuation: material.sizeAttenuation === true, - 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, - - numLightProbes: lights.numLightProbes, - - numClippingPlanes: clipping.numPlanes, - numClipIntersection: clipping.numIntersection, - - dithering: material.dithering, - - shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, - shadowMapType: renderer.shadowMap.type, - - toneMapping: toneMapping, - - decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ), - - premultipliedAlpha: material.premultipliedAlpha, - - doubleSided: material.side === DoubleSide, - flipSided: material.side === BackSide, - - useDepthPacking: material.depthPacking >= 0, - depthPacking: material.depthPacking || 0, - - index0AttributeName: material.index0AttributeName, - - extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ), - extensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ), - - rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ), - - customProgramCacheKey: material.customProgramCacheKey() - - }; - - // the usage of getChannel() determines the active texture channels for this shader - - parameters.vertexUv1s = _activeChannels.has( 1 ); - parameters.vertexUv2s = _activeChannels.has( 2 ); - parameters.vertexUv3s = _activeChannels.has( 3 ); - - _activeChannels.clear(); - - return parameters; - - } - - function getProgramCacheKey( parameters ) { - - const array = []; - - if ( parameters.shaderID ) { - - array.push( parameters.shaderID ); - - } else { - - 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.isRawShaderMaterial === false ) { - - getProgramCacheKeyParameters( array, parameters ); - getProgramCacheKeyBooleans( array, parameters ); - array.push( renderer.outputColorSpace ); - - } - - array.push( parameters.customProgramCacheKey ); - - return array.join(); - - } - - function getProgramCacheKeyParameters( array, parameters ) { - - array.push( parameters.precision ); - array.push( parameters.outputColorSpace ); - array.push( parameters.envMapMode ); - array.push( parameters.envMapCubeUVHeight ); - array.push( parameters.mapUv ); - array.push( parameters.alphaMapUv ); - array.push( parameters.lightMapUv ); - array.push( parameters.aoMapUv ); - array.push( parameters.bumpMapUv ); - array.push( parameters.normalMapUv ); - array.push( parameters.displacementMapUv ); - array.push( parameters.emissiveMapUv ); - array.push( parameters.metalnessMapUv ); - array.push( parameters.roughnessMapUv ); - array.push( parameters.anisotropyMapUv ); - array.push( parameters.clearcoatMapUv ); - array.push( parameters.clearcoatNormalMapUv ); - array.push( parameters.clearcoatRoughnessMapUv ); - array.push( parameters.iridescenceMapUv ); - array.push( parameters.iridescenceThicknessMapUv ); - array.push( parameters.sheenColorMapUv ); - array.push( parameters.sheenRoughnessMapUv ); - array.push( parameters.specularMapUv ); - array.push( parameters.specularColorMapUv ); - array.push( parameters.specularIntensityMapUv ); - array.push( parameters.transmissionMapUv ); - array.push( parameters.thicknessMapUv ); - array.push( parameters.combine ); - 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.numLightProbes ); - array.push( parameters.shadowMapType ); - array.push( parameters.toneMapping ); - array.push( parameters.numClippingPlanes ); - array.push( parameters.numClipIntersection ); - array.push( parameters.depthPacking ); - - } - - function getProgramCacheKeyBooleans( array, parameters ) { - - _programLayers.disableAll(); - - if ( parameters.supportsVertexTextures ) - _programLayers.enable( 0 ); - if ( parameters.instancing ) - _programLayers.enable( 1 ); - if ( parameters.instancingColor ) - _programLayers.enable( 2 ); - if ( parameters.instancingMorph ) - _programLayers.enable( 3 ); - if ( parameters.matcap ) - _programLayers.enable( 4 ); - if ( parameters.envMap ) - _programLayers.enable( 5 ); - if ( parameters.normalMapObjectSpace ) - _programLayers.enable( 6 ); - if ( parameters.normalMapTangentSpace ) - _programLayers.enable( 7 ); - if ( parameters.clearcoat ) - _programLayers.enable( 8 ); - if ( parameters.iridescence ) - _programLayers.enable( 9 ); - if ( parameters.alphaTest ) - _programLayers.enable( 10 ); - if ( parameters.vertexColors ) - _programLayers.enable( 11 ); - if ( parameters.vertexAlphas ) - _programLayers.enable( 12 ); - if ( parameters.vertexUv1s ) - _programLayers.enable( 13 ); - if ( parameters.vertexUv2s ) - _programLayers.enable( 14 ); - if ( parameters.vertexUv3s ) - _programLayers.enable( 15 ); - if ( parameters.vertexTangents ) - _programLayers.enable( 16 ); - if ( parameters.anisotropy ) - _programLayers.enable( 17 ); - if ( parameters.alphaHash ) - _programLayers.enable( 18 ); - if ( parameters.batching ) - _programLayers.enable( 19 ); - if ( parameters.dispersion ) - _programLayers.enable( 20 ); - if ( parameters.batchingColor ) - _programLayers.enable( 21 ); - - 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.doubleSided ) - _programLayers.enable( 10 ); - if ( parameters.flipSided ) - _programLayers.enable( 11 ); - if ( parameters.useDepthPacking ) - _programLayers.enable( 12 ); - if ( parameters.dithering ) - _programLayers.enable( 13 ); - if ( parameters.transmission ) - _programLayers.enable( 14 ); - if ( parameters.sheen ) - _programLayers.enable( 15 ); - if ( parameters.opaque ) - _programLayers.enable( 16 ); - if ( parameters.pointsUvs ) - _programLayers.enable( 17 ); - if ( parameters.decodeVideoTexture ) - _programLayers.enable( 18 ); - if ( parameters.alphaToCoverage ) - _programLayers.enable( 19 ); - - 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 ); - - } else { - - uniforms = material.uniforms; - - } - - return uniforms; - - } - - function acquireProgram( parameters, cacheKey ) { - - let program; - - // Check if code has been already compiled - for ( let p = 0, pl = programs.length; p < pl; p ++ ) { - - const preexistingProgram = programs[ p ]; - - if ( preexistingProgram.cacheKey === cacheKey ) { - - program = preexistingProgram; - ++ program.usedTimes; - - break; - - } - - } - - if ( program === undefined ) { - - program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); - programs.push( program ); - - } - - return program; - - } - - function releaseProgram( program ) { - - if ( -- program.usedTimes === 0 ) { - - // Remove from unordered set - const i = programs.indexOf( program ); - programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); - - // Free WebGL resources - program.destroy(); - - } - - } - - function releaseShaderCache( material ) { - - _customShaders.remove( material ); - - } - - function dispose() { - - _customShaders.dispose(); - - } - - return { - getParameters: getParameters, - getProgramCacheKey: getProgramCacheKey, - getUniforms: getUniforms, - acquireProgram: acquireProgram, - releaseProgram: releaseProgram, - releaseShaderCache: releaseShaderCache, - // Exposed for resource monitoring & error feedback via renderer.info: - programs: programs, - dispose: dispose - }; - -} - -function WebGLProperties() { - - let properties = new WeakMap(); - - function get( object ) { - - let map = properties.get( object ); - - if ( map === undefined ) { - - map = {}; - properties.set( object, map ); - - } - - return map; - - } - - function remove( object ) { - - properties.delete( object ); - - } - - function update( object, key, value ) { - - properties.get( object )[ key ] = value; - - } - - function dispose() { - - properties = new WeakMap(); - - } - - return { - get: get, - remove: remove, - update: update, - dispose: dispose - }; - -} - -function painterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.material.id !== b.material.id ) { - - return a.material.id - b.material.id; - - } else if ( a.z !== b.z ) { - - return a.z - b.z; - - } else { - - return a.id - b.id; - - } - -} - -function reversePainterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else { - - return a.id - b.id; - - } - -} - - -function WebGLRenderList() { - - 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 ) { - - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - groupOrder: groupOrder, - renderOrder: object.renderOrder, - z: z, - group: group - }; - - renderItems[ renderItemsIndex ] = renderItem; - - } else { - - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.groupOrder = groupOrder; - renderItem.renderOrder = object.renderOrder; - renderItem.z = z; - renderItem.group = group; - - } - - renderItemsIndex ++; - - return renderItem; - - } - - function push( object, geometry, material, groupOrder, z, group ) { - - const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - if ( material.transmission > 0.0 ) { - - transmissive.push( renderItem ); - - } else if ( material.transparent === true ) { - - transparent.push( renderItem ); - - } else { - - opaque.push( renderItem ); - - } - - } - - function unshift( object, geometry, material, groupOrder, z, group ) { - - const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - if ( material.transmission > 0.0 ) { - - transmissive.unshift( renderItem ); - - } else if ( material.transparent === true ) { - - transparent.unshift( renderItem ); - - } else { - - opaque.unshift( renderItem ); - - } - - } - - function sort( customOpaqueSort, customTransparentSort ) { - - if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); - if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable ); - if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); - - } - - function finish() { - - // Clear references from inactive renderItems in the list - - for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { - - const renderItem = renderItems[ i ]; - - if ( renderItem.id === null ) break; - - renderItem.id = null; - renderItem.object = null; - renderItem.geometry = null; - renderItem.material = null; - renderItem.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 ); - let list; - - if ( listArray === undefined ) { - - list = new WebGLRenderList(); - lists.set( scene, [ list ] ); - - } else { - - if ( renderCallDepth >= listArray.length ) { - - list = new WebGLRenderList(); - listArray.push( list ); - - } else { - - 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 ]; - - } - - let uniforms; - - switch ( light.type ) { - - case 'DirectionalLight': - uniforms = { - direction: new Vector3(), - color: new Color() - }; - break; - - case 'SpotLight': - uniforms = { - position: new Vector3(), - direction: new Vector3(), - color: new Color(), - distance: 0, - coneCos: 0, - penumbraCos: 0, - decay: 0 - }; - break; - - case 'PointLight': - uniforms = { - position: new Vector3(), - color: new Color(), - distance: 0, - decay: 0 - }; - break; - - case 'HemisphereLight': - uniforms = { - direction: new Vector3(), - skyColor: new Color(), - groundColor: new Color() - }; - break; - - case 'RectAreaLight': - uniforms = { - color: new Color(), - position: new Vector3(), - halfWidth: new Vector3(), - halfHeight: new Vector3() - }; - break; - - } - - lights[ light.id ] = uniforms; - - return uniforms; - - } - - }; - -} - -function ShadowUniformsCache() { - - const lights = {}; - - return { - - get: function ( light ) { - - if ( lights[ light.id ] !== undefined ) { - - return lights[ light.id ]; - - } - - let uniforms; - - switch ( light.type ) { - - case 'DirectionalLight': - uniforms = { - shadowIntensity: 1, - shadowBias: 0, - shadowNormalBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; - - case 'SpotLight': - uniforms = { - shadowIntensity: 1, - shadowBias: 0, - shadowNormalBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; - - case 'PointLight': - uniforms = { - shadowIntensity: 1, - shadowBias: 0, - shadowNormalBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2(), - shadowCameraNear: 1, - shadowCameraFar: 1000 - }; - break; - - // TODO (abelnation): set RectAreaLight shadow uniforms - - } - - lights[ light.id ] = uniforms; - - return uniforms; - - } - - }; - -} - - - -let nextVersion = 0; - -function shadowCastingAndTexturingLightsFirst( lightA, lightB ) { - - return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 ); - -} - -function WebGLLights( extensions ) { - - 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, - - numLightProbes: - 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, - numLightProbes: 0 - - }; - - for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); - - const vector3 = new Vector3(); - const matrix4 = new Matrix4(); - const matrix42 = new Matrix4(); - - function setup( lights ) { - - let r = 0, g = 0, b = 0; - - for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); - - let directionalLength = 0; - let pointLength = 0; - let spotLength = 0; - let rectAreaLength = 0; - let hemiLength = 0; - - let numDirectionalShadows = 0; - let numPointShadows = 0; - let numSpotShadows = 0; - let numSpotMaps = 0; - let numSpotShadowsWithMaps = 0; - - let numLightProbes = 0; - - // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ] - lights.sort( shadowCastingAndTexturingLightsFirst ); - - for ( let i = 0, l = lights.length; i < l; i ++ ) { - - const light = lights[ i ]; - - const color = light.color; - const intensity = light.intensity; - const distance = light.distance; - - const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; - - if ( light.isAmbientLight ) { - - r += color.r * intensity; - g += color.g * intensity; - b += color.b * intensity; - - } else if ( light.isLightProbe ) { - - for ( let j = 0; j < 9; j ++ ) { - - state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); - - } - - numLightProbes ++; - - } else if ( light.isDirectionalLight ) { - - const uniforms = cache.get( light ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - - if ( light.castShadow ) { - - const shadow = light.shadow; - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowIntensity = shadow.intensity; - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - - state.directionalShadow[ directionalLength ] = shadowUniforms; - state.directionalShadowMap[ directionalLength ] = shadowMap; - state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; - - numDirectionalShadows ++; - - } - - state.directional[ directionalLength ] = uniforms; - - directionalLength ++; - - } else if ( light.isSpotLight ) { - - const uniforms = cache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - - uniforms.color.copy( color ).multiplyScalar( intensity ); - uniforms.distance = distance; - - uniforms.coneCos = Math.cos( light.angle ); - uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); - uniforms.decay = light.decay; - - state.spot[ spotLength ] = uniforms; - - const shadow = light.shadow; - - 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 ++; - - } - - state.spotLightMatrix[ spotLength ] = shadow.matrix; - - if ( light.castShadow ) { - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowIntensity = shadow.intensity; - 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 ); - uniforms.distance = light.distance; - uniforms.decay = light.decay; - - if ( light.castShadow ) { - - const shadow = light.shadow; - - const shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowIntensity = shadow.intensity; - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowNormalBias = shadow.normalBias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - shadowUniforms.shadowCameraNear = shadow.camera.near; - shadowUniforms.shadowCameraFar = shadow.camera.far; - - state.pointShadow[ pointLength ] = shadowUniforms; - state.pointShadowMap[ pointLength ] = shadowMap; - state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; - - numPointShadows ++; - - } - - state.point[ pointLength ] = uniforms; - - pointLength ++; - - } else if ( light.isHemisphereLight ) { - - const uniforms = cache.get( light ); - - uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); - uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); - - state.hemi[ hemiLength ] = uniforms; - - hemiLength ++; - - } - - } - - if ( rectAreaLength > 0 ) { - - if ( extensions.has( 'OES_texture_float_linear' ) === true ) { - - state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; - state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; - - } else { - - state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; - state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; - - } - - } - - 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 || - hash.numLightProbes !== numLightProbes ) { - - state.directional.length = directionalLength; - state.spot.length = spotLength; - state.rectArea.length = rectAreaLength; - state.point.length = pointLength; - state.hemi.length = hemiLength; - - state.directionalShadow.length = numDirectionalShadows; - state.directionalShadowMap.length = numDirectionalShadows; - state.pointShadow.length = numPointShadows; - state.pointShadowMap.length = numPointShadows; - state.spotShadow.length = numSpotShadows; - state.spotShadowMap.length = numSpotShadows; - state.directionalShadowMatrix.length = numDirectionalShadows; - state.pointShadowMatrix.length = numPointShadows; - state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps; - state.spotLightMap.length = numSpotMaps; - state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps; - state.numLightProbes = numLightProbes; - - 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; - - hash.numLightProbes = numLightProbes; - - state.version = nextVersion ++; - - } - - } - - function setupView( lights, camera ) { - - let directionalLength = 0; - let pointLength = 0; - let spotLength = 0; - let rectAreaLength = 0; - let hemiLength = 0; - - const viewMatrix = camera.matrixWorldInverse; - - for ( let i = 0, l = lights.length; i < l; i ++ ) { - - const light = lights[ i ]; - - if ( light.isDirectionalLight ) { - - const uniforms = state.directional[ directionalLength ]; - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - directionalLength ++; - - } else if ( light.isSpotLight ) { - - const uniforms = state.spot[ spotLength ]; - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - spotLength ++; - - } else if ( light.isRectAreaLight ) { - - const uniforms = state.rectArea[ rectAreaLength ]; - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - // extract local rotation of light to derive width/height half vectors - matrix42.identity(); - matrix4.copy( light.matrixWorld ); - matrix4.premultiply( viewMatrix ); - matrix42.extractRotation( matrix4 ); - - uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); - uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); - - uniforms.halfWidth.applyMatrix4( matrix42 ); - uniforms.halfHeight.applyMatrix4( matrix42 ); - - rectAreaLength ++; - - } else if ( light.isPointLight ) { - - const uniforms = state.point[ pointLength ]; - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - pointLength ++; - - } else if ( light.isHemisphereLight ) { - - const uniforms = state.hemi[ hemiLength ]; - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - uniforms.direction.transformDirection( viewMatrix ); - - hemiLength ++; - - } - - } - - } - - return { - setup: setup, - setupView: setupView, - state: state - }; - -} - -function WebGLRenderState( extensions ) { - - const lights = new WebGLLights( extensions ); - - const lightsArray = []; - const shadowsArray = []; - - function init( camera ) { - - state.camera = camera; - - lightsArray.length = 0; - shadowsArray.length = 0; - - } - - function pushLight( light ) { - - lightsArray.push( light ); - - } - - function pushShadow( shadowLight ) { - - shadowsArray.push( shadowLight ); - - } - - function setupLights() { - - lights.setup( lightsArray ); - - } - - function setupLightsView( camera ) { - - lights.setupView( lightsArray, camera ); - - } - - const state = { - lightsArray: lightsArray, - shadowsArray: shadowsArray, - - camera: null, - - lights: lights, - - transmissionRenderTarget: {} - }; - - return { - init: init, - state: state, - setupLights: setupLights, - setupLightsView: setupLightsView, - - pushLight: pushLight, - pushShadow: pushShadow - }; - -} - -function WebGLRenderStates( extensions ) { - - let renderStates = new WeakMap(); - - function get( scene, renderCallDepth = 0 ) { - - const renderStateArray = renderStates.get( scene ); - let renderState; - - if ( renderStateArray === undefined ) { - - renderState = new WebGLRenderState( extensions ); - renderStates.set( scene, [ renderState ] ); - - } else { - - if ( renderCallDepth >= renderStateArray.length ) { - - renderState = new WebGLRenderState( extensions ); - renderStateArray.push( renderState ); - - } else { - - renderState = renderStateArray[ renderCallDepth ]; - - } - - } - - return renderState; - - } - - function dispose() { - - renderStates = new WeakMap(); - - } - - return { - get: get, - dispose: dispose - }; - -} - -class MeshDepthMaterial extends Material { - - 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 ); - - } - - 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 ) { - - super(); - - this.isMeshDistanceMaterial = true; - - this.type = 'MeshDistanceMaterial'; - - this.map = null; - - this.alphaMap = null; - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - 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 ) { - - let _frustum = new Frustum(); - - const _shadowMapSize = new Vector2(), - _viewportSize = new Vector2(), - - _viewport = new Vector4(), - - _depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ), - _distanceMaterial = new MeshDistanceMaterial(), - - _materialCache = {}, - - _maxTextureSize = capabilities.maxTextureSize; - - const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide }; - - const shadowMaterialVertical = new ShaderMaterial( { - defines: { - VSM_SAMPLES: 8 - }, - uniforms: { - 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 ); - - const scope = this; - - this.enabled = false; - - this.autoUpdate = true; - this.needsUpdate = false; - - this.type = PCFShadowMap; - let _previousType = this.type; - - 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 ); - - // check for shadow map type changes - - const toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap ); - const fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap ); - - // render depth map - - for ( let i = 0, il = lights.length; i < il; i ++ ) { - - const light = lights[ i ]; - const shadow = light.shadow; - - if ( shadow === undefined ) { - - console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); - continue; - - } - - if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; - - _shadowMapSize.copy( shadow.mapSize ); - - const shadowFrameExtents = shadow.getFrameExtents(); - - _shadowMapSize.multiply( shadowFrameExtents ); - - _viewportSize.copy( shadow.mapSize ); - - if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { - - if ( _shadowMapSize.x > _maxTextureSize ) { - - _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); - _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; - shadow.mapSize.x = _viewportSize.x; - - } - - if ( _shadowMapSize.y > _maxTextureSize ) { - - _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); - _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; - shadow.mapSize.y = _viewportSize.y; - - } - - } - - if ( shadow.map === null || toVSM === true || fromVSM === true ) { - - const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {}; - - if ( shadow.map !== null ) { - - shadow.map.dispose(); - - } - - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadow.map.texture.name = light.name + '.shadowMap'; - - shadow.camera.updateProjectionMatrix(); - - } - - renderer.setRenderTarget( shadow.map ); - renderer.clear(); - - const viewportCount = shadow.getViewportCount(); - - for ( let vp = 0; vp < viewportCount; vp ++ ) { - - const viewport = shadow.getViewport( vp ); - - _viewport.set( - _viewportSize.x * viewport.x, - _viewportSize.y * viewport.y, - _viewportSize.x * viewport.z, - _viewportSize.y * viewport.w - ); - - _state.viewport( _viewport ); - - shadow.updateMatrices( light, vp ); - - _frustum = shadow.getFrustum(); - - renderObject( scene, camera, shadow.camera, light, this.type ); - - } - - // do blur pass for VSM - - if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) { - - VSMPass( shadow, camera ); - - } - - shadow.needsUpdate = false; - - } - - _previousType = this.type; - - scope.needsUpdate = false; - - renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); - - }; - - 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 ); - - } - - // vertical pass - - shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; - shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; - shadowMaterialVertical.uniforms.radius.value = shadow.radius; - renderer.setRenderTarget( shadow.mapPass ); - renderer.clear(); - renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); - - // horizontal pass - - shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; - shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; - shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; - renderer.setRenderTarget( shadow.map ); - renderer.clear(); - renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); - - } - - function getDepthMaterial( object, material, light, type ) { - - let result = null; - - 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 ) ) { - - // in this case we need a unique material instance reflecting the - // appropriate state - - const keyA = result.uuid, keyB = material.uuid; - - let materialsForVariant = _materialCache[ keyA ]; - - if ( materialsForVariant === undefined ) { - - materialsForVariant = {}; - _materialCache[ keyA ] = materialsForVariant; - - } - - let cachedMaterial = materialsForVariant[ keyB ]; - - if ( cachedMaterial === undefined ) { - - cachedMaterial = result.clone(); - materialsForVariant[ keyB ] = cachedMaterial; - material.addEventListener( 'dispose', onMaterialDispose ); - - } - - result = cachedMaterial; - - } - - } - - result.visible = material.visible; - result.wireframe = material.wireframe; - - if ( type === VSMShadowMap ) { - - result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; - - } else { - - result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; - - } - - result.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 ) { - - const materialProperties = renderer.properties.get( result ); - materialProperties.light = light; - - } - - return result; - - } - - function renderObject( object, camera, shadowCamera, light, type ) { - - if ( object.visible === false ) return; - - const visible = object.layers.test( camera.layers ); - - if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { - - if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { - - object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - - const geometry = objects.update( object ); - const material = object.material; - - if ( Array.isArray( material ) ) { - - const groups = geometry.groups; - - for ( let k = 0, kl = groups.length; k < kl; k ++ ) { - - const group = groups[ k ]; - const groupMaterial = material[ group.materialIndex ]; - - if ( groupMaterial && groupMaterial.visible ) { - - const depthMaterial = getDepthMaterial( object, groupMaterial, light, type ); - - object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); - - renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); - - object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); - - } - - } - - } else if ( material.visible ) { - - const depthMaterial = getDepthMaterial( object, material, light, type ); - - object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); - - renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); - - object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); - - } - - } - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - renderObject( children[ i ], camera, shadowCamera, light, type ); - - } - - } - - function onMaterialDispose( event ) { - - const material = event.target; - - material.removeEventListener( 'dispose', onMaterialDispose ); - - // make sure to remove the unique distance/depth materials used for shadow map rendering - - for ( const id in _materialCache ) { - - const cache = _materialCache[ id ]; - - const uuid = event.target.uuid; - - if ( uuid in cache ) { - - const shadowMaterial = cache[ uuid ]; - shadowMaterial.dispose(); - delete cache[ uuid ]; - - } - - } - - } - -} - -function WebGLState( gl ) { - - function ColorBuffer() { - - let locked = false; - - const color = new Vector4(); - let currentColorMask = null; - const currentColorClear = new Vector4( 0, 0, 0, 0 ); - - return { - - setMask: function ( colorMask ) { - - if ( currentColorMask !== colorMask && ! locked ) { - - gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - currentColorMask = colorMask; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( r, g, b, a, premultipliedAlpha ) { - - if ( premultipliedAlpha === true ) { - - r *= a; g *= a; b *= a; - - } - - color.set( r, g, b, a ); - - if ( currentColorClear.equals( color ) === false ) { - - gl.clearColor( r, g, b, a ); - currentColorClear.copy( color ); - - } - - }, - - reset: function () { - - locked = false; - - currentColorMask = null; - currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state - - } - - }; - - } - - function DepthBuffer() { - - let locked = false; - - let currentDepthMask = null; - let currentDepthFunc = null; - let currentDepthClear = null; - - return { - - setTest: function ( depthTest ) { - - if ( depthTest ) { - - enable( gl.DEPTH_TEST ); - - } else { - - disable( gl.DEPTH_TEST ); - - } - - }, - - setMask: function ( depthMask ) { - - if ( currentDepthMask !== depthMask && ! locked ) { - - gl.depthMask( depthMask ); - currentDepthMask = depthMask; - - } - - }, - - setFunc: function ( depthFunc ) { - - if ( currentDepthFunc !== depthFunc ) { - - switch ( depthFunc ) { - - case NeverDepth: - - gl.depthFunc( gl.NEVER ); - break; - - case AlwaysDepth: - - gl.depthFunc( gl.ALWAYS ); - break; - - case LessDepth: - - gl.depthFunc( gl.LESS ); - break; - - case LessEqualDepth: - - gl.depthFunc( gl.LEQUAL ); - break; - - case EqualDepth: - - gl.depthFunc( gl.EQUAL ); - break; - - case GreaterEqualDepth: - - gl.depthFunc( gl.GEQUAL ); - break; - - case GreaterDepth: - - gl.depthFunc( gl.GREATER ); - break; - - case NotEqualDepth: - - gl.depthFunc( gl.NOTEQUAL ); - break; - - default: - - gl.depthFunc( gl.LEQUAL ); - - } - - currentDepthFunc = depthFunc; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( depth ) { - - if ( currentDepthClear !== depth ) { - - gl.clearDepth( depth ); - currentDepthClear = depth; - - } - - }, - - reset: function () { - - locked = false; - - currentDepthMask = null; - currentDepthFunc = null; - currentDepthClear = null; - - } - - }; - - } - - function StencilBuffer() { - - let locked = false; - - let currentStencilMask = null; - let currentStencilFunc = null; - let currentStencilRef = null; - let currentStencilFuncMask = null; - let currentStencilFail = null; - let currentStencilZFail = null; - let currentStencilZPass = null; - let currentStencilClear = null; - - return { - - setTest: function ( stencilTest ) { - - if ( ! locked ) { - - if ( stencilTest ) { - - enable( gl.STENCIL_TEST ); - - } else { - - disable( gl.STENCIL_TEST ); - - } - - } - - }, - - setMask: function ( stencilMask ) { - - if ( currentStencilMask !== stencilMask && ! locked ) { - - gl.stencilMask( stencilMask ); - currentStencilMask = stencilMask; - - } - - }, - - setFunc: function ( stencilFunc, stencilRef, stencilMask ) { - - if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilFuncMask !== stencilMask ) { - - gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); - - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilFuncMask = stencilMask; - - } - - }, - - setOp: function ( stencilFail, stencilZFail, stencilZPass ) { - - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { - - gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( stencil ) { - - if ( currentStencilClear !== stencil ) { - - gl.clearStencil( stencil ); - currentStencilClear = stencil; - - } - - }, - - reset: function () { - - locked = false; - - currentStencilMask = null; - currentStencilFunc = null; - currentStencilRef = null; - currentStencilFuncMask = null; - currentStencilFail = null; - currentStencilZFail = null; - currentStencilZPass = null; - currentStencilClear = null; - - } - - }; - - } - - // - - 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; - let currentBlendSrc = null; - let currentBlendDst = null; - let currentBlendEquationAlpha = null; - let currentBlendSrcAlpha = null; - let currentBlendDstAlpha = null; - let currentBlendColor = new Color( 0, 0, 0 ); - let currentBlendAlpha = 0; - 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 ); - - 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 ); - - } - - 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, dimensions ) { - - 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 ++ ) { - - if ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) { - - gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); - - } else { - - 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_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 ); - emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 ); - - // 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; - - } - - } - - 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; - - // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER - - if ( target === gl.DRAW_FRAMEBUFFER ) { - - currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; - - } - - if ( target === gl.FRAMEBUFFER ) { - - currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; - - } - - return true; - - } - - return false; - - } - - function drawBuffers( renderTarget, framebuffer ) { - - let drawBuffers = defaultDrawbuffers; - - let needsUpdate = false; - - if ( renderTarget ) { - - drawBuffers = currentDrawbuffers.get( framebuffer ); - - if ( drawBuffers === undefined ) { - - drawBuffers = []; - currentDrawbuffers.set( framebuffer, drawBuffers ); - - } - - const textures = renderTarget.textures; - - 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.BACK ) { - - drawBuffers[ 0 ] = gl.BACK; - - needsUpdate = true; - - } - - } - - if ( needsUpdate ) { - - gl.drawBuffers( drawBuffers ); - - } - - } - - 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 - }; - - equationToGL[ MinEquation ] = gl.MIN; - equationToGL[ MaxEquation ] = gl.MAX; - - 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, - [ ConstantColorFactor ]: gl.CONSTANT_COLOR, - [ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR, - [ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA, - [ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA - }; - - function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) { - - if ( blending === NoBlending ) { - - if ( currentBlendingEnabled === true ) { - - disable( gl.BLEND ); - currentBlendingEnabled = false; - - } - - return; - - } - - 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 ); - - currentBlendEquation = AddEquation; - currentBlendEquationAlpha = AddEquation; - - } - - if ( premultipliedAlpha ) { - - switch ( blending ) { - - case NormalBlending: - 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 ); - break; - - case SubtractiveBlending: - 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 ); - break; - - default: - console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; - - } - - } else { - - switch ( blending ) { - - case NormalBlending: - 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 ); - break; - - case SubtractiveBlending: - gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); - break; - - case MultiplyBlending: - gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); - break; - - default: - console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; - - } - - } - - currentBlendSrc = null; - currentBlendDst = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - currentBlendColor.set( 0, 0, 0 ); - currentBlendAlpha = 0; - - currentBlending = blending; - currentPremultipledAlpha = premultipliedAlpha; - - } - - return; - - } - - // custom blending - - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; - - if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { - - gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); - - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; - - } - - if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { - - gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); - - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; - - } - - if ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) { - - gl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha ); - - currentBlendColor.copy( blendColor ); - currentBlendAlpha = blendAlpha; - - } - - 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.blendColor, material.blendAlpha, material.premultipliedAlpha ); - - depthBuffer.setFunc( material.depthFunc ); - depthBuffer.setTest( material.depthTest ); - depthBuffer.setMask( material.depthWrite ); - colorBuffer.setMask( material.colorWrite ); - - const stencilWrite = material.stencilWrite; - stencilBuffer.setTest( stencilWrite ); - if ( stencilWrite ) { - - stencilBuffer.setMask( material.stencilWriteMask ); - stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); - stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); - - } - - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - material.alphaToCoverage === true - ? enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) - : disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); - - } - - // - - function setFlipSided( flipSided ) { - - if ( currentFlipSided !== flipSided ) { - - if ( flipSided ) { - - gl.frontFace( gl.CW ); - - } else { - - gl.frontFace( gl.CCW ); - - } - - currentFlipSided = flipSided; - - } - - } - - function setCullFace( cullFace ) { - - if ( cullFace !== CullFaceNone ) { - - enable( gl.CULL_FACE ); - - if ( cullFace !== currentCullFace ) { - - if ( cullFace === CullFaceBack ) { - - gl.cullFace( gl.BACK ); - - } else if ( cullFace === CullFaceFront ) { - - gl.cullFace( gl.FRONT ); - - } else { - - gl.cullFace( gl.FRONT_AND_BACK ); - - } - - } - - } else { - - disable( gl.CULL_FACE ); - - } - - currentCullFace = cullFace; - - } - - function setLineWidth( width ) { - - if ( width !== currentLineWidth ) { - - if ( lineWidthAvailable ) gl.lineWidth( width ); - - currentLineWidth = width; - - } - - } - - function setPolygonOffset( polygonOffset, factor, units ) { - - if ( polygonOffset ) { - - enable( gl.POLYGON_OFFSET_FILL ); - - if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { - - gl.polygonOffset( factor, units ); - - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; - - } - - } else { - - disable( gl.POLYGON_OFFSET_FILL ); - - } - - } - - function setScissorTest( scissorTest ) { - - if ( scissorTest ) { - - enable( gl.SCISSOR_TEST ); - - } else { - - disable( gl.SCISSOR_TEST ); - - } - - } - - // texture - - function activeTexture( webglSlot ) { - - if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; - - } - - } - - function bindTexture( webglType, webglTexture, 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; - - } - - if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; - - } - - gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); - - boundTexture.type = webglType; - boundTexture.texture = webglTexture; - - } - - } - - function unbindTexture() { - - const boundTexture = currentBoundTextures[ currentTextureSlot ]; - - if ( boundTexture !== undefined && boundTexture.type !== undefined ) { - - gl.bindTexture( boundTexture.type, null ); - - boundTexture.type = undefined; - boundTexture.texture = undefined; - - } - - } - - function compressedTexImage2D() { - - try { - - gl.compressedTexImage2D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - function compressedTexImage3D() { - - try { - - 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 ); - - } - - } - - function texSubImage3D() { - - try { - - 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 ); - - } - - } - - function compressedTexSubImage3D() { - - try { - - 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 ); - - } - - } - - function texStorage3D() { - - try { - - 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 ); - - } - - } - - function texImage3D() { - - try { - - gl.texImage3D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - // - - function scissor( scissor ) { - - if ( currentScissor.equals( scissor ) === false ) { - - gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); - currentScissor.copy( scissor ); - - } - - } - - function viewport( viewport ) { - - if ( currentViewport.equals( viewport ) === false ) { - - gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); - currentViewport.copy( viewport ); - - } - - } - - function updateUBOMapping( uniformsGroup, program ) { - - let mapping = uboProgramMap.get( program ); - - if ( mapping === undefined ) { - - mapping = new WeakMap(); - - uboProgramMap.set( program, mapping ); - - } - - 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 ) { - - // bind shader specific block index to global block point - 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.blendColor( 0, 0, 0, 0 ); - - 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 ); - 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; - currentBlendSrc = null; - currentBlendDst = null; - currentBlendEquationAlpha = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - currentBlendColor = new Color( 0, 0, 0 ); - currentBlendAlpha = 0; - currentPremultipledAlpha = false; - - currentFlipSided = null; - currentCullFace = null; - - currentLineWidth = null; - - currentPolygonOffsetFactor = null; - currentPolygonOffsetUnits = null; - - currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); - currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); - - colorBuffer.reset(); - depthBuffer.reset(); - stencilBuffer.reset(); - - } - - return { - - buffers: { - color: colorBuffer, - depth: depthBuffer, - stencil: stencilBuffer - }, - - enable: enable, - disable: disable, - - bindFramebuffer: bindFramebuffer, - drawBuffers: drawBuffers, - - useProgram: useProgram, - - setBlending: setBlending, - setMaterial: setMaterial, - - setFlipSided: setFlipSided, - setCullFace: setCullFace, - - setLineWidth: setLineWidth, - setPolygonOffset: setPolygonOffset, - - setScissorTest: setScissorTest, - - activeTexture: activeTexture, - bindTexture: bindTexture, - unbindTexture: unbindTexture, - compressedTexImage2D: compressedTexImage2D, - 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 contain( texture, aspect ) { - - const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; - - if ( imageAspect > aspect ) { - - texture.repeat.x = 1; - texture.repeat.y = imageAspect / aspect; - - texture.offset.x = 0; - texture.offset.y = ( 1 - texture.repeat.y ) / 2; - - } else { - - texture.repeat.x = aspect / imageAspect; - texture.repeat.y = 1; - - texture.offset.x = ( 1 - texture.repeat.x ) / 2; - texture.offset.y = 0; - - } - - return texture; - -} - -function cover( texture, aspect ) { - - const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; - - if ( imageAspect > aspect ) { - - texture.repeat.x = aspect / imageAspect; - texture.repeat.y = 1; - - texture.offset.x = ( 1 - texture.repeat.x ) / 2; - texture.offset.y = 0; - - } else { - - texture.repeat.x = 1; - texture.repeat.y = imageAspect / aspect; - - texture.offset.x = 0; - texture.offset.y = ( 1 - texture.repeat.y ) / 2; - - } - - return texture; - -} - -function fill( texture ) { - - texture.repeat.x = 1; - texture.repeat.y = 1; - - texture.offset.x = 0; - texture.offset.y = 0; - - return texture; - -} - - - -/** - * Given the width, height, format, and type of a texture. Determines how many - * bytes must be used to represent the texture. - */ -function getByteLength( width, height, format, type ) { - - const typeByteLength = getTextureTypeByteLength( type ); - - switch ( format ) { - - // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml - case AlphaFormat: - return width * height; - case LuminanceFormat: - return width * height; - case LuminanceAlphaFormat: - return width * height * 2; - case RedFormat: - return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; - case RedIntegerFormat: - return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGFormat: - return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGIntegerFormat: - return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGBFormat: - return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGBAFormat: - return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; - case RGBAIntegerFormat: - return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; - - // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/ - case RGB_S3TC_DXT1_Format: - case RGBA_S3TC_DXT1_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; - case RGBA_S3TC_DXT3_Format: - case RGBA_S3TC_DXT5_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; - - // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/ - case RGB_PVRTC_2BPPV1_Format: - case RGBA_PVRTC_2BPPV1_Format: - return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4; - case RGB_PVRTC_4BPPV1_Format: - case RGBA_PVRTC_4BPPV1_Format: - return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2; - - // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/ - case RGB_ETC1_Format: - case RGB_ETC2_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; - case RGBA_ETC2_EAC_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; - - // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/ - case RGBA_ASTC_4x4_Format: - return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; - case RGBA_ASTC_5x4_Format: - return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16; - case RGBA_ASTC_5x5_Format: - return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16; - case RGBA_ASTC_6x5_Format: - return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16; - case RGBA_ASTC_6x6_Format: - return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16; - case RGBA_ASTC_8x5_Format: - return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16; - case RGBA_ASTC_8x6_Format: - return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16; - case RGBA_ASTC_8x8_Format: - return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16; - case RGBA_ASTC_10x5_Format: - return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16; - case RGBA_ASTC_10x6_Format: - return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16; - case RGBA_ASTC_10x8_Format: - return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16; - case RGBA_ASTC_10x10_Format: - return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16; - case RGBA_ASTC_12x10_Format: - return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16; - case RGBA_ASTC_12x12_Format: - return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16; - - // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/ - case RGBA_BPTC_Format: - case RGB_BPTC_SIGNED_Format: - case RGB_BPTC_UNSIGNED_Format: - return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; - - // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/ - case RED_RGTC1_Format: - case SIGNED_RED_RGTC1_Format: - return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8; - case RED_GREEN_RGTC2_Format: - case SIGNED_RED_GREEN_RGTC2_Format: - return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; - - } - - throw new Error( - `Unable to determine texture byte length for ${format} format.`, - ); - -} - -function getTextureTypeByteLength( type ) { - - switch ( type ) { - - case UnsignedByteType: - case ByteType: - return { byteLength: 1, components: 1 }; - case UnsignedShortType: - case ShortType: - case HalfFloatType: - return { byteLength: 2, components: 1 }; - case UnsignedShort4444Type: - case UnsignedShort5551Type: - return { byteLength: 2, components: 4 }; - case UnsignedIntType: - case IntType: - case FloatType: - return { byteLength: 4, components: 1 }; - case UnsignedInt5999Type: - return { byteLength: 4, components: 3 }; - - } - - throw new Error( `Unknown texture type ${type}.` ); - -} - -const TextureUtils = { - contain, - cover, - fill, - getByteLength -}; - -function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { - - 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 _imageDimensions = new Vector2(); - const _videoTextures = new WeakMap(); - let _canvas; - - const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source - - // 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 ) { - - // Ignore any errors - - } - - 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' ); - - } - - function resizeImage( image, needsNewCanvas, maxSize ) { - - let scale = 1; - - const dimensions = getDimensions( image ); - - // handle case if texture exceeds max size - - if ( dimensions.width > maxSize || dimensions.height > maxSize ) { - - scale = maxSize / Math.max( dimensions.width, dimensions.height ); - - } - - // only perform resize if necessary - - if ( scale < 1 ) { - - // 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 ) || - ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) { - - const width = Math.floor( scale * dimensions.width ); - const height = Math.floor( scale * dimensions.height ); - - if ( _canvas === undefined ) _canvas = createCanvas( width, height ); - - // cube textures can't reuse the same canvas - - const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; - - canvas.width = width; - canvas.height = height; - - const context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, width, height ); - - console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' ); - - return canvas; - - } else { - - if ( 'data' in image ) { - - console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' ); - - } - - return image; - - } - - } - - return image; - - } - - function textureNeedsGenerateMipmaps( texture ) { - - return texture.generateMipmaps && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; - - } - - function generateMipmap( target ) { - - _gl.generateMipmap( target ); - - } - - function getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) { - - 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.RED_INTEGER ) { - - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI; - if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI; - if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI; - if ( glType === _gl.BYTE ) internalFormat = _gl.R8I; - if ( glType === _gl.SHORT ) internalFormat = _gl.R16I; - if ( glType === _gl.INT ) internalFormat = _gl.R32I; - - } - - 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.RG_INTEGER ) { - - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI; - if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI; - if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI; - if ( glType === _gl.BYTE ) internalFormat = _gl.RG8I; - if ( glType === _gl.SHORT ) internalFormat = _gl.RG16I; - if ( glType === _gl.INT ) internalFormat = _gl.RG32I; - - } - - if ( glFormat === _gl.RGB ) { - - if ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5; - - } - - if ( glFormat === _gl.RGBA ) { - - const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace ); - - if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F; - if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F; - if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _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 getInternalDepthFormat( useStencil, depthType ) { - - let glInternalFormat; - if ( useStencil ) { - - if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { - - glInternalFormat = _gl.DEPTH24_STENCIL8; - - } else if ( depthType === FloatType ) { - - glInternalFormat = _gl.DEPTH32F_STENCIL8; - - } else if ( depthType === UnsignedShortType ) { - - glInternalFormat = _gl.DEPTH24_STENCIL8; - console.warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' ); - - } - - } else { - - if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { - - glInternalFormat = _gl.DEPTH_COMPONENT24; - - } else if ( depthType === FloatType ) { - - glInternalFormat = _gl.DEPTH_COMPONENT32F; - - } else if ( depthType === UnsignedShortType ) { - - glInternalFormat = _gl.DEPTH_COMPONENT16; - - } - - } - - return glInternalFormat; - - } - - function getMipLevels( texture, image ) { - - if ( textureNeedsGenerateMipmaps( texture ) === 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 ) ) { - - return image.mipmaps.length; - - } else { - - // texture without mipmaps (only base level) - - return 1; - - } - - } - - // - - function onTextureDispose( event ) { - - const texture = event.target; - - texture.removeEventListener( 'dispose', onTextureDispose ); - - deallocateTexture( texture ); - - if ( texture.isVideoTexture ) { - - _videoTextures.delete( texture ); - - } - - } - - function onRenderTargetDispose( event ) { - - const renderTarget = event.target; - - renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - - deallocateRenderTarget( renderTarget ); - - } - - // - - function deallocateTexture( texture ) { - - const textureProperties = properties.get( texture ); - - if ( textureProperties.__webglInit === undefined ) return; - - // 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 renderTargetProperties = properties.get( renderTarget ); - - if ( renderTarget.depthTexture ) { - - renderTarget.depthTexture.dispose(); - - } - - if ( renderTarget.isWebGLCubeRenderTarget ) { - - for ( let i = 0; i < 6; i ++ ) { - - if ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) { - - for ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] ); - - } else { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - - } - - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); - - } - - } else { - - if ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) { - - for ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] ); - - } 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 ); - - } - - const textures = renderTarget.textures; - - for ( let i = 0, il = textures.length; i < il; i ++ ) { - - const attachmentProperties = properties.get( textures[ i ] ); - - if ( attachmentProperties.__webglTexture ) { - - _gl.deleteTexture( attachmentProperties.__webglTexture ); - - info.memory.textures --; - - } - - properties.remove( textures[ i ] ); - - } - - properties.remove( renderTarget ); - - } - - // - - let textureUnits = 0; - - function resetTextureUnits() { - - textureUnits = 0; - - } - - function allocateTextureUnit() { - - const textureUnit = textureUnits; - - if ( textureUnit >= capabilities.maxTextures ) { - - console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); - - } - - textureUnits += 1; - - return textureUnit; - - } - - 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.colorSpace ); - - 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 ) { - - 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' ); - - } else { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - } - - 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 ); - return; - - } - - 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 ); - return; - - } - - 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 ); - return; - - } - - 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 - }; - - 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 - }; - - const compareToGL = { - [ NeverCompare ]: _gl.NEVER, - [ AlwaysCompare ]: _gl.ALWAYS, - [ LessCompare ]: _gl.LESS, - [ LessEqualCompare ]: _gl.LEQUAL, - [ EqualCompare ]: _gl.EQUAL, - [ GreaterEqualCompare ]: _gl.GEQUAL, - [ GreaterCompare ]: _gl.GREATER, - [ NotEqualCompare ]: _gl.NOTEQUAL - }; - - function setTextureParameters( textureType, texture ) { - - if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false && - ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter || - texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) { - - console.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' ); - - } - - _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 ] ); - - if ( texture.compareFunction ) { - - _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE ); - _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] ); - - } - - if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { - - 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 - - if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { - - const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); - properties.get( texture ).__currentAnisotropy = texture.anisotropy; - - } - - } - - } - - function initTexture( textureProperties, texture ) { - - let forceUpload = false; - - if ( textureProperties.__webglInit === undefined ) { - - textureProperties.__webglInit = true; - - texture.addEventListener( 'dispose', onTextureDispose ); - - } - - // create Source <-> WebGLTextures mapping if necessary - - const source = texture.source; - let webglTextures = _sources.get( source ); - - if ( webglTextures === undefined ) { - - 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 ) { - - // if not, create a new instance of WebGLTexture - - if ( webglTextures[ textureCacheKey ] === undefined ) { - - // create new entry - - webglTextures[ textureCacheKey ] = { - texture: _gl.createTexture(), - usedTimes: 0 - }; - - 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 ++; - - // 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 ); - - } - - } - - // store references to cache key and WebGLTexture object - - textureProperties.__cacheKey = textureCacheKey; - textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture; - - } - - return forceUpload; - - } - - function uploadTexture( textureProperties, texture, slot ) { - - 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 ); - 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 ); - - const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); - const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); - const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; - - _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, unpackConversion ); - - let image = resizeImage( texture.image, false, capabilities.maxTextureSize ); - image = verifyColorSpace( texture, image ); - - const glFormat = utils.convert( texture.format, texture.colorSpace ); - - const glType = utils.convert( texture.type ); - let glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture ); - - setTextureParameters( textureType, texture ); - - let mipmap; - const mipmaps = texture.mipmaps; - - const useTexStorage = ( texture.isVideoTexture !== true ); - const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); - const dataReady = source.dataReady; - const levels = getMipLevels( texture, image ); - - if ( texture.isDepthTexture ) { - - glInternalFormat = getInternalDepthFormat( texture.format === DepthStencilFormat, texture.type ); - - // - - 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 ); - - } - - } - - } 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 ) { - - 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 ) { - - if ( dataReady ) { - - 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 ); - - } - - } - - texture.generateMipmaps = false; - - } else { - - if ( useTexStorage ) { - - if ( allocateMemory ) { - - state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); - - } - - if ( dataReady ) { - - 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 ); - - } - - } - - } 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 ) { - - if ( dataReady ) { - - if ( texture.layerUpdates.size > 0 ) { - - const layerByteLength = getByteLength( mipmap.width, mipmap.height, texture.format, texture.type ); - - for ( const layerIndex of texture.layerUpdates ) { - - const layerData = mipmap.data.subarray( - layerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT, - ( layerIndex + 1 ) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT - ); - state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData, 0, 0 ); - - } - - texture.clearLayerUpdates(); - - } else { - - 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 ); - - } - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); - - } - - } else { - - if ( useTexStorage ) { - - if ( dataReady ) { - - 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 ); - - } - - for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - - if ( texture.format !== RGBAFormat ) { - - if ( glFormat !== null ) { - - if ( useTexStorage ) { - - if ( dataReady ) { - - 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 ); - - } - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); - - } - - } else { - - if ( useTexStorage ) { - - if ( dataReady ) { - - 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 ); - - } - - } - - } - - } - - } else if ( texture.isDataArrayTexture ) { - - if ( useTexStorage ) { - - if ( allocateMemory ) { - - state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth ); - - } - - if ( dataReady ) { - - if ( texture.layerUpdates.size > 0 ) { - - const layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type ); - - for ( const layerIndex of texture.layerUpdates ) { - - const layerData = image.data.subarray( - layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT, - ( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT - ); - state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData ); - - } - - texture.clearLayerUpdates(); - - } else { - - 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 ); - - } - - } else if ( texture.isData3DTexture ) { - - if ( useTexStorage ) { - - if ( allocateMemory ) { - - state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth ); - - } - - if ( dataReady ) { - - 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 ); - - } - - } 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 ); - - 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 ) { - - if ( useTexStorage && allocateMemory ) { - - const dimensions = getDimensions( mipmaps[ 0 ] ); - - state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); - - } - - for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - - if ( useTexStorage ) { - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); - - } - - } - - texture.generateMipmaps = false; - - } else { - - if ( useTexStorage ) { - - if ( allocateMemory ) { - - const dimensions = getDimensions( image ); - - state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); - - } - - if ( dataReady ) { - - state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); - - } - - } - - } - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - generateMipmap( textureType ); - - } - - sourceProperties.__version = source.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } - - textureProperties.__version = texture.version; - - } - - 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 ); - - const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); - const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); - const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; - - _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, unpackConversion ); - - 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 ], true, capabilities.maxCubemapSize ); - - } else { - - cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; - - } - - cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] ); - - } - - const image = cubeImage[ 0 ], - glFormat = utils.convert( texture.format, texture.colorSpace ), - glType = utils.convert( texture.type ), - glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); - - const useTexStorage = ( texture.isVideoTexture !== true ); - const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); - const dataReady = source.dataReady; - let levels = getMipLevels( texture, image ); - - setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); - - 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 ) { - - if ( dataReady ) { - - 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 ); - - } - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); - - } - - } else { - - if ( useTexStorage ) { - - if ( dataReady ) { - - 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 ); - - } - - } - - } - - } - - } else { - - mipmaps = texture.mipmaps; - - 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 ++; - - const dimensions = getDimensions( cubeImage[ 0 ] ); - - state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height ); - - } - - for ( let i = 0; i < 6; i ++ ) { - - if ( isDataTexture ) { - - if ( useTexStorage ) { - - if ( dataReady ) { - - 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 ); - - } - - for ( let j = 0; j < mipmaps.length; j ++ ) { - - const mipmap = mipmaps[ j ]; - const mipmapImage = mipmap.image[ i ].image; - - if ( useTexStorage ) { - - if ( dataReady ) { - - 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 ); - - } - - } - - } else { - - if ( useTexStorage ) { - - if ( dataReady ) { - - 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 ] ); - - } - - for ( let j = 0; j < mipmaps.length; j ++ ) { - - const mipmap = mipmaps[ j ]; - - if ( useTexStorage ) { - - if ( dataReady ) { - - 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 ] ); - - } - - } - - } - - } - - } - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - // We assume images for cube map have the same size. - 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, level ) { - - const glFormat = utils.convert( texture.format, texture.colorSpace ); - const glType = utils.convert( texture.type ); - const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); - const renderTargetProperties = properties.get( renderTarget ); - - if ( ! renderTargetProperties.__hasExternalTextures ) { - - const width = Math.max( 1, renderTarget.width >> level ); - const height = Math.max( 1, renderTarget.height >> level ); - - if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { - - state.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null ); - - } else { - - state.texImage2D( textureTarget, level, glInternalFormat, width, 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 - - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level ); - - } - - 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.depthBuffer ) { - - // retrieve the depth attachment types - const depthTexture = renderTarget.depthTexture; - const depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null; - const glInternalFormat = getInternalDepthFormat( renderTarget.stencilBuffer, depthType ); - const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; - - // set up the attachment - const samples = getRenderTargetSamples( renderTarget ); - const isUseMultisampledRTT = useMultisampledRTT( renderTarget ); - if ( isUseMultisampledRTT ) { - - multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - - } else if ( isMultisample ) { - - _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - - } else { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); - - } - - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); - - } else { - - const textures = renderTarget.textures; - - for ( let i = 0; i < textures.length; i ++ ) { - - const texture = textures[ i ]; - - const glFormat = utils.convert( texture.format, texture.colorSpace ); - const glType = utils.convert( texture.type ); - const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); - 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; - - } - - 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 ); - - } 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' ); - - 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 ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 ); - - } - - if ( depthTexture !== undefined ) { - - setupDepthRenderbuffer( renderTarget ); - - } - - } - - // Set up GL resources for the render target - function setupRenderTarget( renderTarget ) { - - const texture = renderTarget.texture; - - const renderTargetProperties = properties.get( renderTarget ); - const textureProperties = properties.get( texture ); - - renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - - const textures = renderTarget.textures; - - const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); - const isMultipleRenderTargets = ( textures.length > 1 ); - - if ( ! isMultipleRenderTargets ) { - - if ( textureProperties.__webglTexture === undefined ) { - - textureProperties.__webglTexture = _gl.createTexture(); - - } - - textureProperties.__version = texture.version; - info.memory.textures ++; - - } - - // Setup framebuffer - - if ( isCube ) { - - renderTargetProperties.__webglFramebuffer = []; - - for ( let i = 0; i < 6; i ++ ) { - - if ( texture.mipmaps && texture.mipmaps.length > 0 ) { - - renderTargetProperties.__webglFramebuffer[ i ] = []; - - for ( let level = 0; level < texture.mipmaps.length; level ++ ) { - - renderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer(); - - } - - } else { - - renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - - } - - } - - } else { - - if ( texture.mipmaps && texture.mipmaps.length > 0 ) { - - renderTargetProperties.__webglFramebuffer = []; - - for ( let level = 0; level < texture.mipmaps.length; level ++ ) { - - renderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer(); - - } - - } else { - - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - - } - - if ( isMultipleRenderTargets ) { - - 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 ++; - - } - - } - - } - - if ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { - - 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.colorSpace ); - const glType = utils.convert( texture.type ); - const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, 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 ); - - } - - state.bindFramebuffer( _gl.FRAMEBUFFER, null ); - - } - - } - - // Setup color buffer - - if ( isCube ) { - - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); - - for ( let i = 0; i < 6; i ++ ) { - - if ( texture.mipmaps && texture.mipmaps.length > 0 ) { - - for ( let level = 0; level < texture.mipmaps.length; level ++ ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level ); - - } - - } else { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 ); - - } - - } - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - generateMipmap( _gl.TEXTURE_CUBE_MAP ); - - } - - state.unbindTexture(); - - } else if ( isMultipleRenderTargets ) { - - 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 ); - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 ); - - if ( textureNeedsGenerateMipmaps( attachment ) ) { - - generateMipmap( _gl.TEXTURE_2D ); - - } - - } - - state.unbindTexture(); - - } else { - - let glTextureType = _gl.TEXTURE_2D; - - if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { - - glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; - - } - - state.bindTexture( glTextureType, textureProperties.__webglTexture ); - setTextureParameters( glTextureType, texture ); - - if ( texture.mipmaps && texture.mipmaps.length > 0 ) { - - for ( let level = 0; level < texture.mipmaps.length; level ++ ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level ); - - } - - } else { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 ); - - } - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - generateMipmap( glTextureType ); - - } - - state.unbindTexture(); - - } - - // Setup depth and stencil buffers - - if ( renderTarget.depthBuffer ) { - - setupDepthRenderbuffer( renderTarget ); - - } - - } - - function updateRenderTargetMipmap( renderTarget ) { - - const textures = renderTarget.textures; - - for ( let i = 0, il = textures.length; i < il; i ++ ) { - - const texture = textures[ i ]; - - if ( textureNeedsGenerateMipmaps( texture ) ) { - - const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; - const webglTexture = properties.get( texture ).__webglTexture; - - state.bindTexture( target, webglTexture ); - generateMipmap( target ); - state.unbindTexture(); - - } - - } - - } - - const invalidationArrayRead = []; - const invalidationArrayDraw = []; - - function updateMultisampleRenderTarget( renderTarget ) { - - if ( renderTarget.samples > 0 ) { - - if ( useMultisampledRTT( renderTarget ) === false ) { - - const textures = renderTarget.textures; - const width = renderTarget.width; - const height = renderTarget.height; - let mask = _gl.COLOR_BUFFER_BIT; - const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; - const renderTargetProperties = properties.get( renderTarget ); - const isMultipleRenderTargets = ( textures.length > 1 ); - - // 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 ); - - } - - } - - state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - - for ( let i = 0; i < textures.length; i ++ ) { - - if ( renderTarget.resolveDepthBuffer ) { - - if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT; - - // resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799) - - if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT; - - } - - if ( isMultipleRenderTargets ) { - - _gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); - - 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 === true ) { - - invalidationArrayRead.length = 0; - invalidationArrayDraw.length = 0; - - invalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i ); - - if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false ) { - - invalidationArrayRead.push( depthStyle ); - invalidationArrayDraw.push( depthStyle ); - - _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, invalidationArrayDraw ); - - } - - _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArrayRead ); - - } - - } - - 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 ); - - } - - } - - state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); - - } else { - - if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer ) { - - const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; - - _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] ); - - } - - } - - } - - } - - function getRenderTargetSamples( renderTarget ) { - - return Math.min( capabilities.maxSamples, renderTarget.samples ); - - } - - function useMultisampledRTT( renderTarget ) { - - const renderTargetProperties = properties.get( renderTarget ); - - return renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false; - - } - - function updateVideoTexture( texture ) { - - const frame = info.render.frame; - - // Check the last frame we updated the VideoTexture - - if ( _videoTextures.get( texture ) !== frame ) { - - _videoTextures.set( texture, frame ); - texture.update(); - - } - - } - - function verifyColorSpace( texture, image ) { - - const colorSpace = texture.colorSpace; - const format = texture.format; - const type = texture.type; - - if ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image; - - if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) { - - // sRGB - - if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) { - - // 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.' ); - - } - - } else { - - console.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace ); - - } - - } - - return image; - - } - - function getDimensions( image ) { - - if ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) { - - // if intrinsic data are not available, fallback to width/height - - _imageDimensions.width = image.naturalWidth || image.width; - _imageDimensions.height = image.naturalHeight || image.height; - - } else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) { - - _imageDimensions.width = image.displayWidth; - _imageDimensions.height = image.displayHeight; - - } else { - - _imageDimensions.width = image.width; - _imageDimensions.height = image.height; - - } - - return _imageDimensions; - - } - - // - - this.allocateTextureUnit = allocateTextureUnit; - this.resetTextureUnits = resetTextureUnits; - - this.setTexture2D = setTexture2D; - this.setTexture2DArray = setTexture2DArray; - this.setTexture3D = setTexture3D; - this.setTextureCube = setTextureCube; - this.rebindTextures = rebindTextures; - this.setupRenderTarget = setupRenderTarget; - this.updateRenderTargetMipmap = updateRenderTargetMipmap; - this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; - this.setupDepthRenderbuffer = setupDepthRenderbuffer; - this.setupFrameBufferTexture = setupFrameBufferTexture; - this.useMultisampledRTT = useMultisampledRTT; - -} - -function WebGLUtils( gl, extensions ) { - - function convert( p, colorSpace = NoColorSpace ) { - - let extension; - - const transfer = ColorManagement.getTransfer( colorSpace ); - - 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 === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV; - - 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 ) return gl.HALF_FLOAT; - - if ( p === AlphaFormat ) return gl.ALPHA; - if ( p === RGBFormat ) return gl.RGB; - if ( p === RGBAFormat ) return gl.RGBA; - if ( p === LuminanceFormat ) return gl.LUMINANCE; - if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; - if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; - if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; - - // 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 ( transfer === SRGBTransfer ) { - - 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; - - } - - } - - // ETC - - if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_etc' ); - - if ( extension !== null ) { - - if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; - if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? 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 ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; - if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; - if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; - if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; - if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; - if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; - if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; - if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; - if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; - if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; - if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; - if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; - if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; - if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; - - } else { - - return null; - - } - - } - - // BPTC - - if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) { - - extension = extensions.get( 'EXT_texture_compression_bptc' ); - - if ( extension !== null ) { - - if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; - if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT; - if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_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 ) return gl.UNSIGNED_INT_24_8; - - // 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 }; - -} - -class ArrayCamera extends PerspectiveCamera { - - 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' }; - -class WebXRController { - - constructor() { - - this._targetRay = null; - this._grip = null; - this._hand = null; - - } - - getHandSpace() { - - if ( this._hand === null ) { - - this._hand = new Group(); - this._hand.matrixAutoUpdate = false; - this._hand.visible = false; - - this._hand.joints = {}; - this._hand.inputState = { pinching: false }; - - } - - return this._hand; - - } - - getTargetRaySpace() { - - if ( this._targetRay === null ) { - - this._targetRay = new Group(); - this._targetRay.matrixAutoUpdate = false; - this._targetRay.visible = false; - this._targetRay.hasLinearVelocity = false; - this._targetRay.linearVelocity = new Vector3(); - this._targetRay.hasAngularVelocity = false; - this._targetRay.angularVelocity = new Vector3(); - - } - - return this._targetRay; - - } - - getGripSpace() { - - if ( this._grip === null ) { - - this._grip = new Group(); - this._grip.matrixAutoUpdate = false; - this._grip.visible = false; - this._grip.hasLinearVelocity = false; - this._grip.linearVelocity = new Vector3(); - this._grip.hasAngularVelocity = false; - this._grip.angularVelocity = new Vector3(); - - } - - return this._grip; - - } - - dispatchEvent( event ) { - - if ( this._targetRay !== null ) { - - this._targetRay.dispatchEvent( event ); - - } - - if ( this._grip !== null ) { - - this._grip.dispatchEvent( event ); - - } - - if ( this._hand !== null ) { - - this._hand.dispatchEvent( event ); - - } - - return this; - - } - - connect( inputSource ) { - - if ( inputSource && inputSource.hand ) { - - const hand = this._hand; - - if ( hand ) { - - for ( const inputjoint of inputSource.hand.values() ) { - - // Initialize hand with joints when connected - this._getHandJoint( hand, inputjoint ); - - } - - } - - } - - this.dispatchEvent( { type: 'connected', data: inputSource } ); - - return this; - - } - - disconnect( inputSource ) { - - this.dispatchEvent( { type: 'disconnected', data: inputSource } ); - - if ( this._targetRay !== null ) { - - this._targetRay.visible = false; - - } - - if ( this._grip !== null ) { - - this._grip.visible = false; - - } - - if ( this._hand !== null ) { - - this._hand.visible = false; - - } - - return this; - - } - - update( inputSource, frame, referenceSpace ) { - - let inputPose = null; - let gripPose = null; - let handPose = null; - - const targetRay = this._targetRay; - const grip = this._grip; - const hand = this._hand; - - if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { - - if ( hand && inputSource.hand ) { - - handPose = true; - - for ( const inputjoint of inputSource.hand.values() ) { - - // Update the joints groups with the XRJoint poses - const jointPose = frame.getJointPose( inputjoint, referenceSpace ); - - // 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 ); - joint.matrixWorldNeedsUpdate = true; - joint.jointRadius = jointPose.radius; - - } - - joint.visible = jointPose !== null; - - } - - // Custom events - - // Check pinchz - const indexTip = hand.joints[ 'index-finger-tip' ]; - const thumbTip = hand.joints[ 'thumb-tip' ]; - const distance = indexTip.position.distanceTo( thumbTip.position ); - - const distanceToPinch = 0.02; - const threshold = 0.005; - - if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { - - hand.inputState.pinching = false; - this.dispatchEvent( { - type: 'pinchend', - handedness: inputSource.handedness, - target: this - } ); - - } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { - - hand.inputState.pinching = true; - this.dispatchEvent( { - type: 'pinchstart', - handedness: inputSource.handedness, - target: this - } ); - - } - - } else { - - if ( grip !== null && inputSource.gripSpace ) { - - gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); - - if ( gripPose !== null ) { - - grip.matrix.fromArray( gripPose.transform.matrix ); - grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); - grip.matrixWorldNeedsUpdate = true; - - if ( gripPose.linearVelocity ) { - - grip.hasLinearVelocity = true; - grip.linearVelocity.copy( gripPose.linearVelocity ); - - } else { - - grip.hasLinearVelocity = false; - - } - - if ( gripPose.angularVelocity ) { - - grip.hasAngularVelocity = true; - grip.angularVelocity.copy( gripPose.angularVelocity ); - - } else { - - grip.hasAngularVelocity = false; - - } - - } - - } - - } - - if ( targetRay !== null ) { - - 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 ) { - - inputPose = gripPose; - - } - - if ( inputPose !== null ) { - - targetRay.matrix.fromArray( inputPose.transform.matrix ); - targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); - targetRay.matrixWorldNeedsUpdate = true; - - if ( inputPose.linearVelocity ) { - - targetRay.hasLinearVelocity = true; - targetRay.linearVelocity.copy( inputPose.linearVelocity ); - - } else { - - targetRay.hasLinearVelocity = false; - - } - - if ( inputPose.angularVelocity ) { - - targetRay.hasAngularVelocity = true; - targetRay.angularVelocity.copy( inputPose.angularVelocity ); - - } else { - - targetRay.hasAngularVelocity = false; - - } - - this.dispatchEvent( _moveEvent ); - - } - - } - - - } - - if ( targetRay !== null ) { - - targetRay.visible = ( inputPose !== null ); - - } - - if ( grip !== null ) { - - grip.visible = ( gripPose !== null ); - - } - - if ( hand !== null ) { - - hand.visible = ( handPose !== null ); - - } - - return this; - - } - - // private method - - _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 ); - - } - - return hand.joints[ inputjoint.jointName ]; - - } - -} - -const _occlusion_vertex = ` -void main() { - - gl_Position = vec4( position, 1.0 ); - -}`; - -const _occlusion_fragment = ` -uniform sampler2DArray depthColor; -uniform float depthWidth; -uniform float depthHeight; - -void main() { - - vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight ); - - if ( coord.x >= 1.0 ) { - - gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r; - - } else { - - gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r; - - } - -}`; - -class WebXRDepthSensing { - - constructor() { - - this.texture = null; - this.mesh = null; - - this.depthNear = 0; - this.depthFar = 0; - - } - - init( renderer, depthData, renderState ) { - - if ( this.texture === null ) { - - const texture = new Texture(); - - const texProps = renderer.properties.get( texture ); - texProps.__webglTexture = depthData.texture; - - if ( ( depthData.depthNear != renderState.depthNear ) || ( depthData.depthFar != renderState.depthFar ) ) { - - this.depthNear = depthData.depthNear; - this.depthFar = depthData.depthFar; - - } - - this.texture = texture; - - } - - } - - getMesh( cameraXR ) { - - if ( this.texture !== null ) { - - if ( this.mesh === null ) { - - const viewport = cameraXR.cameras[ 0 ].viewport; - const material = new ShaderMaterial( { - vertexShader: _occlusion_vertex, - fragmentShader: _occlusion_fragment, - uniforms: { - depthColor: { value: this.texture }, - depthWidth: { value: viewport.z }, - depthHeight: { value: viewport.w } - } - } ); - - this.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material ); - - } - - } - - return this.mesh; - - } - - reset() { - - this.texture = null; - this.mesh = null; - - } - - getDepthTexture() { - - return this.texture; - - } - -} - -class WebXRManager extends EventDispatcher { - - constructor( renderer, gl ) { - - super(); - - const scope = this; - - let session = null; - - let framebufferScaleFactor = 1.0; - - let referenceSpace = null; - let referenceSpaceType = 'local-floor'; - // Set default foveation to maximum. - let foveation = 1.0; - let customReferenceSpace = null; - - let pose = null; - let glBinding = null; - let glProjLayer = null; - let glBaseLayer = null; - let xrFrame = null; - - const depthSensing = new WebXRDepthSensing(); - const attributes = gl.getContextAttributes(); - - let initialRenderTarget = null; - let newRenderTarget = null; - - const controllers = []; - const controllerInputSources = []; - - const currentSize = new Vector2(); - let currentPixelRatio = null; - - // - - const cameraL = new PerspectiveCamera(); - cameraL.layers.enable( 1 ); - cameraL.viewport = new Vector4(); - - const cameraR = new PerspectiveCamera(); - cameraR.layers.enable( 2 ); - cameraR.viewport = new Vector4(); - - const cameras = [ cameraL, cameraR ]; - - const cameraXR = new ArrayCamera(); - cameraXR.layers.enable( 1 ); - cameraXR.layers.enable( 2 ); - - let _currentDepthNear = null; - let _currentDepthFar = null; - - // - - this.cameraAutoUpdate = true; - this.enabled = false; - - this.isPresenting = false; - - this.getController = function ( index ) { - - let controller = controllers[ index ]; - - if ( controller === undefined ) { - - controller = new WebXRController(); - controllers[ index ] = controller; - - } - - return controller.getTargetRaySpace(); - - }; - - this.getControllerGrip = function ( index ) { - - let controller = controllers[ index ]; - - if ( controller === undefined ) { - - controller = new WebXRController(); - controllers[ index ] = controller; - - } - - return controller.getGripSpace(); - - }; - - this.getHand = function ( index ) { - - let controller = controllers[ index ]; - - if ( controller === undefined ) { - - controller = new WebXRController(); - controllers[ index ] = controller; - - } - - return controller.getHandSpace(); - - }; - - // - - function onSessionEvent( event ) { - - const controllerIndex = controllerInputSources.indexOf( event.inputSource ); - - if ( controllerIndex === - 1 ) { - - return; - - } - - const controller = controllers[ controllerIndex ]; - - if ( controller !== undefined ) { - - controller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace ); - 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 ); - - } - - _currentDepthNear = null; - _currentDepthFar = null; - - depthSensing.reset(); - - // restore framebuffer/rendering state - - renderer.setRenderTarget( initialRenderTarget ); - - glBaseLayer = null; - glProjLayer = null; - glBinding = null; - session = null; - newRenderTarget = null; - - // - - animation.stop(); - - scope.isPresenting = false; - - renderer.setPixelRatio( currentPixelRatio ); - renderer.setSize( currentSize.width, currentSize.height, false ); - - scope.dispatchEvent( { type: 'sessionend' } ); - - } - - this.setFramebufferScaleFactor = function ( value ) { - - framebufferScaleFactor = value; - - if ( scope.isPresenting === true ) { - - console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' ); - - } - - }; - - this.setReferenceSpaceType = function ( value ) { - - referenceSpaceType = value; - - if ( scope.isPresenting === true ) { - - console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' ); - - } - - }; - - this.getReferenceSpace = function () { - - return customReferenceSpace || referenceSpace; - - }; - - 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 ) { - - session = value; - - 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 ) { - - await gl.makeXRCompatible(); - - } - - currentPixelRatio = renderer.getPixelRatio(); - renderer.getSize( currentSize ); - - if ( session.renderState.layers === undefined ) { - - const layerInit = { - antialias: attributes.antialias, - alpha: true, - depth: attributes.depth, - stencil: attributes.stencil, - framebufferScaleFactor: framebufferScaleFactor - }; - - glBaseLayer = new XRWebGLLayer( session, gl, layerInit ); - - session.updateRenderState( { baseLayer: glBaseLayer } ); - - renderer.setPixelRatio( 1 ); - renderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false ); - - newRenderTarget = new WebGLRenderTarget( - glBaseLayer.framebufferWidth, - glBaseLayer.framebufferHeight, - { - format: RGBAFormat, - type: UnsignedByteType, - colorSpace: renderer.outputColorSpace, - stencilBuffer: attributes.stencil - } - ); - - } else { - - let depthFormat = null; - let depthType = null; - let glDepthFormat = null; - - if ( attributes.depth ) { - - glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24; - depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat; - depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType; - - } - - const projectionlayerInit = { - colorFormat: gl.RGBA8, - depthFormat: glDepthFormat, - scaleFactor: framebufferScaleFactor - }; - - glBinding = new XRWebGLBinding( session, gl ); - - glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); - - session.updateRenderState( { layers: [ glProjLayer ] } ); - - renderer.setPixelRatio( 1 ); - renderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false ); - - 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, - colorSpace: renderer.outputColorSpace, - samples: attributes.antialias ? 4 : 0, - resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false ) - } ); - - } - - newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278 - - this.setFoveation( foveation ); - - customReferenceSpace = null; - referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); - - animation.setContext( session ); - animation.start(); - - scope.isPresenting = true; - - scope.dispatchEvent( { type: 'sessionstart' } ); - - } - - }; - - this.getEnvironmentBlendMode = function () { - - if ( session !== null ) { - - return session.environmentBlendMode; - - } - - }; - - this.getDepthTexture = function () { - - return depthSensing.getDepthTexture(); - - }; - - 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 ); - - } - - } - - // Notify connected - - 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 ); - controllerIndex = i; - break; - - } 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; - - } - - const controller = controllers[ controllerIndex ]; - - if ( controller ) { - - controller.connect( inputSource ); - - } - - } - - } - - // - - const cameraLPos = new Vector3(); - const cameraRPos = new Vector3(); - - /** - * Assumes 2 cameras that are parallel and share an X-axis, and that - * the cameras' projection and world matrices have already been set. - * And that near and far planes are identical for both cameras. - * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 - */ - function setProjectionFromUnion( camera, cameraL, cameraR ) { - - cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); - cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); - - const ipd = cameraLPos.distanceTo( cameraRPos ); - - const projL = cameraL.projectionMatrix.elements; - const projR = cameraR.projectionMatrix.elements; - - // VR systems will have identical far and near planes, and - // most likely identical top and bottom frustum extents. - // Use the left camera for these values. - const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); - const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); - const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; - const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; - - const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; - const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; - const left = near * leftFov; - const right = near * rightFov; - - // Calculate the new camera's position offset from the - // left camera. xOffset should be roughly half `ipd`. - const zOffset = ipd / ( - leftFov + rightFov ); - const xOffset = zOffset * - leftFov; - - // TODO: Better way to apply this offset? - cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); - camera.translateX( xOffset ); - camera.translateZ( zOffset ); - camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); - camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); - - // Find the union of the frustum values of the cameras and scale - // the values so that the near plane's position does not change in world space, - // although must now be relative to the new union camera. - const near2 = near + zOffset; - const far2 = far + zOffset; - const left2 = left - xOffset; - const right2 = right + ( ipd - xOffset ); - const top2 = topFov * far / far2 * near2; - const bottom2 = bottomFov * far / far2 * near2; - - camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); - camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); - - } - - function updateCamera( camera, parent ) { - - if ( parent === null ) { - - camera.matrixWorld.copy( camera.matrix ); - - } else { - - camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); - - } - - camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); - - } - - this.updateCamera = function ( camera ) { - - if ( session === null ) return; - - if ( depthSensing.texture !== null ) { - - camera.near = depthSensing.depthNear; - camera.far = depthSensing.depthFar; - - } - - cameraXR.near = cameraR.near = cameraL.near = camera.near; - cameraXR.far = cameraR.far = cameraL.far = camera.far; - - if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) { - - // Note that the new renderState won't apply until the next frame. See #18320 - - session.updateRenderState( { - depthNear: cameraXR.near, - depthFar: cameraXR.far - } ); - - _currentDepthNear = cameraXR.near; - _currentDepthFar = cameraXR.far; - - cameraL.near = _currentDepthNear; - cameraL.far = _currentDepthFar; - cameraR.near = _currentDepthNear; - cameraR.far = _currentDepthFar; - - cameraL.updateProjectionMatrix(); - cameraR.updateProjectionMatrix(); - camera.updateProjectionMatrix(); - - } - - const parent = camera.parent; - const cameras = cameraXR.cameras; - - updateCamera( cameraXR, parent ); - - for ( let i = 0; i < cameras.length; i ++ ) { - - updateCamera( cameras[ i ], parent ); - - } - - // update projection matrix for proper view frustum culling - - if ( cameras.length === 2 ) { - - setProjectionFromUnion( cameraXR, cameraL, cameraR ); - - } else { - - // assume single camera setup (AR) - - cameraXR.projectionMatrix.copy( cameraL.projectionMatrix ); - - } - - // update user camera and its children - - updateUserCamera( camera, cameraXR, parent ); - - }; - - function updateUserCamera( camera, cameraXR, parent ) { - - if ( parent === null ) { - - camera.matrix.copy( cameraXR.matrixWorld ); - - } else { - - camera.matrix.copy( parent.matrixWorld ); - camera.matrix.invert(); - camera.matrix.multiply( cameraXR.matrixWorld ); - - } - - camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); - camera.updateMatrixWorld( true ); - - camera.projectionMatrix.copy( cameraXR.projectionMatrix ); - camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse ); - - if ( camera.isPerspectiveCamera ) { - - camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] ); - camera.zoom = 1; - - } - - } - - this.getCamera = function () { - - return cameraXR; - - }; - - this.getFoveation = function () { - - if ( glProjLayer === null && glBaseLayer === null ) { - - return undefined; - - } - - return foveation; - - }; - - this.setFoveation = function ( value ) { - - // 0 = no foveation = full resolution - // 1 = maximum foveation = the edges render at lower resolution - - foveation = value; - - if ( glProjLayer !== null ) { - - glProjLayer.fixedFoveation = value; - - } - - if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) { - - glBaseLayer.fixedFoveation = value; - - } - - }; - - this.hasDepthSensing = function () { - - return depthSensing.texture !== null; - - }; - - this.getDepthSensingMesh = function () { - - return depthSensing.getMesh( cameraXR ); - - }; - - // Animation Loop - - let onAnimationFrameCallback = null; - - function onAnimationFrame( time, frame ) { - - pose = frame.getViewerPose( customReferenceSpace || referenceSpace ); - xrFrame = frame; - - if ( pose !== null ) { - - const views = pose.views; - - if ( glBaseLayer !== null ) { - - renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer ); - renderer.setRenderTarget( newRenderTarget ); - - } - - let cameraXRNeedsUpdate = false; - - // check if it's necessary to rebuild cameraXR's camera list - - if ( views.length !== cameraXR.cameras.length ) { - - cameraXR.cameras.length = 0; - cameraXRNeedsUpdate = true; - - } - - for ( let i = 0; i < views.length; i ++ ) { - - const view = views[ i ]; - - let viewport = null; - - if ( glBaseLayer !== null ) { - - viewport = glBaseLayer.getViewport( view ); - - } else { - - 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 ); - - } - - } - - let camera = cameras[ i ]; - - if ( camera === undefined ) { - - camera = new PerspectiveCamera(); - camera.layers.enable( i ); - camera.viewport = new Vector4(); - cameras[ i ] = camera; - - } - - camera.matrix.fromArray( view.transform.matrix ); - camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); - camera.projectionMatrix.fromArray( view.projectionMatrix ); - camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); - camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); - - if ( i === 0 ) { - - cameraXR.matrix.copy( camera.matrix ); - cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale ); - - } - - if ( cameraXRNeedsUpdate === true ) { - - cameraXR.cameras.push( camera ); - - } - - } - - // - - const enabledFeatures = session.enabledFeatures; - - if ( enabledFeatures && enabledFeatures.includes( 'depth-sensing' ) ) { - - const depthData = glBinding.getDepthInformation( views[ 0 ] ); - - if ( depthData && depthData.isValid && depthData.texture ) { - - depthSensing.init( renderer, depthData, session.renderState ); - - } - - } - - } - - // - - 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 } ); - - } - - xrFrame = null; - - } - - const animation = new WebGLAnimation(); - - animation.setAnimationLoop( onAnimationFrame ); - - this.setAnimationLoop = function ( callback ) { - - onAnimationFrameCallback = callback; - - }; - - this.dispose = function () {}; - - } - -} - -const _e1 = /*@__PURE__*/ new Euler(); -const _m1 = /*@__PURE__*/ new Matrix4(); - -function WebGLMaterials( renderer, properties ) { - - function refreshTransformUniform( map, uniform ) { - - if ( map.matrixAutoUpdate === true ) { - - map.updateMatrix(); - - } - - uniform.value.copy( map.matrix ); - - } - - 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 ) { - - 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 ); - uniforms.opacity.value = material.opacity; - - } else if ( material.isShaderMaterial ) { - - material.uniformsNeedUpdate = false; // #15581 - - } - - } - - function refreshUniformsCommon( uniforms, material ) { - - uniforms.opacity.value = material.opacity; - - if ( material.color ) { - - uniforms.diffuse.value.copy( material.color ); - - } - - if ( material.emissive ) { - - uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); - - } - - if ( material.map ) { - - uniforms.map.value = material.map; - - refreshTransformUniform( material.map, uniforms.mapTransform ); - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - - refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform ); - - uniforms.bumpScale.value = material.bumpScale; - - if ( material.side === BackSide ) { - - uniforms.bumpScale.value *= - 1; - - } - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - - refreshTransformUniform( material.normalMap, uniforms.normalMapTransform ); - - uniforms.normalScale.value.copy( material.normalScale ); - - if ( material.side === BackSide ) { - - uniforms.normalScale.value.negate(); - - } - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - - refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform ); - - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform ); - - } - - if ( material.specularMap ) { - - uniforms.specularMap.value = material.specularMap; - - refreshTransformUniform( material.specularMap, uniforms.specularMapTransform ); - - } - - if ( material.alphaTest > 0 ) { - - uniforms.alphaTest.value = material.alphaTest; - - } - - const materialProperties = properties.get( material ); - - const envMap = materialProperties.envMap; - const envMapRotation = materialProperties.envMapRotation; - - if ( envMap ) { - - uniforms.envMap.value = envMap; - - _e1.copy( envMapRotation ); - - // accommodate left-handed frame - _e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1; - - if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) { - - // environment maps which are not cube render targets or PMREMs follow a different convention - _e1.y *= - 1; - _e1.z *= - 1; - - } - - uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) ); - - 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 ) { - - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - - refreshTransformUniform( material.lightMap, uniforms.lightMapTransform ); - - } - - if ( material.aoMap ) { - - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; - - refreshTransformUniform( material.aoMap, uniforms.aoMapTransform ); - - } - - } - - function refreshUniformsLine( uniforms, material ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - - if ( material.map ) { - - uniforms.map.value = material.map; - - refreshTransformUniform( material.map, uniforms.mapTransform ); - - } - - } - - function refreshUniformsDash( uniforms, material ) { - - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; - - } - - function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * pixelRatio; - uniforms.scale.value = height * 0.5; - - if ( material.map ) { - - uniforms.map.value = material.map; - - refreshTransformUniform( material.map, uniforms.uvTransform ); - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); - - } - - if ( material.alphaTest > 0 ) { - - uniforms.alphaTest.value = material.alphaTest; - - } - - } - - function refreshUniformsSprites( uniforms, material ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.rotation.value = material.rotation; - - if ( material.map ) { - - uniforms.map.value = material.map; - - refreshTransformUniform( material.map, uniforms.mapTransform ); - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); - - } - - if ( material.alphaTest > 0 ) { - - uniforms.alphaTest.value = material.alphaTest; - - } - - } - - 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 ) { - - uniforms.gradientMap.value = material.gradientMap; - - } - - } - - function refreshUniformsStandard( uniforms, material ) { - - uniforms.metalness.value = material.metalness; - - if ( material.metalnessMap ) { - - uniforms.metalnessMap.value = material.metalnessMap; - - refreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform ); - - } - - uniforms.roughness.value = material.roughness; - - if ( material.roughnessMap ) { - - uniforms.roughnessMap.value = material.roughnessMap; - - refreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform ); - - } - - if ( material.envMap ) { - - //uniforms.envMap.value = material.envMap; // part of uniforms common - - uniforms.envMapIntensity.value = material.envMapIntensity; - - } - - } - - 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 ); - - uniforms.sheenRoughness.value = material.sheenRoughness; - - if ( material.sheenColorMap ) { - - uniforms.sheenColorMap.value = material.sheenColorMap; - - refreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform ); - - } - - if ( material.sheenRoughnessMap ) { - - uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap; - - refreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform ); - - } - - } - - if ( material.clearcoat > 0 ) { - - uniforms.clearcoat.value = material.clearcoat; - uniforms.clearcoatRoughness.value = material.clearcoatRoughness; - - if ( material.clearcoatMap ) { - - uniforms.clearcoatMap.value = material.clearcoatMap; - - refreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform ); - - } - - if ( material.clearcoatRoughnessMap ) { - - uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; - - refreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform ); - - } - - if ( material.clearcoatNormalMap ) { - - uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; - - refreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform ); - - uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); - - if ( material.side === BackSide ) { - - uniforms.clearcoatNormalScale.value.negate(); - - } - - } - - } - - if ( material.dispersion > 0 ) { - - uniforms.dispersion.value = material.dispersion; - - } - - 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.iridescenceMap.value = material.iridescenceMap; - - refreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform ); - - } - - if ( material.iridescenceThicknessMap ) { - - uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap; - - refreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform ); - - } - - } - - 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.transmissionMap.value = material.transmissionMap; - - refreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform ); - - } - - uniforms.thickness.value = material.thickness; - - if ( material.thicknessMap ) { - - uniforms.thicknessMap.value = material.thicknessMap; - - refreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform ); - - } - - uniforms.attenuationDistance.value = material.attenuationDistance; - uniforms.attenuationColor.value.copy( material.attenuationColor ); - - } - - if ( material.anisotropy > 0 ) { - - uniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) ); - - if ( material.anisotropyMap ) { - - uniforms.anisotropyMap.value = material.anisotropyMap; - - refreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform ); - - } - - } - - uniforms.specularIntensity.value = material.specularIntensity; - uniforms.specularColor.value.copy( material.specularColor ); - - if ( material.specularColorMap ) { - - uniforms.specularColorMap.value = material.specularColorMap; - - refreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform ); - - } - - if ( material.specularIntensityMap ) { - - uniforms.specularIntensityMap.value = material.specularIntensityMap; - - refreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform ); - - } - - } - - function refreshUniformsMatcap( uniforms, material ) { - - if ( material.matcap ) { - - uniforms.matcap.value = material.matcap; - - } - - } - - function refreshUniformsDistance( uniforms, material ) { - - const light = properties.get( material ).light; - - uniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld ); - uniforms.nearDistance.value = light.shadow.camera.near; - uniforms.farDistance.value = light.shadow.camera.far; - - } - - return { - refreshFogUniforms: refreshFogUniforms, - refreshMaterialUniforms: refreshMaterialUniforms - }; - -} - -function WebGLUniformsGroups( gl, info, capabilities, state ) { - - let buffers = {}; - let updateList = {}; - let allocatedBindingPoints = []; - - const maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program - - function bind( uniformsGroup, program ) { - - const webglProgram = program.program; - 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 ); - - } - - // ensure to update the binding points/block indices mapping for this program - - const webglProgram = program.program; - 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; - - } - - } - - 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 ); - - return buffer; - - } - - function allocateBindingPointIndex() { - - 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.' ); - - return 0; - - } - - 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 uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; - - for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { - - const uniform = uniformArray[ j ]; - - if ( hasUniformChanged( uniform, i, j, cache ) === true ) { - - const offset = uniform.__offset; - - const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; - - let arrayOffset = 0; - - for ( let k = 0; k < values.length; k ++ ) { - - const value = values[ k ]; - - const info = getUniformSize( value ); - - // TODO add integer and struct support - if ( typeof value === 'number' || typeof value === 'boolean' ) { - - 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 ] = 0; - uniform.__data[ 4 ] = value.elements[ 3 ]; - uniform.__data[ 5 ] = value.elements[ 4 ]; - uniform.__data[ 6 ] = value.elements[ 5 ]; - uniform.__data[ 7 ] = 0; - uniform.__data[ 8 ] = value.elements[ 6 ]; - uniform.__data[ 9 ] = value.elements[ 7 ]; - uniform.__data[ 10 ] = value.elements[ 8 ]; - uniform.__data[ 11 ] = 0; - - } else { - - value.toArray( uniform.__data, arrayOffset ); - - arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT; - - } - - } - - gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data ); - - } - - } - - } - - gl.bindBuffer( gl.UNIFORM_BUFFER, null ); - - } - - function hasUniformChanged( uniform, index, indexArray, cache ) { - - const value = uniform.value; - const indexString = index + '_' + indexArray; - - if ( cache[ indexString ] === undefined ) { - - // cache entry does not exist so far - - if ( typeof value === 'number' || typeof value === 'boolean' ) { - - cache[ indexString ] = value; - - } else { - - cache[ indexString ] = value.clone(); - - } - - return true; - - } else { - - const cachedObject = cache[ indexString ]; - - // compare current value with cached entry - - if ( typeof value === 'number' || typeof value === 'boolean' ) { - - if ( cachedObject !== value ) { - - cache[ indexString ] = value; - return true; - - } - - } else { - - if ( cachedObject.equals( value ) === false ) { - - cachedObject.copy( value ); - return true; - - } - - } - - } - - return false; - - } - - 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 - - for ( let i = 0, l = uniforms.length; i < l; i ++ ) { - - const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; - - for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { - - const uniform = uniformArray[ j ]; - - const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; - - for ( let k = 0, kl = values.length; k < kl; k ++ ) { - - const value = values[ k ]; - - const info = getUniformSize( value ); - - const chunkOffset = offset % chunkSize; // offset in the current chunk - const chunkPadding = chunkOffset % info.boundary; // required padding to match boundary - const chunkStart = chunkOffset + chunkPadding; // the start position in the current chunk for the data - - offset += chunkPadding; - - // Check for chunk overflow - if ( chunkStart !== 0 && ( chunkSize - chunkStart ) < info.storage ) { - - // Add padding and adjust offset - offset += ( chunkSize - chunkStart ); - - } - - // the following two properties will be used for partial buffer updates - uniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT ); - uniform.__offset = offset; - - // Update the global offset - offset += info.storage; - - } - - } - - } - - // ensure correct final padding - - const chunkOffset = offset % chunkSize; - - if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset ); - - // - - uniformsGroup.__size = offset; - uniformsGroup.__cache = {}; - - return this; - - } - - function getUniformSize( value ) { - - const info = { - boundary: 0, // bytes - storage: 0 // bytes - }; - - // determine sizes according to STD140 - - if ( typeof value === 'number' || typeof value === 'boolean' ) { - - // float/int/bool - - info.boundary = 4; - info.storage = 4; - - } else if ( value.isVector2 ) { - - // vec2 - - info.boundary = 8; - info.storage = 8; - - } 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 ) { - - // vec4 - - info.boundary = 16; - info.storage = 16; - - } else if ( value.isMatrix3 ) { - - // mat3 (in STD140 a 3x3 matrix is represented as 3x4) - - info.boundary = 48; - info.storage = 48; - - } 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 { - - console.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value ); - - } - - return info; - - } - - 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 ]; - - } - - function dispose() { - - for ( const id in buffers ) { - - gl.deleteBuffer( buffers[ id ] ); - - } - - allocatedBindingPoints = []; - buffers = {}; - updateList = {}; - - } - - return { - - bind: bind, - update: update, - - dispose: dispose - - }; - -} - -class WebGLRenderer { - - constructor( parameters = {} ) { - - const { - canvas = createCanvasElement(), - context = null, - depth = true, - stencil = false, - alpha = false, - antialias = false, - premultipliedAlpha = true, - preserveDrawingBuffer = false, - powerPreference = 'default', - failIfMajorPerformanceCaveat = false, - } = parameters; - - this.isWebGLRenderer = true; - - let _alpha; - - if ( context !== null ) { - - if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) { - - throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' ); - - } - - _alpha = context.getContextAttributes().alpha; - - } else { - - _alpha = alpha; - - } - - const uintClearColor = new Uint32Array( 4 ); - const intClearColor = new Int32Array( 4 ); - - let currentRenderList = null; - let currentRenderState = null; - - // render() can be called from within a callback triggered by another render. - // We track this so that the nested render call gets its list and state isolated from the parent render call. - - const renderListStack = []; - const renderStateStack = []; - - // public properties - - this.domElement = canvas; - - // Debug configuration container - this.debug = { - - /** - * Enables error checking and reporting when shader programs are being compiled - * @type {boolean} - */ - checkShaderErrors: true, - /** - * Callback for custom error reporting. - * @type {?Function} - */ - onShaderError: null - }; - - // clearing - - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; - - // scene graph - - this.sortObjects = true; - - // user-defined clipping - - this.clippingPlanes = []; - this.localClippingEnabled = false; - - // physically based shading - - this._outputColorSpace = SRGBColorSpace; - - // tone mapping - - this.toneMapping = NoToneMapping; - this.toneMappingExposure = 1.0; - - // internal properties - - const _this = this; - - let _isContextLost = false; - - // internal state cache - - let _currentActiveCubeFace = 0; - let _currentActiveMipmapLevel = 0; - let _currentRenderTarget = null; - let _currentMaterialId = - 1; - - let _currentCamera = null; - - const _currentViewport = new Vector4(); - const _currentScissor = new Vector4(); - let _currentScissorTest = null; - - const _currentClearColor = new Color( 0x000000 ); - let _currentClearAlpha = 0; - - // - - let _width = canvas.width; - let _height = canvas.height; - - let _pixelRatio = 1; - let _opaqueSort = null; - let _transparentSort = null; - - const _viewport = new Vector4( 0, 0, _width, _height ); - const _scissor = new Vector4( 0, 0, _width, _height ); - let _scissorTest = false; - - // frustum - - const _frustum = new Frustum(); - - // clipping - - let _clippingEnabled = false; - let _localClippingEnabled = false; - - // camera matrices cache - - const _projScreenMatrix = new Matrix4(); - - const _vector3 = new Vector3(); - - const _vector4 = new Vector4(); - - const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; - - let _renderBackground = false; - - function getTargetPixelRatio() { - - return _currentRenderTarget === null ? _pixelRatio : 1; - - } - - // initialize - - let _gl = context; - - function getContext( contextName, contextAttributes ) { - - return canvas.getContext( contextName, contextAttributes ); - - } - - try { - - const contextAttributes = { - alpha: true, - depth, - stencil, - antialias, - premultipliedAlpha, - preserveDrawingBuffer, - powerPreference, - failIfMajorPerformanceCaveat, - }; - - // OffscreenCanvas does not have setAttribute, see #22811 - 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 contextName = 'webgl2'; - - _gl = getContext( contextName, contextAttributes ); - - if ( _gl === null ) { - - if ( getContext( contextName ) ) { - - throw new Error( 'Error creating WebGL context with your selected attributes.' ); - - } else { - - throw new Error( 'Error creating WebGL context.' ); - - } - - } - - } - - } 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 background, morphtargets, bufferRenderer, indexedBufferRenderer; - - let utils, bindingStates, uniformsGroups; - - function initGLContext() { - - extensions = new WebGLExtensions( _gl ); - extensions.init(); - - utils = new WebGLUtils( _gl, extensions ); - - capabilities = new WebGLCapabilities( _gl, extensions, parameters, utils ); - - state = new WebGLState( _gl ); - - 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 ); - bindingStates = new WebGLBindingStates( _gl, attributes ); - 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 ); - 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 ); - indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info ); - - info.programs = programCache.programs; - - _this.capabilities = capabilities; - _this.extensions = extensions; - _this.properties = properties; - _this.renderLists = renderLists; - _this.shadowMap = shadowMap; - _this.state = state; - _this.info = info; - - } - - initGLContext(); - - // xr - - const xr = new WebXRManager( _this, _gl ); - - this.xr = xr; - - // API - - this.getContext = function () { - - return _gl; - - }; - - this.getContextAttributes = function () { - - return _gl.getContextAttributes(); - - }; - - this.forceContextLoss = function () { - - const extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.loseContext(); - - }; - - this.forceContextRestore = function () { - - const extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.restoreContext(); - - }; - - this.getPixelRatio = function () { - - return _pixelRatio; - - }; - - this.setPixelRatio = function ( value ) { - - if ( value === undefined ) return; - - _pixelRatio = value; - - this.setSize( _width, _height, false ); - - }; - - this.getSize = function ( target ) { - - return target.set( _width, _height ); - - }; - - this.setSize = function ( width, height, updateStyle = true ) { - - if ( xr.isPresenting ) { - - console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); - return; - - } - - _width = width; - _height = height; - - canvas.width = Math.floor( width * _pixelRatio ); - canvas.height = Math.floor( height * _pixelRatio ); - - if ( updateStyle === true ) { - - canvas.style.width = width + 'px'; - canvas.style.height = height + 'px'; - - } - - this.setViewport( 0, 0, width, height ); - - }; - - this.getDrawingBufferSize = function ( target ) { - - return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); - - }; - - this.setDrawingBufferSize = function ( width, height, pixelRatio ) { - - _width = width; - _height = height; - - _pixelRatio = pixelRatio; - - canvas.width = Math.floor( width * pixelRatio ); - canvas.height = Math.floor( height * pixelRatio ); - - this.setViewport( 0, 0, width, height ); - - }; - - this.getCurrentViewport = function ( target ) { - - return target.copy( _currentViewport ); - - }; - - this.getViewport = function ( target ) { - - return target.copy( _viewport ); - - }; - - this.setViewport = function ( x, y, width, height ) { - - if ( x.isVector4 ) { - - _viewport.set( x.x, x.y, x.z, x.w ); - - } else { - - _viewport.set( x, y, width, height ); - - } - - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() ); - - }; - - this.getScissor = function ( target ) { - - return target.copy( _scissor ); - - }; - - this.setScissor = function ( x, y, width, height ) { - - if ( x.isVector4 ) { - - _scissor.set( x.x, x.y, x.z, x.w ); - - } else { - - _scissor.set( x, y, width, height ); - - } - - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() ); - - }; - - this.getScissorTest = function () { - - return _scissorTest; - - }; - - this.setScissorTest = function ( boolean ) { - - state.setScissorTest( _scissorTest = boolean ); - - }; - - this.setOpaqueSort = function ( method ) { - - _opaqueSort = method; - - }; - - this.setTransparentSort = function ( method ) { - - _transparentSort = method; - - }; - - // Clearing - - this.getClearColor = function ( target ) { - - return target.copy( background.getClearColor() ); - - }; - - this.setClearColor = function () { - - background.setClearColor.apply( background, arguments ); - - }; - - this.getClearAlpha = function () { - - return background.getClearAlpha(); - - }; - - this.setClearAlpha = function () { - - background.setClearAlpha.apply( background, arguments ); - - }; - - this.clear = function ( color = true, depth = true, stencil = true ) { - - let bits = 0; - - if ( color ) { - - // check if we're trying to clear an integer target - let isIntegerFormat = false; - if ( _currentRenderTarget !== null ) { - - const targetFormat = _currentRenderTarget.texture.format; - isIntegerFormat = targetFormat === RGBAIntegerFormat || - targetFormat === RGIntegerFormat || - targetFormat === RedIntegerFormat; - - } - - // use the appropriate clear functions to clear the target if it's a signed - // or unsigned integer target - if ( isIntegerFormat ) { - - const targetType = _currentRenderTarget.texture.type; - const isUnsignedType = targetType === UnsignedByteType || - targetType === UnsignedIntType || - targetType === UnsignedShortType || - targetType === UnsignedInt248Type || - targetType === UnsignedShort4444Type || - targetType === UnsignedShort5551Type; - - const clearColor = background.getClearColor(); - const a = background.getClearAlpha(); - const r = clearColor.r; - const g = clearColor.g; - const b = clearColor.b; - - if ( isUnsignedType ) { - - uintClearColor[ 0 ] = r; - uintClearColor[ 1 ] = g; - uintClearColor[ 2 ] = b; - uintClearColor[ 3 ] = a; - _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor ); - - } else { - - intClearColor[ 0 ] = r; - intClearColor[ 1 ] = g; - intClearColor[ 2 ] = b; - intClearColor[ 3 ] = a; - _gl.clearBufferiv( _gl.COLOR, 0, intClearColor ); - - } - - } else { - - bits |= _gl.COLOR_BUFFER_BIT; - - } - - } - - if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT; - if ( stencil ) { - - bits |= _gl.STENCIL_BUFFER_BIT; - this.state.buffers.stencil.setMask( 0xffffffff ); - - } - - _gl.clear( bits ); - - }; - - this.clearColor = function () { - - this.clear( true, false, false ); - - }; - - this.clearDepth = function () { - - this.clear( false, true, false ); - - }; - - this.clearStencil = function () { - - this.clear( false, false, true ); - - }; - - // - - this.dispose = function () { - - canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); - canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); - canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); - - renderLists.dispose(); - renderStates.dispose(); - properties.dispose(); - cubemaps.dispose(); - cubeuvmaps.dispose(); - objects.dispose(); - bindingStates.dispose(); - uniformsGroups.dispose(); - programCache.dispose(); - - xr.dispose(); - - xr.removeEventListener( 'sessionstart', onXRSessionStart ); - xr.removeEventListener( 'sessionend', onXRSessionEnd ); - - animation.stop(); - - }; - - // Events - - function onContextLost( event ) { - - event.preventDefault(); - - console.log( 'THREE.WebGLRenderer: Context Lost.' ); - - _isContextLost = true; - - } - - function onContextRestore( /* event */ ) { - - console.log( 'THREE.WebGLRenderer: Context Restored.' ); - - _isContextLost = false; - - const infoAutoReset = info.autoReset; - const shadowMapEnabled = shadowMap.enabled; - const shadowMapAutoUpdate = shadowMap.autoUpdate; - const shadowMapNeedsUpdate = shadowMap.needsUpdate; - const shadowMapType = shadowMap.type; - - initGLContext(); - - info.autoReset = infoAutoReset; - shadowMap.enabled = shadowMapEnabled; - shadowMap.autoUpdate = shadowMapAutoUpdate; - shadowMap.needsUpdate = shadowMapNeedsUpdate; - shadowMap.type = shadowMapType; - - } - - function onContextCreationError( event ) { - - console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage ); - - } - - function onMaterialDispose( event ) { - - const material = event.target; - - material.removeEventListener( 'dispose', onMaterialDispose ); - - deallocateMaterial( material ); - - } - - // Buffer deallocation - - function deallocateMaterial( material ) { - - releaseMaterialProgramReferences( material ); - - properties.remove( material ); - - } - - - function releaseMaterialProgramReferences( material ) { - - const programs = properties.get( material ).programs; - - if ( programs !== undefined ) { - - programs.forEach( function ( program ) { - - programCache.releaseProgram( program ); - - } ); - - 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) - - 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 ( index === undefined ) return; - - 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 ); - - } - - const drawCount = drawEnd - drawStart; - - if ( drawCount < 0 || drawCount === Infinity ) return; - - // - - bindingStates.setup( object, material, program, geometry, index ); - - let attribute; - let renderer = bufferRenderer; - - if ( index !== null ) { - - attribute = attributes.get( index ); - - renderer = indexedBufferRenderer; - renderer.setIndex( attribute ); - - } - - // - - if ( object.isMesh ) { - - if ( material.wireframe === true ) { - - state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); - renderer.setMode( _gl.LINES ); - - } else { - - renderer.setMode( _gl.TRIANGLES ); - - } - - } 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 ); - - } else { - - renderer.setMode( _gl.LINE_STRIP ); - - } - - } else if ( object.isPoints ) { - - renderer.setMode( _gl.POINTS ); - - } else if ( object.isSprite ) { - - renderer.setMode( _gl.TRIANGLES ); - - } - - if ( object.isBatchedMesh ) { - - if ( object._multiDrawInstances !== null ) { - - renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances ); - - } else { - - if ( ! extensions.get( 'WEBGL_multi_draw' ) ) { - - const starts = object._multiDrawStarts; - const counts = object._multiDrawCounts; - const drawCount = object._multiDrawCount; - const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1; - const uniforms = properties.get( material ).currentProgram.getUniforms(); - for ( let i = 0; i < drawCount; i ++ ) { - - uniforms.setValue( _gl, '_gl_DrawID', i ); - renderer.render( starts[ i ] / bytesPerElement, counts[ i ] ); - - } - - } else { - - renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount ); - - } - - } - - } else 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 ); - - } else { - - renderer.render( drawStart, drawCount ); - - } - - }; - - // Compile - - function prepareMaterial( material, scene, object ) { - - if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { - - material.side = BackSide; - material.needsUpdate = true; - getProgram( material, scene, object ); - - material.side = FrontSide; - material.needsUpdate = true; - getProgram( material, scene, object ); - - material.side = DoubleSide; - - } else { - - getProgram( material, scene, object ); - - } - - } - - this.compile = function ( scene, camera, targetScene = null ) { - - if ( targetScene === null ) targetScene = scene; - - currentRenderState = renderStates.get( targetScene ); - currentRenderState.init( camera ); - - renderStateStack.push( currentRenderState ); - - // gather lights from both the target scene and the new object that will be added to the scene. - - targetScene.traverseVisible( function ( object ) { - - if ( object.isLight && object.layers.test( camera.layers ) ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } - - } ); - - if ( scene !== targetScene ) { - - scene.traverseVisible( function ( object ) { - - if ( object.isLight && object.layers.test( camera.layers ) ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } - - } ); - - } - - currentRenderState.setupLights(); - - // Only initialize materials in the new scene, not the targetScene. - - const materials = new Set(); - - 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 ]; - - prepareMaterial( material2, targetScene, object ); - materials.add( material2 ); - - } - - } else { - - prepareMaterial( material, targetScene, object ); - materials.add( material ); - - } - - } - - } ); - - renderStateStack.pop(); - currentRenderState = null; - - return materials; - - }; - - // compileAsync - - this.compileAsync = function ( scene, camera, targetScene = null ) { - - const materials = this.compile( scene, camera, targetScene ); - - // Wait for all the materials in the new object to indicate that they're - // ready to be used before resolving the promise. - - return new Promise( ( resolve ) => { - - function checkMaterialsReady() { - - materials.forEach( function ( material ) { - - const materialProperties = properties.get( material ); - const program = materialProperties.currentProgram; - - if ( program.isReady() ) { - - // remove any programs that report they're ready to use from the list - materials.delete( material ); - - } - - } ); - - // once the list of compiling materials is empty, call the callback - - if ( materials.size === 0 ) { - - resolve( scene ); - return; - - } - - // if some materials are still not ready, wait a bit and check again - - setTimeout( checkMaterialsReady, 10 ); - - } - - if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) { - - // If we can check the compilation status of the materials without - // blocking then do so right away. - - checkMaterialsReady(); - - } else { - - // Otherwise start by waiting a bit to give the materials we just - // initialized a chance to finish. - - setTimeout( checkMaterialsReady, 10 ); - - } - - } ); - - }; - - // Animation Loop - - let onAnimationFrameCallback = null; - - function onAnimationFrame( time ) { - - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); - - } - - function onXRSessionStart() { - - animation.stop(); - - } - - function onXRSessionEnd() { - - animation.start(); - - } - - const animation = new WebGLAnimation(); - animation.setAnimationLoop( onAnimationFrame ); - - if ( typeof self !== 'undefined' ) animation.setContext( self ); - - this.setAnimationLoop = function ( callback ) { - - onAnimationFrameCallback = callback; - xr.setAnimationLoop( callback ); - - ( callback === null ) ? animation.stop() : animation.start(); - - }; - - xr.addEventListener( 'sessionstart', onXRSessionStart ); - xr.addEventListener( 'sessionend', onXRSessionEnd ); - - // Rendering - - this.render = function ( scene, camera ) { - - if ( camera !== undefined && camera.isCamera !== true ) { - - console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; - - } - - if ( _isContextLost === true ) return; - - // update scene graph - - if ( scene.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 ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget ); - - currentRenderState = renderStates.get( scene, renderStateStack.length ); - currentRenderState.init( camera ); - - renderStateStack.push( currentRenderState ); - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromProjectionMatrix( _projScreenMatrix ); - - _localClippingEnabled = this.localClippingEnabled; - _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled ); - - currentRenderList = renderLists.get( scene, renderListStack.length ); - currentRenderList.init(); - - renderListStack.push( currentRenderList ); - - if ( xr.enabled === true && xr.isPresenting === true ) { - - const depthSensingMesh = _this.xr.getDepthSensingMesh(); - - if ( depthSensingMesh !== null ) { - - projectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects ); - - } - - } - - projectObject( scene, camera, 0, _this.sortObjects ); - - currentRenderList.finish(); - - if ( _this.sortObjects === true ) { - - currentRenderList.sort( _opaqueSort, _transparentSort ); - - } - - _renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false; - if ( _renderBackground ) { - - background.addToRenderList( currentRenderList, scene ); - - } - - // - - this.info.render.frame ++; - - if ( _clippingEnabled === true ) clipping.beginShadows(); - - const shadowsArray = currentRenderState.state.shadowsArray; - - shadowMap.render( shadowsArray, scene, camera ); - - if ( _clippingEnabled === true ) clipping.endShadows(); - - // - - if ( this.info.autoReset === true ) this.info.reset(); - - // render scene - - const opaqueObjects = currentRenderList.opaque; - const transmissiveObjects = currentRenderList.transmissive; - - currentRenderState.setupLights(); - - if ( camera.isArrayCamera ) { - - const cameras = camera.cameras; - - if ( transmissiveObjects.length > 0 ) { - - for ( let i = 0, l = cameras.length; i < l; i ++ ) { - - const camera2 = cameras[ i ]; - - renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 ); - - } - - } - - if ( _renderBackground ) background.render( scene ); - - for ( let i = 0, l = cameras.length; i < l; i ++ ) { - - const camera2 = cameras[ i ]; - - renderScene( currentRenderList, scene, camera2, camera2.viewport ); - - } - - } else { - - if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ); - - if ( _renderBackground ) background.render( scene ); - - renderScene( currentRenderList, scene, camera ); - - } - - // - - if ( _currentRenderTarget !== null ) { - - // resolve multisample renderbuffers to a single-sample texture if necessary - - textures.updateMultisampleRenderTarget( _currentRenderTarget ); - - // Generate mipmap if we're using any kind of mipmap filtering - - textures.updateRenderTargetMipmap( _currentRenderTarget ); - - } - - // - - if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); - - // _gl.finish(); - - bindingStates.resetDefaultState(); - _currentMaterialId = - 1; - _currentCamera = null; - - renderStateStack.pop(); - - if ( renderStateStack.length > 0 ) { - - currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; - - if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera ); - - } else { - - currentRenderState = null; - - } - - renderListStack.pop(); - - if ( renderListStack.length > 0 ) { - - currentRenderList = renderListStack[ renderListStack.length - 1 ]; - - } else { - - currentRenderList = null; - - } - - }; - - function projectObject( object, camera, groupOrder, sortObjects ) { - - if ( object.visible === false ) return; - - const visible = object.layers.test( camera.layers ); - - if ( visible ) { - - if ( object.isGroup ) { - - groupOrder = object.renderOrder; - - } else if ( object.isLOD ) { - - if ( object.autoUpdate === true ) object.update( camera ); - - } else if ( object.isLight ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } else if ( object.isSprite ) { - - if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { - - if ( sortObjects ) { - - _vector4.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - const geometry = objects.update( object ); - const material = object.material; - - if ( material.visible ) { - - currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null ); - - } - - } - - } else if ( object.isMesh || object.isLine || object.isPoints ) { - - if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { - - const geometry = objects.update( object ); - const material = object.material; - - if ( sortObjects ) { - - if ( object.boundingSphere !== undefined ) { - - if ( object.boundingSphere === null ) object.computeBoundingSphere(); - _vector4.copy( object.boundingSphere.center ); - - } else { - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - _vector4.copy( geometry.boundingSphere.center ); - - } - - _vector4 - .applyMatrix4( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - 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, _vector4.z, group ); - - } - - } - - } else if ( material.visible ) { - - currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null ); - - } - - } - - } - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - projectObject( children[ i ], camera, groupOrder, sortObjects ); - - } - - } - - function renderScene( currentRenderList, scene, camera, viewport ) { - - const opaqueObjects = currentRenderList.opaque; - const transmissiveObjects = currentRenderList.transmissive; - const transparentObjects = currentRenderList.transparent; - - currentRenderState.setupLightsView( camera ); - - if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, 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 ); - - } - - function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) { - - const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; - - if ( overrideMaterial !== null ) { - - return; - - } - - if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) { - - currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, { - generateMipmaps: true, - type: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType, - minFilter: LinearMipmapLinearFilter, - samples: 4, - stencilBuffer: stencil, - resolveDepthBuffer: false, - resolveStencilBuffer: false, - colorSpace: ColorManagement.workingColorSpace, - } ); - - // debug - - /* - const geometry = new PlaneGeometry(); - const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } ); - - const mesh = new Mesh( geometry, material ); - scene.add( mesh ); - */ - - } - - const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ]; - - const activeViewport = camera.viewport || _currentViewport; - transmissionRenderTarget.setSize( activeViewport.z, activeViewport.w ); - - // - - const currentRenderTarget = _this.getRenderTarget(); - _this.setRenderTarget( transmissionRenderTarget ); - - _this.getClearColor( _currentClearColor ); - _currentClearAlpha = _this.getClearAlpha(); - if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 ); - - _this.clear(); - - if ( _renderBackground ) background.render( scene ); - - // 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; - - // Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector). - // Transmission render pass requires viewport to match the transmissionRenderTarget. - const currentCameraViewport = camera.viewport; - if ( camera.viewport !== undefined ) camera.viewport = undefined; - - currentRenderState.setupLightsView( camera ); - - if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); - - renderObjects( opaqueObjects, scene, camera ); - - textures.updateMultisampleRenderTarget( transmissionRenderTarget ); - textures.updateRenderTargetMipmap( transmissionRenderTarget ); - - if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131 - - let renderTargetNeedsUpdate = false; - - for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) { - - const renderItem = transmissiveObjects[ i ]; - - const object = renderItem.object; - const geometry = renderItem.geometry; - const material = renderItem.material; - const group = renderItem.group; - - if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) { - - const currentSide = material.side; - - material.side = BackSide; - material.needsUpdate = true; - - renderObject( object, scene, camera, geometry, material, group ); - - material.side = currentSide; - material.needsUpdate = true; - - renderTargetNeedsUpdate = true; - - } - - } - - if ( renderTargetNeedsUpdate === true ) { - - textures.updateMultisampleRenderTarget( transmissionRenderTarget ); - textures.updateRenderTargetMipmap( transmissionRenderTarget ); - - } - - } - - _this.setRenderTarget( currentRenderTarget ); - - _this.setClearColor( _currentClearColor, _currentClearAlpha ); - - if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport; - - _this.toneMapping = currentToneMapping; - - } - - function renderObjects( renderList, scene, camera ) { - - const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; - - for ( let i = 0, l = renderList.length; i < l; i ++ ) { - - const renderItem = renderList[ i ]; - - const object = renderItem.object; - const geometry = renderItem.geometry; - const material = overrideMaterial === null ? renderItem.material : overrideMaterial; - const group = renderItem.group; - - if ( 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 ); - - if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { - - material.side = BackSide; - material.needsUpdate = true; - _this.renderBufferDirect( camera, scene, geometry, material, object, group ); - - material.side = FrontSide; - material.needsUpdate = true; - _this.renderBufferDirect( camera, scene, geometry, material, object, group ); - - material.side = DoubleSide; - - } else { - - _this.renderBufferDirect( camera, scene, geometry, material, object, group ); - - } - - object.onAfterRender( _this, scene, camera, geometry, material, group ); - - } - - function getProgram( material, scene, object ) { - - if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - - const materialProperties = properties.get( material ); - - const lights = currentRenderState.state.lights; - const shadowsArray = currentRenderState.state.shadowsArray; - - const lightsStateVersion = lights.state.version; - - const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object ); - const programCacheKey = programCache.getProgramCacheKey( parameters ); - - let programs = materialProperties.programs; - - // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change - - materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; - materialProperties.fog = scene.fog; - materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment ); - materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation; - - if ( programs === undefined ) { - - // new material - - material.addEventListener( 'dispose', onMaterialDispose ); - - programs = new Map(); - materialProperties.programs = programs; - - } - - let program = programs.get( programCacheKey ); - - if ( program !== undefined ) { - - // early out if program and light state is identical - - if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { - - updateCommonMaterialProperties( material, parameters ); - - return program; - - } - - } else { - - parameters.uniforms = programCache.getUniforms( material ); - - material.onBeforeCompile( parameters, _this ); - - program = programCache.acquireProgram( parameters, programCacheKey ); - programs.set( programCacheKey, program ); - - materialProperties.uniforms = parameters.uniforms; - - } - - const uniforms = materialProperties.uniforms; - - if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { - - uniforms.clippingPlanes = clipping.uniform; - - } - - updateCommonMaterialProperties( material, parameters ); - - // store the light setup it was created for - - materialProperties.needsLights = materialNeedsLights( material ); - materialProperties.lightsStateVersion = lightsStateVersion; - - if ( materialProperties.needsLights ) { - - // wire up the material to this renderer's lighting state - - uniforms.ambientLightColor.value = lights.state.ambient; - uniforms.lightProbe.value = lights.state.probe; - uniforms.directionalLights.value = lights.state.directional; - uniforms.directionalLightShadows.value = lights.state.directionalShadow; - uniforms.spotLights.value = lights.state.spot; - uniforms.spotLightShadows.value = lights.state.spotShadow; - uniforms.rectAreaLights.value = lights.state.rectArea; - uniforms.ltc_1.value = lights.state.rectAreaLTC1; - uniforms.ltc_2.value = lights.state.rectAreaLTC2; - uniforms.pointLights.value = lights.state.point; - uniforms.pointLightShadows.value = lights.state.pointShadow; - uniforms.hemisphereLights.value = lights.state.hemi; - - uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; - uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; - uniforms.spotShadowMap.value = lights.state.spotShadowMap; - uniforms.spotLightMatrix.value = lights.state.spotLightMatrix; - uniforms.spotLightMap.value = lights.state.spotLightMap; - uniforms.pointShadowMap.value = lights.state.pointShadowMap; - uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; - // TODO (abelnation): add area lights shadow info to uniforms - - } - - materialProperties.currentProgram = program; - materialProperties.uniformsList = null; - - return program; - - } - - function getUniformList( materialProperties ) { - - if ( materialProperties.uniformsList === null ) { - - const progUniforms = materialProperties.currentProgram.getUniforms(); - materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms ); - - } - - return materialProperties.uniformsList; - - } - - function updateCommonMaterialProperties( material, parameters ) { - - const materialProperties = properties.get( material ); - - materialProperties.outputColorSpace = parameters.outputColorSpace; - materialProperties.batching = parameters.batching; - materialProperties.batchingColor = parameters.batchingColor; - materialProperties.instancing = parameters.instancing; - materialProperties.instancingColor = parameters.instancingColor; - materialProperties.instancingMorph = parameters.instancingMorph; - materialProperties.skinning = parameters.skinning; - materialProperties.morphTargets = parameters.morphTargets; - materialProperties.morphNormals = parameters.morphNormals; - materialProperties.morphColors = parameters.morphColors; - materialProperties.morphTargetsCount = parameters.morphTargetsCount; - materialProperties.numClippingPlanes = parameters.numClippingPlanes; - materialProperties.numIntersection = parameters.numClipIntersection; - materialProperties.vertexAlphas = parameters.vertexAlphas; - materialProperties.vertexTangents = parameters.vertexTangents; - materialProperties.toneMapping = parameters.toneMapping; - - } - - 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 colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ); - 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 = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 ); - const morphTargets = !! geometry.morphAttributes.position; - const morphNormals = !! geometry.morphAttributes.normal; - const morphColors = !! geometry.morphAttributes.color; - - let toneMapping = NoToneMapping; - - if ( material.toneMapped ) { - - if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) { - - toneMapping = _this.toneMapping; - - } - - } - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; - 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; - - // we might want to call this function with some ClippingGroup - // object instead of the material, once it becomes feasible - // (#8465, #8379) - clipping.setState( material, camera, useCache ); - - } - - } - - // - - let needsProgramChange = false; - - if ( material.version === materialProperties.__version ) { - - if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { - - needsProgramChange = true; - - } else if ( materialProperties.outputColorSpace !== colorSpace ) { - - needsProgramChange = true; - - } else if ( object.isBatchedMesh && materialProperties.batching === false ) { - - needsProgramChange = true; - - } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) { - - needsProgramChange = true; - - } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) { - - needsProgramChange = true; - - } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { - - needsProgramChange = true; - - } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { - - needsProgramChange = true; - - } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) { - - needsProgramChange = true; - - } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) { - - needsProgramChange = true; - - } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) { - - needsProgramChange = true; - - } else if ( materialProperties.envMap !== envMap ) { - - needsProgramChange = true; - - } else if ( material.fog === true && materialProperties.fog !== fog ) { - - needsProgramChange = true; - - } else if ( materialProperties.numClippingPlanes !== undefined && - ( materialProperties.numClippingPlanes !== clipping.numPlanes || - materialProperties.numIntersection !== clipping.numIntersection ) ) { - - needsProgramChange = true; - - } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { - - needsProgramChange = true; - - } else if ( materialProperties.vertexTangents !== vertexTangents ) { - - needsProgramChange = true; - - } else if ( materialProperties.morphTargets !== morphTargets ) { - - needsProgramChange = true; - - } else if ( materialProperties.morphNormals !== morphNormals ) { - - needsProgramChange = true; - - } else if ( materialProperties.morphColors !== morphColors ) { - - needsProgramChange = true; - - } else if ( materialProperties.toneMapping !== toneMapping ) { - - needsProgramChange = true; - - } else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) { - - needsProgramChange = true; - - } - - } else { - - needsProgramChange = true; - materialProperties.__version = material.version; - - } - - // - - let program = materialProperties.currentProgram; - - if ( needsProgramChange === true ) { - - program = getProgram( material, scene, object ); - - } - - let refreshProgram = false; - let refreshMaterial = false; - let refreshLights = false; - - const p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.uniforms; - - if ( state.useProgram( program.program ) ) { - - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; - - } - - if ( material.id !== _currentMaterialId ) { - - _currentMaterialId = material.id; - - refreshMaterial = true; - - } - - if ( refreshProgram || _currentCamera !== camera ) { - - // common camera uniforms - - p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); - p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); - - const uCamPos = p_uniforms.map.cameraPosition; - - if ( uCamPos !== undefined ) { - - uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) ); - - } - - if ( capabilities.logarithmicDepthBuffer ) { - - p_uniforms.setValue( _gl, 'logDepthBufFC', - 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); - - } - - // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067 - - if ( material.isMeshPhongMaterial || - material.isMeshToonMaterial || - material.isMeshLambertMaterial || - material.isMeshBasicMaterial || - material.isMeshStandardMaterial || - material.isShaderMaterial ) { - - p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); - - } - - 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 - - } - - } - - // 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' ); - - const skeleton = object.skeleton; - - if ( skeleton ) { - - if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture(); - - p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); - - } - - } - - if ( object.isBatchedMesh ) { - - p_uniforms.setOptional( _gl, object, 'batchingTexture' ); - p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures ); - - p_uniforms.setOptional( _gl, object, 'batchingIdTexture' ); - p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures ); - - p_uniforms.setOptional( _gl, object, 'batchingColorTexture' ); - if ( object._colorsTexture !== null ) { - - p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures ); - - } - - } - - const morphAttributes = geometry.morphAttributes; - - if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) { - - morphtargets.update( object, geometry, program ); - - } - - if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { - - materialProperties.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 ) { - - m_uniforms.envMap.value = envMap; - - m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; - - } - - if ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) { - - m_uniforms.envMapIntensity.value = scene.environmentIntensity; - - } - - if ( refreshMaterial ) { - - p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); - - if ( materialProperties.needsLights ) { - - // the current material requires lighting info - - // note: all lighting uniforms are always set correctly - // they simply reference the renderer's state for their - // values - // - // use the current material's .needsUpdate flags to set - // the GL state when required - - markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); - - } - - // refresh uniforms common to several materials - - if ( fog && material.fog === true ) { - - materials.refreshFogUniforms( m_uniforms, fog ); - - } - - materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] ); - - WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); - - } - - if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { - - WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); - material.uniformsNeedUpdate = false; - - } - - if ( material.isSpriteMaterial ) { - - p_uniforms.setValue( _gl, 'center', object.center ); - - } - - // common matrices - - p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); - p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); - p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - - // UBOs - - if ( material.isShaderMaterial || material.isRawShaderMaterial ) { - - const groups = material.uniformsGroups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - - uniformsGroups.update( group, program ); - uniformsGroups.bind( group, program ); - - } - - } - - return program; - - } - - // If uniforms are marked as clean, they don't need to be loaded to the GPU. - - function markUniformsLightsNeedsUpdate( uniforms, value ) { - - uniforms.ambientLightColor.needsUpdate = value; - uniforms.lightProbe.needsUpdate = value; - - uniforms.directionalLights.needsUpdate = value; - uniforms.directionalLightShadows.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; - uniforms.pointLightShadows.needsUpdate = value; - uniforms.spotLights.needsUpdate = value; - uniforms.spotLightShadows.needsUpdate = value; - uniforms.rectAreaLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; - - } - - function materialNeedsLights( material ) { - - return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || - material.isMeshStandardMaterial || material.isShadowMaterial || - ( material.isShaderMaterial && material.lights === true ); - - } - - this.getActiveCubeFace = function () { - - return _currentActiveCubeFace; - - }; - - this.getActiveMipmapLevel = function () { - - return _currentActiveMipmapLevel; - - }; - - this.getRenderTarget = function () { - - return _currentRenderTarget; - - }; - - this.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; - - 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; - - } - - } - - }; - - 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 ) { - - _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 ) { - - // We need to make sure to rebind the framebuffer. - state.bindFramebuffer( _gl.FRAMEBUFFER, null ); - useDefaultFramebuffer = false; - - } 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 ); - - } - - const texture = renderTarget.texture; - - if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { - - isRenderTarget3D = true; - - } - - const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( renderTarget.isWebGLCubeRenderTarget ) { - - if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) { - - framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ]; - - } else { - - framebuffer = __webglFramebuffer[ activeCubeFace ]; - - } - - isCube = true; - - } else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) { - - framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; - - } else { - - if ( Array.isArray( __webglFramebuffer ) ) { - - framebuffer = __webglFramebuffer[ activeMipmapLevel ]; - - } else { - - framebuffer = __webglFramebuffer; - - } - - } - - _currentViewport.copy( renderTarget.viewport ); - _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; - - } else { - - _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); - _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); - _currentScissorTest = _scissorTest; - - } - - const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - if ( framebufferBound && 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 ); - const layer = activeCubeFace || 0; - _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer ); - - } - - _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.' ); - return; - - } - - let framebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { - - framebuffer = framebuffer[ activeCubeFaceIndex ]; - - } - - if ( framebuffer ) { - - state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - try { - - const texture = renderTarget.texture; - const textureFormat = texture.format; - const textureType = texture.type; - - if ( ! capabilities.textureFormatReadable( textureFormat ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); - return; - - } - - if ( ! capabilities.textureTypeReadable( textureType ) ) { - - 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 ); - - } - - } finally { - - // restore framebuffer of current render target if necessary - - const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; - state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - } - - } - - }; - - this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { - - if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { - - throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - - } - - let framebuffer = properties.get( renderTarget ).__webglFramebuffer; - if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { - - framebuffer = framebuffer[ activeCubeFaceIndex ]; - - } - - if ( framebuffer ) { - - state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - try { - - const texture = renderTarget.texture; - const textureFormat = texture.format; - const textureType = texture.type; - - if ( ! capabilities.textureFormatReadable( textureFormat ) ) { - - throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' ); - - } - - if ( ! capabilities.textureTypeReadable( textureType ) ) { - - throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' ); - - } - - // 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 ) ) ) { - - const glBuffer = _gl.createBuffer(); - _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); - _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ ); - _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 ); - _gl.flush(); - - // check if the commands have finished every 8 ms - const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 ); - await probeAsync( _gl, sync, 4 ); - - try { - - _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); - _gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer ); - - } finally { - - _gl.deleteBuffer( glBuffer ); - _gl.deleteSync( sync ); - - } - - return buffer; - - } - - } finally { - - // restore framebuffer of current render target if necessary - - const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; - state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - } - - } - - }; - - this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) { - - // support previous signature with position first - if ( texture.isTexture !== true ) { - - // @deprecated, r165 - warnOnce( 'WebGLRenderer: copyFramebufferToTexture function signature has changed.' ); - - position = arguments[ 0 ] || null; - texture = arguments[ 1 ]; - - } - - const levelScale = Math.pow( 2, - level ); - const width = Math.floor( texture.image.width * levelScale ); - const height = Math.floor( texture.image.height * levelScale ); - - const x = position !== null ? position.x : 0; - const y = position !== null ? position.y : 0; - - textures.setTexture2D( texture, 0 ); - - _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height ); - - state.unbindTexture(); - - }; - - this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) { - - // support previous signature with dstPosition first - if ( srcTexture.isTexture !== true ) { - - // @deprecated, r165 - warnOnce( 'WebGLRenderer: copyTextureToTexture function signature has changed.' ); - - dstPosition = arguments[ 0 ] || null; - srcTexture = arguments[ 1 ]; - dstTexture = arguments[ 2 ]; - level = arguments[ 3 ] || 0; - srcRegion = null; - - } - - let width, height, minX, minY; - let dstX, dstY; - if ( srcRegion !== null ) { - - width = srcRegion.max.x - srcRegion.min.x; - height = srcRegion.max.y - srcRegion.min.y; - minX = srcRegion.min.x; - minY = srcRegion.min.y; - - } else { - - width = srcTexture.image.width; - height = srcTexture.image.height; - minX = 0; - minY = 0; - - } - - if ( dstPosition !== null ) { - - dstX = dstPosition.x; - dstY = dstPosition.y; - - } else { - - dstX = 0; - dstY = 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 ); - - const currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH ); - const currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); - const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS ); - const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS ); - const currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES ); - - const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image; - - _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); - _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); - _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX ); - _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY ); - - if ( srcTexture.isDataTexture ) { - - _gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data ); - - } else { - - if ( srcTexture.isCompressedTexture ) { - - _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data ); - - } else { - - _gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image ); - - } - - } - - _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); - _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight ); - _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); - _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); - _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages ); - - // Generate mipmaps only when copying level 0 - if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D ); - - state.unbindTexture(); - - }; - - this.copyTextureToTexture3D = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) { - - // support previous signature with source box first - if ( srcTexture.isTexture !== true ) { - - // @deprecated, r165 - warnOnce( 'WebGLRenderer: copyTextureToTexture3D function signature has changed.' ); - - srcRegion = arguments[ 0 ] || null; - dstPosition = arguments[ 1 ] || null; - srcTexture = arguments[ 2 ]; - dstTexture = arguments[ 3 ]; - level = arguments[ 4 ] || 0; - - } - - let width, height, depth, minX, minY, minZ; - let dstX, dstY, dstZ; - const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image; - if ( srcRegion !== null ) { - - width = srcRegion.max.x - srcRegion.min.x; - height = srcRegion.max.y - srcRegion.min.y; - depth = srcRegion.max.z - srcRegion.min.z; - minX = srcRegion.min.x; - minY = srcRegion.min.y; - minZ = srcRegion.min.z; - - } else { - - width = image.width; - height = image.height; - depth = image.depth; - minX = 0; - minY = 0; - minZ = 0; - - } - - if ( dstPosition !== null ) { - - dstX = dstPosition.x; - dstY = dstPosition.y; - dstZ = dstPosition.z; - - } else { - - dstX = 0; - dstY = 0; - dstZ = 0; - - } - - const glFormat = utils.convert( dstTexture.format ); - const glType = utils.convert( dstTexture.type ); - let glTarget; - - if ( dstTexture.isData3DTexture ) { - - textures.setTexture3D( dstTexture, 0 ); - glTarget = _gl.TEXTURE_3D; - - } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) { - - textures.setTexture2DArray( dstTexture, 0 ); - glTarget = _gl.TEXTURE_2D_ARRAY; - - } else { - - 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 currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH ); - const currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); - const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS ); - const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS ); - const currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES ); - - _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); - _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); - _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX ); - _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY ); - _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ ); - - if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) { - - _gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data ); - - } else { - - if ( dstTexture.isCompressedArrayTexture ) { - - _gl.compressedTexSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, image.data ); - - } else { - - _gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image ); - - } - - } - - _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); - _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight ); - _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); - _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); - _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages ); - - // Generate mipmaps only when copying level 0 - if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget ); - - state.unbindTexture(); - - }; - - this.initRenderTarget = function ( target ) { - - if ( properties.get( target ).__webglFramebuffer === undefined ) { - - textures.setupRenderTarget( target ); - - } - - }; - - 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 ); - - } - - 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 } ) ); - - } - - } - - get coordinateSystem() { - - return WebGLCoordinateSystem; - - } - - get outputColorSpace() { - - return this._outputColorSpace; - - } - - set outputColorSpace( colorSpace ) { - - this._outputColorSpace = colorSpace; - - const gl = this.getContext(); - gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb'; - gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb'; - - } - -} - -class FogExp2 { - - constructor( color, density = 0.00025 ) { - - this.isFogExp2 = true; - - this.name = ''; - - this.color = new Color( color ); - this.density = density; - - } - - clone() { - - return new FogExp2( this.color, this.density ); - - } - - toJSON( /* meta */ ) { - - return { - type: 'FogExp2', - name: this.name, - color: this.color.getHex(), - density: this.density - }; - - } - -} - -class Fog { - - constructor( color, near = 1, far = 1000 ) { - - this.isFog = true; - - this.name = ''; - - this.color = new Color( color ); - - this.near = near; - this.far = far; - - } - - clone() { - - return new Fog( this.color, this.near, this.far ); - - } - - toJSON( /* meta */ ) { - - return { - type: 'Fog', - name: this.name, - 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.backgroundRotation = new Euler(); - - this.environmentIntensity = 1; - this.environmentRotation = new Euler(); - - this.overrideMaterial = null; - - 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(); - - this.backgroundBlurriness = source.backgroundBlurriness; - this.backgroundIntensity = source.backgroundIntensity; - this.backgroundRotation.copy( source.backgroundRotation ); - - this.environmentIntensity = source.environmentIntensity; - this.environmentRotation.copy( source.environmentRotation ); - - 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.object.backgroundBlurriness = this.backgroundBlurriness; - if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; - data.object.backgroundRotation = this.backgroundRotation.toArray(); - - if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity; - data.object.environmentRotation = this.environmentRotation.toArray(); - - return data; - - } - -} - -class InterleavedBuffer { - - 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.updateRanges = []; - - this.version = 0; - - this.uuid = generateUUID(); - - } - - onUploadCallback() {} - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - get updateRange() { - - warnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159 - return this._updateRange; - - } - - setUsage( value ) { - - this.usage = value; - - return this; - - } - - addUpdateRange( start, count ) { - - this.updateRanges.push( { start, count } ); - - } - - clearUpdateRanges() { - - this.updateRanges.length = 0; - - } - - copy( source ) { - - this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.usage = source.usage; - - return this; - - } - - copyAt( index1, attribute, index2 ) { - - index1 *= this.stride; - index2 *= attribute.stride; - - for ( let i = 0, l = this.stride; i < l; i ++ ) { - - this.array[ index1 + i ] = attribute.array[ index2 + i ]; - - } - - return this; - - } - - set( value, offset = 0 ) { - - this.array.set( value, offset ); - - return this; - - } - - clone( data ) { - - if ( data.arrayBuffers === undefined ) { - - data.arrayBuffers = {}; - - } - - if ( this.array.buffer._uuid === undefined ) { - - this.array.buffer._uuid = generateUUID(); - - } - - if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - - data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; - - } - - const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); - - const ib = new this.constructor( array, this.stride ); - ib.setUsage( this.usage ); - - return ib; - - } - - onUpload( callback ) { - - this.onUploadCallback = callback; - - return this; - - } - - toJSON( data ) { - - if ( data.arrayBuffers === undefined ) { - - data.arrayBuffers = {}; - - } - - // generate UUID for array buffer if necessary - - if ( this.array.buffer._uuid === undefined ) { - - this.array.buffer._uuid = generateUUID(); - - } - - if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - - data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) ); - - } - - // - - return { - uuid: this.uuid, - buffer: this.array.buffer._uuid, - type: this.array.constructor.name, - stride: this.stride - }; - - } - -} - -const _vector$6 = /*@__PURE__*/ new Vector3(); - -class InterleavedBufferAttribute { - - 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 ) { - - 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 ); - - } - - 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 ); - - } - - 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 ); - - } - - return this; - - } - - getComponent( index, component ) { - - let value = this.array[ index * this.data.stride + this.offset + component ]; - - if ( this.normalized ) value = denormalize( value, this.array ); - - return value; - - } - - setComponent( index, component, value ) { - - if ( this.normalized ) value = normalize( value, this.array ); - - this.data.array[ index * this.data.stride + this.offset + component ] = value; - - return this; - - } - - 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; - - return this; - - } - - 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; - - return this; - - } - - 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 ); - - return y; - - } - - 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 ); - - return w; - - } - - setXY( index, x, y ) { - - index = index * this.data.stride + this.offset; - - 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; - - return this; - - } - - 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 ); - - } - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - - return this; - - } - - setXYZW( index, x, y, z, w ) { - - index = index * this.data.stride + this.offset; - - 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; - - return this; - - } - - 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 ++ ) { - - const index = i * this.data.stride + this.offset; - - for ( let j = 0; j < this.itemSize; j ++ ) { - - array.push( this.data.array[ index + j ] ); - - } - - } - - return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); - - } else { - - if ( data.interleavedBuffers === undefined ) { - - data.interleavedBuffers = {}; - - } - - if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { - - data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); - - } - - return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); - - } - - } - - toJSON( data ) { - - if ( data === undefined ) { - - console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' ); - - const array = []; - - for ( let i = 0; i < this.count; i ++ ) { - - const index = i * this.data.stride + this.offset; - - for ( let j = 0; j < this.itemSize; j ++ ) { - - array.push( this.data.array[ index + j ] ); - - } - - } - - // de-interleave data and save it as an ordinary buffer attribute for now - - return { - itemSize: this.itemSize, - type: this.array.constructor.name, - array: array, - normalized: this.normalized - }; - - } else { - - // save as true interleaved attribute - - if ( data.interleavedBuffers === undefined ) { - - data.interleavedBuffers = {}; - - } - - if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { - - data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); - - } - - return { - isInterleavedBufferAttribute: true, - itemSize: this.itemSize, - data: this.data.uuid, - offset: this.offset, - normalized: this.normalized - }; - - } - - } - -} - -class SpriteMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isSpriteMaterial = true; - - this.type = 'SpriteMaterial'; - - 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 ); - - } - - 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(); - -class Sprite extends Object3D { - - constructor( material = new SpriteMaterial() ) { - - super(); - - this.isSprite = true; - - this.type = 'Sprite'; - - 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 ) ); - - } - - this.geometry = _geometry; - this.material = material; - - this.center = new Vector2( 0.5, 0.5 ); - - } - - raycast( raycaster, intersects ) { - - if ( raycaster.camera === null ) { - - console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); - - } - - _worldScale.setFromMatrixScale( this.matrixWorld ); - - _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); - this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); - - _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); - - if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { - - _worldScale.multiplyScalar( - _mvPosition.z ); - - } - - const rotation = this.material.rotation; - let sin, cos; - - if ( rotation !== 0 ) { - - cos = Math.cos( rotation ); - sin = Math.sin( rotation ); - - } - - const center = this.center; - - transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - - _uvA.set( 0, 0 ); - _uvB.set( 1, 0 ); - _uvC.set( 1, 1 ); - - // check first triangle - let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint ); - - if ( intersect === null ) { - - // check second triangle - transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - _uvB.set( 0, 1 ); - - intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint ); - if ( intersect === null ) { - - return; - - } - - } - - const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - point: _intersectPoint.clone(), - uv: Triangle.getInterpolation( _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 ); - - this.material = source.material; - - return this; - - } - -} - -function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { - - // compute position in camera space - _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); - - // to check if rotation is not zero - if ( sin !== undefined ) { - - _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); - _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); - - } else { - - _rotatedPosition.copy( _alignedPosition ); - - } - - - vertexPosition.copy( mvPosition ); - vertexPosition.x += _rotatedPosition.x; - vertexPosition.y += _rotatedPosition.y; - - // transform to world space - vertexPosition.applyMatrix4( _viewWorldMatrix ); - -} - -const _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, { - levels: { - enumerable: true, - value: [] - }, - isLOD: { - value: true, - } - } ); - - this.autoUpdate = true; - - } - - 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 ); - - } - - this.autoUpdate = source.autoUpdate; - - return this; - - } - - 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 ) { - - break; - - } - - } - - levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } ); - - this.add( object ); - - return this; - - } - - getCurrentLevel() { - - return this._currentLevel; - - } - - - - getObjectForDistance( distance ) { - - const levels = this.levels; - - 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; - - } - - if ( distance < levelDistance ) { - - break; - - } - - } - - return levels[ i - 1 ].object; - - } - - return null; - - } - - 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 ); - - } - - } - - 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; - - 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; - - } else { - - break; - - } - - } - - this._currentLevel = i - 1; - - for ( ; i < l; i ++ ) { - - levels[ i ].object.visible = 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( { - 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 _vector3 = /*@__PURE__*/ new Vector3(); -const _matrix4 = /*@__PURE__*/ new Matrix4(); -const _vertex = /*@__PURE__*/ new Vector3(); - -const _sphere$4 = /*@__PURE__*/ new Sphere(); -const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); -const _ray$2 = /*@__PURE__*/ new Ray(); - -class SkinnedMesh extends Mesh { - - constructor( geometry, material ) { - - super( geometry, material ); - - this.isSkinnedMesh = true; - - this.type = 'SkinnedMesh'; - - this.bindMode = AttachedBindMode; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); - - this.boundingBox = null; - this.boundingSphere = null; - - } - - computeBoundingBox() { - - const geometry = this.geometry; - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - this.boundingBox.makeEmpty(); - - const positionAttribute = geometry.getAttribute( 'position' ); - - for ( let i = 0; i < positionAttribute.count; i ++ ) { - - this.getVertexPosition( i, _vertex ); - this.boundingBox.expandByPoint( _vertex ); - - } - - } - - computeBoundingSphere() { - - const geometry = this.geometry; - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - this.boundingSphere.makeEmpty(); - - const positionAttribute = geometry.getAttribute( 'position' ); - - for ( let i = 0; i < positionAttribute.count; i ++ ) { - - this.getVertexPosition( i, _vertex ); - this.boundingSphere.expandByPoint( _vertex ); - - } - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.bindMode = source.bindMode; - this.bindMatrix.copy( source.bindMatrix ); - this.bindMatrixInverse.copy( source.bindMatrixInverse ); - - this.skeleton = source.skeleton; - - if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); - if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); - - return this; - - } - - raycast( raycaster, intersects ) { - - const material = this.material; - const matrixWorld = this.matrixWorld; - - if ( material === undefined ) return; - - // test with bounding sphere in world space - - if ( this.boundingSphere === null ) this.computeBoundingSphere(); - - _sphere$4.copy( this.boundingSphere ); - _sphere$4.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return; - - // convert ray to local space of skinned mesh - - _inverseMatrix$2.copy( matrixWorld ).invert(); - _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); - - // test with bounding box in local space - - if ( this.boundingBox !== null ) { - - if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return; - - } - - // test for intersections with geometry - - this._computeIntersections( raycaster, intersects, _ray$2 ); - - } - - getVertexPosition( index, target ) { - - super.getVertexPosition( index, target ); - - this.applyBoneTransform( index, target ); - - return target; - - } - - bind( skeleton, bindMatrix ) { - - this.skeleton = skeleton; - - if ( bindMatrix === undefined ) { - - this.updateMatrixWorld( true ); - - this.skeleton.calculateInverses(); - - bindMatrix = this.matrixWorld; - - } - - this.bindMatrix.copy( bindMatrix ); - this.bindMatrixInverse.copy( bindMatrix ).invert(); - - } - - pose() { - - this.skeleton.pose(); - - } - - normalizeSkinWeights() { - - const vector = new Vector4(); - - const skinWeight = this.geometry.attributes.skinWeight; - - for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { - - vector.fromBufferAttribute( skinWeight, i ); - - const scale = 1.0 / vector.manhattanLength(); - - if ( scale !== Infinity ) { - - vector.multiplyScalar( scale ); - - } else { - - vector.set( 1, 0, 0, 0 ); // do something reasonable - - } - - skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); - - } - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - if ( this.bindMode === AttachedBindMode ) { - - this.bindMatrixInverse.copy( this.matrixWorld ).invert(); - - } else if ( this.bindMode === DetachedBindMode ) { - - this.bindMatrixInverse.copy( this.bindMatrix ).invert(); - - } else { - - console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); - - } - - } - - applyBoneTransform( index, vector ) { - - const skeleton = this.skeleton; - const geometry = this.geometry; - - _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); - _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); - - _basePosition.copy( vector ).applyMatrix4( this.bindMatrix ); - - vector.set( 0, 0, 0 ); - - for ( let i = 0; i < 4; i ++ ) { - - const weight = _skinWeight.getComponent( i ); - - if ( weight !== 0 ) { - - const boneIndex = _skinIndex.getComponent( i ); - - _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); - - vector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight ); - - } - - } - - return vector.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, colorSpace ) { - - super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); - - this.isDataTexture = true; - - this.image = { data: data, width: width, height: height }; - - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; - - } - -} - -const _offsetMatrix = /*@__PURE__*/ new Matrix4(); -const _identityMatrix$1 = /*@__PURE__*/ new Matrix4(); - -class Skeleton { - - constructor( bones = [], boneInverses = [] ) { - - this.uuid = generateUUID(); - - this.bones = bones.slice( 0 ); - this.boneInverses = boneInverses; - this.boneMatrices = null; - - this.boneTexture = null; - - this.init(); - - } - - init() { - - const bones = this.bones; - const boneInverses = this.boneInverses; - - this.boneMatrices = new Float32Array( bones.length * 16 ); - - // calculate inverse bone matrices if necessary - - 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.' ); - - this.boneInverses = []; - - 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 ++ ) { - - const inverse = new Matrix4(); - - if ( this.bones[ i ] ) { - - inverse.copy( this.bones[ i ].matrixWorld ).invert(); - - } - - 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(); - - } - - } - - // 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 ); - - } else { - - bone.matrix.copy( bone.matrixWorld ); - - } - - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - - } - - } - - } - - update() { - - const bones = this.bones; - const boneInverses = this.boneInverses; - const boneMatrices = this.boneMatrices; - const boneTexture = this.boneTexture; - - // flatten bone matrices to array - - 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$1; - - _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); - _offsetMatrix.toArray( boneMatrices, i * 16 ); - - } - - if ( boneTexture !== null ) { - - boneTexture.needsUpdate = true; - - } - - } - - clone() { - - 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 = Math.ceil( size / 4 ) * 4; - 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; - - return this; - - } - - 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 ) { - - this.boneTexture.dispose(); - - this.boneTexture = null; - - } - - } - - 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 ); - bone = new Bone(); - - } - - this.bones.push( bone ); - this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); - - } - - this.init(); - - return this; - - } - - toJSON() { - - const data = { - metadata: { - version: 4.6, - type: 'Skeleton', - generator: 'Skeleton.toJSON' - }, - 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() ); - - } - - return data; - - } - -} - -class InstancedBufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { - - super( array, itemSize, normalized ); - - this.isInstancedBufferAttribute = true; - - this.meshPerAttribute = meshPerAttribute; - - } - - copy( source ) { - - super.copy( source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.meshPerAttribute = this.meshPerAttribute; - - data.isInstancedBufferAttribute = true; - - return data; - - } - -} - -const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); -const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); - -const _instanceIntersects = []; - -const _box3 = /*@__PURE__*/ new Box3(); -const _identity = /*@__PURE__*/ new Matrix4(); -const _mesh$1 = /*@__PURE__*/ new Mesh(); -const _sphere$3 = /*@__PURE__*/ new Sphere(); - -class InstancedMesh extends Mesh { - - constructor( geometry, material, count ) { - - super( geometry, material ); - - this.isInstancedMesh = true; - - this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); - this.instanceColor = null; - this.morphTexture = null; - - this.count = count; - - this.boundingBox = null; - this.boundingSphere = null; - - for ( let i = 0; i < count; i ++ ) { - - this.setMatrixAt( i, _identity ); - - } - - } - - computeBoundingBox() { - - const geometry = this.geometry; - const count = this.count; - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - if ( geometry.boundingBox === null ) { - - geometry.computeBoundingBox(); - - } - - this.boundingBox.makeEmpty(); - - for ( let i = 0; i < count; i ++ ) { - - this.getMatrixAt( i, _instanceLocalMatrix ); - - _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix ); - - this.boundingBox.union( _box3 ); - - } - - } - - computeBoundingSphere() { - - const geometry = this.geometry; - const count = this.count; - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - if ( geometry.boundingSphere === null ) { - - geometry.computeBoundingSphere(); - - } - - this.boundingSphere.makeEmpty(); - - for ( let i = 0; i < count; i ++ ) { - - this.getMatrixAt( i, _instanceLocalMatrix ); - - _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix ); - - this.boundingSphere.union( _sphere$3 ); - - } - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.instanceMatrix.copy( source.instanceMatrix ); - - if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone(); - if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); - - this.count = source.count; - - if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); - if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); - - return this; - - } - - getColorAt( index, color ) { - - color.fromArray( this.instanceColor.array, index * 3 ); - - } - - getMatrixAt( index, matrix ) { - - matrix.fromArray( this.instanceMatrix.array, index * 16 ); - - } - - getMorphAt( index, object ) { - - const objectInfluences = object.morphTargetInfluences; - - const array = this.morphTexture.source.data.data; - - const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum - - const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning - - for ( let i = 0; i < objectInfluences.length; i ++ ) { - - objectInfluences[ i ] = array[ dataIndex + i ]; - - } - - } - - raycast( raycaster, intersects ) { - - const matrixWorld = this.matrixWorld; - const raycastTimes = this.count; - - _mesh$1.geometry = this.geometry; - _mesh$1.material = this.material; - - if ( _mesh$1.material === undefined ) return; - - // test with bounding sphere first - - if ( this.boundingSphere === null ) this.computeBoundingSphere(); - - _sphere$3.copy( this.boundingSphere ); - _sphere$3.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; - - // now test each instance - - for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { - - // calculate the world matrix for each instance - - this.getMatrixAt( instanceId, _instanceLocalMatrix ); - - _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); - - // the mesh represents this single instance - - _mesh$1.matrixWorld = _instanceWorldMatrix; - - _mesh$1.raycast( raycaster, _instanceIntersects ); - - // process the result of raycast - - for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { - - const intersect = _instanceIntersects[ i ]; - intersect.instanceId = instanceId; - intersect.object = this; - intersects.push( intersect ); - - } - - _instanceIntersects.length = 0; - - } - - } - - setColorAt( index, color ) { - - if ( this.instanceColor === null ) { - - this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 ); - - } - - color.toArray( this.instanceColor.array, index * 3 ); - - } - - setMatrixAt( index, matrix ) { - - matrix.toArray( this.instanceMatrix.array, index * 16 ); - - } - - setMorphAt( index, object ) { - - const objectInfluences = object.morphTargetInfluences; - - const len = objectInfluences.length + 1; // morphBaseInfluence + all influences - - if ( this.morphTexture === null ) { - - this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType ); - - } - - const array = this.morphTexture.source.data.data; - - let morphInfluencesSum = 0; - - for ( let i = 0; i < objectInfluences.length; i ++ ) { - - morphInfluencesSum += objectInfluences[ i ]; - - } - - const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; - - const dataIndex = len * index; - - array[ dataIndex ] = morphBaseInfluence; - - array.set( objectInfluences, dataIndex + 1 ); - - } - - updateMorphTargets() { - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - if ( this.morphTexture !== null ) { - - this.morphTexture.dispose(); - this.morphTexture = null; - - } - - return this; - - } - -} - -function sortOpaque( a, b ) { - - return a.z - b.z; - -} - -function sortTransparent( a, b ) { - - return b.z - a.z; - -} - -class MultiDrawRenderList { - - constructor() { - - this.index = 0; - this.pool = []; - this.list = []; - - } - - push( drawRange, z, index ) { - - const pool = this.pool; - const list = this.list; - if ( this.index >= pool.length ) { - - pool.push( { - - start: - 1, - count: - 1, - z: - 1, - index: - 1, - - } ); - - } - - const item = pool[ this.index ]; - list.push( item ); - this.index ++; - - item.start = drawRange.start; - item.count = drawRange.count; - item.z = z; - item.index = index; - - } - - reset() { - - this.list.length = 0; - this.index = 0; - - } - -} - -const _matrix$1 = /*@__PURE__*/ new Matrix4(); -const _invMatrixWorld = /*@__PURE__*/ new Matrix4(); -const _identityMatrix = /*@__PURE__*/ new Matrix4(); -const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 ); -const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4(); -const _frustum = /*@__PURE__*/ new Frustum(); -const _box$1 = /*@__PURE__*/ new Box3(); -const _sphere$2 = /*@__PURE__*/ new Sphere(); -const _vector$5 = /*@__PURE__*/ new Vector3(); -const _forward = /*@__PURE__*/ new Vector3(); -const _temp = /*@__PURE__*/ new Vector3(); -const _renderList = /*@__PURE__*/ new MultiDrawRenderList(); -const _mesh = /*@__PURE__*/ new Mesh(); -const _batchIntersects = []; - -// @TODO: SkinnedMesh support? -// @TODO: geometry.groups support? -// @TODO: geometry.drawRange support? -// @TODO: geometry.morphAttributes support? -// @TODO: Support uniform parameter per geometry -// @TODO: Add an "optimize" function to pack geometry and remove data gaps - -// copies data from attribute "src" into "target" starting at "targetOffset" -function copyAttributeData( src, target, targetOffset = 0 ) { - - const itemSize = target.itemSize; - if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) { - - // use the component getters and setters if the array data cannot - // be copied directly - const vertexCount = src.count; - for ( let i = 0; i < vertexCount; i ++ ) { - - for ( let c = 0; c < itemSize; c ++ ) { - - target.setComponent( i + targetOffset, c, src.getComponent( i, c ) ); - - } - - } - - } else { - - // faster copy approach using typed array set function - target.array.set( src.array, targetOffset * itemSize ); - - } - - target.needsUpdate = true; - -} - -class BatchedMesh extends Mesh { - - get maxInstanceCount() { - - return this._maxInstanceCount; - - } - - constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) { - - super( new BufferGeometry(), material ); - - this.isBatchedMesh = true; - this.perObjectFrustumCulled = true; - this.sortObjects = true; - this.boundingBox = null; - this.boundingSphere = null; - this.customSort = null; - - // stores visible, active, and geometry id per object - this._drawInfo = []; - - // geometry information - this._drawRanges = []; - this._reservedRanges = []; - this._bounds = []; - - this._maxInstanceCount = maxInstanceCount; - this._maxVertexCount = maxVertexCount; - this._maxIndexCount = maxIndexCount; - - this._geometryInitialized = false; - this._geometryCount = 0; - this._multiDrawCounts = new Int32Array( maxInstanceCount ); - this._multiDrawStarts = new Int32Array( maxInstanceCount ); - this._multiDrawCount = 0; - this._multiDrawInstances = null; - this._visibilityChanged = true; - - // Local matrix per geometry by using data texture - this._matricesTexture = null; - this._indirectTexture = null; - this._colorsTexture = null; - - this._initMatricesTexture(); - this._initIndirectTexture(); - - } - - _initMatricesTexture() { - - // layout (1 matrix = 4 pixels) - // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) - // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8) - // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16) - // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32) - // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64) - - let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix - size = Math.ceil( size / 4 ) * 4; - size = Math.max( size, 4 ); - - const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel - const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType ); - - this._matricesTexture = matricesTexture; - - } - - _initIndirectTexture() { - - let size = Math.sqrt( this._maxInstanceCount ); - size = Math.ceil( size ); - - const indirectArray = new Uint32Array( size * size ); - const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType ); - - this._indirectTexture = indirectTexture; - - } - - _initColorsTexture() { - - let size = Math.sqrt( this._maxIndexCount ); - size = Math.ceil( size ); - - // 4 floats per RGBA pixel initialized to white - const colorsArray = new Float32Array( size * size * 4 ).fill( 1 ); - const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType ); - colorsTexture.colorSpace = ColorManagement.workingColorSpace; - - this._colorsTexture = colorsTexture; - - } - - _initializeGeometry( reference ) { - - const geometry = this.geometry; - const maxVertexCount = this._maxVertexCount; - const maxIndexCount = this._maxIndexCount; - if ( this._geometryInitialized === false ) { - - for ( const attributeName in reference.attributes ) { - - const srcAttribute = reference.getAttribute( attributeName ); - const { array, itemSize, normalized } = srcAttribute; - - const dstArray = new array.constructor( maxVertexCount * itemSize ); - const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized ); - - geometry.setAttribute( attributeName, dstAttribute ); - - } - - if ( reference.getIndex() !== null ) { - - // Reserve last u16 index for primitive restart. - const indexArray = maxVertexCount > 65535 - ? new Uint32Array( maxIndexCount ) - : new Uint16Array( maxIndexCount ); - - geometry.setIndex( new BufferAttribute( indexArray, 1 ) ); - - } - - this._geometryInitialized = true; - - } - - } - - // Make sure the geometry is compatible with the existing combined geometry attributes - _validateGeometry( geometry ) { - - // check to ensure the geometries are using consistent attributes and indices - const batchGeometry = this.geometry; - if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) { - - throw new Error( 'BatchedMesh: All geometries must consistently have "index".' ); - - } - - for ( const attributeName in batchGeometry.attributes ) { - - if ( ! geometry.hasAttribute( attributeName ) ) { - - throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` ); - - } - - const srcAttribute = geometry.getAttribute( attributeName ); - const dstAttribute = batchGeometry.getAttribute( attributeName ); - if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) { - - throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' ); - - } - - } - - } - - setCustomSort( func ) { - - this.customSort = func; - return this; - - } - - computeBoundingBox() { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - const geometryCount = this._geometryCount; - const boundingBox = this.boundingBox; - const drawInfo = this._drawInfo; - - boundingBox.makeEmpty(); - for ( let i = 0; i < geometryCount; i ++ ) { - - if ( drawInfo[ i ].active === false ) continue; - - const geometryId = drawInfo[ i ].geometryIndex; - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 ); - boundingBox.union( _box$1 ); - - } - - } - - computeBoundingSphere() { - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - const boundingSphere = this.boundingSphere; - const drawInfo = this._drawInfo; - - boundingSphere.makeEmpty(); - for ( let i = 0, l = drawInfo.length; i < l; i ++ ) { - - if ( drawInfo[ i ].active === false ) continue; - - const geometryId = drawInfo[ i ].geometryIndex; - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); - boundingSphere.union( _sphere$2 ); - - } - - } - - addInstance( geometryId ) { - - // ensure we're not over geometry - if ( this._drawInfo.length >= this._maxInstanceCount ) { - - throw new Error( 'BatchedMesh: Maximum item count reached.' ); - - } - - this._drawInfo.push( { - - visible: true, - active: true, - geometryIndex: geometryId, - - } ); - - // initialize the matrix - const drawId = this._drawInfo.length - 1; - const matricesTexture = this._matricesTexture; - const matricesArray = matricesTexture.image.data; - _identityMatrix.toArray( matricesArray, drawId * 16 ); - matricesTexture.needsUpdate = true; - - const colorsTexture = this._colorsTexture; - if ( colorsTexture ) { - - _whiteColor.toArray( colorsTexture.image.data, drawId * 4 ); - colorsTexture.needsUpdate = true; - - } - - return drawId; - - } - - addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) { - - this._initializeGeometry( geometry ); - - this._validateGeometry( geometry ); - - // ensure we're not over geometry - if ( this._drawInfo.length >= this._maxInstanceCount ) { - - throw new Error( 'BatchedMesh: Maximum item count reached.' ); - - } - - // get the necessary range fo the geometry - const reservedRange = { - vertexStart: - 1, - vertexCount: - 1, - indexStart: - 1, - indexCount: - 1, - }; - - let lastRange = null; - const reservedRanges = this._reservedRanges; - const drawRanges = this._drawRanges; - const bounds = this._bounds; - if ( this._geometryCount !== 0 ) { - - lastRange = reservedRanges[ reservedRanges.length - 1 ]; - - } - - if ( vertexCount === - 1 ) { - - reservedRange.vertexCount = geometry.getAttribute( 'position' ).count; - - } else { - - reservedRange.vertexCount = vertexCount; - - } - - if ( lastRange === null ) { - - reservedRange.vertexStart = 0; - - } else { - - reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount; - - } - - const index = geometry.getIndex(); - const hasIndex = index !== null; - if ( hasIndex ) { - - if ( indexCount === - 1 ) { - - reservedRange.indexCount = index.count; - - } else { - - reservedRange.indexCount = indexCount; - - } - - if ( lastRange === null ) { - - reservedRange.indexStart = 0; - - } else { - - reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount; - - } - - } - - if ( - reservedRange.indexStart !== - 1 && - reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount || - reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount - ) { - - throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' ); - - } - - // update id - const geometryId = this._geometryCount; - this._geometryCount ++; - - // add the reserved range and draw range objects - reservedRanges.push( reservedRange ); - drawRanges.push( { - start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart, - count: - 1 - } ); - bounds.push( { - boxInitialized: false, - box: new Box3(), - - sphereInitialized: false, - sphere: new Sphere() - } ); - - // update the geometry - this.setGeometryAt( geometryId, geometry ); - - return geometryId; - - } - - setGeometryAt( geometryId, geometry ) { - - if ( geometryId >= this._geometryCount ) { - - throw new Error( 'BatchedMesh: Maximum geometry count reached.' ); - - } - - this._validateGeometry( geometry ); - - const batchGeometry = this.geometry; - const hasIndex = batchGeometry.getIndex() !== null; - const dstIndex = batchGeometry.getIndex(); - const srcIndex = geometry.getIndex(); - const reservedRange = this._reservedRanges[ geometryId ]; - if ( - hasIndex && - srcIndex.count > reservedRange.indexCount || - geometry.attributes.position.count > reservedRange.vertexCount - ) { - - throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' ); - - } - - // copy geometry over - const vertexStart = reservedRange.vertexStart; - const vertexCount = reservedRange.vertexCount; - for ( const attributeName in batchGeometry.attributes ) { - - // copy attribute data - const srcAttribute = geometry.getAttribute( attributeName ); - const dstAttribute = batchGeometry.getAttribute( attributeName ); - copyAttributeData( srcAttribute, dstAttribute, vertexStart ); - - // fill the rest in with zeroes - const itemSize = srcAttribute.itemSize; - for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) { - - const index = vertexStart + i; - for ( let c = 0; c < itemSize; c ++ ) { - - dstAttribute.setComponent( index, c, 0 ); - - } - - } - - dstAttribute.needsUpdate = true; - dstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize ); - - } - - // copy index - if ( hasIndex ) { - - const indexStart = reservedRange.indexStart; - - // copy index data over - for ( let i = 0; i < srcIndex.count; i ++ ) { - - dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) ); - - } - - // fill the rest in with zeroes - for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) { - - dstIndex.setX( indexStart + i, vertexStart ); - - } - - dstIndex.needsUpdate = true; - dstIndex.addUpdateRange( indexStart, reservedRange.indexCount ); - - } - - // store the bounding boxes - const bound = this._bounds[ geometryId ]; - if ( geometry.boundingBox !== null ) { - - bound.box.copy( geometry.boundingBox ); - bound.boxInitialized = true; - - } else { - - bound.boxInitialized = false; - - } - - if ( geometry.boundingSphere !== null ) { - - bound.sphere.copy( geometry.boundingSphere ); - bound.sphereInitialized = true; - - } else { - - bound.sphereInitialized = false; - - } - - // set drawRange count - const drawRange = this._drawRanges[ geometryId ]; - const posAttr = geometry.getAttribute( 'position' ); - drawRange.count = hasIndex ? srcIndex.count : posAttr.count; - this._visibilityChanged = true; - - return geometryId; - - } - - /* - deleteGeometry( geometryId ) { - - // TODO: delete geometry and associated instances - - } - */ - - /* - deleteInstance( instanceId ) { - - // Note: User needs to call optimize() afterward to pack the data. - - const drawInfo = this._drawInfo; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return this; - - } - - drawInfo[ instanceId ].active = false; - this._visibilityChanged = true; - - return this; - - } - */ - - // get bounding box and compute it if it doesn't exist - getBoundingBoxAt( geometryId, target ) { - - if ( geometryId >= this._geometryCount ) { - - return null; - - } - - // compute bounding box - const bound = this._bounds[ geometryId ]; - const box = bound.box; - const geometry = this.geometry; - if ( bound.boxInitialized === false ) { - - box.makeEmpty(); - - const index = geometry.index; - const position = geometry.attributes.position; - const drawRange = this._drawRanges[ geometryId ]; - for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) { - - let iv = i; - if ( index ) { - - iv = index.getX( iv ); - - } - - box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) ); - - } - - bound.boxInitialized = true; - - } - - target.copy( box ); - return target; - - } - - // get bounding sphere and compute it if it doesn't exist - getBoundingSphereAt( geometryId, target ) { - - if ( geometryId >= this._geometryCount ) { - - return null; - - } - - // compute bounding sphere - const bound = this._bounds[ geometryId ]; - const sphere = bound.sphere; - const geometry = this.geometry; - if ( bound.sphereInitialized === false ) { - - sphere.makeEmpty(); - - this.getBoundingBoxAt( geometryId, _box$1 ); - _box$1.getCenter( sphere.center ); - - const index = geometry.index; - const position = geometry.attributes.position; - const drawRange = this._drawRanges[ geometryId ]; - - let maxRadiusSq = 0; - for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) { - - let iv = i; - if ( index ) { - - iv = index.getX( iv ); - - } - - _vector$5.fromBufferAttribute( position, iv ); - maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) ); - - } - - sphere.radius = Math.sqrt( maxRadiusSq ); - bound.sphereInitialized = true; - - } - - target.copy( sphere ); - return target; - - } - - setMatrixAt( instanceId, matrix ) { - - // @TODO: Map geometryId to index of the arrays because - // optimize() can make geometryId mismatch the index - - const drawInfo = this._drawInfo; - const matricesTexture = this._matricesTexture; - const matricesArray = this._matricesTexture.image.data; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return this; - - } - - matrix.toArray( matricesArray, instanceId * 16 ); - matricesTexture.needsUpdate = true; - - return this; - - } - - getMatrixAt( instanceId, matrix ) { - - const drawInfo = this._drawInfo; - const matricesArray = this._matricesTexture.image.data; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return null; - - } - - return matrix.fromArray( matricesArray, instanceId * 16 ); - - } - - setColorAt( instanceId, color ) { - - if ( this._colorsTexture === null ) { - - this._initColorsTexture(); - - } - - // @TODO: Map id to index of the arrays because - // optimize() can make id mismatch the index - - const colorsTexture = this._colorsTexture; - const colorsArray = this._colorsTexture.image.data; - const drawInfo = this._drawInfo; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return this; - - } - - color.toArray( colorsArray, instanceId * 4 ); - colorsTexture.needsUpdate = true; - - return this; - - } - - getColorAt( instanceId, color ) { - - const colorsArray = this._colorsTexture.image.data; - const drawInfo = this._drawInfo; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return null; - - } - - return color.fromArray( colorsArray, instanceId * 4 ); - - } - - setVisibleAt( instanceId, value ) { - - // if the geometry is out of range, not active, or visibility state - // does not change then return early - const drawInfo = this._drawInfo; - if ( - instanceId >= drawInfo.length || - drawInfo[ instanceId ].active === false || - drawInfo[ instanceId ].visible === value - ) { - - return this; - - } - - drawInfo[ instanceId ].visible = value; - this._visibilityChanged = true; - - return this; - - } - - getVisibleAt( instanceId ) { - - // return early if the geometry is out of range or not active - const drawInfo = this._drawInfo; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return false; - - } - - return drawInfo[ instanceId ].visible; - - } - - raycast( raycaster, intersects ) { - - const drawInfo = this._drawInfo; - const drawRanges = this._drawRanges; - const matrixWorld = this.matrixWorld; - const batchGeometry = this.geometry; - - // iterate over each geometry - _mesh.material = this.material; - _mesh.geometry.index = batchGeometry.index; - _mesh.geometry.attributes = batchGeometry.attributes; - if ( _mesh.geometry.boundingBox === null ) { - - _mesh.geometry.boundingBox = new Box3(); - - } - - if ( _mesh.geometry.boundingSphere === null ) { - - _mesh.geometry.boundingSphere = new Sphere(); - - } - - for ( let i = 0, l = drawInfo.length; i < l; i ++ ) { - - if ( ! drawInfo[ i ].visible || ! drawInfo[ i ].active ) { - - continue; - - } - - const geometryId = drawInfo[ i ].geometryIndex; - const drawRange = drawRanges[ geometryId ]; - _mesh.geometry.setDrawRange( drawRange.start, drawRange.count ); - - // ge the intersects - this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld ); - this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox ); - this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere ); - _mesh.raycast( raycaster, _batchIntersects ); - - // add batch id to the intersects - for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) { - - const intersect = _batchIntersects[ j ]; - intersect.object = this; - intersect.batchId = i; - intersects.push( intersect ); - - } - - _batchIntersects.length = 0; - - } - - _mesh.material = null; - _mesh.geometry.index = null; - _mesh.geometry.attributes = {}; - _mesh.geometry.setDrawRange( 0, Infinity ); - - } - - copy( source ) { - - super.copy( source ); - - this.geometry = source.geometry.clone(); - this.perObjectFrustumCulled = source.perObjectFrustumCulled; - this.sortObjects = source.sortObjects; - this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null; - this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null; - - this._drawRanges = source._drawRanges.map( range => ( { ...range } ) ); - this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) ); - - this._drawInfo = source._drawInfo.map( inf => ( { ...inf } ) ); - this._bounds = source._bounds.map( bound => ( { - boxInitialized: bound.boxInitialized, - box: bound.box.clone(), - - sphereInitialized: bound.sphereInitialized, - sphere: bound.sphere.clone() - } ) ); - - this._maxInstanceCount = source._maxInstanceCount; - this._maxVertexCount = source._maxVertexCount; - this._maxIndexCount = source._maxIndexCount; - - this._geometryInitialized = source._geometryInitialized; - this._geometryCount = source._geometryCount; - this._multiDrawCounts = source._multiDrawCounts.slice(); - this._multiDrawStarts = source._multiDrawStarts.slice(); - - this._matricesTexture = source._matricesTexture.clone(); - this._matricesTexture.image.data = this._matricesTexture.image.data.slice(); - - if ( this._colorsTexture !== null ) { - - this._colorsTexture = source._colorsTexture.clone(); - this._colorsTexture.image.data = this._colorsTexture.image.data.slice(); - - } - - return this; - - } - - dispose() { - - // Assuming the geometry is not shared with other meshes - this.geometry.dispose(); - - this._matricesTexture.dispose(); - this._matricesTexture = null; - - this._indirectTexture.dispose(); - this._indirectTexture = null; - - if ( this._colorsTexture !== null ) { - - this._colorsTexture.dispose(); - this._colorsTexture = null; - - } - - return this; - - } - - onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) { - - // if visibility has not changed and frustum culling and object sorting is not required - // then skip iterating over all items - if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) { - - return; - - } - - // the indexed version of the multi draw function requires specifying the start - // offset in bytes. - const index = geometry.getIndex(); - const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT; - - const drawInfo = this._drawInfo; - const multiDrawStarts = this._multiDrawStarts; - const multiDrawCounts = this._multiDrawCounts; - const drawRanges = this._drawRanges; - const perObjectFrustumCulled = this.perObjectFrustumCulled; - const indirectTexture = this._indirectTexture; - const indirectArray = indirectTexture.image.data; - - // prepare the frustum in the local frame - if ( perObjectFrustumCulled ) { - - _projScreenMatrix$2 - .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ) - .multiply( this.matrixWorld ); - _frustum.setFromProjectionMatrix( - _projScreenMatrix$2, - renderer.coordinateSystem - ); - - } - - let count = 0; - if ( this.sortObjects ) { - - // get the camera position in the local frame - _invMatrixWorld.copy( this.matrixWorld ).invert(); - _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld ); - _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _invMatrixWorld ); - - for ( let i = 0, l = drawInfo.length; i < l; i ++ ) { - - if ( drawInfo[ i ].visible && drawInfo[ i ].active ) { - - const geometryId = drawInfo[ i ].geometryIndex; - - // get the bounds in world space - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); - - // determine whether the batched geometry is within the frustum - let culled = false; - if ( perObjectFrustumCulled ) { - - culled = ! _frustum.intersectsSphere( _sphere$2 ); - - } - - if ( ! culled ) { - - // get the distance from camera used for sorting - const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward ); - _renderList.push( drawRanges[ geometryId ], z, i ); - - } - - } - - } - - // Sort the draw ranges and prep for rendering - const list = _renderList.list; - const customSort = this.customSort; - if ( customSort === null ) { - - list.sort( material.transparent ? sortTransparent : sortOpaque ); - - } else { - - customSort.call( this, list, camera ); - - } - - for ( let i = 0, l = list.length; i < l; i ++ ) { - - const item = list[ i ]; - multiDrawStarts[ count ] = item.start * bytesPerElement; - multiDrawCounts[ count ] = item.count; - indirectArray[ count ] = item.index; - count ++; - - } - - _renderList.reset(); - - } else { - - for ( let i = 0, l = drawInfo.length; i < l; i ++ ) { - - if ( drawInfo[ i ].visible && drawInfo[ i ].active ) { - - const geometryId = drawInfo[ i ].geometryIndex; - - // determine whether the batched geometry is within the frustum - let culled = false; - if ( perObjectFrustumCulled ) { - - // get the bounds in world space - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); - culled = ! _frustum.intersectsSphere( _sphere$2 ); - - } - - if ( ! culled ) { - - const range = drawRanges[ geometryId ]; - multiDrawStarts[ count ] = range.start * bytesPerElement; - multiDrawCounts[ count ] = range.count; - indirectArray[ count ] = i; - count ++; - - } - - } - - } - - } - - indirectTexture.needsUpdate = true; - this._multiDrawCount = count; - this._visibilityChanged = false; - - } - - onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) { - - this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial ); - - } - -} - -class LineBasicMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isLineBasicMaterial = true; - - this.type = 'LineBasicMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; - - this.fog = true; - - this.setValues( parameters ); - - } - - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; - - this.fog = source.fog; - - return this; - - } - -} - -const _vStart = /*@__PURE__*/ new Vector3(); -const _vEnd = /*@__PURE__*/ new Vector3(); - -const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); -const _ray$1 = /*@__PURE__*/ new Ray(); -const _sphere$1 = /*@__PURE__*/ new Sphere(); - -const _intersectPointOnRay = /*@__PURE__*/ new Vector3(); -const _intersectPointOnSegment = /*@__PURE__*/ new Vector3(); - -class Line extends Object3D { - - 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 ); - - this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; - this.geometry = source.geometry; - - return this; - - } - - computeLineDistances() { - - const geometry = this.geometry; - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - const positionAttribute = geometry.attributes.position; - const lineDistances = [ 0 ]; - - for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { - - _vStart.fromBufferAttribute( positionAttribute, i - 1 ); - _vEnd.fromBufferAttribute( positionAttribute, i ); - - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += _vStart.distanceTo( _vEnd ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - return this; - - } - - raycast( raycaster, intersects ) { - - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Line.threshold; - const drawRange = geometry.drawRange; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$1.copy( geometry.boundingSphere ); - _sphere$1.applyMatrix4( matrixWorld ); - _sphere$1.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; - - // - - _inverseMatrix$1.copy( matrixWorld ).invert(); - _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); - - const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; - - const 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 ); - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - if ( this.isLineLoop ) { - - const a = index.getX( end - 1 ); - const b = index.getX( start ); - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - } 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 ) { - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - if ( this.isLineLoop ) { - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - } - - } - - 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 ) { - - 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; - - } - - } - - } - - } - -} - -function checkIntersection( object, raycaster, ray, thresholdSq, a, b ) { - - const positionAttribute = object.geometry.attributes.position; - - _vStart.fromBufferAttribute( positionAttribute, a ); - _vEnd.fromBufferAttribute( positionAttribute, b ); - - const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment ); - - if ( distSq > thresholdSq ) return; - - _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation - - const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - return { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ), - index: a, - face: null, - faceIndex: null, - object: object - - }; - -} - -const _start = /*@__PURE__*/ new Vector3(); -const _end = /*@__PURE__*/ new Vector3(); - -class LineSegments extends Line { - - 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 ) { - - const positionAttribute = geometry.attributes.position; - const lineDistances = []; - - for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { - - _start.fromBufferAttribute( positionAttribute, i ); - _end.fromBufferAttribute( positionAttribute, i + 1 ); - - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - return this; - - } - -} - -class LineLoop extends Line { - - constructor( geometry, material ) { - - super( geometry, material ); - - this.isLineLoop = true; - - this.type = 'LineLoop'; - - } - -} - -class PointsMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isPointsMaterial = true; - - this.type = 'PointsMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - - this.alphaMap = null; - - this.size = 1; - this.sizeAttenuation = true; - - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; - - this.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(); - -class Points extends Object3D { - - 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 ); - - this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; - this.geometry = source.geometry; - - return this; - - } - - raycast( raycaster, intersects ) { - - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Points.threshold; - const drawRange = geometry.drawRange; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere.copy( geometry.boundingSphere ); - _sphere.applyMatrix4( matrixWorld ); - _sphere.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; - - // - - _inverseMatrix.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 ); - - } - - } 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 ); - - } - - } - - } - - 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 ) { - - 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; - - } - - } - - } - - } - -} - -function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { - - const rayPointDistanceSq = _ray.distanceSqToPoint( point ); - - if ( rayPointDistanceSq < localThresholdSq ) { - - const intersectPoint = new Vector3(); - - _ray.closestPointToPoint( point, intersectPoint ); - intersectPoint.applyMatrix4( matrixWorld ); - - const distance = raycaster.ray.origin.distanceTo( intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint, - index: index, - face: null, - object: object - - } ); - - } - -} - -class VideoTexture extends Texture { - - constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.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 ); - - } - - if ( 'requestVideoFrameCallback' in video ) { - - video.requestVideoFrameCallback( updateVideo ); - - } - - } - - clone() { - - return new this.constructor( this.image ).copy( this ); - - } - - update() { - - const video = this.image; - const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; - - if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { - - this.needsUpdate = true; - - } - - } - -} - -class FramebufferTexture extends Texture { - - constructor( width, height ) { - - super( { width, height } ); - - this.isFramebufferTexture = true; - - 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, colorSpace ) { - - super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); - - this.isCompressedTexture = true; - - this.image = { width: width, height: height }; - this.mipmaps = mipmaps; - - // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) - - this.flipY = false; - - // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files - - this.generateMipmaps = false; - - } - -} - -class CompressedArrayTexture extends CompressedTexture { - - constructor( mipmaps, width, height, depth, format, type ) { - - super( mipmaps, width, height, format, type ); - - this.isCompressedArrayTexture = true; - this.image.depth = depth; - this.wrapR = ClampToEdgeWrapping; - - this.layerUpdates = new Set(); - - } - - addLayerUpdate( layerIndex ) { - - this.layerUpdates.add( layerIndex ); - - } - - clearLayerUpdates() { - - this.layerUpdates.clear(); - - } - -} - -class CompressedCubeTexture extends CompressedTexture { - - constructor( images, format, type ) { - - super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping ); - - this.isCompressedCubeTexture = true; - this.isCubeTexture = true; - - this.image = images; - - } - -} - -class CanvasTexture extends Texture { - - constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.isCanvasTexture = true; - - this.needsUpdate = true; - - } - -} - -/** - * Extensible curve object. - * - * Some common of curve methods: - * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget ) - * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget ) - * .getPoints(), .getSpacedPoints() - * .getLength() - * .updateArcLengths() - * - * This following curves inherit from THREE.Curve: - * - * -- 2D curves -- - * THREE.ArcCurve - * THREE.CubicBezierCurve - * THREE.EllipseCurve - * THREE.LineCurve - * THREE.QuadraticBezierCurve - * THREE.SplineCurve - * - * -- 3D curves -- - * THREE.CatmullRomCurve3 - * THREE.CubicBezierCurve3 - * THREE.LineCurve3 - * THREE.QuadraticBezierCurve3 - * - * A series of curves can be represented as a THREE.CurvePath. - * - **/ - -class Curve { - - constructor() { - - this.type = 'Curve'; - - this.arcLengthDivisions = 200; - - } - - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] - - getPoint( /* t, optionalTarget */ ) { - - console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; - - } - - // Get point at relative position in curve according to arc length - // - u [0 .. 1] - - getPointAt( u, optionalTarget ) { - - const t = this.getUtoTmapping( u ); - return this.getPoint( t, optionalTarget ); - - } - - // Get sequence of points using getPoint( t ) - - getPoints( divisions = 5 ) { - - const points = []; - - for ( let d = 0; d <= divisions; d ++ ) { - - points.push( this.getPoint( d / divisions ) ); - - } - - return points; - - } - - // Get sequence of points using getPointAt( u ) - - getSpacedPoints( divisions = 5 ) { - - const points = []; - - for ( let d = 0; d <= divisions; d ++ ) { - - points.push( this.getPointAt( d / divisions ) ); - - } - - return points; - - } - - // Get total curve arc length - - getLength() { - - const lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; - - } - - // Get list of cumulative segment lengths - - getLengths( divisions = this.arcLengthDivisions ) { - - if ( this.cacheArcLengths && - ( this.cacheArcLengths.length === divisions + 1 ) && - ! this.needsUpdate ) { - - return this.cacheArcLengths; - - } - - this.needsUpdate = false; - - const cache = []; - let current, last = this.getPoint( 0 ); - let sum = 0; - - cache.push( 0 ); - - for ( let p = 1; p <= divisions; p ++ ) { - - current = this.getPoint( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; - - } - - this.cacheArcLengths = cache; - - return cache; // { sums: cache, sum: sum }; Sum is in the last element. - - } - - updateArcLengths() { - - this.needsUpdate = true; - this.getLengths(); - - } - - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - - getUtoTmapping( u, distance ) { - - const arcLengths = this.getLengths(); - - let i = 0; - const il = arcLengths.length; - - let targetArcLength; // The targeted u distance value to get - - if ( distance ) { - - targetArcLength = distance; - - } else { - - targetArcLength = u * arcLengths[ il - 1 ]; - - } - - // binary search for the index with largest value smaller than target u distance - - let low = 0, high = il - 1, comparison; - - while ( low <= high ) { - - i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats - - comparison = arcLengths[ i ] - targetArcLength; - - if ( comparison < 0 ) { - - low = i + 1; - - } else if ( comparison > 0 ) { - - high = i - 1; - - } else { - - high = i; - break; - - // DONE - - } - - } - - i = high; - - if ( arcLengths[ i ] === targetArcLength ) { - - return i / ( il - 1 ); - - } - - // we could get finer grain at lengths, or use simple interpolation between two points - - const lengthBefore = arcLengths[ i ]; - const lengthAfter = arcLengths[ i + 1 ]; - - const segmentLength = lengthAfter - lengthBefore; - - // determine where we are between the 'before' and 'after' points - - const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - - // add that fractional amount to t - - const t = ( i + segmentFraction ) / ( il - 1 ); - - return t; - - } - - // Returns a unit vector tangent at t - // In case any sub curve does not implement its tangent derivation, - // 2 points a small delta apart will be used to find its gradient - // which seems to give a reasonable approximation - - getTangent( t, optionalTarget ) { - - const delta = 0.0001; - let t1 = t - delta; - let t2 = t + delta; - - // Capping in case of danger - - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; - - const pt1 = this.getPoint( t1 ); - const pt2 = this.getPoint( t2 ); - - const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ); - - tangent.copy( pt2 ).sub( pt1 ).normalize(); - - return tangent; - - } - - getTangentAt( u, optionalTarget ) { - - const t = this.getUtoTmapping( u ); - return this.getTangent( t, optionalTarget ); - - } - - computeFrenetFrames( segments, closed ) { - - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - - const normal = new Vector3(); - - const tangents = []; - const normals = []; - const binormals = []; - - const vec = new Vector3(); - const mat = new Matrix4(); - - // compute the tangent vectors for each segment on the curve - - for ( let i = 0; i <= segments; i ++ ) { - - const u = i / segments; - - tangents[ i ] = this.getTangentAt( u, new Vector3() ); - - } - - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component - - normals[ 0 ] = new Vector3(); - binormals[ 0 ] = new Vector3(); - let min = Number.MAX_VALUE; - const tx = Math.abs( tangents[ 0 ].x ); - const ty = Math.abs( tangents[ 0 ].y ); - const tz = Math.abs( tangents[ 0 ].z ); - - if ( tx <= min ) { - - min = tx; - normal.set( 1, 0, 0 ); - - } - - if ( ty <= min ) { - - min = ty; - normal.set( 0, 1, 0 ); - - } - - if ( tz <= min ) { - - normal.set( 0, 0, 1 ); - - } - - vec.crossVectors( tangents[ 0 ], normal ).normalize(); - - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - - - // compute the slowly-varying normal and binormal vectors for each segment on the curve - - for ( let i = 1; i <= segments; i ++ ) { - - normals[ i ] = normals[ i - 1 ].clone(); - - binormals[ i ] = binormals[ i - 1 ].clone(); - - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - - if ( vec.length() > Number.EPSILON ) { - - vec.normalize(); - - const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); - - } - - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - - if ( closed === true ) { - - let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; - - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { - - theta = - theta; - - } - - for ( let i = 1; i <= segments; i ++ ) { - - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - } - - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( source ) { - - this.arcLengthDivisions = source.arcLengthDivisions; - - return this; - - } - - toJSON() { - - const data = { - metadata: { - version: 4.6, - type: 'Curve', - generator: 'Curve.toJSON' - } - }; - - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; - - return data; - - } - - fromJSON( json ) { - - this.arcLengthDivisions = json.arcLengthDivisions; - - return this; - - } - -} - -class EllipseCurve extends Curve { - - constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { - - super(); - - this.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 = new Vector2() ) { - - const point = optionalTarget; - - const twoPi = Math.PI * 2; - let deltaAngle = this.aEndAngle - this.aStartAngle; - const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; - - // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; - - if ( deltaAngle < Number.EPSILON ) { - - if ( samePoints ) { - - deltaAngle = 0; - - } else { - - deltaAngle = twoPi; - - } - - } - - if ( this.aClockwise === true && ! samePoints ) { - - if ( deltaAngle === twoPi ) { - - deltaAngle = - twoPi; - - } else { - - deltaAngle = deltaAngle - twoPi; - - } - - } - - const angle = this.aStartAngle + t * deltaAngle; - let x = this.aX + this.xRadius * Math.cos( angle ); - let y = this.aY + this.yRadius * Math.sin( angle ); - - if ( this.aRotation !== 0 ) { - - const cos = Math.cos( this.aRotation ); - const sin = Math.sin( this.aRotation ); - - const tx = x - this.aX; - const ty = y - this.aY; - - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; - - } - - return point.set( x, y ); - - } - - copy( source ) { - - super.copy( source ); - - this.aX = source.aX; - this.aY = source.aY; - - this.xRadius = source.xRadius; - this.yRadius = source.yRadius; - - this.aStartAngle = source.aStartAngle; - this.aEndAngle = source.aEndAngle; - - this.aClockwise = source.aClockwise; - - this.aRotation = source.aRotation; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.aX = this.aX; - data.aY = this.aY; - - data.xRadius = this.xRadius; - data.yRadius = this.yRadius; - - data.aStartAngle = this.aStartAngle; - data.aEndAngle = this.aEndAngle; - - data.aClockwise = this.aClockwise; - - data.aRotation = this.aRotation; - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.aX = json.aX; - this.aY = json.aY; - - this.xRadius = json.xRadius; - this.yRadius = json.yRadius; - - this.aStartAngle = json.aStartAngle; - this.aEndAngle = json.aEndAngle; - - this.aClockwise = json.aClockwise; - - this.aRotation = json.aRotation; - - return this; - - } - -} - -class ArcCurve extends EllipseCurve { - - constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - this.isArcCurve = true; - - this.type = 'ArcCurve'; - - } - -} - -/** - * Centripetal CatmullRom Curve - which is useful for avoiding - * cusps and self-intersections in non-uniform catmull rom curves. - * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf - * - * curve.type accepts centripetal(default), chordal and catmullrom - * curve.tension is used for catmullrom which defaults to 0.5 - */ - - -/* -Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - - http://ideone.com/NoEbVM - -This CubicPoly class could be used for reusing some variables and calculations, -but for three.js curve use, it could be possible inlined and flatten into a single function call -which can be placed in CurveUtils. -*/ - -function CubicPoly() { - - let c0 = 0, c1 = 0, c2 = 0, c3 = 0; - - /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ - function init( x0, x1, t0, t1 ) { - - c0 = x0; - c1 = t0; - c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - c3 = 2 * x0 - 2 * x1 + t0 + t1; - - } - - return { - - initCatmullRom: function ( x0, x1, x2, x3, tension ) { - - init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); - - }, - - initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { - - // compute tangents when parameterized in [t1,t2] - let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; - let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; - - init( x1, x2, t1, t2 ); - - }, - - calc: function ( t ) { - - const t2 = t * t; - const t3 = t2 * t; - return c0 + c1 * t + c2 * t2 + c3 * t3; - - } - - }; - -} - -// - -const tmp = /*@__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 ) { - - super(); - - this.isCatmullRomCurve3 = true; - - this.type = 'CatmullRomCurve3'; - - this.points = points; - this.closed = closed; - this.curveType = curveType; - this.tension = tension; - - } - - getPoint( t, optionalTarget = new Vector3() ) { - - const point = optionalTarget; - - const points = this.points; - const l = points.length; - - const p = ( l - ( this.closed ? 0 : 1 ) ) * t; - let intPoint = Math.floor( p ); - let weight = p - intPoint; - - if ( this.closed ) { - - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; - - } else if ( weight === 0 && intPoint === l - 1 ) { - - intPoint = l - 2; - weight = 1; - - } - - let p0, p3; // 4 points (p1 & p2 defined below) - - if ( this.closed || intPoint > 0 ) { - - p0 = points[ ( intPoint - 1 ) % l ]; - - } else { - - // extrapolate first point - tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; - - } - - const p1 = points[ intPoint % l ]; - const p2 = points[ ( intPoint + 1 ) % l ]; - - if ( this.closed || intPoint + 2 < l ) { - - p3 = points[ ( intPoint + 2 ) % l ]; - - } else { - - // extrapolate last point - tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; - - } - - if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { - - // init Centripetal / Chordal Catmull-Rom - const pow = this.curveType === 'chordal' ? 0.5 : 0.25; - let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); - let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); - let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); - - // safety check for repeated points - if ( dt1 < 1e-4 ) dt1 = 1.0; - if ( dt0 < 1e-4 ) dt0 = dt1; - if ( dt2 < 1e-4 ) dt2 = dt1; - - px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); - py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); - pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); - - } else if ( this.curveType === 'catmullrom' ) { - - px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); - py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); - pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); - - } - - point.set( - px.calc( weight ), - py.calc( weight ), - pz.calc( weight ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.points = []; - - for ( let i = 0, l = source.points.length; i < l; i ++ ) { - - const point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - this.closed = source.closed; - this.curveType = source.curveType; - this.tension = source.tension; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.points = []; - - for ( let i = 0, l = this.points.length; i < l; i ++ ) { - - const point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - data.closed = this.closed; - data.curveType = this.curveType; - data.tension = this.tension; - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.points = []; - - for ( let i = 0, l = json.points.length; i < l; i ++ ) { - - const point = json.points[ i ]; - this.points.push( new Vector3().fromArray( point ) ); - - } - - this.closed = json.closed; - this.curveType = json.curveType; - this.tension = json.tension; - - return this; - - } - -} - -/** - * Bezier Curves formulas obtained from - * 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; - const t2 = t * t; - const t3 = t * t2; - return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; - -} - -// - -function QuadraticBezierP0( t, p ) { - - const k = 1 - t; - return k * k * p; - -} - -function QuadraticBezierP1( t, p ) { - - return 2 * ( 1 - t ) * t * p; - -} - -function QuadraticBezierP2( t, p ) { - - return t * t * p; - -} - -function QuadraticBezier( t, p0, p1, p2 ) { - - return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + - QuadraticBezierP2( t, p2 ); - -} - -// - -function CubicBezierP0( t, p ) { - - const k = 1 - t; - return k * k * k * p; - -} - -function CubicBezierP1( t, p ) { - - const k = 1 - t; - return 3 * k * k * t * p; - -} - -function CubicBezierP2( t, p ) { - - return 3 * ( 1 - t ) * t * t * p; - -} - -function CubicBezierP3( t, p ) { - - return t * t * t * p; - -} - -function CubicBezier( t, p0, p1, p2, p3 ) { - - return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + - CubicBezierP3( t, p3 ); - -} - -class CubicBezierCurve extends Curve { - - constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { - - super(); - - this.isCubicBezierCurve = true; - - this.type = 'CubicBezierCurve'; - - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; - - } - - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - - } - -} - -class CubicBezierCurve3 extends Curve { - - 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() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), - CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - - } - -} - -class LineCurve extends Curve { - - 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() ) { - - const point = optionalTarget; - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - - } - - // Line curve is linear, so we can overwrite default getPointAt - getPointAt( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - - } - - getTangent( t, optionalTarget = new Vector2() ) { - - return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); - - } - - getTangentAt( u, optionalTarget ) { - - return this.getTangent( u, optionalTarget ); - - } - - copy( source ) { - - super.copy( source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -class LineCurve3 extends Curve { - - 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() ) { - - const point = optionalTarget; - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - - } - - // Line curve is linear, so we can overwrite default getPointAt - getPointAt( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - - } - - getTangent( t, optionalTarget = new Vector3() ) { - - return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); - - } - - getTangentAt( u, optionalTarget ) { - - return this.getTangent( u, optionalTarget ); - - } - - copy( source ) { - - super.copy( source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -class QuadraticBezierCurve extends Curve { - - constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { - - super(); - - this.isQuadraticBezierCurve = true; - - this.type = 'QuadraticBezierCurve'; - - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - - } - - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -class QuadraticBezierCurve3 extends Curve { - - 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() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ), - QuadraticBezier( t, v0.z, v1.z, v2.z ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -class SplineCurve extends Curve { - - constructor( points = [] ) { - - super(); - - this.isSplineCurve = true; - - this.type = 'SplineCurve'; - - this.points = points; - - } - - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const points = this.points; - const p = ( points.length - 1 ) * t; - - const intPoint = Math.floor( p ); - const weight = p - intPoint; - - const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; - const p1 = points[ intPoint ]; - const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; - const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; - - point.set( - CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), - CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.points = []; - - for ( let i = 0, l = source.points.length; i < l; i ++ ) { - - const point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.points = []; - - for ( let i = 0, l = this.points.length; i < l; i ++ ) { - - const point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.points = []; - - for ( let i = 0, l = json.points.length; i < l; i ++ ) { - - const point = json.points[ i ]; - this.points.push( new Vector2().fromArray( point ) ); - - } - - return this; - - } - -} - -var Curves = /*#__PURE__*/Object.freeze({ - __proto__: null, - ArcCurve: ArcCurve, - CatmullRomCurve3: CatmullRomCurve3, - CubicBezierCurve: CubicBezierCurve, - CubicBezierCurve3: CubicBezierCurve3, - EllipseCurve: EllipseCurve, - LineCurve: LineCurve, - LineCurve3: LineCurve3, - QuadraticBezierCurve: QuadraticBezierCurve, - QuadraticBezierCurve3: QuadraticBezierCurve3, - SplineCurve: SplineCurve -}); - -/************************************************************** - * Curved Path - a curve path is simply a array of connected - * curves, but retains the api of a curve - **************************************************************/ - -class CurvePath extends Curve { - - constructor() { - - super(); - - this.type = 'CurvePath'; - - this.curves = []; - this.autoClose = false; // Automatically closes the path - - } - - add( curve ) { - - this.curves.push( curve ); - - } - - closePath() { - - // Add a line curve if start and end of lines are not connected - const startPoint = this.curves[ 0 ].getPoint( 0 ); - const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); - - if ( ! startPoint.equals( endPoint ) ) { - - const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3'; - this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) ); - - } - - return this; - - } - - // To get accurate point with reference to - // entire path distance at time t, - // following has to be done: - - // 1. Length of each sub path have to be known - // 2. Locate and identify type of curve - // 3. Get t for the curve - // 4. Return curve.getPointAt(t') - - getPoint( t, 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 ]; - - const segmentLength = curve.getLength(); - const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; - - return curve.getPointAt( u, optionalTarget ); - - } - - i ++; - - } - - return null; - - // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { - - points.push( points[ 0 ] ); - - } - - return points; - - } - - copy( source ) { - - super.copy( source ); - - this.curves = []; - - for ( let i = 0, l = source.curves.length; i < l; i ++ ) { - - const curve = source.curves[ i ]; - - this.curves.push( curve.clone() ); - - } - - this.autoClose = source.autoClose; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.autoClose = this.autoClose; - data.curves = []; - - for ( let i = 0, l = this.curves.length; i < l; i ++ ) { - - const curve = this.curves[ i ]; - data.curves.push( curve.toJSON() ); - - } - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.autoClose = json.autoClose; - this.curves = []; - - for ( let i = 0, l = json.curves.length; i < l; i ++ ) { - - const curve = json.curves[ i ]; - this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); - - } - - return this; - - } - -} - -class Path extends CurvePath { - - constructor( points ) { - - super(); - - this.type = 'Path'; - - this.currentPoint = new Vector2(); - - if ( points ) { - - this.setFromPoints( points ); - - } - - } - - setFromPoints( points ) { - - this.moveTo( points[ 0 ].x, points[ 0 ].y ); - - for ( let i = 1, l = points.length; i < l; i ++ ) { - - this.lineTo( points[ i ].x, points[ i ].y ); - - } - - return this; - - } - - moveTo( x, y ) { - - this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? - - return this; - - } - - lineTo( x, y ) { - - const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); - this.curves.push( curve ); - - this.currentPoint.set( x, y ); - - return this; - - } - - quadraticCurveTo( aCPx, aCPy, aX, aY ) { - - const curve = new QuadraticBezierCurve( - this.currentPoint.clone(), - new Vector2( aCPx, aCPy ), - new Vector2( aX, aY ) - ); - - this.curves.push( curve ); - - this.currentPoint.set( aX, aY ); - - return this; - - } - - bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - - const curve = new CubicBezierCurve( - this.currentPoint.clone(), - new Vector2( aCP1x, aCP1y ), - new Vector2( aCP2x, aCP2y ), - new Vector2( aX, aY ) - ); - - this.curves.push( curve ); - - this.currentPoint.set( aX, aY ); - - return this; - - } - - splineThru( pts /*Array of Vector*/ ) { - - const npts = [ this.currentPoint.clone() ].concat( pts ); - - const curve = new SplineCurve( npts ); - this.curves.push( curve ); - - this.currentPoint.copy( pts[ pts.length - 1 ] ); - - return this; - - } - - arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; - - this.absarc( aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); - - return this; - - } - - absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - return this; - - } - - ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; - - this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - return this; - - } - - absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - if ( this.curves.length > 0 ) { - - // if a previous curve is present, attempt to join - const firstPoint = curve.getPoint( 0 ); - - if ( ! firstPoint.equals( this.currentPoint ) ) { - - this.lineTo( firstPoint.x, firstPoint.y ); - - } - - } - - this.curves.push( curve ); - - const lastPoint = curve.getPoint( 1 ); - this.currentPoint.copy( lastPoint ); - - return this; - - } - - copy( source ) { - - super.copy( source ); - - this.currentPoint.copy( source.currentPoint ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.currentPoint = this.currentPoint.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.currentPoint.fromArray( json.currentPoint ); - - return this; - - } - -} - -class 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 ) { - - super(); - - this.type = 'LatheGeometry'; - - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; - - segments = Math.floor( segments ); - - // clamp phiLength so it's in range of [ 0, 2PI ] - - phiLength = clamp( phiLength, 0, Math.PI * 2 ); - - // buffers - - const indices = []; - const vertices = []; - const uvs = []; - const initNormals = []; - const normals = []; - - // helper variables - - const inverseSegments = 1.0 / segments; - const vertex = new Vector3(); - const uv = new Vector2(); - const normal = new Vector3(); - const curNormal = new Vector3(); - const prevNormal = new Vector3(); - let dx = 0; - let dy = 0; - - // 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 - - 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.z = dy * 0.0; - - prevNormal.copy( normal ); - - normal.normalize(); - - 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 ); - - 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; - - normal.x = dy * 1.0; - normal.y = - dx; - normal.z = dy * 0.0; - - 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 ); - - } - - } - - // generate vertices, uvs and normals - - 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 ++ ) { - - // vertex - - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // uv - - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); - - uvs.push( uv.x, uv.y ); - - // 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 ); - - } - - } - - // indices - - 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; - const d = base + 1; - - // faces - - 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 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - 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 ); - - this.type = 'CapsuleGeometry'; - - this.parameters = { - radius: radius, - length: length, - capSegments: capSegments, - radialSegments: 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 ) { - - super(); - - this.type = 'CircleGeometry'; - - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - segments = Math.max( 3, segments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const vertex = new Vector3(); - const uv = new Vector2(); - - // 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 ) { - - 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 ); - - // normal - - normals.push( 0, 0, 1 ); - - // uvs - - uv.x = ( vertices[ i ] / radius + 1 ) / 2; - uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // indices - - for ( 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 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - super(); - - this.type = 'CylinderGeometry'; - - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - const scope = this; - - radialSegments = Math.floor( radialSegments ); - heightSegments = Math.floor( heightSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let index = 0; - const indexArray = []; - const halfHeight = height / 2; - let groupStart = 0; - - // generate geometry - - generateTorso(); - - if ( openEnded === false ) { - - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function generateTorso() { - - const normal = new Vector3(); - const vertex = new Vector3(); - - let groupCount = 0; - - // this will be used to calculate the normal - const slope = ( radiusBottom - radiusTop ) / height; - - // generate vertices, normals and uvs - - for ( let y = 0; y <= heightSegments; y ++ ) { - - const indexRow = []; - - const v = y / heightSegments; - - // calculate the radius of the current row - - const radius = v * ( radiusBottom - radiusTop ) + radiusTop; - - for ( let x = 0; x <= radialSegments; x ++ ) { - - const u = x / radialSegments; - - const theta = u * thetaLength + thetaStart; - - const sinTheta = Math.sin( theta ); - const cosTheta = Math.cos( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.set( sinTheta, slope, cosTheta ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u, 1 - v ); - - // save index of vertex in respective row - - indexRow.push( index ++ ); - - } - - // now save vertices of the row in our index array - - indexArray.push( indexRow ); - - } - - // generate indices - - for ( let x = 0; x < radialSegments; x ++ ) { - - for ( let y = 0; y < heightSegments; y ++ ) { - - // we use the index array to access the correct indices - - const a = indexArray[ y ][ x ]; - const b = indexArray[ y + 1 ][ x ]; - const c = indexArray[ y + 1 ][ x + 1 ]; - const d = indexArray[ y ][ x + 1 ]; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - // update group counter - - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, 0 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - function generateCap( top ) { - - // save the index of the first center vertex - const centerIndexStart = index; - - const uv = new Vector2(); - const vertex = new Vector3(); - - let groupCount = 0; - - const radius = ( top === true ) ? radiusTop : radiusBottom; - const sign = ( top === true ) ? 1 : - 1; - - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment - - for ( let x = 1; x <= radialSegments; x ++ ) { - - // vertex - - vertices.push( 0, halfHeight * sign, 0 ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uvs.push( 0.5, 0.5 ); - - // increase index - - index ++; - - } - - // save the index of the last center vertex - const centerIndexEnd = index; - - // now we generate the surrounding vertices, normals and uvs - - for ( let x = 0; x <= radialSegments; x ++ ) { - - const u = x / radialSegments; - const theta = u * thetaLength + thetaStart; - - const cosTheta = Math.cos( theta ); - const sinTheta = Math.sin( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.push( uv.x, uv.y ); - - // increase index - - index ++; - - } - - // generate indices - - for ( let x = 0; x < radialSegments; x ++ ) { - - const c = centerIndexStart + x; - const i = centerIndexEnd + x; - - if ( top === true ) { - - // face top - - indices.push( i, i + 1, c ); - - } else { - - // face bottom - - indices.push( i + 1, i, c ); - - } - - groupCount += 3; - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ); - - this.type = 'ConeGeometry'; - - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - } - - static fromJSON( data ) { - - return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); - - } - -} - -class PolyhedronGeometry extends BufferGeometry { - - constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { - - super(); - - this.type = 'PolyhedronGeometry'; - - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - // default buffer data - - const vertexBuffer = []; - const uvBuffer = []; - - // the subdivision creates the vertex buffer data - - subdivide( detail ); - - // all vertices should lie on a conceptual sphere with a given radius - - applyRadius( radius ); - - // finally, create the uv data - - generateUVs(); - - // 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.computeVertexNormals(); // flat normals - - } else { - - this.normalizeNormals(); // smooth normals - - } - - // helper functions - - 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 ) { - - // get the vertices of the face - - getVertexByIndex( indices[ i + 0 ], a ); - getVertexByIndex( indices[ i + 1 ], b ); - getVertexByIndex( indices[ i + 2 ], c ); - - // perform subdivision - - subdivideFace( a, b, c, detail ); - - } - - } - - function subdivideFace( a, b, c, detail ) { - - const cols = detail + 1; - - // we use this multidimensional array as a data structure for creating the subdivision - - const v = []; - - // 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 ); - - const rows = cols - i; - - 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 ); - - } - - } - - } - - // 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 ] ); - - } else { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - - } - - } - - } - - } - - 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; - - } - - } - - 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 ); - - } - - correctUVs(); - - correctSeam(); - - } - - function correctSeam() { - - // handle case when face straddles the seam, see #3269 - - 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 ); - - // 0.9 is somewhat arbitrary - - if ( max > 0.9 && min < 0.1 ) { - - if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; - if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; - if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; - - } - - } - - } - - function pushVertex( vertex ) { - - vertexBuffer.push( vertex.x, vertex.y, vertex.z ); - - } - - function getVertexByIndex( index, vertex ) { - - const stride = index * 3; - - 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 ); - - } - - } - - function correctUV( uv, stride, vector, azimuth ) { - - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { - - uvBuffer[ stride ] = uv.x - 1; - - } - - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { - - uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; - - } - - } - - // Angle around the Y axis, counter-clockwise when looking from above. - - function azimuth( vector ) { - - return Math.atan2( vector.z, - vector.x ); - - } - - - // Angle above the XZ plane. - - function inclination( vector ) { - - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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; - 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 ); - - this.type = 'DodecahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - - static fromJSON( data ) { - - return new DodecahedronGeometry( data.radius, data.detail ); - - } - -} - -const _v0 = /*@__PURE__*/ new Vector3(); -const _v1$1 = /*@__PURE__*/ new Vector3(); -const _normal = /*@__PURE__*/ new Vector3(); -const _triangle = /*@__PURE__*/ new Triangle(); - -class EdgesGeometry extends BufferGeometry { - - constructor( geometry = null, thresholdAngle = 1 ) { - - super(); - - this.type = 'EdgesGeometry'; - - this.parameters = { - geometry: geometry, - thresholdAngle: thresholdAngle - }; - - if ( geometry !== null ) { - - const precisionPoints = 4; - const precision = Math.pow( 10, precisionPoints ); - const thresholdDot = Math.cos( DEG2RAD * thresholdAngle ); - - const indexAttr = geometry.getIndex(); - const positionAttr = geometry.getAttribute( 'position' ); - const indexCount = indexAttr ? indexAttr.count : positionAttr.count; - - const indexArr = [ 0, 0, 0 ]; - const vertKeys = [ 'a', 'b', 'c' ]; - const hashes = new Array( 3 ); - - const edgeData = {}; - const vertices = []; - for ( let i = 0; i < indexCount; i += 3 ) { - - if ( indexAttr ) { - - indexArr[ 0 ] = indexAttr.getX( i ); - indexArr[ 1 ] = indexAttr.getX( i + 1 ); - indexArr[ 2 ] = indexAttr.getX( i + 2 ); - - } else { - - indexArr[ 0 ] = i; - indexArr[ 1 ] = i + 1; - indexArr[ 2 ] = i + 2; - - } - - const { a, b, c } = _triangle; - a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); - b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); - c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); - _triangle.getNormal( _normal ); - - // create hashes for the edge from the vertices - hashes[ 0 ] = `${ 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 ) }`; - - // skip degenerate triangles - 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 ++ ) { - - // 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 ] ) { - - // 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 ); - - } - - 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(), - - }; - - } - - } - - } - - // 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 ); - - } - - } - - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - -} - -class Shape extends Path { - - constructor( points ) { - - super( points ); - - this.uuid = generateUUID(); - - this.type = 'Shape'; - - this.holes = []; - - } - - getPointsHoles( divisions ) { - - const holesPts = []; - - for ( let i = 0, l = this.holes.length; i < l; i ++ ) { - - holesPts[ i ] = this.holes[ i ].getPoints( divisions ); - - } - - return holesPts; - - } - - // get points of shape and holes (keypoints based on segments parameter) - - extractPoints( divisions ) { - - return { - - shape: this.getPoints( divisions ), - holes: this.getPointsHoles( divisions ) - - }; - - } - - copy( source ) { - - super.copy( source ); - - this.holes = []; - - for ( let i = 0, l = source.holes.length; i < l; i ++ ) { - - const hole = source.holes[ i ]; - - this.holes.push( hole.clone() ); - - } - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.uuid = this.uuid; - data.holes = []; - - for ( let i = 0, l = this.holes.length; i < l; i ++ ) { - - const hole = this.holes[ i ]; - data.holes.push( hole.toJSON() ); - - } - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.uuid = json.uuid; - this.holes = []; - - for ( let i = 0, l = json.holes.length; i < l; i ++ ) { - - const hole = json.holes[ i ]; - this.holes.push( new Path().fromJSON( hole ) ); - - } - - return this; - - } - -} - -/** - * Port from https://github.com/mapbox/earcut (v2.2.4) - */ - -const Earcut = { - - triangulate: function ( data, holeIndices, dim = 2 ) { - - const hasHoles = holeIndices && holeIndices.length; - const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length; - let outerNode = linkedList( data, 0, outerLen, dim, true ); - const triangles = []; - - if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; - - let minX, minY, maxX, maxY, x, y, invSize; - - if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); - - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox - if ( data.length > 80 * dim ) { - - minX = maxX = data[ 0 ]; - minY = maxY = data[ 1 ]; - - for ( let i = dim; i < outerLen; i += dim ) { - - x = data[ i ]; - y = data[ i + 1 ]; - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - - } - - // minX, minY and invSize are later used to transform coords into integers for z-order calculation - invSize = Math.max( maxX - minX, maxY - minY ); - invSize = invSize !== 0 ? 32767 / 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 ) { - - let i, last; - - if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { - - for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); - - } else { - - for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); - - } - - if ( last && equals( last, last.next ) ) { - - removeNode( last ); - last = last.next; - - } - - return last; - -} - -// eliminate colinear or duplicate points -function filterPoints( start, end ) { - - if ( ! start ) return start; - if ( ! end ) end = start; - - let p = start, - again; - do { - - again = false; - - if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { - - removeNode( p ); - p = end = p.prev; - if ( p === p.next ) break; - again = true; - - } else { - - p = p.next; - - } - - } while ( again || p !== end ); - - return end; - -} - -// main ear slicing loop which triangulates a polygon (given as a linked list) -function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { - - if ( ! ear ) return; - - // interlink polygon nodes in z-order - if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); - - let stop = ear, - prev, next; - - // iterate through ears, slicing them one by one - while ( ear.prev !== ear.next ) { - - prev = ear.prev; - next = ear.next; - - if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { - - // cut off the triangle - triangles.push( prev.i / dim | 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 ) { - - // try filtering points and slicing again - if ( ! pass ) { - - earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); - - // if this didn't work, try curing all small self-intersections locally - - } else if ( pass === 1 ) { - - ear = cureLocalIntersections( filterPoints( ear ), triangles, dim ); - earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); - - // as a last resort, try splitting the remaining polygon into two - - } else if ( pass === 2 ) { - - splitEarcut( ear, triangles, dim, minX, minY, invSize ); - - } - - break; - - } - - } - -} - -// check whether a polygon node forms a valid ear with adjacent nodes -function isEar( ear ) { - - const a = ear.prev, - b = ear, - c = ear.next; - - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - // now make sure we don't have other points inside the potential ear - 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 ); - - 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; - p = p.next; - - } - - return true; - -} - -function isEarHashed( ear, minX, minY, invSize ) { - - const a = ear.prev, - b = ear, - c = ear.next; - - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - 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 ); - - // z-order range for the current triangle bbox; - 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; - 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; - 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; - 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; - n = n.nextZ; - - } - - return true; - -} - -// go through all polygon nodes and cure small local self-intersections -function cureLocalIntersections( start, triangles, dim ) { - - let p = start; - do { - - const a = p.prev, - b = p.next.next; - - if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { - - triangles.push( a.i / dim | 0 ); - triangles.push( p.i / dim | 0 ); - triangles.push( b.i / dim | 0 ); - - // remove two nodes involved - removeNode( p ); - removeNode( p.next ); - - p = start = b; - - } - - p = p.next; - - } while ( p !== start ); - - return filterPoints( p ); - -} - -// try splitting polygon into two and triangulate them independently -function splitEarcut( start, triangles, dim, minX, minY, invSize ) { - - // look for a valid diagonal that divides the polygon into two - let a = start; - do { - - let b = a.next.next; - while ( b !== a.prev ) { - - if ( a.i !== b.i && isValidDiagonal( a, b ) ) { - - // split the polygon in two by the diagonal - let c = splitPolygon( a, b ); - - // filter colinear points around the cuts - a = filterPoints( a, a.next ); - c = filterPoints( c, c.next ); - - // run earcut on each half - earcutLinked( a, triangles, dim, minX, minY, invSize, 0 ); - earcutLinked( c, triangles, dim, minX, minY, invSize, 0 ); - return; - - } - - b = b.next; - - } - - a = a.next; - - } while ( a !== start ); - -} - -// link every hole into the outer loop, producing a single-ring polygon without holes -function eliminateHoles( data, holeIndices, outerNode, dim ) { - - const queue = []; - let i, len, start, end, list; - - for ( i = 0, len = holeIndices.length; i < len; i ++ ) { - - start = holeIndices[ i ] * dim; - end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; - list = linkedList( data, start, end, dim, false ); - if ( list === list.next ) list.steiner = true; - queue.push( getLeftmost( list ) ); - - } - - queue.sort( compareX ); - - // process holes from left to right - for ( i = 0; i < queue.length; i ++ ) { - - outerNode = eliminateHole( queue[ i ], outerNode ); - - } - - return outerNode; - -} - -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 ) { - - return outerNode; - - } - - const bridgeReverse = splitPolygon( bridge, hole ); - - // filter collinear points around the cuts - 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 ) { - - let p = outerNode, - qx = - Infinity, - m; - - 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 ) { - - qx = x; - m = p.x < p.next.x ? p : p.next; - if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint - - } - - } - - p = p.next; - - } 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; - // otherwise choose the point of the minimum angle with the ray as connection point - - const stop = m, - mx = m.x, - my = m.y; - let tanMin = Infinity, tan; - - p = m; - - do { - - if ( hx >= p.x && p.x >= mx && hx !== p.x && - pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { - - tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential - - if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) { - - m = p; - tanMin = tan; - - } - - } - - p = p.next; - - } while ( p !== stop ); - - return m; - -} - -// whether sector in vertex m contains sector in vertex p in the same coordinates -function sectorContainsSector( m, p ) { - - return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0; - -} - -// interlink polygon nodes in z-order -function indexCurve( start, minX, minY, invSize ) { - - let p = start; - do { - - if ( p.z === 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 ); - - p.prevZ.nextZ = null; - p.prevZ = null; - - sortLinked( p ); - -} - -// Simon Tatham's linked list merge sort algorithm -// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html -function sortLinked( list ) { - - let i, p, q, e, tail, numMerges, pSize, qSize, - inSize = 1; - - do { - - p = list; - list = null; - tail = null; - numMerges = 0; - - while ( p ) { - - numMerges ++; - q = p; - pSize = 0; - for ( i = 0; i < inSize; i ++ ) { - - pSize ++; - q = q.nextZ; - if ( ! q ) break; - - } - - qSize = inSize; - - while ( pSize > 0 || ( qSize > 0 && q ) ) { - - if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { - - e = p; - p = p.nextZ; - pSize --; - - } else { - - e = q; - q = q.nextZ; - qSize --; - - } - - if ( tail ) tail.nextZ = e; - else list = e; - - e.prevZ = tail; - tail = e; - - } - - p = q; - - } - - tail.nextZ = null; - inSize *= 2; - - } while ( numMerges > 1 ); - - return list; - -} - -// z-order of a point given coords and inverse of the longer side of data bbox -function zOrder( x, y, minX, minY, invSize ) { - - // coords are transformed into non-negative 15-bit integer range - x = ( 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 ) { - - let p = start, - leftmost = start; - do { - - if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; - p = p.next; - - } while ( p !== start ); - - return leftmost; - -} - -// check if a point lies within a convex triangle -function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { - - return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) && - ( 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 - -} - -// signed area of a triangle -function area( p, q, r ) { - - return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); - -} - -// check if two points are equal -function equals( p1, p2 ) { - - return p1.x === p2.x && p1.y === p2.y; - -} - -// check if two segments intersect -function intersects( p1, q1, p2, q2 ) { - - const o1 = sign( area( p1, q1, p2 ) ); - const o2 = sign( area( p1, q1, q2 ) ); - const o3 = sign( area( p2, q2, p1 ) ); - const o4 = sign( area( p2, q2, q1 ) ); - - if ( o1 !== o2 && o3 !== o4 ) return true; // general case - - if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 - if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 - if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 - if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 - - return false; - -} - -// for collinear points p, q, r, check if point q lies on segment pr -function onSegment( p, q, r ) { - - return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y ); - -} - -function sign( num ) { - - return num > 0 ? 1 : num < 0 ? - 1 : 0; - -} - -// check if a polygon diagonal intersects any polygon segments -function intersectsPolygon( a, b ) { - - let p = a; - do { - - if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && - intersects( p, p.next, a, b ) ) return true; - p = p.next; - - } while ( p !== a ); - - return false; - -} - -// check if a polygon diagonal is locally inside the polygon -function locallyInside( a, b ) { - - return area( a.prev, a, a.next ) < 0 ? - area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : - area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; - -} - -// check if the middle point of a polygon diagonal is inside the polygon -function middleInside( a, b ) { - - let p = a, - inside = false; - const px = ( a.x + b.x ) / 2, - py = ( a.y + b.y ) / 2; - do { - - if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && - ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) - inside = ! inside; - p = p.next; - - } while ( p !== a ); - - return inside; - -} - -// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; -// if one belongs to the outer ring and another to a hole, it merges it into a single ring -function splitPolygon( a, b ) { - - const a2 = new Node( 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 ) { - - p.prev = p; - p.next = p; - - } else { - - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; - - } - - return p; - -} - -function removeNode( p ) { - - p.next.prev = p.prev; - p.prev.next = p.next; - - if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; - if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; - -} - -function Node( i, x, y ) { - - // vertex index in coordinates array - this.i = i; - - // vertex coordinates - this.x = x; - this.y = y; - - // previous and next vertex nodes in a polygon ring - this.prev = null; - this.next = null; - - // z-order curve value - this.z = 0; - - // previous and next nodes in z-order - this.prevZ = null; - this.nextZ = null; - - // indicates whether this is a steiner point - this.steiner = false; - -} - -function signedArea( data, start, end, dim ) { - - let sum = 0; - for ( let i = start, j = end - dim; i < end; i += dim ) { - - sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); - j = i; - - } - - return sum; - -} - -class ShapeUtils { - - // calculate area of the contour polygon - - static area( contour ) { - - const n = contour.length; - let a = 0.0; - - for ( let p = n - 1, q = 0; q < n; p = q ++ ) { - - a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; - - } - - return a * 0.5; - - } - - static isClockWise( pts ) { - - return ShapeUtils.area( pts ) < 0; - - } - - static triangulateShape( contour, holes ) { - - const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] - const holeIndices = []; // array of hole indices - const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] - - removeDupEndPts( contour ); - addContour( vertices, contour ); - - // - - let holeIndex = contour.length; - - holes.forEach( removeDupEndPts ); - - for ( let i = 0; i < holes.length; i ++ ) { - - holeIndices.push( holeIndex ); - holeIndex += holes[ i ].length; - addContour( vertices, holes[ i ] ); - - } - - // - - const triangles = Earcut.triangulate( vertices, holeIndices ); - - // - - for ( let i = 0; i < triangles.length; i += 3 ) { - - faces.push( triangles.slice( i, i + 3 ) ); - - } - - return faces; - - } - -} - -function removeDupEndPts( points ) { - - const l = points.length; - - if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { - - points.pop(); - - } - -} - -function addContour( vertices, contour ) { - - for ( let i = 0; i < contour.length; i ++ ) { - - vertices.push( contour[ i ].x ); - vertices.push( contour[ i ].y ); - - } - -} - -/** - * Creates extruded geometry from a path shape. - * - * parameters = { - * - * curveSegments: , // 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 - * - * extrudePath: // curve to extrude shape along - * - * 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 = {} ) { - - super(); - - this.type = 'ExtrudeGeometry'; - - this.parameters = { - shapes: shapes, - options: options - }; - - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; - - const scope = this; - - const verticesArray = []; - const uvArray = []; - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - addShape( shape ); - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); - - this.computeVertexNormals(); - - // functions - - function addShape( shape ) { - - const placeholder = []; - - // options - - const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - const steps = options.steps !== undefined ? options.steps : 1; - 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 splineTube, binormal, normal, position2; - - if ( extrudePath ) { - - extrudePts = extrudePath.getSpacedPoints( steps ); - - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion - - // SETUP TNB variables - - // TODO1 - have a .isClosed in spline? - - splineTube = extrudePath.computeFrenetFrames( steps, false ); - - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); - - } - - // Safeguards if bevels are not enabled - - if ( ! bevelEnabled ) { - - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - bevelOffset = 0; - - } - - // Variables initialization - - const shapePoints = shape.extractPoints( curveSegments ); - - let vertices = shapePoints.shape; - const holes = shapePoints.holes; - - const reverse = ! ShapeUtils.isClockWise( vertices ); - - if ( reverse ) { - - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe ... - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - if ( ShapeUtils.isClockWise( ahole ) ) { - - holes[ h ] = ahole.reverse(); - - } - - } - - } - - - const faces = ShapeUtils.triangulateShape( vertices, holes ); - - /* Vertices */ - - const contour = vertices; // vertices has all points but contour has only points of circumference - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - vertices = vertices.concat( ahole ); - - } - - - function scalePt2( pt, vec, size ) { - - if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' ); - - return pt.clone().addScaledVector( vec, size ); - - } - - const vlen = vertices.length, flen = faces.length; - - - // Find directions for point movement - - - function getBevelVec( inPt, inPrev, inNext ) { - - // computes for inPt the corresponding point inPt' on a new contour - // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two - // adjacent edges of inPt at a distance of 1 unit on the left side. - - let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt - - // good reading for geometry algorithms (here: line-line intersection) - // http://geomalgorithms.com/a05-_intersect-1.html - - const v_prev_x = inPt.x - inPrev.x, - v_prev_y = inPt.y - inPrev.y; - const v_next_x = inNext.x - inPt.x, - v_next_y = inNext.y - inPt.y; - - const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - - // check for collinear edges - const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - if ( Math.abs( collinear0 ) > Number.EPSILON ) { - - // not collinear - - // length of vectors for normalizing - - const v_prev_len = Math.sqrt( v_prev_lensq ); - const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - - // shift adjacent points by unit vectors to the left - - const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); - const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); - - const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); - const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - - // scaling factor for v_prev to intersection point - - const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / - ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - // vector from inPt to intersection point - - v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); - v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - - // Don't normalize!, otherwise sharp corners become ugly - // but prevent crazy spikes - const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); - if ( v_trans_lensq <= 2 ) { - - return new Vector2( v_trans_x, v_trans_y ); - - } else { - - shrink_by = Math.sqrt( v_trans_lensq / 2 ); - - } - - } else { - - // handle special case of collinear edges - - let direction_eq = false; // assumes: opposite - - if ( v_prev_x > Number.EPSILON ) { - - if ( v_next_x > Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( v_prev_x < - Number.EPSILON ) { - - if ( v_next_x < - Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { - - direction_eq = true; - - } - - } - - } - - if ( direction_eq ) { - - // console.log("Warning: lines are a straight sequence"); - v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; - shrink_by = Math.sqrt( v_prev_lensq ); - - } else { - - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; - shrink_by = Math.sqrt( v_prev_lensq / 2 ); - - } - - } - - return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); - - } - - - const contourMovements = []; - - for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) - - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - - } - - const holesMovements = []; - let oneHoleMovements, verticesMovements = contourMovements.concat(); - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - oneHoleMovements = []; - - for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - - } - - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - - } - - - // Loop bevelSegments, 1 for the front, 1 for the back - - for ( let b = 0; b < bevelSegments; b ++ ) { - - //for ( b = bevelSegments; b > 0; b -- ) { - - const t = b / bevelSegments; - const z = bevelThickness * Math.cos( t * Math.PI / 2 ); - const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - - for ( let i = 0, il = contour.length; i < il; i ++ ) { - - const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - // expand holes - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( let i = 0, il = ahole.length; i < il; i ++ ) { - - const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - } - - } - - const bs = bevelSize + bevelOffset; - - // Back facing vertices - - for ( let i = 0; i < vlen; i ++ ) { - - const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, 0 ); - - } else { - - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - // Add stepped vertices... - // Including front facing vertices - - for ( let s = 1; s <= steps; s ++ ) { - - for ( let i = 0; i < vlen; i ++ ) { - - const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, depth / steps * s ); - - } else { - - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - } - - - // Add bevel segments planes - - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( let b = bevelSegments - 1; b >= 0; b -- ) { - - const t = b / bevelSegments; - const z = bevelThickness * Math.cos( t * Math.PI / 2 ); - const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - - for ( let i = 0, il = contour.length; i < il; i ++ ) { - - const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, depth + z ); - - } - - // expand holes - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( let i = 0, il = ahole.length; i < il; i ++ ) { - - const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, depth + z ); - - } else { - - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - - } - - } - - } - - } - - /* Faces */ - - // Top and bottom faces - - buildLidFaces(); - - // Sides faces - - buildSideFaces(); - - - ///// Internal functions - - function buildLidFaces() { - - const start = verticesArray.length / 3; - - if ( bevelEnabled ) { - - let layer = 0; // steps + 1 - let offset = vlen * layer; - - // Bottom faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); - - } - - layer = steps + bevelSegments * 2; - offset = vlen * layer; - - // Top faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - - } - - } else { - - // Bottom faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - - } - - // Top faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - - } - - } - - scope.addGroup( start, verticesArray.length / 3 - start, 0 ); - - } - - // Create faces for the z-sides of the shape - - function buildSideFaces() { - - const start = verticesArray.length / 3; - let layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); - - //, true - layeroffset += ahole.length; - - } - - - scope.addGroup( start, verticesArray.length / 3 - start, 1 ); - - - } - - function sidewalls( contour, layeroffset ) { - - let i = contour.length; - - while ( -- i >= 0 ) { - - const j = i; - let k = i - 1; - if ( k < 0 ) k = contour.length - 1; - - //console.log('b', i,j, i-1, k,vertices.length); - - for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { - - const slen1 = vlen * s; - const slen2 = vlen * ( s + 1 ); - - const a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; - - f4( a, b, c, d ); - - } - - } - - } - - function v( x, y, z ) { - - placeholder.push( x ); - placeholder.push( y ); - placeholder.push( z ); - - } - - - function f3( a, b, c ) { - - addVertex( a ); - addVertex( b ); - addVertex( c ); - - const nextIndex = verticesArray.length / 3; - const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - - } - - function f4( a, b, c, d ) { - - addVertex( a ); - addVertex( b ); - addVertex( d ); - - addVertex( b ); - addVertex( c ); - addVertex( d ); - - - const nextIndex = verticesArray.length / 3; - const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 3 ] ); - - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - addUV( uvs[ 3 ] ); - - } - - function addVertex( index ) { - - verticesArray.push( placeholder[ index * 3 + 0 ] ); - verticesArray.push( placeholder[ index * 3 + 1 ] ); - verticesArray.push( placeholder[ index * 3 + 2 ] ); - - } - - - function addUV( vector2 ) { - - uvArray.push( vector2.x ); - uvArray.push( vector2.y ); - - } - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - const shapes = this.parameters.shapes; - const options = this.parameters.options; - - return toJSON$1( shapes, options, data ); - - } - - static fromJSON( data, shapes ) { - - const geometryShapes = []; - - for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { - - const shape = shapes[ data.shapes[ j ] ]; - - geometryShapes.push( shape ); - - } - - const extrudePath = data.options.extrudePath; - - if ( extrudePath !== undefined ) { - - data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); - - } - - return new ExtrudeGeometry( geometryShapes, data.options ); - - } - -} - -const WorldUVGenerator = { - - generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { - - const a_x = vertices[ indexA * 3 ]; - const a_y = vertices[ indexA * 3 + 1 ]; - const b_x = vertices[ indexB * 3 ]; - const b_y = vertices[ indexB * 3 + 1 ]; - const c_x = vertices[ indexC * 3 ]; - const c_y = vertices[ indexC * 3 + 1 ]; - - return [ - new Vector2( a_x, a_y ), - new Vector2( b_x, b_y ), - new Vector2( c_x, c_y ) - ]; - - }, - - generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { - - const a_x = vertices[ indexA * 3 ]; - const a_y = vertices[ indexA * 3 + 1 ]; - const a_z = vertices[ indexA * 3 + 2 ]; - const b_x = vertices[ indexB * 3 ]; - const b_y = vertices[ indexB * 3 + 1 ]; - const b_z = vertices[ indexB * 3 + 2 ]; - const c_x = vertices[ indexC * 3 ]; - const c_y = vertices[ indexC * 3 + 1 ]; - const c_z = vertices[ indexC * 3 + 2 ]; - const d_x = vertices[ indexD * 3 ]; - const d_y = vertices[ indexD * 3 + 1 ]; - const d_z = vertices[ indexD * 3 + 2 ]; - - if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) { - - return [ - new Vector2( a_x, 1 - a_z ), - new Vector2( b_x, 1 - b_z ), - new Vector2( c_x, 1 - c_z ), - new Vector2( d_x, 1 - d_z ) - ]; - - } else { - - return [ - new Vector2( a_y, 1 - a_z ), - new Vector2( b_y, 1 - b_z ), - new Vector2( c_y, 1 - c_z ), - new Vector2( d_y, 1 - d_z ) - ]; - - } - - } - -}; - -function toJSON$1( shapes, options, data ) { - - data.shapes = []; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - data.shapes.push( shape.uuid ); - - } - - } else { - - data.shapes.push( shapes.uuid ); - - } - - 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 ); - - this.type = 'IcosahedronGeometry'; - - this.parameters = { - radius: radius, - detail: 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 ); - - this.type = 'OctahedronGeometry'; - - this.parameters = { - radius: radius, - detail: 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 ) { - - super(); - - this.type = 'RingGeometry'; - - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - thetaSegments = Math.max( 3, thetaSegments ); - phiSegments = Math.max( 1, phiSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // some helper variables - - let radius = innerRadius; - 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 ++ ) { - - // 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 ); - - // normal - - normals.push( 0, 0, 1 ); - - // uv - - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // increase the radius for next row of vertices - - radius += radiusStep; - - } - - // indices - - for ( 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; - const d = segment + 1; - - // faces - - 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 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - super(); - - this.type = 'ShapeGeometry'; - - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let groupStart = 0; - let groupCount = 0; - - // allow single and array values for "shapes" parameter - - if ( Array.isArray( shapes ) === false ) { - - addShape( shapes ); - - } else { - - for ( let i = 0; i < shapes.length; i ++ ) { - - addShape( shapes[ i ] ); - - this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support - - groupStart += groupCount; - groupCount = 0; - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - - // helper functions - - function addShape( shape ) { - - const indexOffset = vertices.length / 3; - const points = shape.extractPoints( curveSegments ); - - let shapeVertices = points.shape; - const shapeHoles = points.holes; - - // check direction of vertices - - if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { - - shapeVertices = shapeVertices.reverse(); - - } - - for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { - - const shapeHole = shapeHoles[ i ]; - - if ( ShapeUtils.isClockWise( shapeHole ) === true ) { - - shapeHoles[ i ] = shapeHole.reverse(); - - } - - } - - const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); - - // join vertices of inner and outer paths to a single array - - for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { - - const shapeHole = shapeHoles[ i ]; - shapeVertices = shapeVertices.concat( shapeHole ); - - } - - // vertices, normals, uvs - - for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) { - - const vertex = shapeVertices[ i ]; - - vertices.push( vertex.x, vertex.y, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( vertex.x, vertex.y ); // world uvs - - } - - // 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 ); - groupCount += 3; - - } - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - const shapes = this.parameters.shapes; - - return toJSON( shapes, data ); - - } - - static fromJSON( data, shapes ) { - - const geometryShapes = []; - - for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { - - const shape = shapes[ data.shapes[ j ] ]; - - geometryShapes.push( shape ); - - } - - return new ShapeGeometry( geometryShapes, data.curveSegments ); - - } - -} - -function toJSON( shapes, data ) { - - data.shapes = []; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - data.shapes.push( shape.uuid ); - - } - - } else { - - data.shapes.push( shapes.uuid ); - - } - - return data; - -} - -class SphereGeometry extends BufferGeometry { - - constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { - - super(); - - this.type = 'SphereGeometry'; - - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - widthSegments = Math.max( 3, Math.floor( widthSegments ) ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) ); - - const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); - - let index = 0; - const grid = []; - - const vertex = new Vector3(); - const normal = new Vector3(); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // generate vertices, normals and uvs - - for ( let iy = 0; iy <= heightSegments; iy ++ ) { - - const verticesRow = []; - - const v = iy / heightSegments; - - // special case for the poles - - let uOffset = 0; - - if ( iy === 0 && thetaStart === 0 ) { - - uOffset = 0.5 / widthSegments; - - } else if ( iy === heightSegments && thetaEnd === Math.PI ) { - - uOffset = - 0.5 / widthSegments; - - } - - for ( let ix = 0; ix <= widthSegments; ix ++ ) { - - const u = ix / widthSegments; - - // vertex - - vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); - vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.copy( vertex ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u + uOffset, 1 - v ); - - verticesRow.push( index ++ ); - - } - - grid.push( verticesRow ); - - } - - // indices - - for ( let iy = 0; iy < heightSegments; iy ++ ) { - - for ( let ix = 0; ix < widthSegments; ix ++ ) { - - const a = grid[ iy ][ ix + 1 ]; - const b = grid[ iy ][ ix ]; - const c = grid[ iy + 1 ][ ix ]; - const d = grid[ iy + 1 ][ ix + 1 ]; - - if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); - if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ); - - this.type = 'TetrahedronGeometry'; - - this.parameters = { - radius: radius, - detail: 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 ) { - - super(); - - this.type = 'TorusGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; - - radialSegments = Math.floor( radialSegments ); - tubularSegments = Math.floor( tubularSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const center = new Vector3(); - const vertex = new Vector3(); - const normal = new Vector3(); - - // generate vertices, normals and uvs - - 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 ); - - // normal - - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - normal.subVectors( vertex, center ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( 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; - - // faces - - 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 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - super(); - - this.type = 'TorusKnotGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - tubularSegments = Math.floor( tubularSegments ); - radialSegments = Math.floor( radialSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - 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 ) { - - // 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; - - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - - calculatePositionOnCurve( u, p, q, radius, P1 ); - calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - - // calculate orthonormal basis - - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); - - // normalize B, N. T can be ignored, we don't use it - - B.normalize(); - N.normalize(); - - for ( 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 ); - - // 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 ); - - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - - normal.subVectors( vertex, P1 ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( 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; - - // faces - - 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 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 ); - 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; - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - super(); - - this.type = 'TubeGeometry'; - - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - const frames = path.computeFrenetFrames( tubularSegments, closed ); - - // expose internals - - this.tangents = frames.tangents; - this.normals = frames.normals; - this.binormals = frames.binormals; - - // helper variables - - const vertex = new Vector3(); - const normal = new Vector3(); - const uv = new Vector2(); - let P = new Vector3(); - - // buffer - - const vertices = []; - const normals = []; - const uvs = []; - const indices = []; - - // create buffer data - - generateBufferData(); - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // functions - - function generateBufferData() { - - for ( let i = 0; i < tubularSegments; i ++ ) { - - generateSegment( i ); - - } - - // if the geometry is not closed, generate the last row of vertices and normals - // at the regular position on the given path - // - // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - - generateSegment( ( closed === false ) ? tubularSegments : 0 ); - - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries - - generateUVs(); - - // finally create faces - - generateIndices(); - - } - - function generateSegment( i ) { - - // we use getPointAt to sample evenly distributed points from the given path - - P = path.getPointAt( i / tubularSegments, P ); - - // retrieve corresponding normal and binormal - - const N = frames.normals[ i ]; - const B = frames.binormals[ i ]; - - // generate normals and vertices for the current segment - - for ( let j = 0; j <= radialSegments; j ++ ) { - - const v = j / radialSegments * Math.PI * 2; - - const sin = Math.sin( v ); - const cos = - Math.cos( v ); - - // normal - - normal.x = ( cos * N.x + sin * B.x ); - normal.y = ( cos * N.y + sin * B.y ); - normal.z = ( cos * N.z + sin * B.z ); - normal.normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // vertex - - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - function generateIndices() { - - for ( let j = 1; j <= tubularSegments; j ++ ) { - - for ( let i = 1; i <= radialSegments; i ++ ) { - - const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - const b = ( radialSegments + 1 ) * j + ( i - 1 ); - const c = ( radialSegments + 1 ) * j + i; - const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - } - - function generateUVs() { - - for ( let i = 0; i <= tubularSegments; i ++ ) { - - for ( let j = 0; j <= radialSegments; j ++ ) { - - uv.x = i / tubularSegments; - uv.y = j / radialSegments; - - uvs.push( uv.x, uv.y ); - - } - - } - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.path = this.parameters.path.toJSON(); - - return data; - - } - - static fromJSON( data ) { - - // This only works for built-in curves (e.g. CatmullRomCurve3). - // User defined curves or instances of CurvePath will not be deserialized. - return new TubeGeometry( - new Curves[ data.path.type ]().fromJSON( data.path ), - data.tubularSegments, - data.radius, - data.radialSegments, - data.closed - ); - - } - -} - -class WireframeGeometry extends BufferGeometry { - - constructor( geometry = null ) { - - super(); - - this.type = 'WireframeGeometry'; - - this.parameters = { - geometry: geometry - }; - - if ( geometry !== null ) { - - // buffer - - const vertices = []; - const edges = new Set(); - - // helper variables - - const start = new Vector3(); - const end = new Vector3(); - - 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 } ]; - - } - - // create a data structure that contains all edges without duplicates - - 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 ); - - } - - } - - } - - } - - } 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 ++ ) { - - // 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 ); - - } - - } - - } - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - -} - -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 ) { - - return false; - - } else { - - edges.add( hash1 ); - edges.add( hash2 ); - return true; - - } - -} - -var Geometries = /*#__PURE__*/Object.freeze({ - __proto__: null, - BoxGeometry: BoxGeometry, - CapsuleGeometry: CapsuleGeometry, - CircleGeometry: CircleGeometry, - ConeGeometry: ConeGeometry, - CylinderGeometry: CylinderGeometry, - DodecahedronGeometry: DodecahedronGeometry, - EdgesGeometry: EdgesGeometry, - ExtrudeGeometry: ExtrudeGeometry, - IcosahedronGeometry: IcosahedronGeometry, - LatheGeometry: LatheGeometry, - OctahedronGeometry: OctahedronGeometry, - PlaneGeometry: PlaneGeometry, - PolyhedronGeometry: PolyhedronGeometry, - RingGeometry: RingGeometry, - ShapeGeometry: ShapeGeometry, - SphereGeometry: SphereGeometry, - TetrahedronGeometry: TetrahedronGeometry, - TorusGeometry: TorusGeometry, - TorusKnotGeometry: TorusKnotGeometry, - TubeGeometry: TubeGeometry, - WireframeGeometry: WireframeGeometry -}); - -class ShadowMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isShadowMaterial = true; - - this.type = 'ShadowMaterial'; - - this.color = new Color( 0x000000 ); - this.transparent = true; - - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.fog = source.fog; - - return this; - - } - -} - -class RawShaderMaterial extends ShaderMaterial { - - constructor( parameters ) { - - super( parameters ); - - this.isRawShaderMaterial = true; - - this.type = 'RawShaderMaterial'; - - } - -} - -class MeshStandardMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isMeshStandardMaterial = true; - - this.defines = { 'STANDARD': '' }; - - this.type = 'MeshStandardMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - this.roughness = 1.0; - this.metalness = 0.0; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.roughnessMap = null; - - this.metalnessMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapRotation = new Euler(); - 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.roughness = source.roughness; - this.metalness = source.metalness; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.roughnessMap = source.roughnessMap; - - this.metalnessMap = source.metalnessMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - 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 ) { - - super(); - - this.isMeshPhysicalMaterial = true; - - this.defines = { - - 'STANDARD': '', - 'PHYSICAL': '' - - }; - - this.type = 'MeshPhysicalMaterial'; - - this.anisotropyRotation = 0; - this.anisotropyMap = null; - - this.clearcoatMap = null; - this.clearcoatRoughness = 0.0; - this.clearcoatRoughnessMap = null; - this.clearcoatNormalScale = new Vector2( 1, 1 ); - this.clearcoatNormalMap = null; - - this.ior = 1.5; - - Object.defineProperty( this, 'reflectivity', { - get: function () { - - 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 ); - - } - } ); - - this.iridescenceMap = null; - this.iridescenceIOR = 1.3; - this.iridescenceThicknessRange = [ 100, 400 ]; - this.iridescenceThicknessMap = null; - - 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.specularIntensity = 1.0; - this.specularIntensityMap = null; - this.specularColor = new Color( 1, 1, 1 ); - this.specularColorMap = null; - - this._anisotropy = 0; - this._clearcoat = 0; - this._dispersion = 0; - this._iridescence = 0; - this._sheen = 0.0; - this._transmission = 0; - - this.setValues( parameters ); - - } - - get anisotropy() { - - return this._anisotropy; - - } - - set anisotropy( value ) { - - if ( this._anisotropy > 0 !== value > 0 ) { - - this.version ++; - - } - - this._anisotropy = value; - - } - - get clearcoat() { - - return this._clearcoat; - - } - - 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 ++; - - } - - this._iridescence = value; - - } - - get dispersion() { - - return this._dispersion; - - } - - set dispersion( value ) { - - if ( this._dispersion > 0 !== value > 0 ) { - - this.version ++; - - } - - this._dispersion = value; - - } - - get sheen() { - - return this._sheen; - - } - - set sheen( value ) { - - if ( this._sheen > 0 !== value > 0 ) { - - this.version ++; - - } - - this._sheen = value; - - } - - get transmission() { - - return this._transmission; - - } - - set transmission( value ) { - - if ( this._transmission > 0 !== value > 0 ) { - - this.version ++; - - } - - this._transmission = value; - - } - - copy( source ) { - - super.copy( source ); - - this.defines = { - - 'STANDARD': '', - 'PHYSICAL': '' - - }; - - this.anisotropy = source.anisotropy; - this.anisotropyRotation = source.anisotropyRotation; - this.anisotropyMap = source.anisotropyMap; - - 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.dispersion = source.dispersion; - this.ior = source.ior; - - this.iridescence = source.iridescence; - this.iridescenceMap = source.iridescenceMap; - this.iridescenceIOR = source.iridescenceIOR; - this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; - this.iridescenceThicknessMap = source.iridescenceThicknessMap; - - this.sheen = source.sheen; - 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.specularIntensity = source.specularIntensity; - this.specularIntensityMap = source.specularIntensityMap; - this.specularColor.copy( source.specularColor ); - this.specularColorMap = source.specularColorMap; - - return this; - - } - -} - -class MeshPhongMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isMeshPhongMaterial = true; - - this.type = 'MeshPhongMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - this.specular = new Color( 0x111111 ); - this.shininess = 30; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapRotation = new Euler(); - 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 ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - 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 ) { - - super(); - - this.isMeshToonMaterial = true; - - this.defines = { 'TOON': '' }; - - this.type = 'MeshToonMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - this.gradientMap = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.alphaMap = null; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - this.gradientMap = source.gradientMap; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.alphaMap = source.alphaMap; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.fog = source.fog; - - return this; - - } - -} - -class MeshNormalMaterial extends Material { - - 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.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.flatShading = false; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.flatShading = source.flatShading; - - return this; - - } - -} - -class MeshLambertMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isMeshLambertMaterial = true; - - this.type = 'MeshLambertMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapRotation = new Euler(); - 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 ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - 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 ) { - - super(); - - this.isMeshMatcapMaterial = true; - - this.defines = { 'MATCAP': '' }; - - this.type = 'MeshMatcapMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - - this.matcap = null; - - this.map = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.alphaMap = null; - - this.flatShading = false; - - this.fog = true; - - this.setValues( parameters ); - - } - - - copy( source ) { - - super.copy( source ); - - this.defines = { 'MATCAP': '' }; - - this.color.copy( source.color ); - - this.matcap = source.matcap; - - this.map = source.map; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.alphaMap = source.alphaMap; - - this.flatShading = source.flatShading; - - this.fog = source.fog; - - return this; - - } - -} - -class LineDashedMaterial extends LineBasicMaterial { - - constructor( parameters ) { - - super(); - - this.isLineDashedMaterial = true; - - this.type = 'LineDashedMaterial'; - - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; - - return this; - - } - -} - -// 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 - - } - - return Array.prototype.slice.call( array ); // create Array - -} - -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 ]; - - } - - const n = times.length; - const result = new Array( n ); - for ( let i = 0; i !== n; ++ i ) result[ i ] = i; - - result.sort( compareTime ); - - return result; - -} - -// uses the array previously returned by 'getKeyframeOrder' to sort data -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 ]; - - } - - } - - 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 ++ ]; - - } - - if ( key === undefined ) return; // no data - - let value = key[ valuePropertyName ]; - if ( value === undefined ) return; // no data - - if ( Array.isArray( value ) ) { - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push.apply( values, value ); // push all elements - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else if ( value.toArray !== undefined ) { - - // ...assume THREE.Math-ish - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - value.toArray( values, values.length ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else { - - // otherwise push as-is - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push( value ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } - -} - -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 ]; - const valueSize = track.getValueSize(); - - const times = []; - const values = []; - - for ( let j = 0; j < track.times.length; ++ j ) { - - const frame = track.times[ j ] * fps; - - if ( frame < startFrame || frame >= endFrame ) continue; - - times.push( track.times[ j ] ); - - for ( let k = 0; k < valueSize; ++ k ) { - - values.push( track.values[ j * valueSize + k ] ); - - } - - } - - if ( times.length === 0 ) continue; - - track.times = 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 ]; - - } - - } - - // shift all tracks such that clip begins at t=0 - - for ( let i = 0; i < clip.tracks.length; ++ i ) { - - clip.tracks[ i ].shift( - 1 * minStartTime ); - - } - - clip.resetDuration(); - - return clip; - -} - -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 ]; - const referenceTrackType = referenceTrack.ValueTypeName; - - // Skip this track if it's non-numeric - if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; - - // Find the track in the target clip whose name and type matches the reference track - const targetTrack = targetClip.tracks.find( function ( track ) { - - return track.name === referenceTrack.name - && track.ValueTypeName === referenceTrackType; - - } ); - - if ( targetTrack === undefined ) continue; - - let referenceOffset = 0; - const referenceValueSize = referenceTrack.getValueSize(); - - if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { - - referenceOffset = referenceValueSize / 3; - - } - - let targetOffset = 0; - const targetValueSize = targetTrack.getValueSize(); - - if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { - - targetOffset = targetValueSize / 3; - - } - - const lastIndex = referenceTrack.times.length - 1; - let referenceValue; - - // Find the value to subtract out of the track - if ( referenceTime <= referenceTrack.times[ 0 ] ) { - - // Reference frame is earlier than the first keyframe, so just use the first keyframe - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; - referenceValue = referenceTrack.values.slice( 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 = referenceTrack.values.slice( startIndex, endIndex ); - - } else { - - // Interpolate to the reference value - const interpolant = referenceTrack.createInterpolant(); - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; - interpolant.evaluate( referenceTime ); - referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex ); - - } - - // Conjugate the quaternion - if ( referenceTrackType === 'quaternion' ) { - - const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); - referenceQuat.toArray( referenceValue ); - - } - - // Subtract the reference value from all of the track values - - const numTimes = targetTrack.times.length; - for ( let j = 0; j < numTimes; ++ j ) { - - const valueStart = j * targetValueSize + targetOffset; - - if ( referenceTrackType === 'quaternion' ) { - - // Multiply the conjugate for quaternion track types - Quaternion.multiplyQuaternionsFlat( - targetTrack.values, - valueStart, - referenceValue, - 0, - targetTrack.values, - valueStart - ); - - } else { - - const valueEnd = targetValueSize - targetOffset * 2; - - // Subtract each value for all other numeric track types - for ( let k = 0; k < valueEnd; ++ k ) { - - targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; - - } - - } - - } - - } - - targetClip.blendMode = AdditiveAnimationBlendMode; - - return targetClip; - -} - -const AnimationUtils = { - convertArray: convertArray, - isTypedArray: isTypedArray, - getKeyframeOrder: getKeyframeOrder, - sortedArray: sortedArray, - flattenJSON: flattenJSON, - subclip: subclip, - makeClipAdditive: makeClipAdditive -}; - -/** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: - * - * http://www.oodesign.com/template-method-pattern.html - * - */ - -class Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; - - this.resultBuffer = resultBuffer !== undefined ? - resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; - - this.settings = null; - this.DefaultSettings_ = {}; - - } - - evaluate( t ) { - - const pp = this.parameterPositions; - let i1 = this._cachedIndex, - t1 = pp[ i1 ], - t0 = pp[ i1 - 1 ]; - - validate_interval: { - - seek: { - - let right; - - linear_scan: { - - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { - - for ( let giveUpAt = i1 + 2; ; ) { - - if ( t1 === undefined ) { - - if ( t < t0 ) break forward_scan; - - // after end - - i1 = pp.length; - this._cachedIndex = i1; - return this.copySampleValue_( i1 - 1 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t0 = t1; - t1 = pp[ ++ i1 ]; - - if ( t < t1 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; - - } - - //- slower code: - //- if ( t < t0 || t0 === undefined ) { - if ( ! ( t >= t0 ) ) { - - // looping? - - const t1global = pp[ 1 ]; - - if ( t < t1global ) { - - i1 = 2; // + 1, using the scan for the details - t0 = t1global; - - } - - // linear reverse scan - - for ( let giveUpAt = i1 - 2; ; ) { - - if ( t0 === undefined ) { - - // before start - - this._cachedIndex = 0; - return this.copySampleValue_( 0 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t1 = t0; - t0 = pp[ -- i1 - 1 ]; - - if ( t >= t0 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; - - } - - // the interval is valid - - break validate_interval; - - } // linear scan - - // binary search - - while ( i1 < right ) { - - const mid = ( i1 + right ) >>> 1; - - if ( t < pp[ mid ] ) { - - right = mid; - - } else { - - i1 = mid + 1; - - } - - } - - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; - - // check boundary cases, again - - if ( t0 === undefined ) { - - this._cachedIndex = 0; - return this.copySampleValue_( 0 ); - - } - - if ( t1 === undefined ) { - - i1 = pp.length; - this._cachedIndex = i1; - return this.copySampleValue_( i1 - 1 ); - - } - - } // seek - - this._cachedIndex = i1; - - this.intervalChanged_( i1, t0, t1 ); - - } // validate_interval - - return this.interpolate_( i1, t0, t, t1 ); - - } - - getSettings_() { - - return this.settings || this.DefaultSettings_; - - } - - copySampleValue_( index ) { - - // copies a sample value to the result buffer - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = values[ offset + i ]; - - } - - return result; - - } - - // Template methods for derived classes: - - interpolate_( /* i1, t0, t, t1 */ ) { - - throw new Error( 'call to abstract method' ); - // implementations shall return this.resultBuffer - - } - - intervalChanged_( /* i1, t0, t1 */ ) { - - // empty - - } - -} - -/** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - */ - -class CubicInterpolant extends Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - this._weightPrev = - 0; - this._offsetPrev = - 0; - this._weightNext = - 0; - this._offsetNext = - 0; - - this.DefaultSettings_ = { - - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - - }; - - } - - intervalChanged_( i1, t0, t1 ) { - - const pp = this.parameterPositions; - let iPrev = i1 - 2, - iNext = i1 + 1, - - tPrev = pp[ iPrev ], - tNext = pp[ iNext ]; - - if ( tPrev === undefined ) { - - switch ( this.getSettings_().endingStart ) { - - case ZeroSlopeEnding: - - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iPrev = pp.length - 2; - tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; - - } - - } - - if ( tNext === undefined ) { - - switch ( this.getSettings_().endingEnd ) { - - case ZeroSlopeEnding: - - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iNext = 1; - tNext = t1 + pp[ 1 ] - pp[ 0 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; - - } - - } - - const halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; - - this._weightPrev = halfDt / ( t0 - tPrev ); - this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - o1 = i1 * stride, o0 = o1 - stride, - oP = this._offsetPrev, oN = this._offsetNext, - wP = this._weightPrev, wN = this._weightNext, - - p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; - - // evaluate polynomials - - const sP = - wP * ppp + 2 * wP * pp - wP * p; - const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; - const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - const sN = wN * ppp - wN * pp; - - // combine data linearly - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = - sP * values[ oP + i ] + - s0 * values[ o0 + i ] + - s1 * values[ o1 + i ] + - sN * values[ oN + i ]; - - } - - return result; - - } - -} - -class LinearInterpolant extends Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - offset1 = i1 * stride, - offset0 = offset1 - stride, - - weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = - values[ offset0 + i ] * weight0 + - values[ offset1 + i ] * weight1; - - } - - return result; - - } - -} - -/** - * - * Interpolant that evaluates to the sample value at the position preceding - * the parameter. - */ - -class DiscreteInterpolant extends Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - interpolate_( i1 /*, t0, t, t1 */ ) { - - return this.copySampleValue_( i1 - 1 ); - - } - -} - -class KeyframeTrack { - - constructor( name, times, values, interpolation ) { - - if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); - if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); - - this.name = name; - - this.times = 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 ) { - - const trackType = track.constructor; - - let json; - - // derived classes can define a static toJSON method - if ( trackType.toJSON !== this.toJSON ) { - - json = trackType.toJSON( track ); - - } else { - - // by default, we assume the data can be serialized as-is - json = { - - 'name': track.name, - 'times': convertArray( track.times, Array ), - 'values': convertArray( track.values, Array ) - - }; - - const interpolation = track.getInterpolation(); - - if ( interpolation !== track.DefaultInterpolation ) { - - json.interpolation = interpolation; - - } - - } - - json.type = track.ValueTypeName; // mandatory - - return json; - - } - - InterpolantFactoryMethodDiscrete( result ) { - - return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - - InterpolantFactoryMethodLinear( result ) { - - return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - - InterpolantFactoryMethodSmooth( result ) { - - return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - - setInterpolation( interpolation ) { - - let factoryMethod; - - switch ( interpolation ) { - - case InterpolateDiscrete: - - factoryMethod = this.InterpolantFactoryMethodDiscrete; - - break; - - case InterpolateLinear: - - factoryMethod = this.InterpolantFactoryMethodLinear; - - break; - - case InterpolateSmooth: - - factoryMethod = this.InterpolantFactoryMethodSmooth; - - break; - - } - - if ( factoryMethod === undefined ) { - - const message = 'unsupported interpolation for ' + - this.ValueTypeName + ' keyframe track named ' + this.name; - - if ( this.createInterpolant === undefined ) { - - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { - - this.setInterpolation( this.DefaultInterpolation ); - - } else { - - throw new Error( message ); // fatal, in this case - - } - - } - - console.warn( 'THREE.KeyframeTrack:', message ); - return this; - - } - - this.createInterpolant = factoryMethod; - - return this; - - } - - getInterpolation() { - - switch ( this.createInterpolant ) { - - case this.InterpolantFactoryMethodDiscrete: - - return InterpolateDiscrete; - - case this.InterpolantFactoryMethodLinear: - - return InterpolateLinear; - - case this.InterpolantFactoryMethodSmooth: - - return InterpolateSmooth; - - } - - } - - getValueSize() { - - return this.values.length / this.times.length; - - } - - // move all keyframes either forwards or backwards in time - shift( timeOffset ) { - - if ( timeOffset !== 0.0 ) { - - const times = this.times; - - for ( let i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] += timeOffset; - - } - - } - - return this; - - } - - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale( timeScale ) { - - if ( timeScale !== 1.0 ) { - - const times = this.times; - - for ( let i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] *= timeScale; - - } - - } - - return this; - - } - - // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. - // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values - trim( startTime, endTime ) { - - const times = this.times, - nKeys = times.length; - - let from = 0, - to = nKeys - 1; - - while ( from !== nKeys && times[ from ] < startTime ) { - - ++ from; - - } - - while ( to !== - 1 && times[ to ] > endTime ) { - - -- to; - - } - - ++ to; // inclusive -> exclusive bound - - if ( from !== 0 || to !== nKeys ) { - - // empty tracks are forbidden, so keep at least one keyframe - if ( from >= to ) { - - to = Math.max( to, 1 ); - from = to - 1; - - } - - const stride = this.getValueSize(); - this.times = times.slice( from, to ); - this.values = this.values.slice( from * stride, to * stride ); - - } - - return this; - - } - - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate() { - - let valid = true; - - const valueSize = this.getValueSize(); - if ( valueSize - Math.floor( valueSize ) !== 0 ) { - - console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); - valid = false; - - } - - const times = this.times, - values = this.values, - - nKeys = times.length; - - if ( nKeys === 0 ) { - - console.error( 'THREE.KeyframeTrack: Track is empty.', this ); - valid = false; - - } - - let prevTime = null; - - for ( let i = 0; i !== nKeys; i ++ ) { - - const currTime = times[ i ]; - - if ( typeof currTime === 'number' && isNaN( currTime ) ) { - - console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; - - } - - if ( prevTime !== null && prevTime > currTime ) { - - console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; - - } - - prevTime = currTime; - - } - - if ( values !== undefined ) { - - if ( 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 = this.times.slice(), - values = this.values.slice(), - stride = this.getValueSize(), - - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - - lastIndex = times.length - 1; - - let writeIndex = 1; - - for ( let i = 1; i < lastIndex; ++ i ) { - - let keep = false; - - const time = times[ i ]; - const timeNext = times[ i + 1 ]; - - // remove adjacent keyframes scheduled at the same time - - if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { - - if ( ! smoothInterpolation ) { - - // remove unnecessary keyframes same as their neighbors - - const offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; - - for ( let j = 0; j !== stride; ++ j ) { - - const value = values[ offset + j ]; - - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { - - keep = true; - break; - - } - - } - - } else { - - keep = true; - - } - - } - - // in-place compaction - - if ( keep ) { - - if ( i !== writeIndex ) { - - times[ writeIndex ] = times[ i ]; - - const readOffset = i * stride, - writeOffset = writeIndex * stride; - - for ( let j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - } - - ++ writeIndex; - - } - - } - - // flush last keyframe (compaction looks ahead) - - if ( lastIndex > 0 ) { - - times[ writeIndex ] = times[ lastIndex ]; - - for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - ++ writeIndex; - - } - - if ( writeIndex !== times.length ) { - - this.times = times.slice( 0, writeIndex ); - this.values = values.slice( 0, writeIndex * stride ); - - } else { - - this.times = times; - this.values = values; - - } - - return this; - - } - - clone() { - - const times = this.times.slice(); - const values = this.values.slice(); - - const TypedKeyframeTrack = this.constructor; - const track = new TypedKeyframeTrack( this.name, times, values ); - - // Interpolant argument to constructor is not saved, so copy the factory method directly. - track.createInterpolant = this.createInterpolant; - - return track; - - } - -} - -KeyframeTrack.prototype.TimeBufferType = Float32Array; -KeyframeTrack.prototype.ValueBufferType = Float32Array; -KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; - -/** - * A Track of Boolean keyframe values. - */ -class BooleanKeyframeTrack extends KeyframeTrack { - - // No interpolation parameter because only InterpolateDiscrete is valid. - constructor( name, times, values ) { - - super( name, times, values ); - - } - -} - -BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; -BooleanKeyframeTrack.prototype.ValueBufferType = Array; -BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; -BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - -/** - * A Track of keyframe values that represent color. - */ -class ColorKeyframeTrack extends KeyframeTrack {} - -ColorKeyframeTrack.prototype.ValueTypeName = 'color'; - -/** - * A Track of numeric keyframe values. - */ -class NumberKeyframeTrack extends KeyframeTrack {} - -NumberKeyframeTrack.prototype.ValueTypeName = 'number'; - -/** - * Spherical linear unit quaternion interpolant. - */ - -class QuaternionLinearInterpolant extends Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - alpha = ( t - t0 ) / ( t1 - t0 ); - - let offset = i1 * stride; - - for ( let end = offset + stride; offset !== end; offset += 4 ) { - - Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); - - } - - return result; - - } - -} - -/** - * A Track of quaternion keyframe values. - */ -class QuaternionKeyframeTrack extends KeyframeTrack { - - InterpolantFactoryMethodLinear( result ) { - - return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - -} - -QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; -// ValueBufferType is inherited -// DefaultInterpolation is inherited; -QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - -/** - * A Track that interpolates Strings - */ -class StringKeyframeTrack extends KeyframeTrack { - - // No interpolation parameter because only InterpolateDiscrete is valid. - constructor( name, times, values ) { - - super( name, times, values ); - - } - -} - -StringKeyframeTrack.prototype.ValueTypeName = 'string'; -StringKeyframeTrack.prototype.ValueBufferType = Array; -StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; -StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - -/** - * A Track of vectored keyframe values. - */ -class VectorKeyframeTrack extends KeyframeTrack {} - -VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; - -class AnimationClip { - - constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) { - - this.name = name; - this.tracks = tracks; - this.duration = duration; - this.blendMode = blendMode; - - this.uuid = generateUUID(); - - // this means it should figure out its duration by scanning the tracks - if ( this.duration < 0 ) { - - this.resetDuration(); - - } - - } - - - static parse( json ) { - - const tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); - - for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) { - - tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); - - } - - const clip = new this( json.name, json.duration, tracks, json.blendMode ); - clip.uuid = json.uuid; - - return clip; - - } - - static toJSON( clip ) { - - const tracks = [], - clipTracks = clip.tracks; - - const json = { - - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks, - 'uuid': clip.uuid, - 'blendMode': clip.blendMode - - }; - - for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { - - tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); - - } - - return json; - - } - - static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { - - const numMorphTargets = morphTargetSequence.length; - const tracks = []; - - for ( let i = 0; i < numMorphTargets; i ++ ) { - - let times = []; - let values = []; - - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); - - values.push( 0, 1, 0 ); - - const order = 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 ] ); - - } - - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); - - } - - return new this( name, - 1, tracks ); - - } - - static findByName( objectOrClipArray, name ) { - - let clipArray = objectOrClipArray; - - if ( ! Array.isArray( objectOrClipArray ) ) { - - const o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; - - } - - for ( let i = 0; i < clipArray.length; i ++ ) { - - if ( clipArray[ i ].name === name ) { - - return clipArray[ i ]; - - } - - } - - return null; - - } - - static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { - - const animationToMorphTargets = {}; - - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - const pattern = /^([\w-]*?)([\d]+)$/; - - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 - for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { - - const morphTarget = morphTargets[ i ]; - const parts = morphTarget.name.match( pattern ); - - if ( parts && parts.length > 1 ) { - - const name = parts[ 1 ]; - - let animationMorphTargets = animationToMorphTargets[ name ]; - - if ( ! animationMorphTargets ) { - - animationToMorphTargets[ name ] = animationMorphTargets = []; - - } - - animationMorphTargets.push( morphTarget ); - - } - - } - - const clips = []; - - for ( const name in animationToMorphTargets ) { - - clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); - - } - - return clips; - - } - - // parse the animation.hierarchy format - static parseAnimation( animation, bones ) { - - if ( ! animation ) { - - console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); - return null; - - } - - const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { - - // only return track if there are actually keys. - if ( animationKeys.length !== 0 ) { - - const times = []; - const values = []; - - flattenJSON( animationKeys, times, values, propertyName ); - - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { - - destTracks.push( new trackType( trackName, times, values ) ); - - } - - } - - }; - - const tracks = []; - - const clipName = animation.name || 'default'; - const fps = animation.fps || 30; - const blendMode = animation.blendMode; - - // automatic length determination in AnimationClip. - let duration = animation.length || - 1; - - const hierarchyTracks = animation.hierarchy || []; - - for ( let h = 0; h < hierarchyTracks.length; h ++ ) { - - const animationKeys = hierarchyTracks[ h ].keys; - - // skip empty tracks - if ( ! animationKeys || animationKeys.length === 0 ) continue; - - // process morph targets - if ( animationKeys[ 0 ].morphTargets ) { - - // figure out all morph targets used in this track - const morphTargetNames = {}; - - let k; - - for ( k = 0; k < animationKeys.length; k ++ ) { - - if ( animationKeys[ k ].morphTargets ) { - - for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { - - morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; - - } - - } - - } - - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( const morphTargetName in morphTargetNames ) { - - const times = []; - const values = []; - - for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { - - const animationKey = animationKeys[ k ]; - - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); - - } - - tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); - - } - - duration = morphTargetNames.length * fps; - - } else { - - // ...assume skeletal animation - - const boneName = '.bones[' + bones[ h ].name + ']'; - - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); - - addNonemptyTrack( - QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); - - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); - - } - - } - - if ( tracks.length === 0 ) { - - return null; - - } - - const clip = new this( clipName, duration, tracks, blendMode ); - - return clip; - - } - - resetDuration() { - - const tracks = this.tracks; - let duration = 0; - - for ( let i = 0, n = tracks.length; i !== n; ++ i ) { - - const track = this.tracks[ i ]; - - duration = Math.max( duration, track.times[ track.times.length - 1 ] ); - - } - - this.duration = duration; - - return this; - - } - - trim() { - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].trim( 0, this.duration ); - - } - - return this; - - } - - validate() { - - let valid = true; - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - valid = valid && this.tracks[ i ].validate(); - - } - - return valid; - - } - - optimize() { - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].optimize(); - - } - - return this; - - } - - clone() { - - const tracks = []; - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - tracks.push( this.tracks[ i ].clone() ); - - } - - return new this.constructor( this.name, this.duration, tracks, this.blendMode ); - - } - - toJSON() { - - return this.constructor.toJSON( this ); - - } - -} - -function getTrackTypeForValueTypeName( typeName ) { - - switch ( typeName.toLowerCase() ) { - - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': - - return NumberKeyframeTrack; - - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': - - return VectorKeyframeTrack; - - case 'color': - - return ColorKeyframeTrack; - - case 'quaternion': - - return QuaternionKeyframeTrack; - - case 'bool': - case 'boolean': - - return BooleanKeyframeTrack; - - case 'string': - - return StringKeyframeTrack; - - } - - throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); - -} - -function parseKeyframeTrack( json ) { - - if ( json.type === undefined ) { - - throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); - - } - - const trackType = getTrackTypeForValueTypeName( json.type ); - - if ( json.times === undefined ) { - - const times = [], values = []; - - flattenJSON( json.keys, times, values, 'value' ); - - json.times = times; - json.values = values; - - } - - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { - - return trackType.parse( json ); - - } else { - - // by default, we assume a constructor compatible with the base - return new trackType( json.name, json.times, json.values, json.interpolation ); - - } - -} - -const Cache = { - - enabled: false, - - files: {}, - - add: function ( key, file ) { - - if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Adding key:', key ); - - this.files[ key ] = file; - - }, - - get: function ( key ) { - - if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Checking key:', key ); - - return this.files[ key ]; - - }, - - remove: function ( key ) { - - delete this.files[ key ]; - - }, - - clear: function () { - - this.files = {}; - - } - -}; - -class LoadingManager { - - constructor( onLoad, onProgress, onError ) { - - const scope = this; - - let isLoading = false; - let itemsLoaded = 0; - let itemsTotal = 0; - let urlModifier = undefined; - const handlers = []; - - // Refer to #5689 for the reason why we don't set .onStart - // in the constructor - - this.onStart = undefined; - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; - - this.itemStart = function ( url ) { - - itemsTotal ++; - - if ( isLoading === false ) { - - if ( scope.onStart !== undefined ) { - - scope.onStart( url, itemsLoaded, itemsTotal ); - - } - - } - - isLoading = true; - - }; - - this.itemEnd = function ( url ) { - - itemsLoaded ++; - - if ( scope.onProgress !== undefined ) { - - scope.onProgress( url, itemsLoaded, itemsTotal ); - - } - - if ( itemsLoaded === itemsTotal ) { - - isLoading = false; - - if ( scope.onLoad !== undefined ) { - - scope.onLoad(); - - } - - } - - }; - - this.itemError = function ( url ) { - - if ( scope.onError !== undefined ) { - - scope.onError( url ); - - } - - }; - - this.resolveURL = function ( url ) { - - if ( urlModifier ) { - - return urlModifier( url ); - - } - - return url; - - }; - - this.setURLModifier = function ( transform ) { - - urlModifier = transform; - - return this; - - }; - - this.addHandler = function ( regex, loader ) { - - handlers.push( regex, loader ); - - return this; - - }; - - this.removeHandler = function ( regex ) { - - const index = handlers.indexOf( regex ); - - if ( index !== - 1 ) { - - handlers.splice( index, 2 ); - - } - - return this; - - }; - - this.getHandler = function ( file ) { - - for ( let i = 0, l = handlers.length; i < l; i += 2 ) { - - const regex = handlers[ i ]; - const loader = handlers[ i + 1 ]; - - if ( regex.global ) regex.lastIndex = 0; // see #17920 - - if ( regex.test( file ) ) { - - return loader; - - } - - } - - return null; - - }; - - } - -} - -const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); - -class Loader { - - constructor( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - this.crossOrigin = 'anonymous'; - this.withCredentials = false; - this.path = ''; - this.resourcePath = ''; - this.requestHeader = {}; - - } - - load( /* url, onLoad, onProgress, onError */ ) {} - - loadAsync( url, onProgress ) { - - const scope = this; - - return new Promise( function ( resolve, reject ) { - - scope.load( url, resolve, onProgress, reject ); - - } ); - - } - - parse( /* data */ ) {} - - setCrossOrigin( crossOrigin ) { - - this.crossOrigin = crossOrigin; - return this; - - } - - setWithCredentials( value ) { - - this.withCredentials = value; - return this; - - } - - setPath( path ) { - - this.path = path; - return this; - - } - - setResourcePath( resourcePath ) { - - this.resourcePath = resourcePath; - return this; - - } - - setRequestHeader( requestHeader ) { - - this.requestHeader = requestHeader; - return this; - - } - -} - -Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT'; - -const loading = {}; - -class HttpError extends Error { - - 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 ); - - return cached; - - } - - // Check if request is duplicate - - if ( loading[ url ] !== undefined ) { - - loading[ url ].push( { - - onLoad: onLoad, - onProgress: onProgress, - onError: onError - - } ); - - return; - - } - - // Initialise array for duplicate requests - loading[ url ] = []; - - loading[ url ].push( { - onLoad: onLoad, - onProgress: onProgress, - onError: onError, - } ); - - // create request - 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( 'X-File-Size' ) || response.headers.get( 'Content-Length' ); - 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(); - - } - - }, ( e ) => { - - controller.error( e ); - - } ); - - } - - } - - } ); - - 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 ) { - - this.mimeType = value; - return this; - - } - -} - -class AnimationLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - 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 ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - parse( json ) { - - const animations = []; - - for ( let i = 0; i < json.length; i ++ ) { - - const clip = AnimationClip.parse( json[ i ] ); - - animations.push( clip ); - - } - - return animations; - - } - -} - -/** - * Abstract Base class to block based textures loader (dds, pvr, ...) - * - * Sub classes have to implement the parse() method which will be used in load(). - */ - -class CompressedTextureLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - 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 ); - - let loaded = 0; - - 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; - - texture.image = images; - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, onProgress, onError ); - - } - - 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 ) { - - 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; - - } - - } - - texture.image = images; - - } else { - - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; - - } - - if ( texDatas.mipmapCount === 1 ) { - - texture.minFilter = LinearFilter; - - } - - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - }, onProgress, onError ); - - } - - return texture; - - } - -} - -class ImageLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( url, onLoad, onProgress, onError ) { - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const scope = this; - - const cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - const image = createElementNS( 'img' ); - - function onImageLoad() { - - removeEventListeners(); - - Cache.add( url, this ); - - if ( onLoad ) onLoad( this ); - - scope.manager.itemEnd( url ); - - } - - function onImageError( event ) { - - removeEventListeners(); - - 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.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 ); - - image.src = url; - - return image; - - } - -} - -class CubeTextureLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( urls, onLoad, onProgress, onError ) { - - const texture = new CubeTexture(); - texture.colorSpace = SRGBColorSpace; - - const loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - let loaded = 0; - - function loadTexture( i ) { - - loader.load( urls[ i ], function ( image ) { - - texture.images[ i ] = image; - - loaded ++; - - if ( loaded === 6 ) { - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, undefined, onError ); - - } - - for ( let i = 0; i < urls.length; ++ i ) { - - loadTexture( i ); - - } - - return texture; - - } - -} - -/** - * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) - * - * Sub classes have to implement the parse() method which will be used in load(). - */ - -class DataTextureLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - 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 ) { - - let texData; - - try { - - texData = scope.parse( buffer ); - - } catch ( error ) { - - if ( onError !== undefined ) { - - onError( error ); - - } else { - - console.error( error ); - return; - - } - - } - - if ( texData.image !== undefined ) { - - texture.image = texData.image; - - } 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.colorSpace !== undefined ) { - - texture.colorSpace = texData.colorSpace; - - } - - if ( texData.flipY !== undefined ) { - - texture.flipY = texData.flipY; - - } - - if ( texData.format !== undefined ) { - - texture.format = texData.format; - - } - - if ( texData.type !== undefined ) { - - texture.type = texData.type; - - } - - if ( texData.mipmaps !== undefined ) { - - texture.mipmaps = texData.mipmaps; - texture.minFilter = LinearMipmapLinearFilter; // presumably... - - } - - if ( texData.mipmapCount === 1 ) { - - texture.minFilter = LinearFilter; - - } - - if ( texData.generateMipmaps !== undefined ) { - - texture.generateMipmaps = texData.generateMipmaps; - - } - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture, texData ); - - }, onProgress, onError ); - - - return texture; - - } - -} - -class TextureLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( url, onLoad, onProgress, onError ) { - - const texture = new Texture(); - - const loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - loader.load( url, function ( image ) { - - texture.image = image; - texture.needsUpdate = true; - - if ( onLoad !== undefined ) { - - onLoad( texture ); - - } - - }, onProgress, onError ); - - return texture; - - } - -} - -class Light extends Object3D { - - constructor( color, intensity = 1 ) { - - super(); - - this.isLight = true; - - this.type = 'Light'; - - 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 ); - this.intensity = source.intensity; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; - - if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); - - if ( this.distance !== undefined ) data.object.distance = this.distance; - if ( this.angle !== undefined ) data.object.angle = this.angle; - if ( this.decay !== undefined ) data.object.decay = this.decay; - if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; - - if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); - if ( this.target !== undefined ) data.object.target = this.target.uuid; - - return data; - - } - -} - -class HemisphereLight extends Light { - - constructor( skyColor, groundColor, intensity ) { - - super( skyColor, intensity ); - - this.isHemisphereLight = true; - - this.type = 'HemisphereLight'; - - this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); - - this.groundColor = new Color( 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(); - -class LightShadow { - - constructor( camera ) { - - this.camera = camera; - - this.intensity = 1; - - this.bias = 0; - this.normalBias = 0; - this.radius = 1; - this.blurSamples = 8; - - this.mapSize = new Vector2( 512, 512 ); - - this.map = null; - this.mapPass = null; - this.matrix = new Matrix4(); - - this.autoUpdate = true; - this.needsUpdate = false; - - this._frustum = new Frustum(); - this._frameExtents = new Vector2( 1, 1 ); - - this._viewportCount = 1; - - this._viewports = [ - - new Vector4( 0, 0, 1, 1 ) - - ]; - - } - - getViewportCount() { - - return this._viewportCount; - - } - - getFrustum() { - - return this._frustum; - - } - - updateMatrices( light ) { - - const shadowCamera = this.camera; - const shadowMatrix = this.matrix; - - _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld ); - shadowCamera.position.copy( _lightPositionWorld$1 ); - - _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld ); - shadowCamera.lookAt( _lookTarget$1 ); - shadowCamera.updateMatrixWorld(); - - _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); - this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 ); - - shadowMatrix.set( - 0.5, 0.0, 0.0, 0.5, - 0.0, 0.5, 0.0, 0.5, - 0.0, 0.0, 0.5, 0.5, - 0.0, 0.0, 0.0, 1.0 - ); - - shadowMatrix.multiply( _projScreenMatrix$1 ); - - } - - getViewport( viewportIndex ) { - - return this._viewports[ viewportIndex ]; - - } - - getFrameExtents() { - - return this._frameExtents; - - } - - dispose() { - - if ( this.map ) { - - this.map.dispose(); - - } - - if ( this.mapPass ) { - - this.mapPass.dispose(); - - } - - } - - copy( source ) { - - this.camera = source.camera.clone(); - - this.intensity = source.intensity; - - this.bias = source.bias; - this.radius = source.radius; - - this.mapSize.copy( source.mapSize ); - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - toJSON() { - - const object = {}; - - if ( this.intensity !== 1 ) object.intensity = this.intensity; - if ( this.bias !== 0 ) object.bias = this.bias; - if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; - if ( this.radius !== 1 ) object.radius = this.radius; - if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); - - object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; - - return object; - - } - -} - -class SpotLightShadow extends LightShadow { - - constructor() { - - super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); - - this.isSpotLightShadow = true; - - this.focus = 1; - - } - - updateMatrices( light ) { - - const camera = this.camera; - - const fov = RAD2DEG * 2 * light.angle * this.focus; - const aspect = this.mapSize.width / this.mapSize.height; - const far = light.distance || camera.far; - - if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { - - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); - - } - - super.updateMatrices( light ); - - } - - copy( source ) { - - super.copy( source ); - - this.focus = source.focus; - - return this; - - } - -} - -class SpotLight extends Light { - - 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.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 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 ); - - 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(); - -class PointLightShadow extends LightShadow { - - constructor() { - - super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); - - this.isPointLightShadow = true; - - this._frameExtents = new Vector2( 4, 2 ); - - this._viewportCount = 6; - - this._viewports = [ - // These viewports map a cube-map onto a 2D texture with the - // following orientation: - // - // xzXZ - // y Y - // - // X - Positive x direction - // x - Negative x direction - // Y - Positive y direction - // y - Negative y direction - // Z - Positive z direction - // z - Negative z direction - - // positive X - new Vector4( 2, 1, 1, 1 ), - // negative X - new Vector4( 0, 1, 1, 1 ), - // positive Z - new Vector4( 3, 1, 1, 1 ), - // negative Z - new Vector4( 1, 1, 1, 1 ), - // positive Y - new Vector4( 3, 0, 1, 1 ), - // negative Y - new Vector4( 1, 0, 1, 1 ) - ]; - - this._cubeDirections = [ - new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), - new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) - ]; - - this._cubeUps = [ - new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), - new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) - ]; - - } - - updateMatrices( light, viewportIndex = 0 ) { - - const camera = this.camera; - const shadowMatrix = this.matrix; - - const far = light.distance || camera.far; - - if ( far !== camera.far ) { - - camera.far = far; - camera.updateProjectionMatrix(); - - } - - _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - camera.position.copy( _lightPositionWorld ); - - _lookTarget.copy( camera.position ); - _lookTarget.add( this._cubeDirections[ viewportIndex ] ); - camera.up.copy( this._cubeUps[ viewportIndex ] ); - camera.lookAt( _lookTarget ); - camera.updateMatrixWorld(); - - shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - this._frustum.setFromProjectionMatrix( _projScreenMatrix ); - - } - -} - -class PointLight extends Light { - - 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 the light's intensity (in candela) from the desired luminous power (in lumens) - this.intensity = power / ( 4 * Math.PI ); - - } - - dispose() { - - this.shadow.dispose(); - - } - - 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 ) ); - - this.isDirectionalLightShadow = true; - - } - -} - -class DirectionalLight extends Light { - - constructor( color, intensity ) { - - super( color, intensity ); - - this.isDirectionalLight = true; - - this.type = 'DirectionalLight'; - - 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 ); - - this.target = source.target.clone(); - this.shadow = source.shadow.clone(); - - return this; - - } - -} - -class AmbientLight extends Light { - - 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 ); - - 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 the light's intensity (in nits) from the desired luminous power (in lumens) - this.intensity = power / ( this.width * this.height * Math.PI ); - - } - - copy( source ) { - - super.copy( source ); - - this.width = source.width; - this.height = source.height; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.width = this.width; - data.object.height = this.height; - - return data; - - } - -} - -/** - * Primary reference: - * https://graphics.stanford.edu/papers/envmap/envmap.pdf - * - * Secondary reference: - * https://www.ppsloan.org/publications/StupidSH36.pdf - */ - -// 3-band SH defined by 9 coefficients - -class SphericalHarmonics3 { - - constructor() { - - this.isSphericalHarmonics3 = true; - - this.coefficients = []; - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients.push( new Vector3() ); - - } - - } - - set( coefficients ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].copy( coefficients[ i ] ); - - } - - return this; - - } - - zero() { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].set( 0, 0, 0 ); - - } - - return this; - - } - - // get the radiance in the direction of the normal - // target is a Vector3 - getAt( normal, target ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - const coeff = this.coefficients; - - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); - - // band 1 - target.addScaledVector( coeff[ 1 ], 0.488603 * y ); - target.addScaledVector( coeff[ 2 ], 0.488603 * z ); - target.addScaledVector( coeff[ 3 ], 0.488603 * x ); - - // band 2 - target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); - target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); - target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); - target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); - target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); - - return target; - - } - - // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal - // target is a Vector3 - // https://graphics.stanford.edu/papers/envmap/envmap.pdf - getIrradianceAt( normal, target ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - const coeff = this.coefficients; - - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 - - // band 1 - target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 - target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); - target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); - - // band 2 - target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 - target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); - target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 - target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); - target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 - - return target; - - } - - add( sh ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].add( sh.coefficients[ i ] ); - - } - - return this; - - } - - addScaledSH( sh, s ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); - - } - - return this; - - } - - scale( s ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].multiplyScalar( s ); - - } - - return this; - - } - - lerp( sh, alpha ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); - - } - - return this; - - } - - equals( sh ) { - - for ( let i = 0; i < 9; i ++ ) { - - if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { - - return false; - - } - - } - - return true; - - } - - copy( sh ) { - - return this.set( sh.coefficients ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - fromArray( array, offset = 0 ) { - - const coefficients = this.coefficients; - - for ( let i = 0; i < 9; i ++ ) { - - coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); - - } - - return this; - - } - - toArray( array = [], offset = 0 ) { - - const coefficients = this.coefficients; - - for ( let i = 0; i < 9; i ++ ) { - - coefficients[ i ].toArray( array, offset + ( i * 3 ) ); - - } - - return array; - - } - - // evaluate the basis functions - // shBasis is an Array[ 9 ] - static getBasisAt( normal, shBasis ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - // band 0 - shBasis[ 0 ] = 0.282095; - - // band 1 - shBasis[ 1 ] = 0.488603 * y; - shBasis[ 2 ] = 0.488603 * z; - shBasis[ 3 ] = 0.488603 * x; - - // band 2 - shBasis[ 4 ] = 1.092548 * x * y; - shBasis[ 5 ] = 1.092548 * y * z; - shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); - shBasis[ 7 ] = 1.092548 * x * z; - shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); - - } - -} - -class LightProbe extends Light { - - 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 ); - - return this; - - } - - fromJSON( json ) { - - this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON(); - this.sh.fromArray( json.sh ); - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.sh = this.sh.toArray(); - - return data; - - } - -} - -class MaterialLoader extends Loader { - - constructor( manager ) { - - super( manager ); - this.textures = {}; - - } - - 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 ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - 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.dispersion !== undefined ) material.dispersion = json.dispersion; - 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.anisotropy !== undefined ) material.anisotropy = json.anisotropy; - if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation; - 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.alphaHash !== undefined ) material.alphaHash = json.alphaHash; - if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc; - 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.blendSrc !== undefined ) material.blendSrc = json.blendSrc; - if ( json.blendDst !== undefined ) material.blendDst = json.blendDst; - if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation; - if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha; - if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha; - if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha; - if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor ); - if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha; - 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.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; - - 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 !== undefined ) 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.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass; - - 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 ) { - - case 't': - material.uniforms[ name ].value = getTexture( uniform.value ); - break; - - case 'c': - material.uniforms[ name ].value = new Color().setHex( uniform.value ); - break; - - case 'v2': - material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); - break; - - case 'v3': - material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); - break; - - case 'v4': - material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); - break; - - case 'm3': - material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); - break; - - case 'm4': - material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); - break; - - default: - 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.lights !== undefined ) material.lights = json.lights; - if ( json.clipping !== undefined ) material.clipping = json.clipping; - - // for PointsMaterial - - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - - // maps - - if ( json.map !== undefined ) material.map = getTexture( json.map ); - if ( json.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 ) { - - // 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.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation ); - 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.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap ); - - if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap ); - if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap ); - - return material; - - } - - setTextures( value ) { - - this.textures = value; - return this; - - } - - static createMaterialFromType( type ) { - - const materialLib = { - ShadowMaterial, - SpriteMaterial, - RawShaderMaterial, - ShaderMaterial, - PointsMaterial, - MeshPhysicalMaterial, - MeshStandardMaterial, - MeshPhongMaterial, - MeshToonMaterial, - MeshNormalMaterial, - MeshLambertMaterial, - MeshDepthMaterial, - MeshDistanceMaterial, - MeshBasicMaterial, - MeshMatcapMaterial, - LineDashedMaterial, - LineBasicMaterial, - Material - }; - - return new materialLib[ type ](); - - } - -} - -class LoaderUtils { - - static decodeText( array ) { // @deprecated, r165 - - console.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' ); - - if ( typeof TextDecoder !== 'undefined' ) { - - return new TextDecoder().decode( array ); - - } - - // Avoid the String.fromCharCode.apply(null, array) shortcut, which - // throws a "maximum call stack size exceeded" error for large arrays. - - let s = ''; - - for ( let i = 0, il = array.length; i < il; i ++ ) { - - // Implicitly assumes little-endian. - s += String.fromCharCode( array[ i ] ); - - } - - try { - - // merges multi-byte utf-8 characters. - - return decodeURIComponent( escape( s ) ); - - } catch ( e ) { // see #16358 - - return s; - - } - - } - - static extractUrlBase( url ) { - - const index = url.lastIndexOf( '/' ); - - if ( index === - 1 ) return './'; - - return url.slice( 0, index + 1 ); - - } - - static resolveURL( url, path ) { - - // Invalid URL - if ( typeof url !== 'string' || url === '' ) return ''; - - // Host Relative URL - if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) { - - path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' ); - - } - - // Absolute URL http://,https://,// - if ( /^(https?:)?\/\//i.test( url ) ) return url; - - // Data URI - if ( /^data:.*,.*$/i.test( url ) ) return url; - - // Blob 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 ); - - 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 ); - - } - - 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 ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - parse( json ) { - - const interleavedBufferMap = {}; - const arrayBufferMap = {}; - - 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 ); - ib.uuid = interleavedBuffer.uuid; - - interleavedBufferMap[ uuid ] = ib; - - return ib; - - } - - 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; - - 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 ) ); - - } - - const attributes = json.data.attributes; - - 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 ); - - } else { - - const typedArray = getTypedArray( attribute.type, attribute.array ); - const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; - bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); - - } - - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); - - geometry.setAttribute( key, bufferAttribute ); - - } - - const morphAttributes = json.data.morphAttributes; - - 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 ]; - let bufferAttribute; - - 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 ); - - } - - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - array.push( bufferAttribute ); - - } - - geometry.morphAttributes[ key ] = array; - - } - - } - - const morphTargetsRelative = json.data.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 ); - - } - - } - - const boundingSphere = json.data.boundingSphere; - - if ( boundingSphere !== undefined ) { - - const center = new Vector3(); - - if ( boundingSphere.center !== undefined ) { - - center.fromArray( boundingSphere.center ); - - } - - geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); - - } - - if ( json.name ) geometry.name = json.name; - if ( json.userData ) geometry.userData = json.userData; - - return geometry; - - } - -} - -class ObjectLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - 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 ) { - - 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 ); - - 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 ); - return; - - } - - scope.parse( json, onLoad ); - - }, onProgress, onError ); - - } - - async loadAsync( url, onProgress ) { - - const scope = this; - - 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 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 ); - this.bindLightTargets( object ); - - // - - if ( onLoad !== undefined ) { - - let hasImages = false; - - for ( const uuid in images ) { - - if ( images[ uuid ].data instanceof HTMLImageElement ) { - - hasImages = true; - break; - - } - - } - - 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 ); - this.bindLightTargets( object ); - - return object; - - } - - 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; - - } - - } - - return shapes; - - } - - parseSkeletons( json, object ) { - - const skeletons = {}; - const bones = {}; - - // generate bone lookup table - - 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; - - } - - } - - return skeletons; - - } - - parseGeometries( json, shapes ) { - - const geometries = {}; - - if ( json !== undefined ) { - - const bufferGeometryLoader = new BufferGeometryLoader(); - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - let geometry; - const data = json[ i ]; - - switch ( data.type ) { - - case 'BufferGeometry': - case 'InstancedBufferGeometry': - - geometry = bufferGeometryLoader.parse( data ); - break; - - default: - - if ( data.type in Geometries ) { - - geometry = Geometries[ data.type ].fromJSON( data, shapes ); - - } else { - - console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` ); - - } - - } - - geometry.uuid = data.uuid; - - if ( data.name !== undefined ) geometry.name = data.name; - if ( data.userData !== undefined ) geometry.userData = data.userData; - - geometries[ data.uuid ] = geometry; - - } - - } - - return geometries; - - } - - parseMaterials( json, textures ) { - - const cache = {}; // MultiMaterial - const materials = {}; - - 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 ); - - } - - materials[ data.uuid ] = cache[ data.uuid ]; - - } - - } - - return materials; - - } - - 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; - - } - - } - - return animations; - - } - - 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 ); - - }, undefined, function () { - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } ); - - } - - function deserializeImage( image ) { - - if ( typeof image === 'string' ) { - - const url = image; - - const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; - - return loadImage( path ); - - } else { - - if ( image.data ) { - - return { - 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 ]; - const url = image.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 ); - - } else { - - // special case: handle array of data textures for cube textures - - imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); - - } - - } - - } - - images[ image.uuid ] = new Source( imageArray ); - - } else { - - // load single image - - const deserializedImage = deserializeImage( image.url ); - images[ image.uuid ] = new Source( deserializedImage ); - - - } - - } - - } - - return images; - - } - - async parseImagesAsync( json ) { - - const scope = this; - const images = {}; - - let loader; - - 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 ); - - } else { - - if ( image.data ) { - - return { - 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 ]; - const url = image.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 ); - - } else { - - // special case: handle array of data textures for cube textures - - imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); - - } - - } - - } - - images[ image.uuid ] = new Source( imageArray ); - - } else { - - // load single image - - 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 ]; - - } - - 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 ( images[ data.image ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); - - } - - const source = images[ data.image ]; - const image = source.data; - - let texture; - - if ( Array.isArray( image ) ) { - - texture = new CubeTexture(); - - if ( image.length === 6 ) texture.needsUpdate = true; - - } else { - - if ( image && image.data ) { - - texture = new DataTexture(); - - } else { - - texture = new Texture(); - - } - - 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.channel !== undefined ) texture.channel = data.channel; - - 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.internalFormat !== undefined ) texture.internalFormat = data.internalFormat; - if ( data.type !== undefined ) texture.type = data.type; - if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace; - - 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.compareFunction !== undefined ) texture.compareFunction = data.compareFunction; - - if ( data.userData !== undefined ) texture.userData = data.userData; - - textures[ data.uuid ] = texture; - - } - - } - - return textures; - - } - - parseObject( data, geometries, materials, textures, animations ) { - - let object; - - function getGeometry( name ) { - - if ( geometries[ name ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); - - } - - return geometries[ name ]; - - } - - function getMaterial( name ) { - - if ( name === undefined ) return undefined; - - if ( Array.isArray( name ) ) { - - 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 ); - - } - - array.push( materials[ uuid ] ); - - } - - return array; - - } - - if ( materials[ name ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', name ); - - } - - return materials[ name ]; - - } - - function getTexture( uuid ) { - - if ( textures[ uuid ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined texture', uuid ); - - } - - return textures[ uuid ]; - - } - - let geometry, material; - - switch ( data.type ) { - - case 'Scene': - - object = new Scene(); - - if ( data.background !== undefined ) { - - if ( Number.isInteger( data.background ) ) { - - object.background = new Color( data.background ); - - } else { - - object.background = getTexture( data.background ); - - } - - } - - 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.name !== '' ) { - - object.fog.name = data.fog.name; - - } - - } - - if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; - if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; - if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation ); - - if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity; - if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation ); - - break; - - case 'PerspectiveCamera': - - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); - - if ( data.focus !== undefined ) object.focus = data.focus; - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; - if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - - break; - - case 'OrthographicCamera': - - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); - - 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 ); - - break; - - case 'DirectionalLight': - - object = new DirectionalLight( data.color, data.intensity ); - object.target = data.target || ''; - - break; - - case 'PointLight': - - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); - - break; - - case 'RectAreaLight': - - object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); - - break; - - case 'SpotLight': - - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); - object.target = data.target || ''; - - break; - - case 'HemisphereLight': - - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); - - break; - - case 'LightProbe': - - 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; - - break; - - case 'Mesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - - object = new Mesh( geometry, material ); - - break; - - case 'InstancedMesh': - - 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 ); - - break; - - case 'BatchedMesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - - object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material ); - object.geometry = geometry; - object.perObjectFrustumCulled = data.perObjectFrustumCulled; - object.sortObjects = data.sortObjects; - - object._drawRanges = data.drawRanges; - object._reservedRanges = data.reservedRanges; - - object._visibility = data.visibility; - object._active = data.active; - object._bounds = data.bounds.map( bound => { - - const box = new Box3(); - box.min.fromArray( bound.boxMin ); - box.max.fromArray( bound.boxMax ); - - const sphere = new Sphere(); - sphere.radius = bound.sphereRadius; - sphere.center.fromArray( bound.sphereCenter ); - - return { - boxInitialized: bound.boxInitialized, - box: box, - - sphereInitialized: bound.sphereInitialized, - sphere: sphere - }; - - } ); - - object._maxInstanceCount = data.maxInstanceCount; - object._maxVertexCount = data.maxVertexCount; - object._maxIndexCount = data.maxIndexCount; - - object._geometryInitialized = data.geometryInitialized; - object._geometryCount = data.geometryCount; - - object._matricesTexture = getTexture( data.matricesTexture.uuid ); - if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid ); - - break; - - case 'LOD': - - object = new LOD(); - - break; - - case 'Line': - - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'LineLoop': - - object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'LineSegments': - - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'PointCloud': - case 'Points': - - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'Sprite': - - object = new Sprite( getMaterial( data.material ) ); - - break; - - case 'Group': - - object = new Group(); - - break; - - 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 ); - - } 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.up !== undefined ) object.up.fromArray( data.up ); - - if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; - if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; - - if ( data.shadow ) { - - if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity; - 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 ) ); - - } - - } - - 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 ] ); - - } - - } - - 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 ); - - } - - } - - } - - 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 ); - - } else { - - child.bind( skeleton, child.bindMatrix ); - - } - - } - - } ); - - } - - bindLightTargets( object ) { - - object.traverse( function ( child ) { - - if ( child.isDirectionalLight || child.isSpotLight ) { - - const uuid = child.target; - - const target = object.getObjectByProperty( 'uuid', uuid ); - - if ( target !== undefined ) { - - child.target = target; - - } else { - - child.target = new Object3D(); - - } - - } - - } ); - - } - -} - -const TEXTURE_MAPPING = { - UVMapping: UVMapping, - CubeReflectionMapping: CubeReflectionMapping, - CubeRefractionMapping: CubeRefractionMapping, - EquirectangularReflectionMapping: EquirectangularReflectionMapping, - EquirectangularRefractionMapping: EquirectangularRefractionMapping, - CubeUVReflectionMapping: CubeUVReflectionMapping -}; - -const TEXTURE_WRAPPING = { - RepeatWrapping: RepeatWrapping, - ClampToEdgeWrapping: ClampToEdgeWrapping, - MirroredRepeatWrapping: MirroredRepeatWrapping -}; - -const TEXTURE_FILTER = { - NearestFilter: NearestFilter, - NearestMipmapNearestFilter: NearestMipmapNearestFilter, - NearestMipmapLinearFilter: NearestMipmapLinearFilter, - LinearFilter: LinearFilter, - LinearMipmapNearestFilter: LinearMipmapNearestFilter, - LinearMipmapLinearFilter: LinearMipmapLinearFilter -}; - -class ImageBitmapLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - this.isImageBitmapLoader = true; - - if ( typeof createImageBitmap === 'undefined' ) { - - console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); - - } - - if ( typeof fetch === 'undefined' ) { - - console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); - - } - - this.options = { premultiplyAlpha: 'none' }; - - } - - setOptions( options ) { - - this.options = options; - - return this; - - } - - load( url, onLoad, onProgress, onError ) { - - if ( url === undefined ) url = ''; - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const scope = this; - - const cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - // If cached is a promise, wait for it to resolve - if ( cached.then ) { - - cached.then( imageBitmap => { - - if ( onLoad ) onLoad( imageBitmap ); - - scope.manager.itemEnd( url ); - - } ).catch( e => { - - if ( onError ) onError( e ); - - } ); - return; - - } - - // If cached is not a promise (i.e., it's already an imageBitmap) - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - const fetchOptions = {}; - fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; - fetchOptions.headers = this.requestHeader; - - const promise = 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 ); - - return imageBitmap; - - } ).catch( function ( e ) { - - if ( onError ) onError( e ); - - Cache.remove( url ); - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } ); - - Cache.add( url, promise ); - scope.manager.itemStart( url ); - - } - -} - -let _context; - -class AudioContext { - - static getContext() { - - if ( _context === undefined ) { - - _context = new ( window.AudioContext || window.webkitAudioContext )(); - - } - - return _context; - - } - - static setContext( value ) { - - _context = value; - - } - -} - -class AudioLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.setPath( this.path ); - loader.setRequestHeader( this.requestHeader ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( buffer ) { - - try { - - // Create a copy of the buffer. The `decodeAudioData` method - // detaches the buffer when complete, preventing reuse. - const bufferCopy = buffer.slice( 0 ); - - const context = AudioContext.getContext(); - context.decodeAudioData( bufferCopy, function ( audioBuffer ) { - - onLoad( audioBuffer ); - - } ).catch( handleError ); - - } catch ( e ) { - - handleError( e ); - - } - - }, onProgress, onError ); - - function handleError( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - } - -} - -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.matrixAutoUpdate = false; - - this.cameraR = new PerspectiveCamera(); - this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; - - this._cache = { - focus: null, - fov: null, - aspect: null, - near: null, - far: null, - zoom: null, - eyeSep: null - }; - - } - - 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 ) { - - 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; - - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ - - _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; - let xmin, xmax; - - // translate xOffset - - _eyeLeft.elements[ 12 ] = - eyeSepHalf; - _eyeRight.elements[ 12 ] = eyeSepHalf; - - // for left eye - - 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 ); - - // for right eye - - 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 ); - - } - - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); - - } - -} - -class Clock { - - 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 ) { - - this.start(); - return 0; - - } - - if ( this.running ) { - - const newTime = now(); - - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; - - this.elapsedTime += diff; - - } - - return diff; - - } - -} - -function now() { - - 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(); - -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.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 ); - 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 ); - - } else { - - this.gain.disconnect( this.context.destination ); - - } - - this.filter = value; - 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 ); - - return this; - - } - - 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 ) { - - // 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 ); - - } 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 ); - - } - - } - -} - -class Audio extends Object3D { - - constructor( listener ) { - - super(); - - this.type = 'Audio'; - - this.listener = listener; - this.context = listener.context; - - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); - - this.autoplay = false; - - this.buffer = null; - this.detune = 0; - this.loop = false; - this.loopStart = 0; - this.loopEnd = 0; - this.offset = 0; - this.duration = undefined; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.source = null; - this.sourceType = 'empty'; - - this._startedAt = 0; - this._progress = 0; - this._connected = false; - - this.filters = []; - - } - - getOutput() { - - return this.gain; - - } - - setNodeSource( audioNode ) { - - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); - - return this; - - } - - setMediaElementSource( mediaElement ) { - - this.hasPlaybackControl = false; - this.sourceType = 'mediaNode'; - this.source = this.context.createMediaElementSource( mediaElement ); - this.connect(); - - return this; - - } - - setMediaStreamSource( mediaStream ) { - - this.hasPlaybackControl = false; - this.sourceType = 'mediaStreamNode'; - this.source = this.context.createMediaStreamSource( mediaStream ); - this.connect(); - - return this; - - } - - setBuffer( audioBuffer ) { - - this.buffer = audioBuffer; - this.sourceType = 'buffer'; - - if ( this.autoplay ) this.play(); - - return this; - - } - - play( delay = 0 ) { - - if ( this.isPlaying === true ) { - - console.warn( 'THREE.Audio: Audio is already playing.' ); - return; - - } - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this._startedAt = this.context.currentTime + delay; - - const source = this.context.createBufferSource(); - source.buffer = this.buffer; - source.loop = this.loop; - source.loopStart = this.loopStart; - source.loopEnd = this.loopEnd; - source.onended = this.onEnded.bind( this ); - source.start( this._startedAt, this._progress + this.offset, this.duration ); - - this.isPlaying = true; - - this.source = source; - - this.setDetune( this.detune ); - this.setPlaybackRate( this.playbackRate ); - - return this.connect(); - - } - - pause() { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - if ( this.isPlaying === true ) { - - // update current progress - - this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; - - if ( this.loop === true ) { - - // ensure _progress does not exceed duration with looped audios - - this._progress = this._progress % ( this.duration || this.buffer.duration ); - - } - - this.source.stop(); - this.source.onended = null; - - this.isPlaying = false; - - } - - return this; - - } - - stop() { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this._progress = 0; - - if ( this.source !== null ) { - - this.source.stop(); - this.source.onended = null; - - } - - this.isPlaying = false; - - return this; - - } - - connect() { - - if ( this.filters.length > 0 ) { - - this.source.connect( this.filters[ 0 ] ); - - for ( let i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].connect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); - - } else { - - this.source.connect( this.getOutput() ); - - } - - this._connected = true; - - return this; - - } - - disconnect() { - - if ( this._connected === false ) { - - return; - - } - - if ( this.filters.length > 0 ) { - - this.source.disconnect( this.filters[ 0 ] ); - - for ( let i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); - - } else { - - this.source.disconnect( this.getOutput() ); - - } - - this._connected = false; - - return this; - - } - - getFilters() { - - return this.filters; - - } - - setFilters( value ) { - - if ( ! value ) value = []; - - if ( this._connected === true ) { - - this.disconnect(); - this.filters = value.slice(); - this.connect(); - - } else { - - this.filters = value.slice(); - - } - - return this; - - } - - setDetune( value ) { - - this.detune = value; - - if ( this.isPlaying === true && this.source.detune !== undefined ) { - - this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); - - } - - return this; - - } - - getDetune() { - - return this.detune; - - } - - getFilter() { - - return this.getFilters()[ 0 ]; - - } - - setFilter( filter ) { - - return this.setFilters( filter ? [ filter ] : [] ); - - } - - setPlaybackRate( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.playbackRate = value; - - if ( this.isPlaying === true ) { - - this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); - - } - - return this; - - } - - getPlaybackRate() { - - return this.playbackRate; - - } - - onEnded() { - - this.isPlaying = false; - - } - - getLoop() { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; - - } - - return this.loop; - - } - - setLoop( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.loop = value; - - if ( this.isPlaying === true ) { - - this.source.loop = this.loop; - - } - - return this; - - } - - setLoopStart( value ) { - - this.loopStart = value; - - return this; - - } - - setLoopEnd( value ) { - - this.loopEnd = value; - - return this; - - } - - getVolume() { - - return this.gain.gain.value; - - } - - setVolume( value ) { - - this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); - - return this; - - } - -} - -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 ); - - this.panner = this.context.createPanner(); - this.panner.panningModel = 'HRTF'; - this.panner.connect( this.gain ); - - } - - connect() { - - super.connect(); - - this.panner.connect( this.gain ); - - } - - disconnect() { - - super.disconnect(); - - this.panner.disconnect( this.gain ); - - } - - getOutput() { - - return this.panner; - - } - - getRefDistance() { - - return this.panner.refDistance; - - } - - setRefDistance( value ) { - - this.panner.refDistance = value; - - return this; - - } - - getRolloffFactor() { - - return this.panner.rolloffFactor; - - } - - setRolloffFactor( value ) { - - this.panner.rolloffFactor = value; - - return this; - - } - - getDistanceModel() { - - return this.panner.distanceModel; - - } - - setDistanceModel( value ) { - - this.panner.distanceModel = value; - - return this; - - } - - getMaxDistance() { - - return this.panner.maxDistance; - - } - - setMaxDistance( value ) { - - this.panner.maxDistance = value; - - return this; - - } - - 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 ); - - const panner = this.panner; - - 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 ); - - } else { - - panner.setPosition( _position.x, _position.y, _position.z ); - panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); - - } - - } - -} - -class AudioAnalyser { - - 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 ); - - } - - - getFrequencyData() { - - 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 ]; - - } - - return value / data.length; - - } - -} - -class PropertyMixer { - - constructor( binding, typeName, valueSize ) { - - this.binding = binding; - this.valueSize = valueSize; - - let mixFunction, - mixFunctionAdditive, - setIdentity; - - // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] - // - // interpolators can use .buffer as their .result - // the data then goes to 'incoming' - // - // 'accu0' and 'accu1' are used frame-interleaved for - // the cumulative result and are compared to detect - // changes - // - // 'orig' stores the original state of the property - // - // 'add' is used for additive cumulative results - // - // 'work' is optional and is only present for quaternion types. It is used - // to store intermediate quaternion multiplication results - - switch ( typeName ) { - - case 'quaternion': - mixFunction = this._slerp; - mixFunctionAdditive = this._slerpAdditive; - setIdentity = this._setAdditiveIdentityQuaternion; - - this.buffer = new Float64Array( valueSize * 6 ); - this._workIndex = 5; - break; - - case 'string': - case 'bool': - mixFunction = this._select; - - // Use the regular mix function and for additive on these types, - // additive is not relevant for non-numeric types - mixFunctionAdditive = this._select; - - setIdentity = this._setAdditiveIdentityOther; - - this.buffer = new Array( valueSize * 5 ); - break; - - default: - mixFunction = this._lerp; - mixFunctionAdditive = this._lerpAdditive; - setIdentity = this._setAdditiveIdentityNumeric; - - this.buffer = new Float64Array( valueSize * 5 ); - - } - - this._mixBufferRegion = mixFunction; - this._mixBufferRegionAdditive = mixFunctionAdditive; - this._setIdentity = setIdentity; - this._origIndex = 3; - this._addIndex = 4; - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - this.useCount = 0; - this.referenceCount = 0; - - } - - // accumulate data in the 'incoming' region into 'accu' - accumulate( accuIndex, weight ) { - - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place - - const buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride; - - let currentWeight = this.cumulativeWeight; - - if ( currentWeight === 0 ) { - - // accuN := incoming * weight - - for ( let i = 0; i !== stride; ++ i ) { - - buffer[ offset + i ] = buffer[ i ]; - - } - - currentWeight = weight; - - } else { - - // accuN := accuN + incoming * weight - - currentWeight += weight; - const mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); - - } - - this.cumulativeWeight = currentWeight; - - } - - // accumulate data in the 'incoming' region into 'add' - accumulateAdditive( weight ) { - - const buffer = this.buffer, - stride = this.valueSize, - offset = stride * this._addIndex; - - if ( this.cumulativeWeightAdditive === 0 ) { - - // add = identity - - this._setIdentity(); - - } - - // add := add + incoming * weight - - this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride ); - this.cumulativeWeightAdditive += weight; - - } - - // apply the state of 'accu' to the binding when accus differ - apply( accuIndex ) { - - const stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, - - weight = this.cumulativeWeight, - weightAdditive = this.cumulativeWeightAdditive, - - binding = this.binding; - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - if ( weight < 1 ) { - - // accuN := accuN + original * ( 1 - cumulativeWeight ) - - const originalValueOffset = stride * this._origIndex; - - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); - - } - - if ( weightAdditive > 0 ) { - - // accuN := accuN + additive accuN - - this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); - - } - - for ( let i = stride, e = stride + stride; i !== e; ++ i ) { - - if ( buffer[ i ] !== buffer[ i + stride ] ) { - - // value has changed -> update scene graph - - binding.setValue( buffer, offset ); - break; - - } - - } - - } - - // remember the state of the bound property and copy it to both accus - saveOriginalState() { - - const binding = this.binding; - - const buffer = this.buffer, - stride = this.valueSize, - - originalValueOffset = stride * this._origIndex; - - binding.getValue( buffer, originalValueOffset ); - - // accu[0..1] := orig -- initially detect changes against the original - for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { - - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - - } - - // Add to identity for additive - this._setIdentity(); - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - } - - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState() { - - const originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); - - } - - _setAdditiveIdentityNumeric() { - - const startIndex = this._addIndex * this.valueSize; - const endIndex = startIndex + this.valueSize; - - for ( let i = startIndex; i < endIndex; i ++ ) { - - this.buffer[ i ] = 0; - - } - - } - - _setAdditiveIdentityQuaternion() { - - this._setAdditiveIdentityNumeric(); - this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; - - } - - _setAdditiveIdentityOther() { - - const startIndex = this._origIndex * this.valueSize; - const targetIndex = this._addIndex * this.valueSize; - - for ( let i = 0; i < this.valueSize; i ++ ) { - - this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; - - } - - } - - - // mix functions - - _select( buffer, dstOffset, srcOffset, t, stride ) { - - if ( t >= 0.5 ) { - - for ( let i = 0; i !== stride; ++ i ) { - - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; - - } - - } - - } - - _slerp( buffer, dstOffset, srcOffset, t ) { - - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); - - } - - _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { - - const workOffset = this._workIndex * stride; - - // Store result in intermediate buffer offset - Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); - - // Slerp to the intermediate result - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); - - } - - _lerp( buffer, dstOffset, srcOffset, t, stride ) { - - const s = 1 - t; - - for ( let i = 0; i !== stride; ++ i ) { - - const j = dstOffset + i; - - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; - - } - - } - - _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { - - for ( let i = 0; i !== stride; ++ i ) { - - const j = dstOffset + i; - - buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; - - } - - } - -} - -// Characters [].:/ are reserved for track binding syntax. -const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; -const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); - -// Attempts to allow node names from any language. ES5's `\w` regexp matches -// only latin characters, and the unicode \p{L} is not yet supported. So -// instead, we exclude reserved characters and match everything else. -const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; -const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; - -// Parent directories, delimited by '/' or ':'. Currently unused, but must -// be matched to parse the rest of the track name. -const _directoryRe = /*@__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 ); - -// 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 ); - -// 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' ]; - -class Composite { - - constructor( targetGroup, path, optionalParsedPath ) { - - const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); - - this._targetGroup = targetGroup; - this._bindings = targetGroup.subscribe_( path, parsedPath ); - - } - - getValue( array, offset ) { - - this.bind(); // bind all binding - - const firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; - - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); - - } - - setValue( array, offset ) { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].setValue( array, offset ); - - } - - } - - bind() { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].bind(); - - } - - } - - unbind() { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].unbind(); - - } - - } - -} - -// Note: This class uses a State pattern on a per-method basis: -// 'bind' sets 'this.getValue' / 'setValue' and shadows the -// prototype version of these methods with one that represents -// the bound state. When the property is not found, the methods -// become no-ops. -class PropertyBinding { - - constructor( rootNode, path, parsedPath ) { - - this.path = path; - this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); - - this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ); - - this.rootNode = rootNode; - - // initial state of these methods that calls 'bind' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; - - } - - - static create( root, path, parsedPath ) { - - if ( ! ( root && root.isAnimationObjectGroup ) ) { - - return new PropertyBinding( root, path, parsedPath ); - - } else { - - return new PropertyBinding.Composite( root, path, parsedPath ); - - } - - } - - /** - * Replaces spaces with underscores and removes unsupported characters from - * node names, to ensure compatibility with parseTrackName(). - * - * @param {string} name Node name to be sanitized. - * @return {string} - */ - static sanitizeNodeName( name ) { - - return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); - - } - - static parseTrackName( trackName ) { - - const matches = _trackRe.exec( trackName ); - - if ( matches === 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 ] - }; - - const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); - - if ( lastDot !== undefined && lastDot !== - 1 ) { - - const objectName = results.nodeName.substring( lastDot + 1 ); - - // Object names must be checked against an allowlist. Otherwise, there - // is no way to parse 'foo.bar.baz': 'baz' must be a property, but - // 'bar' could be the objectName, or part of a nodeName (which can - // include '.' characters). - if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { - - results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; - - } - - } - - if ( results.propertyName === null || results.propertyName.length === 0 ) { - - throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); - - } - - return results; - - } - - static findNode( root, nodeName ) { - - if ( nodeName === 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 ) { - - return bone; - - } - - } - - // search into node subtree. - if ( root.children ) { - - const searchNodeSubtree = function ( children ) { - - for ( let i = 0; i < children.length; i ++ ) { - - const childNode = children[ i ]; - - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - - return childNode; - - } - - const result = searchNodeSubtree( childNode.children ); - - if ( result ) return result; - - } - - return null; - - }; - - const subTreeNode = searchNodeSubtree( root.children ); - - if ( subTreeNode ) { - - return subTreeNode; - - } - - } - - return null; - - } - - // these are used to "bind" a nonexistent property - _getValue_unavailable() {} - _setValue_unavailable() {} - - // Getters - - _getValue_direct( buffer, offset ) { - - buffer[ offset ] = this.targetObject[ this.propertyName ]; - - } - - _getValue_array( buffer, offset ) { - - const source = this.resolvedProperty; - - for ( let i = 0, n = source.length; i !== n; ++ i ) { - - buffer[ offset ++ ] = source[ i ]; - - } - - } - - _getValue_arrayElement( buffer, offset ) { - - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - - } - - _getValue_toArray( buffer, offset ) { - - this.resolvedProperty.toArray( buffer, offset ); - - } - - // Direct - - _setValue_direct( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - - } - - _setValue_direct_setNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - } - - _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - // EntireArray - - _setValue_array( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - } - - _setValue_array_setNeedsUpdate( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.needsUpdate = true; - - } - - _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - // ArrayElement - - _setValue_arrayElement( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - - } - - _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - } - - _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - // HasToFromArray - - _setValue_fromArray( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - - } - - _setValue_fromArray_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; - - } - - _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - _getValue_unbound( targetArray, offset ) { - - this.bind(); - this.getValue( targetArray, offset ); - - } - - _setValue_unbound( sourceArray, offset ) { - - this.bind(); - this.setValue( sourceArray, offset ); - - } - - // create getter / setter pair for a property in the scene graph - bind() { - - let targetObject = this.node; - const parsedPath = this.parsedPath; - - const objectName = parsedPath.objectName; - const propertyName = parsedPath.propertyName; - let propertyIndex = parsedPath.propertyIndex; - - if ( ! targetObject ) { - - targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ); - - this.node = targetObject; - - } - - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; - - // ensure there is a value node - if ( ! targetObject ) { - - console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' ); - return; - - } - - if ( objectName ) { - - let objectIndex = parsedPath.objectIndex; - - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { - - case 'materials': - - if ( ! targetObject.material ) { - - console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; - - } - - if ( ! targetObject.material.materials ) { - - console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; - - } - - targetObject = targetObject.material.materials; - - break; - - case 'bones': - - if ( ! targetObject.skeleton ) { - - console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; - - } - - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. - - targetObject = targetObject.skeleton.bones; - - // support resolving morphTarget names into indices. - for ( let i = 0; i < targetObject.length; i ++ ) { - - if ( targetObject[ i ].name === objectIndex ) { - - objectIndex = i; - break; - - } - - } - - break; - - case 'map': - - 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 ); - return; - - } - - 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 ); - return; - - } - - targetObject = targetObject[ objectName ]; - - } - - - if ( objectIndex !== undefined ) { - - if ( targetObject[ objectIndex ] === undefined ) { - - console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; - - } - - targetObject = targetObject[ objectIndex ]; - - } - - } - - // resolve property - const nodeProperty = targetObject[ propertyName ]; - - if ( nodeProperty === undefined ) { - - const nodeName = parsedPath.nodeName; - - console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + - '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; - - } - - // determine versioning scheme - let versioning = this.Versioning.None; - - this.targetObject = targetObject; - - if ( targetObject.needsUpdate !== undefined ) { // material - - versioning = this.Versioning.NeedsUpdate; - - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - - versioning = this.Versioning.MatrixWorldNeedsUpdate; - - } - - // determine how the property gets bound - let bindingType = this.BindingType.Direct; - - if ( propertyIndex !== undefined ) { - - // access a sub element of the property array (only primitives are supported right now) - - if ( propertyName === 'morphTargetInfluences' ) { - - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - - // support resolving morphTarget names into indices. - if ( ! targetObject.geometry ) { - - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; - - } - - if ( ! targetObject.geometry.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 ]; - - } - - } - - bindingType = this.BindingType.ArrayElement; - - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; - - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - - // must use copy for Object3D.Euler/Quaternion - - bindingType = this.BindingType.HasFromToArray; - - this.resolvedProperty = nodeProperty; - - } else if ( Array.isArray( nodeProperty ) ) { - - bindingType = this.BindingType.EntireArray; - - this.resolvedProperty = nodeProperty; - - } else { - - this.propertyName = propertyName; - - } - - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - - } - - unbind() { - - this.node = null; - - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; - - } - -} - -PropertyBinding.Composite = Composite; - -PropertyBinding.prototype.BindingType = { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 -}; - -PropertyBinding.prototype.Versioning = { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 -}; - -PropertyBinding.prototype.GetterByBindingType = [ - - PropertyBinding.prototype._getValue_direct, - PropertyBinding.prototype._getValue_array, - PropertyBinding.prototype._getValue_arrayElement, - PropertyBinding.prototype._getValue_toArray, - -]; - -PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ - - [ - // Direct - PropertyBinding.prototype._setValue_direct, - PropertyBinding.prototype._setValue_direct_setNeedsUpdate, - PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, - - ], [ - - // EntireArray - - PropertyBinding.prototype._setValue_array, - PropertyBinding.prototype._setValue_array_setNeedsUpdate, - PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, - - ], [ - - // ArrayElement - PropertyBinding.prototype._setValue_arrayElement, - PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, - PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, - - ], [ - - // HasToFromArray - PropertyBinding.prototype._setValue_fromArray, - PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, - PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, - - ] - -]; - -/** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - */ - -class AnimationObjectGroup { - - constructor() { - - this.isAnimationObjectGroup = true; - - this.uuid = generateUUID(); - - // cached objects followed by the active ones - 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; - - } - - 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 ], - uuid = object.uuid; - let index = indicesByUUID[ uuid ]; - - if ( index === undefined ) { - - // unknown object -> add it to the ACTIVE region - - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); - - // accounting is done, now do the same for all bindings - - for ( 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 ]; - - // 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; - - // 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 ) { - - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist - - binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); - - } - - bindingsForPath[ firstActiveIndex ] = binding; - - } - - } else if ( objects[ index ] !== knownObject ) { - - console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + - 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); - - } // else the object is already where we want it to be - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - } - - remove() { - - 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 ], - uuid = object.uuid, - 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; - - // 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 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 ], - uuid = object.uuid, - 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 ]; - - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; - - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( 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; - - } - - 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 ]; - bindingsForPath.pop(); - - } - - } // cached or active - - } // if object is known - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - } - - // Internal interface used by befriended PropertyBinding.Composite: - - 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 ]; - const bindings = this._bindings; - - 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 ); - - 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 ); - - } - - return bindingsForPath; - - } - - 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 ) { - - 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; - bindings.pop(); - - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); - - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); - - } - - } - -} - -class AnimationAction { - - constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { - - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot; - this.blendMode = blendMode; - - const tracks = clip.tracks, - nTracks = tracks.length, - interpolants = new Array( nTracks ); - - const interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; - - for ( let i = 0; i !== nTracks; ++ i ) { - - const interpolant = tracks[ i ].createInterpolant( null ); - interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; - - } - - this._interpolantSettings = interpolantSettings; - - this._interpolants = interpolants; // bound by the mixer - - // inside: PropertyMixer (managed by the mixer) - this._propertyBindings = new Array( nTracks ); - - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager - - this._timeScaleInterpolant = null; - this._weightInterpolant = null; - - this.loop = LoopRepeat; - this._loopCount = - 1; - - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action - this._startTime = null; - - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; - - this.timeScale = 1; - this._effectiveTimeScale = 1; - - this.weight = 1; - this._effectiveWeight = 1; - - this.repetitions = Infinity; // no. of repetitions when looping - - this.paused = false; // true -> zero effective time scale - this.enabled = true; // false -> zero effective weight - - this.clampWhenFinished = false;// keep feeding the last frame? - - this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate - this.zeroSlopeAtEnd = true;// clips for start, loop and end - - } - - // State & Scheduling - - play() { - - this._mixer._activateAction( this ); - - return this; - - } - - stop() { - - this._mixer._deactivateAction( this ); - - return this.reset(); - - } - - reset() { - - this.paused = false; - this.enabled = true; - - this.time = 0; // restart clip - this._loopCount = - 1;// forget previous loops - this._startTime = null;// forget scheduling - - return this.stopFading().stopWarping(); - - } - - isRunning() { - - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); - - } - - // return true when play has been called - isScheduled() { - - return this._mixer._isActiveAction( this ); - - } - - startAt( time ) { - - this._startTime = time; - - return this; - - } - - setLoop( mode, repetitions ) { - - this.loop = mode; - this.repetitions = repetitions; - - return this; - - } - - // Weight - - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing - setEffectiveWeight( weight ) { - - this.weight = weight; - - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; - - return this.stopFading(); - - } - - // return the weight considering fading and .enabled - getEffectiveWeight() { - - return this._effectiveWeight; - - } - - fadeIn( duration ) { - - return this._scheduleFading( duration, 0, 1 ); - - } - - fadeOut( duration ) { - - return this._scheduleFading( duration, 1, 0 ); - - } - - crossFadeFrom( fadeOutAction, duration, warp ) { - - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); - - if ( warp ) { - - const fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, - - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; - - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); - - } - - return this; - - } - - crossFadeTo( fadeInAction, duration, warp ) { - - return fadeInAction.crossFadeFrom( this, duration, warp ); - - } - - stopFading() { - - const weightInterpolant = this._weightInterpolant; - - if ( weightInterpolant !== null ) { - - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); - - } - - return this; - - } - - // Time Scale Control - - // set the time scale stopping any scheduled warping - // although .paused = true yields an effective time scale of zero, this - // method does *not* change .paused, because it would be confusing - setEffectiveTimeScale( timeScale ) { - - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 : timeScale; - - return this.stopWarping(); - - } - - // return the time scale considering warping and .paused - getEffectiveTimeScale() { - - return this._effectiveTimeScale; - - } - - setDuration( duration ) { - - this.timeScale = this._clip.duration / duration; - - return this.stopWarping(); - - } - - syncWith( action ) { - - this.time = action.time; - this.timeScale = action.timeScale; - - return this.stopWarping(); - - } - - halt( duration ) { - - return this.warp( this._effectiveTimeScale, 0, duration ); - - } - - warp( startTimeScale, endTimeScale, duration ) { - - const mixer = this._mixer, - now = mixer.time, - timeScale = this.timeScale; - - let interpolant = this._timeScaleInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; - - } - - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - times[ 1 ] = now + duration; - - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; - - return this; - - } - - stopWarping() { - - const timeScaleInterpolant = this._timeScaleInterpolant; - - if ( timeScaleInterpolant !== null ) { - - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - - } - - return this; - - } - - // Object Accessors - - getMixer() { - - return this._mixer; - - } - - getClip() { - - return this._clip; - - } - - getRoot() { - - return this._localRoot || this._mixer._root; - - } - - // Interna - - _update( time, deltaTime, timeDirection, accuIndex ) { - - // called by the mixer - - if ( ! this.enabled ) { - - // call ._updateWeight() to update ._effectiveWeight - - this._updateWeight( time ); - return; - - } - - const startTime = this._startTime; - - if ( startTime !== null ) { - - // check for scheduled start of action - - const timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { - - 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 ); - - // note: _updateTime may disable the action resulting in - // an effective weight of 0 - - const weight = this._updateWeight( time ); - - if ( weight > 0 ) { - - const interpolants = this._interpolants; - const propertyMixers = this._propertyBindings; - - switch ( this.blendMode ) { - - case AdditiveAnimationBlendMode: - - for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulateAdditive( weight ); - - } - - break; - - case NormalAnimationBlendMode: - default: - - for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); - - } - - } - - } - - } - - _updateWeight( time ) { - - let weight = 0; - - if ( this.enabled ) { - - weight = this.weight; - const interpolant = this._weightInterpolant; - - if ( interpolant !== null ) { - - const interpolantValue = interpolant.evaluate( time )[ 0 ]; - - weight *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopFading(); - - if ( interpolantValue === 0 ) { - - // faded out, disable - this.enabled = false; - - } - - } - - } - - } - - this._effectiveWeight = weight; - return weight; - - } - - _updateTimeScale( time ) { - - let timeScale = 0; - - if ( ! this.paused ) { - - timeScale = this.timeScale; - - const interpolant = this._timeScaleInterpolant; - - if ( interpolant !== null ) { - - const interpolantValue = interpolant.evaluate( time )[ 0 ]; - - timeScale *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopWarping(); - - if ( timeScale === 0 ) { - - // motion has halted, pause - this.paused = true; - - } else { - - // warp done - apply final time scale - this.timeScale = timeScale; - - } - - } - - } - - } - - this._effectiveTimeScale = timeScale; - return timeScale; - - } - - _updateTime( deltaTime ) { - - const duration = this._clip.duration; - const loop = this.loop; - - let time = this.time + deltaTime; - let loopCount = this._loopCount; - - const pingPong = ( loop === LoopPingPong ); - - if ( deltaTime === 0 ) { - - if ( loopCount === - 1 ) return time; - - return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; - - } - - if ( loop === LoopOnce ) { - - if ( loopCount === - 1 ) { - - // just started - - this._loopCount = 0; - this._setEndings( true, true, false ); - - } - - handle_stop: { - - if ( time >= duration ) { - - time = duration; - - } else if ( time < 0 ) { - - time = 0; - - } else { - - this.time = time; - - break handle_stop; - - } - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? - 1 : 1 - } ); - - } - - } else { // repetitive Repeat or PingPong - - if ( loopCount === - 1 ) { - - // just started - - if ( deltaTime >= 0 ) { - - loopCount = 0; - - this._setEndings( true, this.repetitions === 0, pingPong ); - - } else { - - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 - - this._setEndings( this.repetitions === 0, true, pingPong ); - - } - - } - - if ( time >= duration || time < 0 ) { - - // wrap around - - const loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; - - loopCount += Math.abs( loopDelta ); - - const pending = this.repetitions - loopCount; - - if ( pending <= 0 ) { - - // have to stop (switch state, clamp time, fire event) - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - time = deltaTime > 0 ? duration : 0; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : - 1 - } ); - - } else { - - // keep running - - if ( pending === 1 ) { - - // entering the last round - - const atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); - - } else { - - this._setEndings( false, false, pingPong ); - - } - - this._loopCount = loopCount; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); - - } - - } else { - - this.time = time; - - } - - if ( pingPong && ( loopCount & 1 ) === 1 ) { - - // invert time for the "pong round" - - return duration - time; - - } - - } - - return time; - - } - - _setEndings( atStart, atEnd, pingPong ) { - - const settings = this._interpolantSettings; - - if ( pingPong ) { - - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; - - } else { - - // assuming for LoopOnce atStart == atEnd == true - - if ( atStart ) { - - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingStart = WrapAroundEnding; - - } - - if ( atEnd ) { - - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingEnd = WrapAroundEnding; - - } - - } - - } - - _scheduleFading( duration, weightNow, weightThen ) { - - const mixer = this._mixer, now = mixer.time; - let interpolant = this._weightInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; - - } - - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - values[ 0 ] = weightNow; - times[ 1 ] = now + duration; - values[ 1 ] = weightThen; - - return this; - - } - -} - -const _controlInterpolantsResultBuffer = new Float32Array( 1 ); - - -class AnimationMixer extends EventDispatcher { - - constructor( root ) { - - super(); - - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; - this.time = 0; - this.timeScale = 1.0; - - } - - _bindAction( action, prototypeAction ) { - - const root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, - bindings = action._propertyBindings, - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName; - - let bindingsByName = bindingsByRoot[ rootUuid ]; - - if ( bindingsByName === undefined ) { - - bindingsByName = {}; - bindingsByRoot[ rootUuid ] = bindingsByName; - - } - - for ( let i = 0; i !== nTracks; ++ i ) { - - const track = tracks[ i ], - trackName = track.name; - - let binding = bindingsByName[ trackName ]; - - if ( binding !== undefined ) { - - ++ binding.referenceCount; - bindings[ i ] = binding; - - } else { - - binding = bindings[ i ]; - - if ( binding !== undefined ) { - - // existing binding, make sure the cache knows - - if ( binding._cacheIndex === null ) { - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - } - - continue; - - } - - const path = prototypeAction && prototypeAction. - _propertyBindings[ i ].binding.parsedPath; - - binding = new PropertyMixer( - PropertyBinding.create( root, trackName, path ), - track.ValueTypeName, track.getValueSize() ); - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - bindings[ i ] = binding; - - } - - interpolants[ i ].resultBuffer = binding.buffer; - - } - - } - - _activateAction( action ) { - - if ( ! this._isActiveAction( action ) ) { - - if ( action._cacheIndex === null ) { - - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind - - const rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, - actionsForClip = this._actionsByClip[ clipUuid ]; - - this._bindAction( action, - actionsForClip && actionsForClip.knownActions[ 0 ] ); - - this._addInactiveAction( action, clipUuid, rootUuid ); - - } - - const bindings = action._propertyBindings; - - // increment reference counts / sort out state - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( binding.useCount ++ === 0 ) { - - this._lendBinding( binding ); - binding.saveOriginalState(); - - } - - } - - this._lendAction( action ); - - } - - } - - _deactivateAction( action ) { - - if ( this._isActiveAction( action ) ) { - - const bindings = action._propertyBindings; - - // decrement reference counts / sort out state - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( -- binding.useCount === 0 ) { - - binding.restoreOriginalState(); - this._takeBackBinding( binding ); - - } - - } - - this._takeBackAction( action ); - - } - - } - - // Memory manager - - _initMemoryManager() { - - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; - - this._actionsByClip = {}; - // inside: - // { - // knownActions: Array< AnimationAction > - used as prototypes - // actionByRoot: AnimationAction - lookup - // } - - - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; - - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - - - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; - - const scope = this; - - this.stats = { - - actions: { - get total() { - - return scope._actions.length; - - }, - get inUse() { - - return scope._nActiveActions; - - } - }, - bindings: { - get total() { - - return scope._bindings.length; - - }, - get inUse() { - - return scope._nActiveBindings; - - } - }, - controlInterpolants: { - get total() { - - return scope._controlInterpolants.length; - - }, - get inUse() { - - return scope._nActiveControlInterpolants; - - } - } - - }; - - } - - // Memory management for AnimationAction objects - - _isActiveAction( action ) { - - const index = action._cacheIndex; - return index !== null && index < this._nActiveActions; - - } - - _addInactiveAction( action, clipUuid, rootUuid ) { - - const actions = this._actions, - actionsByClip = this._actionsByClip; - - let actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip === undefined ) { - - actionsForClip = { - - knownActions: [ action ], - actionByRoot: {} - - }; - - action._byClipCacheIndex = 0; - - actionsByClip[ clipUuid ] = actionsForClip; - - } else { - - const knownActions = actionsForClip.knownActions; - - action._byClipCacheIndex = knownActions.length; - knownActions.push( action ); - - } - - action._cacheIndex = actions.length; - actions.push( action ); - - actionsForClip.actionByRoot[ rootUuid ] = action; - - } - - _removeInactiveAction( action ) { - - const actions = this._actions, - lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - action._cacheIndex = null; - - - const clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, - - lastKnownAction = - knownActionsForClip[ knownActionsForClip.length - 1 ], - - byClipCacheIndex = action._byClipCacheIndex; - - lastKnownAction._byClipCacheIndex = byClipCacheIndex; - knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); - - action._byClipCacheIndex = null; - - - const actionByRoot = actionsForClip.actionByRoot, - rootUuid = ( action._localRoot || this._root ).uuid; - - delete actionByRoot[ rootUuid ]; - - if ( knownActionsForClip.length === 0 ) { - - delete actionsByClip[ clipUuid ]; - - } - - this._removeInactiveBindingsForAction( action ); - - } - - _removeInactiveBindingsForAction( action ) { - - const bindings = action._propertyBindings; - - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( -- binding.referenceCount === 0 ) { - - this._removeInactiveBinding( binding ); - - } - - } - - } - - _lendAction( action ) { - - // [ active actions | inactive actions ] - // [ active actions >| inactive actions ] - // s a - // <-swap-> - // a s - - const actions = this._actions, - prevIndex = action._cacheIndex, - - lastActiveIndex = this._nActiveActions ++, - - firstInactiveAction = actions[ lastActiveIndex ]; - - action._cacheIndex = lastActiveIndex; - actions[ lastActiveIndex ] = action; - - firstInactiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = firstInactiveAction; - - } - - _takeBackAction( action ) { - - // [ active actions | inactive actions ] - // [ active actions |< inactive actions ] - // a s - // <-swap-> - // s a - - const actions = this._actions, - prevIndex = action._cacheIndex, - - firstInactiveIndex = -- this._nActiveActions, - - lastActiveAction = actions[ firstInactiveIndex ]; - - action._cacheIndex = firstInactiveIndex; - actions[ firstInactiveIndex ] = action; - - lastActiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = lastActiveAction; - - } - - // Memory management for PropertyMixer objects - - _addInactiveBinding( binding, rootUuid, trackName ) { - - const bindingsByRoot = this._bindingsByRootAndName, - bindings = this._bindings; - - let bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName === undefined ) { - - bindingByName = {}; - bindingsByRoot[ rootUuid ] = bindingByName; - - } - - bindingByName[ trackName ] = binding; - - binding._cacheIndex = bindings.length; - bindings.push( binding ); - - } - - _removeInactiveBinding( binding ) { - - const bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], - - lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; - - lastInactiveBinding._cacheIndex = cacheIndex; - bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); - - delete bindingByName[ trackName ]; - - if ( Object.keys( bindingByName ).length === 0 ) { - - delete bindingsByRoot[ rootUuid ]; - - } - - } - - _lendBinding( binding ) { - - const bindings = this._bindings, - prevIndex = binding._cacheIndex, - - lastActiveIndex = this._nActiveBindings ++, - - firstInactiveBinding = bindings[ lastActiveIndex ]; - - binding._cacheIndex = lastActiveIndex; - bindings[ lastActiveIndex ] = binding; - - firstInactiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = firstInactiveBinding; - - } - - _takeBackBinding( binding ) { - - const bindings = this._bindings, - prevIndex = binding._cacheIndex, - - firstInactiveIndex = -- this._nActiveBindings, - - lastActiveBinding = bindings[ firstInactiveIndex ]; - - binding._cacheIndex = firstInactiveIndex; - bindings[ firstInactiveIndex ] = binding; - - lastActiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = lastActiveBinding; - - } - - - // Memory management of Interpolants for weight and time scale - - _lendControlInterpolant() { - - const interpolants = this._controlInterpolants, - lastActiveIndex = this._nActiveControlInterpolants ++; - - let interpolant = interpolants[ lastActiveIndex ]; - - if ( interpolant === undefined ) { - - interpolant = new LinearInterpolant( - new Float32Array( 2 ), new Float32Array( 2 ), - 1, _controlInterpolantsResultBuffer ); - - interpolant.__cacheIndex = lastActiveIndex; - interpolants[ lastActiveIndex ] = interpolant; - - } - - return interpolant; - - } - - _takeBackControlInterpolant( interpolant ) { - - const interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, - - firstInactiveIndex = -- this._nActiveControlInterpolants, - - lastActiveInterpolant = interpolants[ firstInactiveIndex ]; - - interpolant.__cacheIndex = firstInactiveIndex; - interpolants[ firstInactiveIndex ] = interpolant; - - lastActiveInterpolant.__cacheIndex = prevIndex; - interpolants[ prevIndex ] = lastActiveInterpolant; - - } - - // return an action for a clip optionally using a custom root target - // object (this method allocates a lot of dynamic memory in case a - // previously unknown clip/root combination is specified) - clipAction( clip, optionalRoot, blendMode ) { - - const root = optionalRoot || this._root, - rootUuid = root.uuid; - - let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; - - const clipUuid = clipObject !== null ? clipObject.uuid : clip; - - const actionsForClip = this._actionsByClip[ clipUuid ]; - let prototypeAction = null; - - if ( blendMode === undefined ) { - - if ( clipObject !== null ) { - - blendMode = clipObject.blendMode; - - } else { - - blendMode = NormalAnimationBlendMode; - - } - - } - - if ( actionsForClip !== undefined ) { - - const existingAction = actionsForClip.actionByRoot[ rootUuid ]; - - if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { - - return existingAction; - - } - - // we know the clip, so we don't have to parse all - // the bindings again but can just copy - prototypeAction = actionsForClip.knownActions[ 0 ]; - - // also, take the clip from the prototype action - if ( clipObject === null ) - clipObject = prototypeAction._clip; - - } - - // clip must be known when specified via string - if ( clipObject === null ) return null; - - // allocate all resources required to run it - const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); - - this._bindAction( newAction, prototypeAction ); - - // and make the action known to the memory manager - this._addInactiveAction( newAction, clipUuid, rootUuid ); - - return newAction; - - } - - // get an existing action - existingAction( clip, optionalRoot ) { - - const root = optionalRoot || this._root, - rootUuid = root.uuid, - - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, - - clipUuid = clipObject ? clipObject.uuid : clip, - - actionsForClip = this._actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - return actionsForClip.actionByRoot[ rootUuid ] || null; - - } - - return null; - - } - - // deactivates all previously scheduled actions - stopAllAction() { - - const actions = this._actions, - nActions = this._nActiveActions; - - for ( let i = nActions - 1; i >= 0; -- i ) { - - actions[ i ].stop(); - - } - - return this; - - } - - // advance the time and update apply the animation - update( deltaTime ) { - - deltaTime *= this.timeScale; - - const actions = this._actions, - nActions = this._nActiveActions, - - time = this.time += deltaTime, - timeDirection = Math.sign( deltaTime ), - - accuIndex = this._accuIndex ^= 1; - - // run active actions - - for ( let i = 0; i !== nActions; ++ i ) { - - const action = actions[ i ]; - - action._update( time, deltaTime, timeDirection, accuIndex ); - - } - - // update scene graph - - const bindings = this._bindings, - nBindings = this._nActiveBindings; - - for ( let i = 0; i !== nBindings; ++ i ) { - - bindings[ i ].apply( accuIndex ); - - } - - return this; - - } - - // Allows you to seek to a specific time in an animation. - setTime( timeInSeconds ) { - - this.time = 0; // Zero out time attribute for AnimationMixer object; - for ( let i = 0; i < this._actions.length; i ++ ) { - - this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. - - } - - return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. - - } - - // return this mixer's root target object - getRoot() { - - return this._root; - - } - - // free all resources specific to a particular clip - uncacheClip( clip ) { - - const actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away - - const actionsToRemove = actionsForClip.knownActions; - - for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { - - const action = actionsToRemove[ i ]; - - this._deactivateAction( action ); - - const cacheIndex = action._cacheIndex, - lastInactiveAction = actions[ actions.length - 1 ]; - - action._cacheIndex = null; - action._byClipCacheIndex = null; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - this._removeInactiveBindingsForAction( action ); - - } - - delete actionsByClip[ clipUuid ]; - - } - - } - - // free all resources specific to a particular root target object - uncacheRoot( root ) { - - const rootUuid = root.uuid, - actionsByClip = this._actionsByClip; - - for ( const clipUuid in actionsByClip ) { - - const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, - action = actionByRoot[ rootUuid ]; - - if ( action !== undefined ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - - const bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName !== undefined ) { - - for ( const trackName in bindingByName ) { - - const binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); - - } - - } - - } - - // remove a targeted clip from the cache - uncacheAction( clip, optionalRoot ) { - - const action = this.existingAction( clip, optionalRoot ); - - if ( action !== null ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - -} - -class Uniform { - - constructor( value ) { - - this.value = 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 ++ } ); - - this.name = ''; - - this.usage = StaticDrawUsage; - this.uniforms = []; - - } - - add( uniform ) { - - this.uniforms.push( uniform ); - - return this; - - } - - remove( uniform ) { - - const index = this.uniforms.indexOf( uniform ); - - if ( index !== - 1 ) this.uniforms.splice( index, 1 ); - - return this; - - } - - setName( name ) { - - this.name = name; - - return this; - - } - - setUsage( value ) { - - this.usage = value; - - return this; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - return this; - - } - - 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 ++ ) { - - const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ]; - - for ( let j = 0; j < uniforms.length; j ++ ) { - - this.uniforms.push( uniforms[ j ].clone() ); - - } - - } - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -class InstancedInterleavedBuffer extends InterleavedBuffer { - - constructor( array, stride, meshPerAttribute = 1 ) { - - super( array, stride ); - - this.isInstancedInterleavedBuffer = true; - - this.meshPerAttribute = meshPerAttribute; - - } - - copy( source ) { - - super.copy( source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - } - - clone( data ) { - - const ib = super.clone( data ); - - ib.meshPerAttribute = this.meshPerAttribute; - - return ib; - - } - - toJSON( data ) { - - const json = super.toJSON( data ); - - json.isInstancedInterleavedBuffer = true; - json.meshPerAttribute = this.meshPerAttribute; - - return json; - - } - -} - -class GLBufferAttribute { - - 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 ++; - - } - - setBuffer( buffer ) { - - this.buffer = buffer; - - return this; - - } - - setType( type, elementSize ) { - - this.type = type; - this.elementSize = elementSize; - - return this; - - } - - setItemSize( itemSize ) { - - this.itemSize = itemSize; - - return this; - - } - - setCount( count ) { - - this.count = count; - - return this; - - } - -} - -const _matrix = /*@__PURE__*/ new Matrix4(); - -class Raycaster { - - constructor( origin, direction, near = 0, far = Infinity ) { - - this.ray = new Ray( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) - - this.near = near; - this.far = far; - this.camera = null; - this.layers = new Layers(); - - this.params = { - Mesh: {}, - Line: { threshold: 1 }, - LOD: {}, - Points: { threshold: 1 }, - Sprite: {} - }; - - } - - set( origin, direction ) { - - // direction is assumed to be normalized (for accurate distance calculations) - - this.ray.set( origin, direction ); - - } - - setFromCamera( coords, camera ) { - - if ( camera.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 ); - this.camera = camera; - - } else { - - console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); - - } - - } - - setFromXRController( controller ) { - - _matrix.identity().extractRotation( controller.matrixWorld ); - - this.ray.origin.setFromMatrixPosition( controller.matrixWorld ); - this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix ); - - return this; - - } - - intersectObject( object, recursive = true, intersects = [] ) { - - intersect( object, this, intersects, recursive ); - - intersects.sort( ascSort ); - - return intersects; - - } - - intersectObjects( objects, recursive = true, intersects = [] ) { - - for ( let i = 0, l = objects.length; i < l; i ++ ) { - - intersect( objects[ i ], this, intersects, recursive ); - - } - - intersects.sort( ascSort ); - - return intersects; - - } - -} - -function ascSort( a, b ) { - - return a.distance - b.distance; - -} - -function intersect( object, raycaster, intersects, recursive ) { - - let propagate = true; - - if ( object.layers.test( raycaster.layers ) ) { - - const result = object.raycast( raycaster, intersects ); - - if ( result === false ) propagate = false; - - } - - if ( propagate === true && recursive === true ) { - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - intersect( children[ i ], raycaster, intersects, true ); - - } - - } - -} - -/** - * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system - * - * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up. - * theta (the azimuthal angle) is measured from the positive z-axis. - */ -class Spherical { - - constructor( radius = 1, phi = 0, theta = 0 ) { - - this.radius = radius; - this.phi = phi; // polar angle - this.theta = theta; // azimuthal angle - - return this; - - } - - set( radius, phi, theta ) { - - this.radius = radius; - this.phi = phi; - this.theta = theta; - - return this; - - } - - copy( other ) { - - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; - - return this; - - } - - // restrict phi to be between EPS and PI-EPS - makeSafe() { - - const EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); - - return this; - - } - - setFromVector3( v ) { - - return this.setFromCartesianCoords( v.x, v.y, v.z ); - - } - - setFromCartesianCoords( x, y, z ) { - - this.radius = Math.sqrt( x * x + y * y + z * z ); - - if ( this.radius === 0 ) { - - this.theta = 0; - this.phi = 0; - - } else { - - this.theta = Math.atan2( x, z ); - this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) ); - - } - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -/** - * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system - */ - -class Cylindrical { - - 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 ) { - - this.radius = radius; - this.theta = theta; - this.y = y; - - return this; - - } - - 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 ); - - } - - 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 ); - - } - -} - -class Matrix2 { - - constructor( n11, n12, n21, n22 ) { - - Matrix2.prototype.isMatrix2 = true; - - this.elements = [ - 1, 0, - 0, 1, - ]; - - if ( n11 !== undefined ) { - - this.set( n11, n12, n21, n22 ); - - } - - } - - identity() { - - this.set( - 1, 0, - 0, 1, - ); - - return this; - - } - - fromArray( array, offset = 0 ) { - - for ( let i = 0; i < 4; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - set( n11, n12, n21, n22 ) { - - const te = this.elements; - - te[ 0 ] = n11; te[ 2 ] = n12; - te[ 1 ] = n21; te[ 3 ] = n22; - - return this; - - } - -} - -const _vector$4 = /*@__PURE__*/ new Vector2(); - -class Box2 { - - 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 ); - - return this; - - } - - setFromPoints( points ) { - - this.makeEmpty(); - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - this.expandByPoint( points[ i ] ); - - } - - return this; - - } - - setFromCenterAndSize( center, size ) { - - const halfSize = _vector$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 ); - - } - - 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; - - 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 ); - - } - - 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 ); - - } - - expandByPoint( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - - } - - expandByVector( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - - } - - expandByScalar( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - - } - - containsPoint( point ) { - - return point.x >= this.min.x && point.x <= this.max.x && - point.y >= this.min.y && point.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 ) { - - // 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 ) - ); - - } - - 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; - - } - - clampPoint( point, target ) { - - return target.copy( point ).clamp( this.min, this.max ); - - } - - distanceToPoint( point ) { - - return this.clampPoint( point, _vector$4 ).distanceTo( point ); - - } - - intersect( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); - - if ( this.isEmpty() ) this.makeEmpty(); - - return this; - - } - - union( box ) { - - this.min.min( box.min ); - this.max.max( box.max ); - - return this; - - } - - translate( offset ) { - - this.min.add( offset ); - this.max.add( offset ); - - return this; - - } - - equals( box ) { - - return box.min.equals( this.min ) && box.max.equals( this.max ); - - } - -} - -const _startP = /*@__PURE__*/ new Vector3(); -const _startEnd = /*@__PURE__*/ new Vector3(); - -class Line3 { - - constructor( start = new Vector3(), end = new Vector3() ) { - - this.start = start; - this.end = 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 ); - - return this; - - } - - getCenter( target ) { - - return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); - - } - - delta( target ) { - - return target.subVectors( this.end, this.start ); - - } - - distanceSq() { - - return this.start.distanceToSquared( this.end ); - - } - - distance() { - - return this.start.distanceTo( this.end ); - - } - - 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 ); - - let t = startEnd_startP / startEnd2; - - 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 ); - - } - - 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 ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _vector$3 = /*@__PURE__*/ new Vector3(); - -class SpotLightHelper extends Object3D { - - constructor( light, color ) { - - super(); - - this.light = light; - - 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 ); - - this.update(); - - } - - dispose() { - - this.cone.geometry.dispose(); - this.cone.material.dispose(); - - } - - update() { - - this.light.updateWorldMatrix( true, false ); - this.light.target.updateWorldMatrix( true, false ); - - // update the local matrix based on the parent and light target transforms - if ( this.parent ) { - - this.parent.updateWorldMatrix( true ); - - this.matrix - .copy( this.parent.matrixWorld ) - .invert() - .multiply( this.light.matrixWorld ); - - } else { - - this.matrix.copy( this.light.matrixWorld ); - - } - - this.matrixWorld.copy( this.light.matrixWorld ); - - 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 ); - - } else { - - this.cone.material.color.copy( this.light.color ); - - } - - } - -} - -const _vector$2 = /*@__PURE__*/ new Vector3(); -const _boneMatrix = /*@__PURE__*/ new Matrix4(); -const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); - - -class SkeletonHelper extends LineSegments { - - constructor( object ) { - - const bones = getBoneList( object ); - - const geometry = new BufferGeometry(); - - const vertices = []; - const colors = []; - - const color1 = new Color( 0, 0, 1 ); - const color2 = new Color( 0, 1, 0 ); - - for ( let i = 0; i < bones.length; i ++ ) { - - const bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - vertices.push( 0, 0, 0 ); - vertices.push( 0, 0, 0 ); - colors.push( color1.r, color1.g, color1.b ); - colors.push( color2.r, color2.g, color2.b ); - - } - - } - - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); - - super( geometry, material ); - - this.isSkeletonHelper = true; - - this.type = 'SkeletonHelper'; - - this.root = object; - this.bones = bones; - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - - } - - updateMatrixWorld( force ) { - - const bones = this.bones; - - const geometry = this.geometry; - const position = geometry.getAttribute( 'position' ); - - _matrixWorldInv.copy( this.root.matrixWorld ).invert(); - - for ( let i = 0, j = 0; i < bones.length; i ++ ) { - - const bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); - _vector$2.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); - - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); - _vector$2.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); - - j += 2; - - } - - } - - geometry.getAttribute( 'position' ).needsUpdate = true; - - super.updateMatrixWorld( force ); - - } - - dispose() { - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - - -function getBoneList( object ) { - - const boneList = []; - - if ( object.isBone === true ) { - - boneList.push( object ); - - } - - 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 ); - - 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 ); - */ - - } - - dispose() { - - this.geometry.dispose(); - this.material.dispose(); - - } - - update() { - - this.light.updateWorldMatrix( true, false ); - - if ( this.color !== undefined ) { - - this.material.color.set( this.color ); - - } else { - - 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; - this.lightDistance.scale.set( d, d, d ); - - } - */ - - } - -} - -const _vector$1 = /*@__PURE__*/ new Vector3(); -const _color1 = /*@__PURE__*/ new Color(); -const _color2 = /*@__PURE__*/ new Color(); - -class HemisphereLightHelper extends Object3D { - - 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 ) ); - - this.update(); - - } - - 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 ); - - } 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 ); - - } - - colors.needsUpdate = true; - - } - - 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 ); - - const center = divisions / 2; - const step = size / divisions; - const halfSize = size / 2; - - const vertices = [], colors = []; - - for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { - - vertices.push( - halfSize, 0, k, halfSize, 0, k ); - vertices.push( k, 0, - halfSize, k, 0, halfSize ); - - const color = i === center ? color1 : color2; - - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - - } - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'GridHelper'; - - } - - 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 ); - - 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 ); - - } - - } - - // 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 ++ ) { - - // 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 ); - - // 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 ); - - } - - } - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'PolarGridHelper'; - - } - - dispose() { - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - -const _v1 = /*@__PURE__*/ new Vector3(); -const _v2 = /*@__PURE__*/ new Vector3(); -const _v3 = /*@__PURE__*/ new Vector3(); - -class DirectionalLightHelper extends Object3D { - - 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; - - 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 = new BufferGeometry(); - 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 ); - - } else { - - this.lightPlane.material.color.copy( this.light.color ); - this.targetLine.material.color.copy( this.light.color ); - - } - - this.targetLine.lookAt( _v2 ); - this.targetLine.scale.z = _v3.length(); - - } - -} - -const _vector = /*@__PURE__*/ new Vector3(); -const _camera = /*@__PURE__*/ new Camera(); - -/** - * - shows frustum, line of sight and up of the camera - * - suitable for fast updates - * - based on frustum visualization in lightgl.js shadowmap example - * https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html - */ - -class CameraHelper extends LineSegments { - - constructor( camera ) { - - const geometry = new BufferGeometry(); - 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' ); - - // far - - 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' ); - - // cone - - addLine( 'p', 'n1' ); - addLine( 'p', 'n2' ); - addLine( 'p', 'n3' ); - addLine( 'p', 'n4' ); - - // up - - addLine( 'u1', 'u2' ); - addLine( 'u2', 'u3' ); - addLine( 'u3', 'u1' ); - - // target - - 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 ); - - this.type = 'CameraHelper'; - - this.camera = camera; - 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 ); - - } - - setColors( frustum, cone, up, target, cross ) { - - const geometry = this.geometry; - - 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 - - // 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 - - // 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 - - // 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 - - // 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 - - // 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 - - // 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( 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; - - // we need just camera projection matrix inverse - // world matrix must be identity - - _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); - - // center / target - - 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 ); - - // 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 ); - - // 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 ); - - // 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; - - } - - 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 ); - - } - - } - -} - -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 ); - - 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 } ) ); - - 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.' ); - - } - - if ( this.object !== undefined ) { - - _box.setFromObject( this.object ); - - } - - if ( _box.isEmpty() ) return; - - const min = _box.min; - const max = _box.max; - - /* - 5____4 - 1/___0/| - | 6__|_7 - 2/___3/ - - 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z - 4: max.x, max.y, min.z - 5: min.x, max.y, min.z - 6: min.x, min.y, min.z - 7: max.x, min.y, min.z - */ - - 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; - - position.needsUpdate = true; - - this.geometry.computeBoundingSphere(); - - } - - setFromObject( object ) { - - this.object = object; - this.update(); - - return this; - - } - - 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 ]; - - 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 } ) ); - - this.box = box; - - this.type = 'Box3Helper'; - - this.geometry.computeBoundingSphere(); - - } - - 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 ); - - } - - dispose() { - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - -class PlaneHelper extends Line { - - 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 geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); - - 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 geometry2 = new BufferGeometry(); - 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 } ) ) ); - - } - - 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(); - - } - -} - -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 ) { - - super(); - - this.type = 'ArrowHelper'; - - 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 } ) ); - this.line.matrixAutoUpdate = 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 ); - - } - - setDirection( dir ) { - - // dir is assumed to be normalized - - if ( dir.y > 0.99999 ) { - - this.quaternion.set( 0, 0, 0, 1 ); - - } else if ( dir.y < - 0.99999 ) { - - this.quaternion.set( 1, 0, 0, 0 ); - - } else { - - _axis.set( dir.z, 0, - dir.x ).normalize(); - - 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 - this.line.updateMatrix(); - - 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 ); - - } - - 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 - ]; - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'AxesHelper'; - - } - - 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 ); - - 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 ) { - - this.currentPath = new Path(); - this.subPaths.push( this.currentPath ); - this.currentPath.moveTo( x, y ); - - return this; - - } - - lineTo( x, y ) { - - this.currentPath.lineTo( x, y ); - - return this; - - } - - 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 ); - - return this; - - } - - splineThru( pts ) { - - this.currentPath.splineThru( pts ); - - return this; - - } - - toShapes( isCCW ) { - - function toShapesNoHoles( inSubpaths ) { - - const shapes = []; - - 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 ); - - } - - return shapes; - - } - - function isPointInsidePolygon( inPt, inPolygon ) { - - const polyLen = inPolygon.length; - - // inPt on polygon contour => immediate success or - // toggling of inside/outside at every single! intersection point of an edge - // with the horizontal line through inPt, left of inPt - // not counting lowerY endpoints of edges and whole edges on that line - let inside = false; - 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 ) { - - // not parallel - if ( edgeDy < 0 ) { - - edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; - edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; - - } - - if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; - - if ( inPt.y === edgeLowPt.y ) { - - if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! - - } else { - - 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 - // edge lies on the same horizontal line as inPt - if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || - ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! - // continue; - - } - - } - - return inside; - - } - - const isClockWise = ShapeUtils.isClockWise; - - const subPaths = this.subPaths; - if ( subPaths.length === 0 ) return []; - - let solid, tmpPath, tmpShape; - const shapes = []; - - if ( subPaths.length === 1 ) { - - tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return shapes; - - } - - let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); - holesFirst = isCCW ? ! holesFirst : holesFirst; - - // console.log("Holes first", holesFirst); - - const betterShapeHoles = []; - const newShapes = []; - 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 ]; - tmpPoints = tmpPath.getPoints(); - solid = isClockWise( tmpPoints ); - solid = isCCW ? ! solid : solid; - - if ( solid ) { - - if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; - - newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; - newShapes[ mainIdx ].s.curves = tmpPath.curves; - - if ( holesFirst ) mainIdx ++; - newShapeHoles[ mainIdx ] = []; - - //console.log('cw', i); - - } else { - - newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); - - //console.log('ccw', i); - - } - - } - - // only Holes? -> probably all Shapes with wrong orientation - if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); - - - if ( newShapes.length > 1 ) { - - 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 ++ ) { - - 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 ) { - - hole_unassigned = false; - betterShapeHoles[ s2Idx ].push( ho ); - - } else { - - ambiguous = true; - - } - - } - - } - - if ( hole_unassigned ) { - - betterShapeHoles[ sIdx ].push( ho ); - - } - - } - - } - - 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 ); - - } - - } - - //console.log("shape", shapes); - - return shapes; - - } - -} - -class WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162 - - constructor( width = 1, height = 1, count = 1, options = {} ) { - - console.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the "count" parameter to enable MRT.' ); - - super( width, height, { ...options, count } ); - - this.isWebGLMultipleRenderTargets = true; - - } - - get texture() { - - return this.textures; - - } - -} - -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.' ); - - } else { - - window.__THREE__ = REVISION; - - } - -} - -exports.ACESFilmicToneMapping = ACESFilmicToneMapping; -exports.AddEquation = AddEquation; -exports.AddOperation = AddOperation; -exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode; -exports.AdditiveBlending = AdditiveBlending; -exports.AgXToneMapping = AgXToneMapping; -exports.AlphaFormat = AlphaFormat; -exports.AlwaysCompare = AlwaysCompare; -exports.AlwaysDepth = AlwaysDepth; -exports.AlwaysStencilFunc = AlwaysStencilFunc; -exports.AmbientLight = AmbientLight; -exports.AnimationAction = AnimationAction; -exports.AnimationClip = AnimationClip; -exports.AnimationLoader = AnimationLoader; -exports.AnimationMixer = AnimationMixer; -exports.AnimationObjectGroup = AnimationObjectGroup; -exports.AnimationUtils = AnimationUtils; -exports.ArcCurve = ArcCurve; -exports.ArrayCamera = ArrayCamera; -exports.ArrowHelper = ArrowHelper; -exports.AttachedBindMode = AttachedBindMode; -exports.Audio = Audio; -exports.AudioAnalyser = AudioAnalyser; -exports.AudioContext = AudioContext; -exports.AudioListener = AudioListener; -exports.AudioLoader = AudioLoader; -exports.AxesHelper = AxesHelper; -exports.BackSide = BackSide; -exports.BasicDepthPacking = BasicDepthPacking; -exports.BasicShadowMap = BasicShadowMap; -exports.BatchedMesh = BatchedMesh; -exports.Bone = Bone; -exports.BooleanKeyframeTrack = BooleanKeyframeTrack; -exports.Box2 = Box2; -exports.Box3 = Box3; -exports.Box3Helper = Box3Helper; -exports.BoxGeometry = BoxGeometry; -exports.BoxHelper = BoxHelper; -exports.BufferAttribute = BufferAttribute; -exports.BufferGeometry = BufferGeometry; -exports.BufferGeometryLoader = BufferGeometryLoader; -exports.ByteType = ByteType; -exports.Cache = Cache; -exports.Camera = Camera; -exports.CameraHelper = CameraHelper; -exports.CanvasTexture = CanvasTexture; -exports.CapsuleGeometry = CapsuleGeometry; -exports.CatmullRomCurve3 = CatmullRomCurve3; -exports.CineonToneMapping = CineonToneMapping; -exports.CircleGeometry = CircleGeometry; -exports.ClampToEdgeWrapping = ClampToEdgeWrapping; -exports.Clock = Clock; -exports.Color = Color; -exports.ColorKeyframeTrack = ColorKeyframeTrack; -exports.ColorManagement = ColorManagement; -exports.CompressedArrayTexture = CompressedArrayTexture; -exports.CompressedCubeTexture = CompressedCubeTexture; -exports.CompressedTexture = CompressedTexture; -exports.CompressedTextureLoader = CompressedTextureLoader; -exports.ConeGeometry = ConeGeometry; -exports.ConstantAlphaFactor = ConstantAlphaFactor; -exports.ConstantColorFactor = ConstantColorFactor; -exports.CubeCamera = CubeCamera; -exports.CubeReflectionMapping = CubeReflectionMapping; -exports.CubeRefractionMapping = CubeRefractionMapping; -exports.CubeTexture = CubeTexture; -exports.CubeTextureLoader = CubeTextureLoader; -exports.CubeUVReflectionMapping = CubeUVReflectionMapping; -exports.CubicBezierCurve = CubicBezierCurve; -exports.CubicBezierCurve3 = CubicBezierCurve3; -exports.CubicInterpolant = CubicInterpolant; -exports.CullFaceBack = CullFaceBack; -exports.CullFaceFront = CullFaceFront; -exports.CullFaceFrontBack = CullFaceFrontBack; -exports.CullFaceNone = CullFaceNone; -exports.Curve = Curve; -exports.CurvePath = CurvePath; -exports.CustomBlending = CustomBlending; -exports.CustomToneMapping = CustomToneMapping; -exports.CylinderGeometry = CylinderGeometry; -exports.Cylindrical = Cylindrical; -exports.Data3DTexture = Data3DTexture; -exports.DataArrayTexture = DataArrayTexture; -exports.DataTexture = DataTexture; -exports.DataTextureLoader = DataTextureLoader; -exports.DataUtils = DataUtils; -exports.DecrementStencilOp = DecrementStencilOp; -exports.DecrementWrapStencilOp = DecrementWrapStencilOp; -exports.DefaultLoadingManager = DefaultLoadingManager; -exports.DepthFormat = DepthFormat; -exports.DepthStencilFormat = DepthStencilFormat; -exports.DepthTexture = DepthTexture; -exports.DetachedBindMode = DetachedBindMode; -exports.DirectionalLight = DirectionalLight; -exports.DirectionalLightHelper = DirectionalLightHelper; -exports.DiscreteInterpolant = DiscreteInterpolant; -exports.DisplayP3ColorSpace = DisplayP3ColorSpace; -exports.DodecahedronGeometry = DodecahedronGeometry; -exports.DoubleSide = DoubleSide; -exports.DstAlphaFactor = DstAlphaFactor; -exports.DstColorFactor = DstColorFactor; -exports.DynamicCopyUsage = DynamicCopyUsage; -exports.DynamicDrawUsage = DynamicDrawUsage; -exports.DynamicReadUsage = DynamicReadUsage; -exports.EdgesGeometry = EdgesGeometry; -exports.EllipseCurve = EllipseCurve; -exports.EqualCompare = EqualCompare; -exports.EqualDepth = EqualDepth; -exports.EqualStencilFunc = EqualStencilFunc; -exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping; -exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping; -exports.Euler = Euler; -exports.EventDispatcher = EventDispatcher; -exports.ExtrudeGeometry = ExtrudeGeometry; -exports.FileLoader = FileLoader; -exports.Float16BufferAttribute = Float16BufferAttribute; -exports.Float32BufferAttribute = Float32BufferAttribute; -exports.FloatType = FloatType; -exports.Fog = Fog; -exports.FogExp2 = FogExp2; -exports.FramebufferTexture = FramebufferTexture; -exports.FrontSide = FrontSide; -exports.Frustum = Frustum; -exports.GLBufferAttribute = GLBufferAttribute; -exports.GLSL1 = GLSL1; -exports.GLSL3 = GLSL3; -exports.GreaterCompare = GreaterCompare; -exports.GreaterDepth = GreaterDepth; -exports.GreaterEqualCompare = GreaterEqualCompare; -exports.GreaterEqualDepth = GreaterEqualDepth; -exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc; -exports.GreaterStencilFunc = GreaterStencilFunc; -exports.GridHelper = GridHelper; -exports.Group = Group; -exports.HalfFloatType = HalfFloatType; -exports.HemisphereLight = HemisphereLight; -exports.HemisphereLightHelper = HemisphereLightHelper; -exports.IcosahedronGeometry = IcosahedronGeometry; -exports.ImageBitmapLoader = ImageBitmapLoader; -exports.ImageLoader = ImageLoader; -exports.ImageUtils = ImageUtils; -exports.IncrementStencilOp = IncrementStencilOp; -exports.IncrementWrapStencilOp = IncrementWrapStencilOp; -exports.InstancedBufferAttribute = InstancedBufferAttribute; -exports.InstancedBufferGeometry = InstancedBufferGeometry; -exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; -exports.InstancedMesh = InstancedMesh; -exports.Int16BufferAttribute = Int16BufferAttribute; -exports.Int32BufferAttribute = Int32BufferAttribute; -exports.Int8BufferAttribute = Int8BufferAttribute; -exports.IntType = IntType; -exports.InterleavedBuffer = InterleavedBuffer; -exports.InterleavedBufferAttribute = InterleavedBufferAttribute; -exports.Interpolant = Interpolant; -exports.InterpolateDiscrete = InterpolateDiscrete; -exports.InterpolateLinear = InterpolateLinear; -exports.InterpolateSmooth = InterpolateSmooth; -exports.InvertStencilOp = InvertStencilOp; -exports.KeepStencilOp = KeepStencilOp; -exports.KeyframeTrack = KeyframeTrack; -exports.LOD = LOD; -exports.LatheGeometry = LatheGeometry; -exports.Layers = Layers; -exports.LessCompare = LessCompare; -exports.LessDepth = LessDepth; -exports.LessEqualCompare = LessEqualCompare; -exports.LessEqualDepth = LessEqualDepth; -exports.LessEqualStencilFunc = LessEqualStencilFunc; -exports.LessStencilFunc = LessStencilFunc; -exports.Light = Light; -exports.LightProbe = LightProbe; -exports.Line = Line; -exports.Line3 = Line3; -exports.LineBasicMaterial = LineBasicMaterial; -exports.LineCurve = LineCurve; -exports.LineCurve3 = LineCurve3; -exports.LineDashedMaterial = LineDashedMaterial; -exports.LineLoop = LineLoop; -exports.LineSegments = LineSegments; -exports.LinearDisplayP3ColorSpace = LinearDisplayP3ColorSpace; -exports.LinearFilter = LinearFilter; -exports.LinearInterpolant = LinearInterpolant; -exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; -exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; -exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter; -exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter; -exports.LinearSRGBColorSpace = LinearSRGBColorSpace; -exports.LinearToneMapping = LinearToneMapping; -exports.LinearTransfer = LinearTransfer; -exports.Loader = Loader; -exports.LoaderUtils = LoaderUtils; -exports.LoadingManager = LoadingManager; -exports.LoopOnce = LoopOnce; -exports.LoopPingPong = LoopPingPong; -exports.LoopRepeat = LoopRepeat; -exports.LuminanceAlphaFormat = LuminanceAlphaFormat; -exports.LuminanceFormat = LuminanceFormat; -exports.MOUSE = MOUSE; -exports.Material = Material; -exports.MaterialLoader = MaterialLoader; -exports.MathUtils = MathUtils; -exports.Matrix2 = Matrix2; -exports.Matrix3 = Matrix3; -exports.Matrix4 = Matrix4; -exports.MaxEquation = MaxEquation; -exports.Mesh = Mesh; -exports.MeshBasicMaterial = MeshBasicMaterial; -exports.MeshDepthMaterial = MeshDepthMaterial; -exports.MeshDistanceMaterial = MeshDistanceMaterial; -exports.MeshLambertMaterial = MeshLambertMaterial; -exports.MeshMatcapMaterial = MeshMatcapMaterial; -exports.MeshNormalMaterial = MeshNormalMaterial; -exports.MeshPhongMaterial = MeshPhongMaterial; -exports.MeshPhysicalMaterial = MeshPhysicalMaterial; -exports.MeshStandardMaterial = MeshStandardMaterial; -exports.MeshToonMaterial = MeshToonMaterial; -exports.MinEquation = MinEquation; -exports.MirroredRepeatWrapping = MirroredRepeatWrapping; -exports.MixOperation = MixOperation; -exports.MultiplyBlending = MultiplyBlending; -exports.MultiplyOperation = MultiplyOperation; -exports.NearestFilter = NearestFilter; -exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter; -exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; -exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter; -exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter; -exports.NeutralToneMapping = NeutralToneMapping; -exports.NeverCompare = NeverCompare; -exports.NeverDepth = NeverDepth; -exports.NeverStencilFunc = NeverStencilFunc; -exports.NoBlending = NoBlending; -exports.NoColorSpace = NoColorSpace; -exports.NoToneMapping = NoToneMapping; -exports.NormalAnimationBlendMode = NormalAnimationBlendMode; -exports.NormalBlending = NormalBlending; -exports.NotEqualCompare = NotEqualCompare; -exports.NotEqualDepth = NotEqualDepth; -exports.NotEqualStencilFunc = NotEqualStencilFunc; -exports.NumberKeyframeTrack = NumberKeyframeTrack; -exports.Object3D = Object3D; -exports.ObjectLoader = ObjectLoader; -exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap; -exports.OctahedronGeometry = OctahedronGeometry; -exports.OneFactor = OneFactor; -exports.OneMinusConstantAlphaFactor = OneMinusConstantAlphaFactor; -exports.OneMinusConstantColorFactor = OneMinusConstantColorFactor; -exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor; -exports.OneMinusDstColorFactor = OneMinusDstColorFactor; -exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor; -exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor; -exports.OrthographicCamera = OrthographicCamera; -exports.P3Primaries = P3Primaries; -exports.PCFShadowMap = PCFShadowMap; -exports.PCFSoftShadowMap = PCFSoftShadowMap; -exports.PMREMGenerator = PMREMGenerator; -exports.Path = Path; -exports.PerspectiveCamera = PerspectiveCamera; -exports.Plane = Plane; -exports.PlaneGeometry = PlaneGeometry; -exports.PlaneHelper = PlaneHelper; -exports.PointLight = PointLight; -exports.PointLightHelper = PointLightHelper; -exports.Points = Points; -exports.PointsMaterial = PointsMaterial; -exports.PolarGridHelper = PolarGridHelper; -exports.PolyhedronGeometry = PolyhedronGeometry; -exports.PositionalAudio = PositionalAudio; -exports.PropertyBinding = PropertyBinding; -exports.PropertyMixer = PropertyMixer; -exports.QuadraticBezierCurve = QuadraticBezierCurve; -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; -exports.RGBAIntegerFormat = RGBAIntegerFormat; -exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format; -exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format; -exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format; -exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format; -exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format; -exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format; -exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format; -exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format; -exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format; -exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format; -exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format; -exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format; -exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format; -exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format; -exports.RGBA_BPTC_Format = RGBA_BPTC_Format; -exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format; -exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; -exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; -exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; -exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; -exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; -exports.RGBDepthPacking = RGBDepthPacking; -exports.RGBFormat = RGBFormat; -exports.RGBIntegerFormat = RGBIntegerFormat; -exports.RGB_BPTC_SIGNED_Format = RGB_BPTC_SIGNED_Format; -exports.RGB_BPTC_UNSIGNED_Format = RGB_BPTC_UNSIGNED_Format; -exports.RGB_ETC1_Format = RGB_ETC1_Format; -exports.RGB_ETC2_Format = RGB_ETC2_Format; -exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; -exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; -exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; -exports.RGDepthPacking = RGDepthPacking; -exports.RGFormat = RGFormat; -exports.RGIntegerFormat = RGIntegerFormat; -exports.RawShaderMaterial = RawShaderMaterial; -exports.Ray = Ray; -exports.Raycaster = Raycaster; -exports.Rec709Primaries = Rec709Primaries; -exports.RectAreaLight = RectAreaLight; -exports.RedFormat = RedFormat; -exports.RedIntegerFormat = RedIntegerFormat; -exports.ReinhardToneMapping = ReinhardToneMapping; -exports.RenderTarget = RenderTarget; -exports.RepeatWrapping = RepeatWrapping; -exports.ReplaceStencilOp = ReplaceStencilOp; -exports.ReverseSubtractEquation = ReverseSubtractEquation; -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.SRGBTransfer = SRGBTransfer; -exports.Scene = Scene; -exports.ShaderChunk = ShaderChunk; -exports.ShaderLib = ShaderLib; -exports.ShaderMaterial = ShaderMaterial; -exports.ShadowMaterial = ShadowMaterial; -exports.Shape = Shape; -exports.ShapeGeometry = ShapeGeometry; -exports.ShapePath = ShapePath; -exports.ShapeUtils = ShapeUtils; -exports.ShortType = ShortType; -exports.Skeleton = Skeleton; -exports.SkeletonHelper = SkeletonHelper; -exports.SkinnedMesh = SkinnedMesh; -exports.Source = Source; -exports.Sphere = Sphere; -exports.SphereGeometry = SphereGeometry; -exports.Spherical = Spherical; -exports.SphericalHarmonics3 = SphericalHarmonics3; -exports.SplineCurve = SplineCurve; -exports.SpotLight = SpotLight; -exports.SpotLightHelper = SpotLightHelper; -exports.Sprite = Sprite; -exports.SpriteMaterial = SpriteMaterial; -exports.SrcAlphaFactor = SrcAlphaFactor; -exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor; -exports.SrcColorFactor = SrcColorFactor; -exports.StaticCopyUsage = StaticCopyUsage; -exports.StaticDrawUsage = StaticDrawUsage; -exports.StaticReadUsage = StaticReadUsage; -exports.StereoCamera = StereoCamera; -exports.StreamCopyUsage = StreamCopyUsage; -exports.StreamDrawUsage = StreamDrawUsage; -exports.StreamReadUsage = StreamReadUsage; -exports.StringKeyframeTrack = StringKeyframeTrack; -exports.SubtractEquation = SubtractEquation; -exports.SubtractiveBlending = SubtractiveBlending; -exports.TOUCH = TOUCH; -exports.TangentSpaceNormalMap = TangentSpaceNormalMap; -exports.TetrahedronGeometry = TetrahedronGeometry; -exports.Texture = Texture; -exports.TextureLoader = TextureLoader; -exports.TextureUtils = TextureUtils; -exports.TorusGeometry = TorusGeometry; -exports.TorusKnotGeometry = TorusKnotGeometry; -exports.Triangle = Triangle; -exports.TriangleFanDrawMode = TriangleFanDrawMode; -exports.TriangleStripDrawMode = TriangleStripDrawMode; -exports.TrianglesDrawMode = TrianglesDrawMode; -exports.TubeGeometry = TubeGeometry; -exports.UVMapping = UVMapping; -exports.Uint16BufferAttribute = Uint16BufferAttribute; -exports.Uint32BufferAttribute = Uint32BufferAttribute; -exports.Uint8BufferAttribute = Uint8BufferAttribute; -exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute; -exports.Uniform = Uniform; -exports.UniformsGroup = UniformsGroup; -exports.UniformsLib = UniformsLib; -exports.UniformsUtils = UniformsUtils; -exports.UnsignedByteType = UnsignedByteType; -exports.UnsignedInt248Type = UnsignedInt248Type; -exports.UnsignedInt5999Type = UnsignedInt5999Type; -exports.UnsignedIntType = UnsignedIntType; -exports.UnsignedShort4444Type = UnsignedShort4444Type; -exports.UnsignedShort5551Type = UnsignedShort5551Type; -exports.UnsignedShortType = UnsignedShortType; -exports.VSMShadowMap = VSMShadowMap; -exports.Vector2 = Vector2; -exports.Vector3 = Vector3; -exports.Vector4 = Vector4; -exports.VectorKeyframeTrack = VectorKeyframeTrack; -exports.VideoTexture = VideoTexture; -exports.WebGL3DRenderTarget = WebGL3DRenderTarget; -exports.WebGLArrayRenderTarget = WebGLArrayRenderTarget; -exports.WebGLCoordinateSystem = WebGLCoordinateSystem; -exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget; -exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets; -exports.WebGLRenderTarget = WebGLRenderTarget; -exports.WebGLRenderer = WebGLRenderer; -exports.WebGLUtils = WebGLUtils; -exports.WebGPUCoordinateSystem = WebGPUCoordinateSystem; -exports.WireframeGeometry = WireframeGeometry; -exports.WrapAroundEnding = WrapAroundEnding; -exports.ZeroCurvatureEnding = ZeroCurvatureEnding; -exports.ZeroFactor = ZeroFactor; 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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,n=this.y,i=t.elements;return this.x=i[0]*e+i[3]*n+i[6],this.y=i[1]*e+i[4]*n+i[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 n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}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=Math.trunc(this.x),this.y=Math.trunc(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}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const n=this.dot(t)/e;return Math.acos(Yn(n,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y;return e*e+n*n}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,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,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 n=Math.cos(e),i=Math.sin(e),r=this.x-t.x,s=this.y-t.y;return this.x=r*n-s*i+t.x,this.y=r*i+s*n+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}}class ei{constructor(t,e,n,i,r,s,a,o,l){ei.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1],void 0!==t&&this.set(t,e,n,i,r,s,a,o,l)}set(t,e,n,i,r,s,a,o,l){const c=this.elements;return c[0]=t,c[1]=i,c[2]=a,c[3]=e,c[4]=r,c[5]=o,c[6]=n,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,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],this}extractBasis(t,e,n){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),n.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 n=t.elements,i=e.elements,r=this.elements,s=n[0],a=n[3],o=n[6],l=n[1],c=n[4],h=n[7],u=n[2],d=n[5],p=n[8],m=i[0],f=i[3],g=i[6],v=i[1],_=i[4],x=i[7],y=i[2],M=i[5],S=i[8];return r[0]=s*m+a*v+o*y,r[3]=s*f+a*_+o*M,r[6]=s*g+a*x+o*S,r[1]=l*m+c*v+h*y,r[4]=l*f+c*_+h*M,r[7]=l*g+c*x+h*S,r[2]=u*m+d*v+p*y,r[5]=u*f+d*_+p*M,r[8]=u*g+d*x+p*S,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],n=t[1],i=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-n*r*c+n*a*o+i*r*l-i*s*o}invert(){const t=this.elements,e=t[0],n=t[1],i=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+n*u+i*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]=(i*l-c*n)*m,t[2]=(a*n-i*s)*m,t[3]=u*m,t[4]=(c*e-i*o)*m,t[5]=(i*r-a*e)*m,t[6]=d*m,t[7]=(n*o-l*e)*m,t[8]=(s*e-n*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,n,i,r,s,a){const o=Math.cos(r),l=Math.sin(r);return this.set(n*o,n*l,-n*(o*s+l*a)+s+t,-i*l,i*o,-i*(-l*s+o*a)+a+e,0,0,1),this}scale(t,e){return this.premultiply(ni.makeScale(t,e)),this}rotate(t){return this.premultiply(ni.makeRotation(-t)),this}translate(t,e){return this.premultiply(ni.makeTranslation(t,e)),this}makeTranslation(t,e){return t.isVector2?this.set(1,0,t.x,0,1,t.y,0,0,1):this.set(1,0,t,0,1,e,0,0,1),this}makeRotation(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,n,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,n=t.elements;for(let t=0;t<9;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<9;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}const ni=new ei;function ii(t){for(let e=t.length-1;e>=0;--e)if(t[e]>=65535)return!0;return!1}const ri={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function si(t,e){return new ri[t](e)}function ai(t){return document.createElementNS("http://www.w3.org/1999/xhtml",t)}function oi(){const t=ai("canvas");return t.style.display="block",t}const li={};function ci(t){t in li||(li[t]=!0,console.warn(t))}const hi=(new ei).set(.8224621,.177538,0,.0331941,.9668058,0,.0170827,.0723974,.9105199),ui=(new ei).set(1.2249401,-.2249404,0,-.0420569,1.0420571,0,-.0196376,-.0786361,1.0982735),di={[Ke]:{transfer:tn,primaries:nn,luminanceCoefficients:[.2126,.7152,.0722],toReference:t=>t,fromReference:t=>t},[Je]:{transfer:en,primaries:nn,luminanceCoefficients:[.2126,.7152,.0722],toReference:t=>t.convertSRGBToLinear(),fromReference:t=>t.convertLinearToSRGB()},[Qe]:{transfer:tn,primaries:rn,luminanceCoefficients:[.2289,.6917,.0793],toReference:t=>t.applyMatrix3(ui),fromReference:t=>t.applyMatrix3(hi)},[$e]:{transfer:en,primaries:rn,luminanceCoefficients:[.2289,.6917,.0793],toReference:t=>t.convertSRGBToLinear().applyMatrix3(ui),fromReference:t=>t.applyMatrix3(hi).convertLinearToSRGB()}},pi=new Set([Ke,Qe]),mi={enabled:!0,_workingColorSpace:Ke,get workingColorSpace(){return this._workingColorSpace},set workingColorSpace(t){if(!pi.has(t))throw new Error(`Unsupported working color space, "${t}".`);this._workingColorSpace=t},convert:function(t,e,n){if(!1===this.enabled||e===n||!e||!n)return t;const i=di[e].toReference;return(0,di[n].fromReference)(i(t))},fromWorkingColorSpace:function(t,e){return this.convert(t,this._workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this._workingColorSpace)},getPrimaries:function(t){return di[t].primaries},getTransfer:function(t){return t===Ze?tn:di[t].transfer},getLuminanceCoefficients:function(t,e=this._workingColorSpace){return t.fromArray(di[e].luminanceCoefficients)}};function fi(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function gi(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}let vi;class _i{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===vi&&(vi=ai("canvas")),vi.width=t.width,vi.height=t.height;const n=vi.getContext("2d");t instanceof ImageData?n.putImageData(t,0,0):n.drawImage(t,0,0,t.width,t.height),e=vi}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=ai("canvas");e.width=t.width,e.height=t.height;const n=e.getContext("2d");n.drawImage(t,0,0,t.width,t.height);const i=n.getImageData(0,0,t.width,t.height),r=i.data;for(let t=0;t0&&(n.userData=this.userData),e||(t.textures[this.uuid]=n),n}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(t){if(this.mapping!==ot)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case pt:t.x=t.x-Math.floor(t.x);break;case mt:t.x=t.x<0?0:1;break;case ft: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 pt:t.y=t.y-Math.floor(t.y);break;case mt:t.y=t.y<0?0:1;break;case ft: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)}set needsPMREMUpdate(t){!0===t&&this.pmremVersion++}}bi.DEFAULT_IMAGE=null,bi.DEFAULT_MAPPING=ot,bi.DEFAULT_ANISOTROPY=1;class wi{constructor(t=0,e=0,n=0,i=1){wi.prototype.isVector4=!0,this.x=t,this.y=e,this.z=n,this.w=i}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,n,i){return this.x=t,this.y=e,this.z=n,this.w=i,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,n=this.y,i=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*n+s[8]*i+s[12]*r,this.y=s[1]*e+s[5]*n+s[9]*i+s[13]*r,this.z=s[2]*e+s[6]*n+s[10]*i+s[14]*r,this.w=s[3]*e+s[7]*n+s[11]*i+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,n,i,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,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),s=Math.atan2(r,e*n);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*n;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,n,i,r,s){const a=n[i],o=n[i+1],l=n[i+2],c=n[i+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,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,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=!0){const n=t._x,i=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(n/2),c=a(i/2),h=a(r/2),u=o(n/2),d=o(i/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!0===e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=n+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-i)*t}else if(n>a&&n>h){const t=2*Math.sqrt(1+n-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(i+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-n-h);this._w=(r-l)/t,this._x=(i+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-n-a);this._w=(s-i)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let n=t.dot(e)+1;return nMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(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=n),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(Yn(this.dot(t),-1,1)))}rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),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 n=t._x,i=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=n*c+s*a+i*l-r*o,this._y=i*c+s*o+r*a-n*l,this._z=r*c+s*l+n*o-i*a,this._w=s*c-n*a-i*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,s=this._w;let a=s*t._w+n*t._x+i*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=n,this._y=i,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*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),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=n*h+this._x*u,this._y=i*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,n){return this.copy(t).slerp(e,n)}random(){const t=2*Math.PI*Math.random(),e=2*Math.PI*Math.random(),n=Math.random(),i=Math.sqrt(1-n),r=Math.sqrt(n);return this.set(i*Math.sin(t),i*Math.cos(t),r*Math.sin(e),r*Math.cos(e))}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._onChangeCallback(),this}toJSON(){return this.toArray()}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class Li{constructor(t=0,e=0,n=0){Li.prototype.isVector3=!0,this.x=t,this.y=e,this.z=n}set(t,e,n){return void 0===n&&(n=this.z),this.x=t,this.y=e,this.z=n,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(Ni.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Ni.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*n+r[6]*i,this.y=r[1]*e+r[4]*n+r[7]*i,this.z=r[2]*e+r[5]*n+r[8]*i,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=t.elements,s=1/(r[3]*e+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*n+r[8]*i+r[12])*s,this.y=(r[1]*e+r[5]*n+r[9]*i+r[13])*s,this.z=(r[2]*e+r[6]*n+r[10]*i+r[14])*s,this}applyQuaternion(t){const e=this.x,n=this.y,i=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=2*(s*i-a*n),c=2*(a*e-r*i),h=2*(r*n-s*e);return this.x=e+o*l+s*h-a*c,this.y=n+o*c+a*l-r*h,this.z=i+o*h+r*c-s*l,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,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*n+r[8]*i,this.y=r[1]*e+r[5]*n+r[9]*i,this.z=r[2]*e+r[6]*n+r[10]*i,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 n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}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=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(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,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this}cross(t){return this.crossVectors(this,t)}crossVectors(t,e){const n=t.x,i=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=i*o-r*a,this.y=r*s-n*o,this.z=n*a-i*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const n=t.dot(this)/e;return this.copy(t).multiplyScalar(n)}projectOnPlane(t){return Ui.copy(this).projectOnVector(t),this.sub(Ui)}reflect(t){return this.sub(Ui.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 n=this.dot(t)/e;return Math.acos(Yn(n,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y,i=this.z-t.z;return e*e+n*n+i*i}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,n){const i=Math.sin(e)*t;return this.x=i*Math.sin(n),this.y=Math.cos(e)*t,this.z=i*Math.cos(n),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,n){return this.x=t*Math.sin(e),this.y=n,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(),n=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=n,this.z=i,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}setFromColor(t){return this.x=t.r,this.y=t.g,this.z=t.b,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=Math.random()*Math.PI*2,e=2*Math.random()-1,n=Math.sqrt(1-e*e);return this.x=n*Math.cos(t),this.y=e,this.z=n*Math.sin(t),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const Ui=new Li,Ni=new Ii;class Di{constructor(t=new Li(1/0,1/0,1/0),e=new Li(-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){this.makeEmpty();for(let e=0,n=t.length;e=this.min.x&&t.x<=this.max.x&&t.y>=this.min.y&&t.y<=this.max.y&&t.z>=this.min.z&&t.z<=this.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.x>=this.min.x&&t.min.x<=this.max.x&&t.max.y>=this.min.y&&t.min.y<=this.max.y&&t.max.z>=this.min.z&&t.min.z<=this.max.z}intersectsSphere(t){return this.clampPoint(t.center,Fi),Fi.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,n;return t.normal.x>0?(e=t.normal.x*this.min.x,n=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,n=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,n+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,n+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,n+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,n+=t.normal.z*this.min.z),e<=-t.constant&&n>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(Xi),ji.subVectors(this.max,Xi),zi.subVectors(t.a,Xi),ki.subVectors(t.b,Xi),Vi.subVectors(t.c,Xi),Hi.subVectors(ki,zi),Gi.subVectors(Vi,ki),Wi.subVectors(zi,Vi);let e=[0,-Hi.z,Hi.y,0,-Gi.z,Gi.y,0,-Wi.z,Wi.y,Hi.z,0,-Hi.x,Gi.z,0,-Gi.x,Wi.z,0,-Wi.x,-Hi.y,Hi.x,0,-Gi.y,Gi.x,0,-Wi.y,Wi.x,0];return!!Zi(e,zi,ki,Vi,ji)&&(e=[1,0,0,0,1,0,0,0,1],!!Zi(e,zi,ki,Vi,ji)&&(qi.crossVectors(Hi,Gi),e=[qi.x,qi.y,qi.z],Zi(e,zi,ki,Vi,ji)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,Fi).distanceTo(t)}getBoundingSphere(t){return this.isEmpty()?t.makeEmpty():(this.getCenter(t.center),t.radius=.5*this.getSize(Fi).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()||(Oi[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),Oi[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),Oi[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),Oi[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),Oi[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),Oi[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),Oi[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),Oi[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(Oi)),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 Oi=[new Li,new Li,new Li,new Li,new Li,new Li,new Li,new Li],Fi=new Li,Bi=new Di,zi=new Li,ki=new Li,Vi=new Li,Hi=new Li,Gi=new Li,Wi=new Li,Xi=new Li,ji=new Li,qi=new Li,Yi=new Li;function Zi(t,e,n,i,r){for(let s=0,a=t.length-3;s<=a;s+=3){Yi.fromArray(t,s);const a=r.x*Math.abs(Yi.x)+r.y*Math.abs(Yi.y)+r.z*Math.abs(Yi.z),o=e.dot(Yi),l=n.dot(Yi),c=i.dot(Yi);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const Ji=new Di,Ki=new Li,$i=new Li;class Qi{constructor(t=new Li,e=-1){this.isSphere=!0,this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):Ji.setFromPoints(t).getCenter(n);let i=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;Ki.subVectors(t,this.center);const e=Ki.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),n=.5*(t-this.radius);this.center.addScaledVector(Ki,n/t),this.radius+=n}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):($i.subVectors(t.center,this.center).setLength(t.radius),this.expandByPoint(Ki.copy(t.center).add($i)),this.expandByPoint(Ki.copy(t.center).sub($i))),this)}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const tr=new Li,er=new Li,nr=new Li,ir=new Li,rr=new Li,sr=new Li,ar=new Li;class or{constructor(t=new Li,e=new Li(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,tr)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const n=e.dot(this.direction);return n<0?e.copy(this.origin):e.copy(this.origin).addScaledVector(this.direction,n)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=tr.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(tr.copy(this.origin).addScaledVector(this.direction,e),tr.distanceToSquared(t))}distanceSqToSegment(t,e,n,i){er.copy(t).add(e).multiplyScalar(.5),nr.copy(e).sub(t).normalize(),ir.copy(this.origin).sub(er);const r=.5*t.distanceTo(e),s=-this.direction.dot(nr),a=ir.dot(this.direction),o=-ir.dot(nr),l=ir.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 n&&n.copy(this.origin).addScaledVector(this.direction,h),i&&i.copy(er).addScaledVector(nr,u),d}intersectSphere(t,e){tr.subVectors(t.center,this.origin);const n=tr.dot(this.direction),i=tr.dot(tr)-n*n,r=t.radius*t.radius;if(i>r)return null;const s=Math.sqrt(r-i),a=n-s,o=n+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 n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null}intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,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 n,i,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?(n=(t.min.x-u.x)*l,i=(t.max.x-u.x)*l):(n=(t.max.x-u.x)*l,i=(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),n>s||r>i?null:((r>n||isNaN(n))&&(n=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),n>o||a>i?null:((a>n||n!=n)&&(n=a),(o=0?n:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,tr)}intersectTriangle(t,e,n,i,r){rr.subVectors(e,t),sr.subVectors(n,t),ar.crossVectors(rr,sr);let s,a=this.direction.dot(ar);if(a>0){if(i)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}ir.subVectors(this.origin,t);const o=s*this.direction.dot(sr.crossVectors(ir,sr));if(o<0)return null;const l=s*this.direction.dot(rr.cross(ir));if(l<0)return null;if(o+l>a)return null;const c=-s*ir.dot(ar);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 lr{constructor(t,e,n,i,r,s,a,o,l,c,h,u,d,p,m,f){lr.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],void 0!==t&&this.set(t,e,n,i,r,s,a,o,l,c,h,u,d,p,m,f)}set(t,e,n,i,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]=n,g[12]=i,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 lr).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this}copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[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,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,n=t.elements,i=1/cr.setFromMatrixColumn(t,0).length(),r=1/cr.setFromMatrixColumn(t,1).length(),s=1/cr.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*s,e[9]=n[9]*s,e[10]=n[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){const e=this.elements,n=t.x,i=t.y,r=t.z,s=Math.cos(n),a=Math.sin(n),o=Math.cos(i),l=Math.sin(i),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=n+i*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=i+n*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t+r*a,e[4]=i*a-n,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=n*a-i,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=i+n*a,e[1]=n+i*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,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=i*l-n,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=n*l-i,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,n=s*l,i=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=i*h+n,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=n*h+i,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,n=s*l,i=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]=n*h-i,e[2]=i*h-n,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(ur,t,dr)}lookAt(t,e,n){const i=this.elements;return fr.subVectors(t,e),0===fr.lengthSq()&&(fr.z=1),fr.normalize(),pr.crossVectors(n,fr),0===pr.lengthSq()&&(1===Math.abs(n.z)?fr.x+=1e-4:fr.z+=1e-4,fr.normalize(),pr.crossVectors(n,fr)),pr.normalize(),mr.crossVectors(fr,pr),i[0]=pr.x,i[4]=mr.x,i[8]=fr.x,i[1]=pr.y,i[5]=mr.y,i[9]=fr.y,i[2]=pr.z,i[6]=mr.z,i[10]=fr.z,this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,s=n[0],a=n[4],o=n[8],l=n[12],c=n[1],h=n[5],u=n[9],d=n[13],p=n[2],m=n[6],f=n[10],g=n[14],v=n[3],_=n[7],x=n[11],y=n[15],M=i[0],S=i[4],b=i[8],w=i[12],T=i[1],E=i[5],A=i[9],R=i[13],C=i[2],P=i[6],I=i[10],L=i[14],U=i[3],N=i[7],D=i[11],O=i[15];return r[0]=s*M+a*T+o*C+l*U,r[4]=s*S+a*E+o*P+l*N,r[8]=s*b+a*A+o*I+l*D,r[12]=s*w+a*R+o*L+l*O,r[1]=c*M+h*T+u*C+d*U,r[5]=c*S+h*E+u*P+d*N,r[9]=c*b+h*A+u*I+d*D,r[13]=c*w+h*R+u*L+d*O,r[2]=p*M+m*T+f*C+g*U,r[6]=p*S+m*E+f*P+g*N,r[10]=p*b+m*A+f*I+g*D,r[14]=p*w+m*R+f*L+g*O,r[3]=v*M+_*T+x*C+y*U,r[7]=v*S+_*E+x*P+y*N,r[11]=v*b+_*A+x*I+y*D,r[15]=v*w+_*R+x*L+y*O,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],n=t[4],i=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-i*l*h-r*a*u+n*l*u+i*a*d-n*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-i*s*d+i*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+n*s*d+r*a*c-n*l*c)+t[15]*(-i*a*c-e*o*h+e*a*u+i*s*h-n*s*u+n*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,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this}invert(){const t=this.elements,e=t[0],n=t[1],i=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,_=p*u*l-c*f*l-p*o*d+s*f*d+c*o*g-s*u*g,x=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+n*_+i*x+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 S=1/M;return t[0]=v*S,t[1]=(m*u*r-h*f*r-m*i*d+n*f*d+h*i*g-n*u*g)*S,t[2]=(a*f*r-m*o*r+m*i*l-n*f*l-a*i*g+n*o*g)*S,t[3]=(h*o*r-a*u*r-h*i*l+n*u*l+a*i*d-n*o*d)*S,t[4]=_*S,t[5]=(c*f*r-p*u*r+p*i*d-e*f*d-c*i*g+e*u*g)*S,t[6]=(p*o*r-s*f*r-p*i*l+e*f*l+s*i*g-e*o*g)*S,t[7]=(s*u*r-c*o*r+c*i*l-e*u*l-s*i*d+e*o*d)*S,t[8]=x*S,t[9]=(p*h*r-c*m*r-p*n*d+e*m*d+c*n*g-e*h*g)*S,t[10]=(s*m*r-p*a*r+p*n*l-e*m*l-s*n*g+e*a*g)*S,t[11]=(c*a*r-s*h*r-c*n*l+e*h*l+s*n*d-e*a*d)*S,t[12]=y*S,t[13]=(c*m*i-p*h*i+p*n*u-e*m*u-c*n*f+e*h*f)*S,t[14]=(p*a*i-s*m*i-p*n*o+e*m*o+s*n*f-e*a*f)*S,t[15]=(s*h*i-c*a*i+c*n*o-e*h*o-s*n*u+e*a*u)*S,this}scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))}makeTranslation(t,e,n){return t.isVector3?this.set(1,0,0,t.x,0,1,0,t.y,0,0,1,t.z,0,0,0,1):this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+n,l*a-i*o,l*o+i*a,0,l*a+i*o,c*a+n,c*o-i*s,0,l*o-i*a,c*o+i*s,r*o*o+n,0,0,0,0,1),this}makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this}makeShear(t,e,n,i,r,s){return this.set(1,n,r,0,t,1,s,0,e,i,1,0,0,0,0,1),this}compose(t,e,n){const i=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,_=o*c,x=o*h,y=n.x,M=n.y,S=n.z;return i[0]=(1-(m+g))*y,i[1]=(d+x)*y,i[2]=(p-_)*y,i[3]=0,i[4]=(d-x)*M,i[5]=(1-(u+g))*M,i[6]=(f+v)*M,i[7]=0,i[8]=(p+_)*S,i[9]=(f-v)*S,i[10]=(1-(u+m))*S,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,n){const i=this.elements;let r=cr.set(i[0],i[1],i[2]).length();const s=cr.set(i[4],i[5],i[6]).length(),a=cr.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],hr.copy(this);const o=1/r,l=1/s,c=1/a;return hr.elements[0]*=o,hr.elements[1]*=o,hr.elements[2]*=o,hr.elements[4]*=l,hr.elements[5]*=l,hr.elements[6]*=l,hr.elements[8]*=c,hr.elements[9]*=c,hr.elements[10]*=c,e.setFromRotationMatrix(hr),n.x=r,n.y=s,n.z=a,this}makePerspective(t,e,n,i,r,s,a=2e3){const o=this.elements,l=2*r/(e-t),c=2*r/(n-i),h=(e+t)/(e-t),u=(n+i)/(n-i);let d,p;if(a===kn)d=-(s+r)/(s-r),p=-2*s*r/(s-r);else{if(a!==Vn)throw new Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: "+a);d=-s/(s-r),p=-s*r/(s-r)}return o[0]=l,o[4]=0,o[8]=h,o[12]=0,o[1]=0,o[5]=c,o[9]=u,o[13]=0,o[2]=0,o[6]=0,o[10]=d,o[14]=p,o[3]=0,o[7]=0,o[11]=-1,o[15]=0,this}makeOrthographic(t,e,n,i,r,s,a=2e3){const o=this.elements,l=1/(e-t),c=1/(n-i),h=1/(s-r),u=(e+t)*l,d=(n+i)*c;let p,m;if(a===kn)p=(s+r)*h,m=-2*h;else{if(a!==Vn)throw new Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: "+a);p=r*h,m=-1*h}return o[0]=2*l,o[4]=0,o[8]=0,o[12]=-u,o[1]=0,o[5]=2*c,o[9]=0,o[13]=-d,o[2]=0,o[6]=0,o[10]=m,o[14]=-p,o[3]=0,o[7]=0,o[11]=0,o[15]=1,this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}}const cr=new Li,hr=new lr,ur=new Li(0,0,0),dr=new Li(1,1,1),pr=new Li,mr=new Li,fr=new Li,gr=new lr,vr=new Ii;class _r{constructor(t=0,e=0,n=0,i=_r.DEFAULT_ORDER){this.isEuler=!0,this._x=t,this._y=e,this._z=n,this._order=i}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,n,i=this._order){return this._x=t,this._y=e,this._z=n,this._order=i,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,n=!0){const i=t.elements,r=i[0],s=i[4],a=i[8],o=i[1],l=i[5],c=i[9],h=i[2],u=i[6],d=i[10];switch(e){case"XYZ":this._y=Math.asin(Yn(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(-Yn(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(Yn(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(-Yn(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(Yn(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(-Yn(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===n&&this._onChangeCallback(),this}setFromQuaternion(t,e,n){return gr.makeRotationFromQuaternion(t),this.setFromRotationMatrix(gr,e,n)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return vr.setFromEuler(this),this.setFromQuaternion(vr,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}}_r.DEFAULT_ORDER="XYZ";class xr{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.userData=this.userData),i.layers=this.layers.mask,i.matrix=this.matrix.toArray(),i.up=this.up.toArray(),!1===this.matrixAutoUpdate&&(i.matrixAutoUpdate=!1),this.isInstancedMesh&&(i.type="InstancedMesh",i.count=this.count,i.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(i.instanceColor=this.instanceColor.toJSON())),this.isBatchedMesh&&(i.type="BatchedMesh",i.perObjectFrustumCulled=this.perObjectFrustumCulled,i.sortObjects=this.sortObjects,i.drawRanges=this._drawRanges,i.reservedRanges=this._reservedRanges,i.visibility=this._visibility,i.active=this._active,i.bounds=this._bounds.map((t=>({boxInitialized:t.boxInitialized,boxMin:t.box.min.toArray(),boxMax:t.box.max.toArray(),sphereInitialized:t.sphereInitialized,sphereRadius:t.sphere.radius,sphereCenter:t.sphere.center.toArray()}))),i.maxInstanceCount=this._maxInstanceCount,i.maxVertexCount=this._maxVertexCount,i.maxIndexCount=this._maxIndexCount,i.geometryInitialized=this._geometryInitialized,i.geometryCount=this._geometryCount,i.matricesTexture=this._matricesTexture.toJSON(t),null!==this._colorsTexture&&(i.colorsTexture=this._colorsTexture.toJSON(t)),null!==this.boundingSphere&&(i.boundingSphere={center:i.boundingSphere.center.toArray(),radius:i.boundingSphere.radius}),null!==this.boundingBox&&(i.boundingBox={min:i.boundingBox.min.toArray(),max:i.boundingBox.max.toArray()})),this.isScene)this.background&&(this.background.isColor?i.background=this.background.toJSON():this.background.isTexture&&(i.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(i.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){i.geometry=r(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const n=e.shapes;if(Array.isArray(n))for(let e=0,i=n.length;e0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(n.geometries=e),i.length>0&&(n.materials=i),r.length>0&&(n.textures=r),a.length>0&&(n.images=a),o.length>0&&(n.shapes=o),l.length>0&&(n.skeletons=l),c.length>0&&(n.animations=c),h.length>0&&(n.nodes=h)}return n.object=i,n;function s(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}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.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,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.animations=t.animations.slice(),this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(t,e,n,i,r){Or.subVectors(i,e),Fr.subVectors(n,e),Br.subVectors(t,e);const s=Or.dot(Or),a=Or.dot(Fr),o=Or.dot(Br),l=Fr.dot(Fr),c=Fr.dot(Br),h=s*l-a*a;if(0===h)return r.set(0,0,0),null;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,n,i){return null!==this.getBarycoord(t,e,n,i,zr)&&(zr.x>=0&&zr.y>=0&&zr.x+zr.y<=1)}static getInterpolation(t,e,n,i,r,s,a,o){return null===this.getBarycoord(t,e,n,i,zr)?(o.x=0,o.y=0,"z"in o&&(o.z=0),"w"in o&&(o.w=0),null):(o.setScalar(0),o.addScaledVector(r,zr.x),o.addScaledVector(s,zr.y),o.addScaledVector(a,zr.z),o)}static isFrontFacing(t,e,n,i){return Or.subVectors(n,e),Fr.subVectors(t,e),Or.cross(Fr).dot(i)<0}set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this}setFromPointsAndIndices(t,e,n,i){return this.a.copy(t[e]),this.b.copy(t[n]),this.c.copy(t[i]),this}setFromAttributeAndIndices(t,e,n,i){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,n),this.c.fromBufferAttribute(t,i),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 Or.subVectors(this.c,this.b),Fr.subVectors(this.a,this.b),.5*Or.cross(Fr).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return jr.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return jr.getBarycoord(t,this.a,this.b,this.c,e)}getInterpolation(t,e,n,i,r){return jr.getInterpolation(t,this.a,this.b,this.c,e,n,i,r)}containsPoint(t){return jr.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return jr.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const n=this.a,i=this.b,r=this.c;let s,a;kr.subVectors(i,n),Vr.subVectors(r,n),Gr.subVectors(t,n);const o=kr.dot(Gr),l=Vr.dot(Gr);if(o<=0&&l<=0)return e.copy(n);Wr.subVectors(t,i);const c=kr.dot(Wr),h=Vr.dot(Wr);if(c>=0&&h<=c)return e.copy(i);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(n).addScaledVector(kr,s);Xr.subVectors(t,r);const d=kr.dot(Xr),p=Vr.dot(Xr);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(n).addScaledVector(Vr,a);const f=c*p-d*h;if(f<=0&&h-c>=0&&d-p>=0)return Hr.subVectors(r,i),a=(h-c)/(h-c+(d-p)),e.copy(i).addScaledVector(Hr,a);const g=1/(f+m+u);return s=m*g,a=u*g,e.copy(n).addScaledVector(kr,s).addScaledVector(Vr,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}const qr={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},Yr={h:0,s:0,l:0},Zr={h:0,s:0,l:0};function Jr(t,e,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?t+6*(e-t)*n:n<.5?e:n<2/3?t+6*(e-t)*(2/3-n):t}class Kr{constructor(t,e,n){return this.isColor=!0,this.r=1,this.g=1,this.b=1,this.set(t,e,n)}set(t,e,n){if(void 0===e&&void 0===n){const e=t;e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e)}else this.setRGB(t,e,n);return this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t,e=Je){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,mi.toWorkingColorSpace(this,e),this}setRGB(t,e,n,i=mi.workingColorSpace){return this.r=t,this.g=e,this.b=n,mi.toWorkingColorSpace(this,i),this}setHSL(t,e,n,i=mi.workingColorSpace){if(t=Zn(t,1),e=Yn(e,0,1),n=Yn(n,0,1),0===e)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+e):n+e-n*e,r=2*n-i;this.r=Jr(r,i,t+1/3),this.g=Jr(r,i,t),this.b=Jr(r,i,t-1/3)}return mi.toWorkingColorSpace(this,i),this}setStyle(t,e=Je){function n(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let i;if(i=/^(\w+)\(([^\)]*)\)/.exec(t)){let r;const s=i[1],a=i[2];switch(s){case"rgb":case"rgba":if(r=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return n(r[4]),this.setRGB(Math.min(255,parseInt(r[1],10))/255,Math.min(255,parseInt(r[2],10))/255,Math.min(255,parseInt(r[3],10))/255,e);if(r=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return n(r[4]),this.setRGB(Math.min(100,parseInt(r[1],10))/100,Math.min(100,parseInt(r[2],10))/100,Math.min(100,parseInt(r[3],10))/100,e);break;case"hsl":case"hsla":if(r=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return n(r[4]),this.setHSL(parseFloat(r[1])/360,parseFloat(r[2])/100,parseFloat(r[3])/100,e);break;default:console.warn("THREE.Color: Unknown color model "+t)}}else if(i=/^\#([A-Fa-f\d]+)$/.exec(t)){const n=i[1],r=n.length;if(3===r)return this.setRGB(parseInt(n.charAt(0),16)/15,parseInt(n.charAt(1),16)/15,parseInt(n.charAt(2),16)/15,e);if(6===r)return this.setHex(parseInt(n,16),e);console.warn("THREE.Color: Invalid hex color "+t)}else if(t&&t.length>0)return this.setColorName(t,e);return this}setColorName(t,e=Je){const n=qr[t.toLowerCase()];return void 0!==n?this.setHex(n,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=fi(t.r),this.g=fi(t.g),this.b=fi(t.b),this}copyLinearToSRGB(t){return this.r=gi(t.r),this.g=gi(t.g),this.b=gi(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(t=Je){return mi.fromWorkingColorSpace($r.copy(this),t),65536*Math.round(Yn(255*$r.r,0,255))+256*Math.round(Yn(255*$r.g,0,255))+Math.round(Yn(255*$r.b,0,255))}getHexString(t=Je){return("000000"+this.getHex(t).toString(16)).slice(-6)}getHSL(t,e=mi.workingColorSpace){mi.fromWorkingColorSpace($r.copy(this),e);const n=$r.r,i=$r.g,r=$r.b,s=Math.max(n,i,r),a=Math.min(n,i,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 n:o=(i-r)/t+(i0!=t>0&&this.version++,this._alphaTest=t}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const n=t[e];if(void 0===n){console.warn(`THREE.Material: parameter '${e}' has value of undefined.`);continue}const i=this[e];void 0!==i?i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[e]=n:console.warn(`THREE.Material: '${e}' is not a property of THREE.${this.type}.`)}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const n={metadata:{version:4.6,type:"Material",generator:"Material.toJSON"}};function i(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),void 0!==this.sheen&&(n.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(n.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(n.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),void 0!==this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(n.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(n.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.dispersion&&(n.dispersion=this.dispersion),void 0!==this.iridescence&&(n.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(n.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(n.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(n.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(n.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),void 0!==this.anisotropy&&(n.anisotropy=this.anisotropy),void 0!==this.anisotropyRotation&&(n.anisotropyRotation=this.anisotropyRotation),this.anisotropyMap&&this.anisotropyMap.isTexture&&(n.anisotropyMap=this.anisotropyMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(t).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(t).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(t).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(t).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(t).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(n.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(n.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(n.combine=this.combine)),void 0!==this.envMapRotation&&(n.envMapRotation=this.envMapRotation.toArray()),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(n.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(n.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(n.blending=this.blending),this.side!==u&&(n.side=this.side),!0===this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=!0),this.blendSrc!==C&&(n.blendSrc=this.blendSrc),this.blendDst!==P&&(n.blendDst=this.blendDst),this.blendEquation!==y&&(n.blendEquation=this.blendEquation),null!==this.blendSrcAlpha&&(n.blendSrcAlpha=this.blendSrcAlpha),null!==this.blendDstAlpha&&(n.blendDstAlpha=this.blendDstAlpha),null!==this.blendEquationAlpha&&(n.blendEquationAlpha=this.blendEquationAlpha),this.blendColor&&this.blendColor.isColor&&(n.blendColor=this.blendColor.getHex()),0!==this.blendAlpha&&(n.blendAlpha=this.blendAlpha),3!==this.depthFunc&&(n.depthFunc=this.depthFunc),!1===this.depthTest&&(n.depthTest=this.depthTest),!1===this.depthWrite&&(n.depthWrite=this.depthWrite),!1===this.colorWrite&&(n.colorWrite=this.colorWrite),255!==this.stencilWriteMask&&(n.stencilWriteMask=this.stencilWriteMask),519!==this.stencilFunc&&(n.stencilFunc=this.stencilFunc),0!==this.stencilRef&&(n.stencilRef=this.stencilRef),255!==this.stencilFuncMask&&(n.stencilFuncMask=this.stencilFuncMask),this.stencilFail!==an&&(n.stencilFail=this.stencilFail),this.stencilZFail!==an&&(n.stencilZFail=this.stencilZFail),this.stencilZPass!==an&&(n.stencilZPass=this.stencilZPass),!0===this.stencilWrite&&(n.stencilWrite=this.stencilWrite),void 0!==this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaHash&&(n.alphaHash=!0),!0===this.alphaToCoverage&&(n.alphaToCoverage=!0),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=!0),!0===this.forceSinglePass&&(n.forceSinglePass=!0),!0===this.wireframe&&(n.wireframe=!0),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(n.flatShading=!0),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),!1===this.fog&&(n.fog=!1),Object.keys(this.userData).length>0&&(n.userData=this.userData),e){const e=i(t.textures),r=i(t.images);e.length>0&&(n.textures=e),r.length>0&&(n.images=r)}return n}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.blendColor.copy(t.blendColor),this.blendAlpha=t.blendAlpha,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 n=null;if(null!==e){const t=e.length;n=new Array(t);for(let i=0;i!==t;++i)n[i]=e[i].clone()}return this.clippingPlanes=n,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.alphaHash=t.alphaHash,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++}onBuild(){console.warn("Material: onBuild() has been removed.")}onBeforeRender(){console.warn("Material: onBeforeRender() has been removed.")}}class es extends ts{constructor(t){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new Kr(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.envMapRotation=new _r,this.combine=Y,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.envMapRotation.copy(t.envMapRotation),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 ns=is();function is(){const t=new ArrayBuffer(4),e=new Float32Array(t),n=new Uint32Array(t),i=new Uint32Array(512),r=new Uint32Array(512);for(let t=0;t<256;++t){const e=t-127;e<-27?(i[t]=0,i[256|t]=32768,r[t]=24,r[256|t]=24):e<-14?(i[t]=1024>>-e-14,i[256|t]=1024>>-e-14|32768,r[t]=-e-1,r[256|t]=-e-1):e<=15?(i[t]=e+15<<10,i[256|t]=e+15<<10|32768,r[t]=13,r[256|t]=13):e<128?(i[t]=31744,i[256|t]=64512,r[t]=24,r[256|t]=24):(i[t]=31744,i[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,n=0;for(;0==(8388608&e);)e<<=1,n-=8388608;e&=-8388609,n+=947912704,s[t]=e|n}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:n,baseTable:i,shiftTable:r,mantissaTable:s,exponentTable:a,offsetTable:o}}function rs(t){Math.abs(t)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),t=Yn(t,-65504,65504),ns.floatView[0]=t;const e=ns.uint32View[0],n=e>>23&511;return ns.baseTable[n]+((8388607&e)>>ns.shiftTable[n])}function ss(t){const e=t>>10;return ns.uint32View[0]=ns.mantissaTable[ns.offsetTable[e]+(1023&t)]+ns.exponentTable[e],ns.floatView[0]}const as={toHalfFloat:rs,fromHalfFloat:ss},os=new Li,ls=new ti;class cs{constructor(t,e,n=!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=n,this.usage=Cn,this._updateRange={offset:0,count:-1},this.updateRanges=[],this.gpuType=Lt,this.version=0}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}get updateRange(){return ci("THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead."),this._updateRange}setUsage(t){return this.usage=t,this}addUpdateRange(t,e){this.updateRanges.push({start:t,count:e})}clearUpdateRanges(){this.updateRanges.length=0}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.gpuType=t.gpuType,this}copyAt(t,e,n){t*=this.itemSize,n*=e.itemSize;for(let i=0,r=this.itemSize;i0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const n in e)void 0!==e[n]&&(t[n]=e[n]);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 n=this.attributes;for(const e in n){const i=n[e];t.data.attributes[e]=i.toJSON(t.data)}const i={};let r=!1;for(const e in this.morphAttributes){const n=this.morphAttributes[e],s=[];for(let e=0,i=n.length;e0&&(i[e]=s,r=!0)}r&&(t.data.morphAttributes=i,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 n=t.index;null!==n&&this.setIndex(n.clone(e));const i=t.attributes;for(const t in i){const n=i[t];this.setAttribute(t,n.clone(e))}const r=t.morphAttributes;for(const t in r){const n=[],i=r[t];for(let t=0,r=i.length;t0){const n=t[e[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=n.length;t(t.far-t.near)**2)return}As.copy(r).invert(),Rs.copy(t.ray).applyMatrix4(As),null!==n.boundingBox&&!1===Rs.intersectsBox(n.boundingBox)||this._computeIntersections(t,e,Rs)}}_computeIntersections(t,e,n){let i;const r=this.geometry,s=this.material,a=r.index,o=r.attributes.position,l=r.attributes.uv,c=r.attributes.uv1,h=r.attributes.normal,u=r.groups,d=r.drawRange;if(null!==a)if(Array.isArray(s))for(let r=0,o=u.length;rn.far?null:{distance:c,point:Gs.clone(),object:t}}(t,e,n,i,Is,Ls,Us,Hs);if(h){r&&(Os.fromBufferAttribute(r,o),Fs.fromBufferAttribute(r,l),Bs.fromBufferAttribute(r,c),h.uv=jr.getInterpolation(Hs,Is,Ls,Us,Os,Fs,Bs,new ti)),s&&(Os.fromBufferAttribute(s,o),Fs.fromBufferAttribute(s,l),Bs.fromBufferAttribute(s,c),h.uv1=jr.getInterpolation(Hs,Is,Ls,Us,Os,Fs,Bs,new ti)),a&&(zs.fromBufferAttribute(a,o),ks.fromBufferAttribute(a,l),Vs.fromBufferAttribute(a,c),h.normal=jr.getInterpolation(Hs,Is,Ls,Us,zs,ks,Vs,new Li),h.normal.dot(i.direction)>0&&h.normal.multiplyScalar(-1));const t={a:o,b:l,c:c,normal:new Li,materialIndex:0};jr.getNormal(Is,Ls,Us,t.normal),h.face=t}return h}class js extends Es{constructor(t=1,e=1,n=1,i=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:n,widthSegments:i,heightSegments:r,depthSegments:s};const a=this;i=Math.floor(i),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,n,i,r,s,p,m,f,g,v){const _=s/f,x=p/g,y=s/2,M=p/2,S=m/2,b=f+1,w=g+1;let T=0,E=0;const A=new Li;for(let s=0;s0?1:-1,c.push(A.x,A.y,A.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,e.lights=this.lights,e.clipping=this.clipping;const n={};for(const t in this.extensions)!0===this.extensions[t]&&(n[t]=!0);return Object.keys(n).length>0&&(e.extensions=n),e}}class $s extends Dr{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new lr,this.projectionMatrix=new lr,this.projectionMatrixInverse=new lr,this.coordinateSystem=kn}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this.coordinateSystem=t.coordinateSystem,this}getWorldDirection(t){return super.getWorldDirection(t).negate()}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)}}const Qs=new Li,ta=new ti,ea=new ti;class na extends $s{constructor(t=50,e=1,n=.1,i=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=n,this.far=i,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*jn*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*Xn*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*jn*Math.atan(Math.tan(.5*Xn*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(t,e,n){Qs.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),e.set(Qs.x,Qs.y).multiplyScalar(-t/Qs.z),Qs.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),n.set(Qs.x,Qs.y).multiplyScalar(-t/Qs.z)}getViewSize(t,e){return this.getViewBounds(t,ta,ea),e.subVectors(ea,ta)}setViewOffset(t,e,n,i,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=n,this.view.offsetY=i,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*Xn*this.fov)/this.zoom,n=2*e,i=this.aspect*n,r=-.5*i;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*i/t,e-=s.offsetY*n/a,i*=s.width/t,n*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-n,t,this.far,this.coordinateSystem),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 ia=-90;class ra extends Dr{constructor(t,e,n){super(),this.type="CubeCamera",this.renderTarget=n,this.coordinateSystem=null,this.activeMipmapLevel=0;const i=new na(ia,1,t,e);i.layers=this.layers,this.add(i);const r=new na(ia,1,t,e);r.layers=this.layers,this.add(r);const s=new na(ia,1,t,e);s.layers=this.layers,this.add(s);const a=new na(ia,1,t,e);a.layers=this.layers,this.add(a);const o=new na(ia,1,t,e);o.layers=this.layers,this.add(o);const l=new na(ia,1,t,e);l.layers=this.layers,this.add(l)}updateCoordinateSystem(){const t=this.coordinateSystem,e=this.children.concat(),[n,i,r,s,a,o]=e;for(const t of e)this.remove(t);if(t===kn)n.up.set(0,1,0),n.lookAt(1,0,0),i.up.set(0,1,0),i.lookAt(-1,0,0),r.up.set(0,0,-1),r.lookAt(0,1,0),s.up.set(0,0,1),s.lookAt(0,-1,0),a.up.set(0,1,0),a.lookAt(0,0,1),o.up.set(0,1,0),o.lookAt(0,0,-1);else{if(t!==Vn)throw new Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: "+t);n.up.set(0,-1,0),n.lookAt(-1,0,0),i.up.set(0,-1,0),i.lookAt(1,0,0),r.up.set(0,0,1),r.lookAt(0,1,0),s.up.set(0,0,-1),s.lookAt(0,-1,0),a.up.set(0,-1,0),a.lookAt(0,0,1),o.up.set(0,-1,0),o.lookAt(0,0,-1)}for(const t of e)this.add(t),t.updateMatrixWorld()}update(t,e){null===this.parent&&this.updateMatrixWorld();const{renderTarget:n,activeMipmapLevel:i}=this;this.coordinateSystem!==t.coordinateSystem&&(this.coordinateSystem=t.coordinateSystem,this.updateCoordinateSystem());const[r,s,a,o,l,c]=this.children,h=t.getRenderTarget(),u=t.getActiveCubeFace(),d=t.getActiveMipmapLevel(),p=t.xr.enabled;t.xr.enabled=!1;const m=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,t.setRenderTarget(n,0,i),t.render(e,r),t.setRenderTarget(n,1,i),t.render(e,s),t.setRenderTarget(n,2,i),t.render(e,a),t.setRenderTarget(n,3,i),t.render(e,o),t.setRenderTarget(n,4,i),t.render(e,l),n.texture.generateMipmaps=m,t.setRenderTarget(n,5,i),t.render(e,c),t.setRenderTarget(h,u,d),t.xr.enabled=p,n.texture.needsPMREMUpdate=!0}}class sa extends bi{constructor(t,e,n,i,r,s,a,o,l,c){super(t=void 0!==t?t:[],e=void 0!==e?e:lt,n,i,r,s,a,o,l,c),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}class aa extends Ei{constructor(t=1,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const n={width:t,height:t,depth:1},i=[n,n,n,n,n,n];this.texture=new sa(i,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.colorSpace),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:Mt}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.colorSpace=e.colorSpace,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const n={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"},i=new js(5,5,5),r=new Ks({name:"CubemapFromEquirect",uniforms:qs(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:d,blending:0});r.uniforms.tEquirect.value=e;const s=new Ws(i,r),a=e.minFilter;e.minFilter===wt&&(e.minFilter=Mt);return new ra(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,n,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,n,i);t.setRenderTarget(r)}}const oa=new Li,la=new Li,ca=new ei;class ha{constructor(t=new Li(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,n,i){return this.normal.set(t,e,n),this.constant=i,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,n){const i=oa.subVectors(n,e).cross(la.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(i,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 n=t.delta(oa),i=this.normal.dot(n);if(0===i)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/i;return r<0||r>1?null:e.copy(t.start).addScaledVector(n,r)}intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<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 n=e||ca.getNormalMatrix(t),i=this.coplanarPoint(oa).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.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 ua=new Qi,da=new Li;class pa{constructor(t=new ha,e=new ha,n=new ha,i=new ha,r=new ha,s=new ha){this.planes=[t,e,n,i,r,s]}set(t,e,n,i,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this}setFromProjectionMatrix(t,e=2e3){const n=this.planes,i=t.elements,r=i[0],s=i[1],a=i[2],o=i[3],l=i[4],c=i[5],h=i[6],u=i[7],d=i[8],p=i[9],m=i[10],f=i[11],g=i[12],v=i[13],_=i[14],x=i[15];if(n[0].setComponents(o-r,u-l,f-d,x-g).normalize(),n[1].setComponents(o+r,u+l,f+d,x+g).normalize(),n[2].setComponents(o+s,u+c,f+p,x+v).normalize(),n[3].setComponents(o-s,u-c,f-p,x-v).normalize(),n[4].setComponents(o-a,u-h,f-m,x-_).normalize(),e===kn)n[5].setComponents(o+a,u+h,f+m,x+_).normalize();else{if(e!==Vn)throw new Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+e);n[5].setComponents(a,h,m,_).normalize()}return this}intersectsObject(t){if(void 0!==t.boundingSphere)null===t.boundingSphere&&t.computeBoundingSphere(),ua.copy(t.boundingSphere).applyMatrix4(t.matrixWorld);else{const e=t.geometry;null===e.boundingSphere&&e.computeBoundingSphere(),ua.copy(e.boundingSphere).applyMatrix4(t.matrixWorld)}return this.intersectsSphere(ua)}intersectsSprite(t){return ua.center.set(0,0,0),ua.radius=.7071067811865476,ua.applyMatrix4(t.matrixWorld),this.intersectsSphere(ua)}intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(n)0?t.max.x:t.min.x,da.y=i.normal.y>0?t.max.y:t.min.y,da.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(da)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let n=0;n<6;n++)if(e[n].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function ma(){let t=null,e=!1,n=null,i=null;function r(e,s){n(e,s),i=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}}function fa(t){const e=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),e.get(t)},remove:function(n){n.isInterleavedBufferAttribute&&(n=n.data);const i=e.get(n);i&&(t.deleteBuffer(i.buffer),e.delete(n))},update:function(n,i){if(n.isInterleavedBufferAttribute&&(n=n.data),n.isGLBufferAttribute){const t=e.get(n);return void((!t||t.version 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\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 ) || defined( USE_BATCHING_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 ) || defined( USE_BATCHING_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\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.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};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\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}\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}\nvec3 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} // validated",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_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\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_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 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, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",colorspace_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",colorspace_pars_fragment:"\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\n\tvec3( 0.8224621, 0.177538, 0.0 ),\n\tvec3( 0.0331941, 0.9668058, 0.0 ),\n\tvec3( 0.0170827, 0.0723974, 0.9105199 )\n);\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.2249401, - 0.2249404, 0.0 ),\n\tvec3( - 0.0420569, 1.0420571, 0.0 ),\n\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\n);\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\n}\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\n}\nvec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferOETF( 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, envMapRotation * 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\tuniform mat3 envMapRotation;\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:"#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * 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#ifdef 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, envMapRotation * 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\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\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_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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, 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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\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\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\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, 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 vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\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 vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\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 USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\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, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).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_DISPERSION\n\tmaterial.dispersion = dispersion;\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, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).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_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\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\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\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}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\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 = F_Schlick( f0, f90, dotVH );\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\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.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\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\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\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, 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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, 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( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, 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:"\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\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, geometryPosition, 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.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, geometryPosition, 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.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, 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.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\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 ], geometryNormal );\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, vLightMapUv );\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( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\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\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\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\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_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\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, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphinstance_vertex:"#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS )\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\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\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 *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;",normal_fragment_maps:"#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).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( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\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 USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.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 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\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",opaque_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\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.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in 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( const in 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 depth, const in float near, const in float far ) {\n\treturn depth * ( 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 depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - 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_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\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, vRoughnessMapUv );\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 shadowIntensity;\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 shadowIntensity;\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 shadowIntensity;\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 shadowIntensity, 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 mix( 1.0, shadow, shadowIntensity );\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 shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\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 shadowIntensity;\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 shadowIntensity;\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 shadowIntensity;\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.shadowIntensity, 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.shadowIntensity, 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.shadowIntensity, 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\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\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, vSpecularMapUv );\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 saturate( 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}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\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, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.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, 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\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\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), 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 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\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 dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t\n\t\t#else\n\t\t\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif",uv_pars_fragment:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif",uv_pars_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif",uv_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 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_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\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;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * 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 \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \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 \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#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#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_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 \n#include \nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \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 \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\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 \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\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}",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#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\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\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, vLightMapUv );\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\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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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\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 \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\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 \n#include \nvoid main() {\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\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( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\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\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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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\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\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 USE_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 USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\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_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\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 \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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\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 + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * 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\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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \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 \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \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 \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}",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 \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \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}"},_a={common:{diffuse:{value:new Kr(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new ei},alphaMap:{value:null},alphaMapTransform:{value:new ei},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new ei}},envmap:{envMap:{value:null},envMapRotation:{value:new ei},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new ei}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new ei}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new ei},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new ei},normalScale:{value:new ti(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new ei},displacementScale:{value:1},displacementBias:{value:0}},emissivemap:{emissiveMap:{value:null},emissiveMapTransform:{value:new ei}},metalnessmap:{metalnessMap:{value:null},metalnessMapTransform:{value:new ei}},roughnessmap:{roughnessMap:{value:null},roughnessMapTransform:{value:new ei}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new Kr(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowIntensity:1,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 Kr(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaMapTransform:{value:new ei},alphaTest:{value:0},uvTransform:{value:new ei}},sprite:{diffuse:{value:new Kr(16777215)},opacity:{value:1},center:{value:new ti(.5,.5)},rotation:{value:0},map:{value:null},mapTransform:{value:new ei},alphaMap:{value:null},alphaMapTransform:{value:new ei},alphaTest:{value:0}}},xa={basic:{uniforms:Ys([_a.common,_a.specularmap,_a.envmap,_a.aomap,_a.lightmap,_a.fog]),vertexShader:va.meshbasic_vert,fragmentShader:va.meshbasic_frag},lambert:{uniforms:Ys([_a.common,_a.specularmap,_a.envmap,_a.aomap,_a.lightmap,_a.emissivemap,_a.bumpmap,_a.normalmap,_a.displacementmap,_a.fog,_a.lights,{emissive:{value:new Kr(0)}}]),vertexShader:va.meshlambert_vert,fragmentShader:va.meshlambert_frag},phong:{uniforms:Ys([_a.common,_a.specularmap,_a.envmap,_a.aomap,_a.lightmap,_a.emissivemap,_a.bumpmap,_a.normalmap,_a.displacementmap,_a.fog,_a.lights,{emissive:{value:new Kr(0)},specular:{value:new Kr(1118481)},shininess:{value:30}}]),vertexShader:va.meshphong_vert,fragmentShader:va.meshphong_frag},standard:{uniforms:Ys([_a.common,_a.envmap,_a.aomap,_a.lightmap,_a.emissivemap,_a.bumpmap,_a.normalmap,_a.displacementmap,_a.roughnessmap,_a.metalnessmap,_a.fog,_a.lights,{emissive:{value:new Kr(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:va.meshphysical_vert,fragmentShader:va.meshphysical_frag},toon:{uniforms:Ys([_a.common,_a.aomap,_a.lightmap,_a.emissivemap,_a.bumpmap,_a.normalmap,_a.displacementmap,_a.gradientmap,_a.fog,_a.lights,{emissive:{value:new 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ei},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:va.background_vert,fragmentShader:va.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1},backgroundRotation:{value:new ei}},vertexShader:va.backgroundCube_vert,fragmentShader:va.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:va.cube_vert,fragmentShader:va.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:va.equirect_vert,fragmentShader:va.equirect_frag},distanceRGBA:{uniforms:Ys([_a.common,_a.displacementmap,{referencePosition:{value:new Li},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:va.distanceRGBA_vert,fragmentShader:va.distanceRGBA_frag},shadow:{uniforms:Ys([_a.lights,_a.fog,{color:{value:new Kr(0)},opacity:{value:1}}]),vertexShader:va.shadow_vert,fragmentShader:va.shadow_frag}};xa.physical={uniforms:Ys([xa.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatMapTransform:{value:new ei},clearcoatNormalMap:{value:null},clearcoatNormalMapTransform:{value:new ei},clearcoatNormalScale:{value:new ti(1,1)},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatRoughnessMapTransform:{value:new ei},dispersion:{value:0},iridescence:{value:0},iridescenceMap:{value:null},iridescenceMapTransform:{value:new ei},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},iridescenceThicknessMapTransform:{value:new ei},sheen:{value:0},sheenColor:{value:new Kr(0)},sheenColorMap:{value:null},sheenColorMapTransform:{value:new ei},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},sheenRoughnessMapTransform:{value:new ei},transmission:{value:0},transmissionMap:{value:null},transmissionMapTransform:{value:new ei},transmissionSamplerSize:{value:new ti},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},thicknessMapTransform:{value:new ei},attenuationDistance:{value:0},attenuationColor:{value:new Kr(0)},specularColor:{value:new Kr(1,1,1)},specularColorMap:{value:null},specularColorMapTransform:{value:new ei},specularIntensity:{value:1},specularIntensityMap:{value:null},specularIntensityMapTransform:{value:new ei},anisotropyVector:{value:new ti},anisotropyMap:{value:null},anisotropyMapTransform:{value:new ei}}]),vertexShader:va.meshphysical_vert,fragmentShader:va.meshphysical_frag};const ya={r:0,b:0,g:0},Ma=new _r,Sa=new lr;function ba(t,e,n,i,r,s,a){const o=new Kr(0);let l,c,h=!0===s?0:1,p=null,m=0,f=null;function g(t){let i=!0===t.isScene?t.background:null;if(i&&i.isTexture){i=(t.backgroundBlurriness>0?n:e).get(i)}return i}function v(e,n){e.getRGB(ya,Zs(t)),i.buffers.color.setClear(ya.r,ya.g,ya.b,n,a)}return{getClearColor:function(){return o},setClearColor:function(t,e=1){o.set(t),h=e,v(o,h)},getClearAlpha:function(){return h},setClearAlpha:function(t){h=t,v(o,h)},render:function(e){let n=!1;const r=g(e);null===r?v(o,h):r&&r.isColor&&(v(r,1),n=!0);const s=t.xr.getEnvironmentBlendMode();"additive"===s?i.buffers.color.setClear(0,0,0,1,a):"alpha-blend"===s&&i.buffers.color.setClear(0,0,0,0,a),(t.autoClear||n)&&(i.buffers.depth.setTest(!0),i.buffers.depth.setMask(!0),i.buffers.color.setMask(!0),t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil))},addToRenderList:function(e,n){const i=g(n);i&&(i.isCubeTexture||i.mapping===dt)?(void 0===c&&(c=new Ws(new js(1,1,1),new 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l=!0===n.logarithmicDepthBuffer,c=t.getParameter(t.MAX_TEXTURE_IMAGE_UNITS),h=t.getParameter(t.MAX_VERTEX_TEXTURE_IMAGE_UNITS);return{isWebGL2:!0,getMaxAnisotropy:function(){if(void 0!==r)return r;if(!0===e.has("EXT_texture_filter_anisotropic")){const n=e.get("EXT_texture_filter_anisotropic");r=t.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else r=0;return r},getMaxPrecision:s,textureFormatReadable:function(e){return e===kt||i.convert(e)===t.getParameter(t.IMPLEMENTATION_COLOR_READ_FORMAT)},textureTypeReadable:function(n){const r=n===Ut&&(e.has("EXT_color_buffer_half_float")||e.has("EXT_color_buffer_float"));return!(n!==Et&&i.convert(n)!==t.getParameter(t.IMPLEMENTATION_COLOR_READ_TYPE)&&n!==Lt&&!r)},precision:a,logarithmicDepthBuffer:l,maxTextures:c,maxVertexTextures:h,maxTextureSize:t.getParameter(t.MAX_TEXTURE_SIZE),maxCubemapSize:t.getParameter(t.MAX_CUBE_MAP_TEXTURE_SIZE),maxAttributes:t.getParameter(t.MAX_VERTEX_ATTRIBS),maxVertexUniforms:t.getParameter(t.MAX_VERTEX_UNIFORM_VECTORS),maxVaryings:t.getParameter(t.MAX_VARYING_VECTORS),maxFragmentUniforms:t.getParameter(t.MAX_FRAGMENT_UNIFORM_VECTORS),vertexTextures:h>0,maxSamples:t.getParameter(t.MAX_SAMPLES)}}function Aa(t){const e=this;let n=null,i=0,r=!1,s=!1;const a=new ha,o=new ei,l={value:null,needsUpdate:!1};function c(t,n,i,r){const s=null!==t?t.length:0;let c=null;if(0!==s){if(c=l.value,!0!==r||null===c){const e=i+4*s,r=n.matrixWorldInverse;o.getNormalMatrix(r),(null===c||c.length0);e.numPlanes=i,e.numIntersection=0}();else{const t=s?0:i,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]=n[t];m.clippingState=r,this.numIntersection=d?this.numPlanes:0,this.numPlanes+=t}}}function Ra(t){let e=new WeakMap;function n(t,e){return e===ht?t.mapping=lt:e===ut&&(t.mapping=ct),t}function i(t){const n=t.target;n.removeEventListener("dispose",i);const r=e.get(n);void 0!==r&&(e.delete(n),r.dispose())}return{get:function(r){if(r&&r.isTexture){const s=r.mapping;if(s===ht||s===ut){if(e.has(r)){return n(e.get(r).texture,r.mapping)}{const s=r.image;if(s&&s.height>0){const a=new aa(s.height);return a.fromEquirectangularTexture(t,r),e.set(r,a),r.addEventListener("dispose",i),n(a.texture,r.mapping)}return null}}}return r},dispose:function(){e=new WeakMap}}}class Ca extends $s{constructor(t=-1,e=1,n=1,i=-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=n,this.bottom=i,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,n,i,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=n,this.view.offsetY=i,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),n=(this.right+this.left)/2,i=(this.top+this.bottom)/2;let r=n-t,s=n+t,a=i+e,o=i-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.coordinateSystem),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 Pa=[.125,.215,.35,.446,.526,.582],Ia=20,La=new Ca,Ua=new Kr;let Na=null,Da=0,Oa=0,Fa=!1;const Ba=(1+Math.sqrt(5))/2,za=1/Ba,ka=[new Li(-Ba,za,0),new Li(Ba,za,0),new Li(-za,0,Ba),new Li(za,0,Ba),new Li(0,Ba,-za),new Li(0,Ba,za),new Li(-1,1,-1),new Li(1,1,-1),new Li(-1,1,1),new Li(1,1,1)];class Va{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,n=.1,i=100){Na=this._renderer.getRenderTarget(),Da=this._renderer.getActiveCubeFace(),Oa=this._renderer.getActiveMipmapLevel(),Fa=this._renderer.xr.enabled,this._renderer.xr.enabled=!1,this._setSize(256);const r=this._allocateTargets();return r.depthBuffer=!0,this._sceneToCubeUV(t,n,i,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=Xa(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=Wa(),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=Pa[a-t+4-1]:0===a&&(o=0),i.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),_=new Float32Array(f*p*d),x=new Float32Array(g*p*d);for(let t=0;t2?0:-1,i=[e,n,0,e+2/3,n,0,e+2/3,n+1,0,e,n,0,e+2/3,n+1,0,e,n+1,0];v.set(i,m*p*t),_.set(u,f*p*t);const r=[t,t,t,t,t,t];x.set(r,g*p*t)}const y=new Es;y.setAttribute("position",new cs(v,m)),y.setAttribute("uv",new cs(_,f)),y.setAttribute("faceIndex",new cs(x,g)),e.push(y),r>4&&r--}return{lodPlanes:e,sizeLods:n,sigmas:i}}(i)),this._blurMaterial=function(t,e,n){const i=new Float32Array(Ia),r=new Li(0,1,0),s=new Ks({name:"SphericalGaussianBlur",defines:{n:Ia,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:`${t}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:i},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:ja(),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}(i,t,e)}return i}_compileMaterial(t){const e=new Ws(this._lodPlanes[0],t);this._renderer.compile(e,La)}_sceneToCubeUV(t,e,n,i){const r=new na(90,1,e,n),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(Ua),o.toneMapping=K,o.autoClear=!1;const h=new es({name:"PMREM.Background",side:d,depthWrite:!1,depthTest:!1}),u=new Ws(new js,h);let p=!1;const m=t.background;m?m.isColor&&(h.color.copy(m),t.background=null,p=!0):(h.color.copy(Ua),p=!0);for(let e=0;e<6;e++){const n=e%3;0===n?(r.up.set(0,s[e],0),r.lookAt(a[e],0,0)):1===n?(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;Ga(i,n*l,e>2?l:0,l,l),o.setRenderTarget(i),p&&o.render(u,r),o.render(t,r)}u.geometry.dispose(),u.material.dispose(),o.toneMapping=c,o.autoClear=l,t.background=m}_textureToCubeUV(t,e){const n=this._renderer,i=t.mapping===lt||t.mapping===ct;i?(null===this._cubemapMaterial&&(this._cubemapMaterial=Xa()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===t.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=Wa());const r=i?this._cubemapMaterial:this._equirectMaterial,s=new Ws(this._lodPlanes[0],r);r.uniforms.envMap.value=t;const a=this._cubeSize;Ga(e,0,0,3*a,2*a),n.setRenderTarget(e),n.render(s,La)}_applyPMREM(t){const e=this._renderer,n=e.autoClear;e.autoClear=!1;const i=this._lodPlanes.length;for(let e=1;eIa&&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 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S=M+x+a,b=M+y+o,w=ol(r,r.VERTEX_SHADER,S),T=ol(r,r.FRAGMENT_SHADER,b);function E(e){if(t.debug.checkShaderErrors){const n=r.getProgramInfoLog(_).trim(),i=r.getShaderInfoLog(w).trim(),s=r.getShaderInfoLog(T).trim();let a=!0,o=!0;if(!1===r.getProgramParameter(_,r.LINK_STATUS))if(a=!1,"function"==typeof t.debug.onShaderError)t.debug.onShaderError(r,_,w,T);else{const t=hl(r,w,"vertex"),i=hl(r,T,"fragment");console.error("THREE.WebGLProgram: Shader Error "+r.getError()+" - VALIDATE_STATUS "+r.getProgramParameter(_,r.VALIDATE_STATUS)+"\n\nMaterial Name: "+e.name+"\nMaterial Type: "+e.type+"\n\nProgram Info Log: "+n+"\n"+t+"\n"+i)}else""!==n?console.warn("THREE.WebGLProgram: Program Info Log:",n):""!==i&&""!==s||(o=!1);o&&(e.diagnostics={runnable:a,programLog:n,vertexShader:{log:i,prefix:x},fragmentShader:{log:s,prefix:y}})}r.deleteShader(w),r.deleteShader(T),A=new al(r,_),R=function(t,e){const n={},i=t.getProgramParameter(e,t.ACTIVE_ATTRIBUTES);for(let 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xt={shaderID:w,shaderType:s.type,shaderName:s.name,vertexShader:A,fragmentShader:R,defines:s.defines,customVertexShaderID:C,customFragmentShaderID:P,isRawShaderMaterial:!0===s.isRawShaderMaterial,glslVersion:s.glslVersion,precision:m,batching:N,batchingColor:N&&null!==_._colorsTexture,instancing:U,instancingColor:U&&null!==_.instanceColor,instancingMorph:U&&null!==_.morphTexture,supportsVertexTextures:p,outputColorSpace:null===L?t.outputColorSpace:!0===L.isXRRenderTarget?L.texture.colorSpace:Ke,alphaToCoverage:!!s.alphaToCoverage,map:D,matcap:O,envMap:F,envMapMode:F&&S.mapping,envMapCubeUVHeight:b,aoMap:B,lightMap:z,bumpMap:k,normalMap:V,displacementMap:p&&H,emissiveMap:G,normalMapObjectSpace:V&&1===s.normalMapType,normalMapTangentSpace:V&&0===s.normalMapType,metalnessMap:W,roughnessMap:X,anisotropy:j,anisotropyMap:Q,clearcoat:q,clearcoatMap:tt,clearcoatNormalMap:et,clearcoatRoughnessMap:nt,dispersion:Y,iridescence:Z,iridescenceMap:it,iridescenceThicknessMap:rt,sheen:J,sheenColorMap:st,sheenRoughnessMap:at,specularMap:ot,specularColorMap:lt,specularIntensityMap:ct,transmission:$,transmissionMap:ht,thicknessMap:ut,gradientMap:pt,opaque:!1===s.transparent&&1===s.blending&&!1===s.alphaToCoverage,alphaMap:mt,alphaTest:ft,alphaHash:gt,combine:s.combine,mapUv:D&&g(s.map.channel),aoMapUv:B&&g(s.aoMap.channel),lightMapUv:z&&g(s.lightMap.channel),bumpMapUv:k&&g(s.bumpMap.channel),normalMapUv:V&&g(s.normalMap.channel),displacementMapUv:H&&g(s.displacementMap.channel),emissiveMapUv:G&&g(s.emissiveMap.channel),metalnessMapUv:W&&g(s.metalnessMap.channel),roughnessMapUv:X&&g(s.roughnessMap.channel),anisotropyMapUv:Q&&g(s.anisotropyMap.channel),clearcoatMapUv:tt&&g(s.clearcoatMap.channel),clearcoatNormalMapUv:et&&g(s.clearcoatNormalMap.channel),clearcoatRoughnessMapUv:nt&&g(s.clearcoatRoughnessMap.channel),iridescenceMapUv:it&&g(s.iridescenceMap.channel),iridescenceThicknessMapUv:rt&&g(s.iridescenceThicknessMap.channel),sheenColorMapUv:st&&g(s.sheenColorMap.channel),sheenRoughnessMapUv:at&&g(s.sheenRoughnessMap.channel),specularMapUv:ot&&g(s.specularMap.channel),specularColorMapUv:lt&&g(s.specularColorMap.channel),specularIntensityMapUv:ct&&g(s.specularIntensityMap.channel),transmissionMapUv:ht&&g(s.transmissionMap.channel),thicknessMapUv:ut&&g(s.thicknessMap.channel),alphaMapUv:mt&&g(s.alphaMap.channel),vertexTangents:!!y.attributes.tangent&&(V||j),vertexColors:s.vertexColors,vertexAlphas:!0===s.vertexColors&&!!y.attributes.color&&4===y.attributes.color.itemSize,pointsUvs:!0===_.isPoints&&!!y.attributes.uv&&(D||mt),fog:!!x,useFog:!0===s.fog,fogExp2:!!x&&x.isFogExp2,flatShading:!0===s.flatShading,sizeAttenuation:!0===s.sizeAttenuation,logarithmicDepthBuffer:u,skinning:!0===_.isSkinnedMesh,morphTargets:void 0!==y.morphAttributes.position,morphNormals:void 0!==y.morphAttributes.normal,morphColors:void 0!==y.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,numLightProbes:o.numLightProbes,numClippingPlanes:a.numPlanes,numClipIntersection:a.numIntersection,dithering:s.dithering,shadowMapEnabled:t.shadowMap.enabled&&h.length>0,shadowMapType:t.shadowMap.type,toneMapping:_t,decodeVideoTexture:D&&!0===s.map.isVideoTexture&&mi.getTransfer(s.map.colorSpace)===en,premultipliedAlpha:s.premultipliedAlpha,doubleSided:2===s.side,flipSided:s.side===d,useDepthPacking:s.depthPacking>=0,depthPacking:s.depthPacking||0,index0AttributeName:s.index0AttributeName,extensionClipCullDistance:vt&&!0===s.extensions.clipCullDistance&&i.has("WEBGL_clip_cull_distance"),extensionMultiDraw:(vt&&!0===s.extensions.multiDraw||N)&&i.has("WEBGL_multi_draw"),rendererExtensionParallelShaderCompile:i.has("KHR_parallel_shader_compile"),customProgramCacheKey:s.customProgramCacheKey()};return xt.vertexUv1s=c.has(1),xt.vertexUv2s=c.has(2),xt.vertexUv3s=c.has(3),c.clear(),xt},getProgramCacheKey:function(e){const n=[];if(e.shaderID?n.push(e.shaderID):(n.push(e.customVertexShaderID),n.push(e.customFragmentShaderID)),void 0!==e.defines)for(const t in e.defines)n.push(t),n.push(e.defines[t]);return!1===e.isRawShaderMaterial&&(!function(t,e){t.push(e.precision),t.push(e.outputColorSpace),t.push(e.envMapMode),t.push(e.envMapCubeUVHeight),t.push(e.mapUv),t.push(e.alphaMapUv),t.push(e.lightMapUv),t.push(e.aoMapUv),t.push(e.bumpMapUv),t.push(e.normalMapUv),t.push(e.displacementMapUv),t.push(e.emissiveMapUv),t.push(e.metalnessMapUv),t.push(e.roughnessMapUv),t.push(e.anisotropyMapUv),t.push(e.clearcoatMapUv),t.push(e.clearcoatNormalMapUv),t.push(e.clearcoatRoughnessMapUv),t.push(e.iridescenceMapUv),t.push(e.iridescenceThicknessMapUv),t.push(e.sheenColorMapUv),t.push(e.sheenRoughnessMapUv),t.push(e.specularMapUv),t.push(e.specularColorMapUv),t.push(e.specularIntensityMapUv),t.push(e.transmissionMapUv),t.push(e.thicknessMapUv),t.push(e.combine),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.numLightProbes),t.push(e.shadowMapType),t.push(e.toneMapping),t.push(e.numClippingPlanes),t.push(e.numClipIntersection),t.push(e.depthPacking)}(n,e),function(t,e){o.disableAll(),e.supportsVertexTextures&&o.enable(0);e.instancing&&o.enable(1);e.instancingColor&&o.enable(2);e.instancingMorph&&o.enable(3);e.matcap&&o.enable(4);e.envMap&&o.enable(5);e.normalMapObjectSpace&&o.enable(6);e.normalMapTangentSpace&&o.enable(7);e.clearcoat&&o.enable(8);e.iridescence&&o.enable(9);e.alphaTest&&o.enable(10);e.vertexColors&&o.enable(11);e.vertexAlphas&&o.enable(12);e.vertexUv1s&&o.enable(13);e.vertexUv2s&&o.enable(14);e.vertexUv3s&&o.enable(15);e.vertexTangents&&o.enable(16);e.anisotropy&&o.enable(17);e.alphaHash&&o.enable(18);e.batching&&o.enable(19);e.dispersion&&o.enable(20);e.batchingColor&&o.enable(21);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.doubleSided&&o.enable(10);e.flipSided&&o.enable(11);e.useDepthPacking&&o.enable(12);e.dithering&&o.enable(13);e.transmission&&o.enable(14);e.sheen&&o.enable(15);e.opaque&&o.enable(16);e.pointsUvs&&o.enable(17);e.decodeVideoTexture&&o.enable(18);e.alphaToCoverage&&o.enable(19);t.push(o.mask)}(n,e),n.push(t.outputColorSpace)),n.push(e.customProgramCacheKey),n.join()},getUniforms:function(t){const e=f[t.type];let n;if(e){const t=xa[e];n=Js.clone(t.uniforms)}else n=t.uniforms;return n},acquireProgram:function(e,n){let i;for(let t=0,e=h.length;t0?i.push(h):!0===a.transparent?r.push(h):n.push(h)},unshift:function(t,e,a,o,l,c){const h=s(t,e,a,o,l,c);a.transmission>0?i.unshift(h):!0===a.transparent?r.unshift(h):n.unshift(h)},finish:function(){for(let n=e,i=t.length;n1&&n.sort(t||Ll),i.length>1&&i.sort(e||Ul),r.length>1&&r.sort(e||Ul)}}}function Dl(){let t=new WeakMap;return{get:function(e,n){const i=t.get(e);let r;return void 0===i?(r=new Nl,t.set(e,[r])):n>=i.length?(r=new Nl,i.push(r)):r=i[n],r},dispose:function(){t=new WeakMap}}}function Ol(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let n;switch(e.type){case"DirectionalLight":n={direction:new Li,color:new Kr};break;case"SpotLight":n={position:new Li,direction:new Li,color:new Kr,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":n={position:new Li,color:new Kr,distance:0,decay:0};break;case"HemisphereLight":n={direction:new Li,skyColor:new Kr,groundColor:new Kr};break;case"RectAreaLight":n={color:new Kr,position:new Li,halfWidth:new Li,halfHeight:new Li}}return t[e.id]=n,n}}}let Fl=0;function Bl(t,e){return(e.castShadow?2:0)-(t.castShadow?2:0)+(e.map?1:0)-(t.map?1:0)}function zl(t){const e=new Ol,n=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let n;switch(e.type){case"DirectionalLight":case"SpotLight":n={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new ti};break;case"PointLight":n={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new ti,shadowCameraNear:1,shadowCameraFar:1e3}}return t[e.id]=n,n}}}(),i={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1,numSpotMaps:-1,numLightProbes:-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,numLightProbes:0};for(let t=0;t<9;t++)i.probe.push(new Li);const r=new Li,s=new lr,a=new lr;return{setup:function(r){let s=0,a=0,o=0;for(let t=0;t<9;t++)i.probe[t].set(0,0,0);let l=0,c=0,h=0,u=0,d=0,p=0,m=0,f=0,g=0,v=0,_=0;r.sort(Bl);for(let t=0,x=r.length;t0&&(!0===t.has("OES_texture_float_linear")?(i.rectAreaLTC1=_a.LTC_FLOAT_1,i.rectAreaLTC2=_a.LTC_FLOAT_2):(i.rectAreaLTC1=_a.LTC_HALF_1,i.rectAreaLTC2=_a.LTC_HALF_2)),i.ambient[0]=s,i.ambient[1]=a,i.ambient[2]=o;const x=i.hash;x.directionalLength===l&&x.pointLength===c&&x.spotLength===h&&x.rectAreaLength===u&&x.hemiLength===d&&x.numDirectionalShadows===p&&x.numPointShadows===m&&x.numSpotShadows===f&&x.numSpotMaps===g&&x.numLightProbes===_||(i.directional.length=l,i.spot.length=h,i.rectArea.length=u,i.point.length=c,i.hemi.length=d,i.directionalShadow.length=p,i.directionalShadowMap.length=p,i.pointShadow.length=m,i.pointShadowMap.length=m,i.spotShadow.length=f,i.spotShadowMap.length=f,i.directionalShadowMatrix.length=p,i.pointShadowMatrix.length=m,i.spotLightMatrix.length=f+g-v,i.spotLightMap.length=g,i.numSpotLightShadowsWithMaps=v,i.numLightProbes=_,x.directionalLength=l,x.pointLength=c,x.spotLength=h,x.rectAreaLength=u,x.hemiLength=d,x.numDirectionalShadows=p,x.numPointShadows=m,x.numSpotShadows=f,x.numSpotMaps=g,x.numLightProbes=_,i.version=Fl++)},setupView:function(t,e){let n=0,o=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=r.length?(s=new kl(t),r.push(s)):s=r[i],s},dispose:function(){e=new WeakMap}}}class Hl extends ts{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 Gl extends ts{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",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.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}function Wl(t,e,n){let i=new pa;const r=new ti,s=new ti,a=new wi,o=new Hl({depthPacking:3201}),c=new Gl,p={},m=n.maxTextureSize,f={[u]:d,[d]:u,2:2},g=new Ks({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new ti},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}"}),v=g.clone();v.defines.HORIZONTAL_PASS=1;const _=new Es;_.setAttribute("position",new cs(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const x=new Ws(_,g),y=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=l;let M=this.type;function S(n,i){const s=e.update(x);g.defines.VSM_SAMPLES!==n.blurSamples&&(g.defines.VSM_SAMPLES=n.blurSamples,v.defines.VSM_SAMPLES=n.blurSamples,g.needsUpdate=!0,v.needsUpdate=!0),null===n.mapPass&&(n.mapPass=new Ei(r.x,r.y)),g.uniforms.shadow_pass.value=n.map.texture,g.uniforms.resolution.value=n.mapSize,g.uniforms.radius.value=n.radius,t.setRenderTarget(n.mapPass),t.clear(),t.renderBufferDirect(i,null,s,g,x,null),v.uniforms.shadow_pass.value=n.mapPass.texture,v.uniforms.resolution.value=n.mapSize,v.uniforms.radius.value=n.radius,t.setRenderTarget(n.map),t.clear(),t.renderBufferDirect(i,null,s,v,x,null)}function b(e,n,i,r){let s=null;const a=!0===i.isPointLight?e.customDistanceMaterial:e.customDepthMaterial;if(void 0!==a)s=a;else if(s=!0===i.isPointLight?c:o,t.localClippingEnabled&&!0===n.clipShadows&&Array.isArray(n.clippingPlanes)&&0!==n.clippingPlanes.length||n.displacementMap&&0!==n.displacementScale||n.alphaMap&&n.alphaTest>0||n.map&&n.alphaTest>0){const t=s.uuid,e=n.uuid;let i=p[t];void 0===i&&(i={},p[t]=i);let r=i[e];void 0===r&&(r=s.clone(),i[e]=r,n.addEventListener("dispose",T)),s=r}if(s.visible=n.visible,s.wireframe=n.wireframe,s.side=r===h?null!==n.shadowSide?n.shadowSide:n.side:null!==n.shadowSide?n.shadowSide:f[n.side],s.alphaMap=n.alphaMap,s.alphaTest=n.alphaTest,s.map=n.map,s.clipShadows=n.clipShadows,s.clippingPlanes=n.clippingPlanes,s.clipIntersection=n.clipIntersection,s.displacementMap=n.displacementMap,s.displacementScale=n.displacementScale,s.displacementBias=n.displacementBias,s.wireframeLinewidth=n.wireframeLinewidth,s.linewidth=n.linewidth,!0===i.isPointLight&&!0===s.isMeshDistanceMaterial){t.properties.get(s).light=i}return s}function w(n,r,s,a,o){if(!1===n.visible)return;if(n.layers.test(r.layers)&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&o===h)&&(!n.frustumCulled||i.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,n.matrixWorld);const i=e.update(n),l=n.material;if(Array.isArray(l)){const e=i.groups;for(let c=0,h=e.length;cm||r.y>m)&&(r.x>m&&(s.x=Math.floor(m/g.x),r.x=s.x*g.x,u.mapSize.x=s.x),r.y>m&&(s.y=Math.floor(m/g.y),r.y=s.y*g.y,u.mapSize.y=s.y)),null===u.map||!0===p||!0===f){const t=this.type!==h?{minFilter:gt,magFilter:gt}:{};null!==u.map&&u.map.dispose(),u.map=new Ei(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const v=u.getViewportCount();for(let t=0;t=1):-1!==N.indexOf("OpenGL ES")&&(U=parseFloat(/^OpenGL ES (\d)/.exec(N)[1]),L=U>=2);let D=null,O={};const F=t.getParameter(t.SCISSOR_BOX),B=t.getParameter(t.VIEWPORT),z=(new wi).fromArray(F),k=(new wi).fromArray(B);function V(e,n,i,r){const s=new Uint8Array(4),a=t.createTexture();t.bindTexture(e,a),t.texParameteri(e,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(e,t.TEXTURE_MAG_FILTER,t.NEAREST);for(let a=0;ae?(t.repeat.x=1,t.repeat.y=n/e,t.offset.x=0,t.offset.y=(1-t.repeat.y)/2):(t.repeat.x=e/n,t.repeat.y=1,t.offset.x=(1-t.repeat.x)/2,t.offset.y=0),t},cover:function(t,e){const n=t.image&&t.image.width?t.image.width/t.image.height:1;return n>e?(t.repeat.x=e/n,t.repeat.y=1,t.offset.x=(1-t.repeat.x)/2,t.offset.y=0):(t.repeat.x=1,t.repeat.y=n/e,t.offset.x=0,t.offset.y=(1-t.repeat.y)/2),t},fill:function(t){return t.repeat.x=1,t.repeat.y=1,t.offset.x=0,t.offset.y=0,t},getByteLength:jl};function Yl(t,e,n,i,r,s,a){const o=e.has("WEBGL_multisampled_render_to_texture")?e.get("WEBGL_multisampled_render_to_texture"):null,l="undefined"!=typeof navigator&&/OculusBrowser/g.test(navigator.userAgent),c=new ti,h=new WeakMap;let u;const d=new WeakMap;let p=!1;try{p="undefined"!=typeof OffscreenCanvas&&null!==new OffscreenCanvas(1,1).getContext("2d")}catch(t){}function m(t,e){return p?new OffscreenCanvas(t,e):ai("canvas")}function f(t,e,n){let i=1;const r=k(t);if((r.width>n||r.height>n)&&(i=n/Math.max(r.width,r.height)),i<1){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap||"undefined"!=typeof VideoFrame&&t instanceof VideoFrame){const n=Math.floor(i*r.width),s=Math.floor(i*r.height);void 0===u&&(u=m(n,s));const a=e?m(n,s):u;a.width=n,a.height=s;return a.getContext("2d").drawImage(t,0,0,n,s),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+r.width+"x"+r.height+") to ("+n+"x"+s+")."),a}return"data"in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+r.width+"x"+r.height+")."),t}return t}function g(t){return t.generateMipmaps&&t.minFilter!==gt&&t.minFilter!==Mt}function v(e){t.generateMipmap(e)}function _(n,i,r,s,a=!1){if(null!==n){if(void 0!==t[n])return t[n];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format 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o!==t.R16F&&o!==t.R32F&&o!==t.RG16F&&o!==t.RG32F&&o!==t.RGBA16F&&o!==t.RGBA32F||e.get("EXT_color_buffer_float"),o}function x(e,n){let i;return e?null===n||n===It||n===Ot?i=t.DEPTH24_STENCIL8:n===Lt?i=t.DEPTH32F_STENCIL8:n===Ct&&(i=t.DEPTH24_STENCIL8,console.warn("DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.")):null===n||n===It||n===Ot?i=t.DEPTH_COMPONENT24:n===Lt?i=t.DEPTH_COMPONENT32F:n===Ct&&(i=t.DEPTH_COMPONENT16),i}function y(t,e){return!0===g(t)||t.isFramebufferTexture&&t.minFilter!==gt&&t.minFilter!==Mt?Math.log2(Math.max(e.width,e.height))+1:void 0!==t.mipmaps&&t.mipmaps.length>0?t.mipmaps.length:t.isCompressedTexture&&Array.isArray(t.image)?e.mipmaps.length:1}function M(t){const e=t.target;e.removeEventListener("dispose",M),function(t){const e=i.get(t);if(void 0===e.__webglInit)return;const n=t.source,r=d.get(n);if(r){const i=r[e.__cacheKey];i.usedTimes--,0===i.usedTimes&&b(t),0===Object.keys(r).length&&d.delete(n)}i.remove(t)}(e),e.isVideoTexture&&h.delete(e)}function S(e){const n=e.target;n.removeEventListener("dispose",S),function(e){const n=i.get(e);e.depthTexture&&e.depthTexture.dispose();if(e.isWebGLCubeRenderTarget)for(let e=0;e<6;e++){if(Array.isArray(n.__webglFramebuffer[e]))for(let i=0;i0&&s.__version!==e.version){const t=e.image;if(null===t)console.warn("THREE.WebGLRenderer: Texture marked for update but no image data found.");else{if(!1!==t.complete)return void I(s,e,r);console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete")}}n.bindTexture(t.TEXTURE_2D,s.__webglTexture,t.TEXTURE0+r)}const E={[pt]:t.REPEAT,[mt]:t.CLAMP_TO_EDGE,[ft]:t.MIRRORED_REPEAT},A={[gt]:t.NEAREST,[vt]:t.NEAREST_MIPMAP_NEAREST,[xt]:t.NEAREST_MIPMAP_LINEAR,[Mt]:t.LINEAR,[St]:t.LINEAR_MIPMAP_NEAREST,[wt]:t.LINEAR_MIPMAP_LINEAR},R={512:t.NEVER,519:t.ALWAYS,513:t.LESS,[wn]:t.LEQUAL,514:t.EQUAL,518:t.GEQUAL,516:t.GREATER,517:t.NOTEQUAL};function C(n,s){if(s.type!==Lt||!1!==e.has("OES_texture_float_linear")||s.magFilter!==Mt&&s.magFilter!==St&&s.magFilter!==xt&&s.magFilter!==wt&&s.minFilter!==Mt&&s.minFilter!==St&&s.minFilter!==xt&&s.minFilter!==wt||console.warn("THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device."),t.texParameteri(n,t.TEXTURE_WRAP_S,E[s.wrapS]),t.texParameteri(n,t.TEXTURE_WRAP_T,E[s.wrapT]),n!==t.TEXTURE_3D&&n!==t.TEXTURE_2D_ARRAY||t.texParameteri(n,t.TEXTURE_WRAP_R,E[s.wrapR]),t.texParameteri(n,t.TEXTURE_MAG_FILTER,A[s.magFilter]),t.texParameteri(n,t.TEXTURE_MIN_FILTER,A[s.minFilter]),s.compareFunction&&(t.texParameteri(n,t.TEXTURE_COMPARE_MODE,t.COMPARE_REF_TO_TEXTURE),t.texParameteri(n,t.TEXTURE_COMPARE_FUNC,R[s.compareFunction])),!0===e.has("EXT_texture_filter_anisotropic")){if(s.magFilter===gt)return;if(s.minFilter!==xt&&s.minFilter!==wt)return;if(s.type===Lt&&!1===e.has("OES_texture_float_linear"))return;if(s.anisotropy>1||i.get(s).__currentAnisotropy){const a=e.get("EXT_texture_filter_anisotropic");t.texParameterf(n,a.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(s.anisotropy,r.getMaxAnisotropy())),i.get(s).__currentAnisotropy=s.anisotropy}}}function P(e,n){let i=!1;void 0===e.__webglInit&&(e.__webglInit=!0,n.addEventListener("dispose",M));const r=n.source;let s=d.get(r);void 0===s&&(s={},d.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.colorSpace),e.join()}(n);if(o!==e.__cacheKey){void 0===s[o]&&(s[o]={texture:t.createTexture(),usedTimes:0},a.memory.textures++,i=!0),s[o].usedTimes++;const r=s[e.__cacheKey];void 0!==r&&(s[e.__cacheKey].usedTimes--,0===r.usedTimes&&b(n)),e.__cacheKey=o,e.__webglTexture=s[o].texture}return i}function I(e,a,o){let l=t.TEXTURE_2D;(a.isDataArrayTexture||a.isCompressedArrayTexture)&&(l=t.TEXTURE_2D_ARRAY),a.isData3DTexture&&(l=t.TEXTURE_3D);const c=P(e,a),h=a.source;n.bindTexture(l,e.__webglTexture,t.TEXTURE0+o);const u=i.get(h);if(h.version!==u.__version||!0===c){n.activeTexture(t.TEXTURE0+o);const e=mi.getPrimaries(mi.workingColorSpace),i=a.colorSpace===Ze?null:mi.getPrimaries(a.colorSpace),d=a.colorSpace===Ze||e===i?t.NONE:t.BROWSER_DEFAULT_WEBGL;t.pixelStorei(t.UNPACK_FLIP_Y_WEBGL,a.flipY),t.pixelStorei(t.UNPACK_PREMULTIPLY_ALPHA_WEBGL,a.premultiplyAlpha),t.pixelStorei(t.UNPACK_ALIGNMENT,a.unpackAlignment),t.pixelStorei(t.UNPACK_COLORSPACE_CONVERSION_WEBGL,d);let p=f(a.image,!1,r.maxTextureSize);p=z(a,p);const m=s.convert(a.format,a.colorSpace),M=s.convert(a.type);let S,b=_(a.internalFormat,m,M,a.colorSpace,a.isVideoTexture);C(l,a);const w=a.mipmaps,T=!0!==a.isVideoTexture,E=void 0===u.__version||!0===c,A=h.dataReady,R=y(a,p);if(a.isDepthTexture)b=x(a.format===Wt,a.type),E&&(T?n.texStorage2D(t.TEXTURE_2D,1,b,p.width,p.height):n.texImage2D(t.TEXTURE_2D,0,b,p.width,p.height,0,m,M,null));else if(a.isDataTexture)if(w.length>0){T&&E&&n.texStorage2D(t.TEXTURE_2D,R,b,w[0].width,w[0].height);for(let e=0,i=w.length;e0){const i=jl(S.width,S.height,a.format,a.type);for(const r of a.layerUpdates){const s=S.data.subarray(r*i/S.data.BYTES_PER_ELEMENT,(r+1)*i/S.data.BYTES_PER_ELEMENT);n.compressedTexSubImage3D(t.TEXTURE_2D_ARRAY,e,0,0,r,S.width,S.height,1,m,s,0,0)}a.clearLayerUpdates()}else n.compressedTexSubImage3D(t.TEXTURE_2D_ARRAY,e,0,0,0,S.width,S.height,p.depth,m,S.data,0,0)}else n.compressedTexImage3D(t.TEXTURE_2D_ARRAY,e,b,S.width,S.height,p.depth,0,S.data,0,0);else console.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()");else T?A&&n.texSubImage3D(t.TEXTURE_2D_ARRAY,e,0,0,0,S.width,S.height,p.depth,m,M,S.data):n.texImage3D(t.TEXTURE_2D_ARRAY,e,b,S.width,S.height,p.depth,0,m,M,S.data)}else{T&&E&&n.texStorage2D(t.TEXTURE_2D,R,b,w[0].width,w[0].height);for(let e=0,i=w.length;e0){const e=jl(p.width,p.height,a.format,a.type);for(const i of a.layerUpdates){const r=p.data.subarray(i*e/p.data.BYTES_PER_ELEMENT,(i+1)*e/p.data.BYTES_PER_ELEMENT);n.texSubImage3D(t.TEXTURE_2D_ARRAY,0,0,0,i,p.width,p.height,1,m,M,r)}a.clearLayerUpdates()}else n.texSubImage3D(t.TEXTURE_2D_ARRAY,0,0,0,0,p.width,p.height,p.depth,m,M,p.data)}else n.texImage3D(t.TEXTURE_2D_ARRAY,0,b,p.width,p.height,p.depth,0,m,M,p.data);else if(a.isData3DTexture)T?(E&&n.texStorage3D(t.TEXTURE_3D,R,b,p.width,p.height,p.depth),A&&n.texSubImage3D(t.TEXTURE_3D,0,0,0,0,p.width,p.height,p.depth,m,M,p.data)):n.texImage3D(t.TEXTURE_3D,0,b,p.width,p.height,p.depth,0,m,M,p.data);else if(a.isFramebufferTexture){if(E)if(T)n.texStorage2D(t.TEXTURE_2D,R,b,p.width,p.height);else{let e=p.width,i=p.height;for(let r=0;r>=1,i>>=1}}else if(w.length>0){if(T&&E){const e=k(w[0]);n.texStorage2D(t.TEXTURE_2D,R,b,e.width,e.height)}for(let e=0,i=w.length;e>h),i=Math.max(1,r.height>>h);c===t.TEXTURE_3D||c===t.TEXTURE_2D_ARRAY?n.texImage3D(c,h,p,e,i,r.depth,0,u,d,null):n.texImage2D(c,h,p,e,i,0,u,d,null)}n.bindFramebuffer(t.FRAMEBUFFER,e),B(r)?o.framebufferTexture2DMultisampleEXT(t.FRAMEBUFFER,l,c,i.get(a).__webglTexture,0,F(r)):(c===t.TEXTURE_2D||c>=t.TEXTURE_CUBE_MAP_POSITIVE_X&&c<=t.TEXTURE_CUBE_MAP_NEGATIVE_Z)&&t.framebufferTexture2D(t.FRAMEBUFFER,l,c,i.get(a).__webglTexture,h),n.bindFramebuffer(t.FRAMEBUFFER,null)}function U(e,n,i){if(t.bindRenderbuffer(t.RENDERBUFFER,e),n.depthBuffer){const r=n.depthTexture,s=r&&r.isDepthTexture?r.type:null,a=x(n.stencilBuffer,s),l=n.stencilBuffer?t.DEPTH_STENCIL_ATTACHMENT:t.DEPTH_ATTACHMENT,c=F(n);B(n)?o.renderbufferStorageMultisampleEXT(t.RENDERBUFFER,c,a,n.width,n.height):i?t.renderbufferStorageMultisample(t.RENDERBUFFER,c,a,n.width,n.height):t.renderbufferStorage(t.RENDERBUFFER,a,n.width,n.height),t.framebufferRenderbuffer(t.FRAMEBUFFER,l,t.RENDERBUFFER,e)}else{const e=n.textures;for(let r=0;r0&&!0===e.has("WEBGL_multisampled_render_to_texture")&&!1!==n.__useRenderToTexture}function z(t,e){const n=t.colorSpace,i=t.format,r=t.type;return!0===t.isCompressedTexture||!0===t.isVideoTexture||n!==Ke&&n!==Ze&&(mi.getTransfer(n)===en?i===kt&&r===Et||console.warn("THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType."):console.error("THREE.WebGLTextures: Unsupported texture color space:",n)),e}function k(t){return"undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement?(c.width=t.naturalWidth||t.width,c.height=t.naturalHeight||t.height):"undefined"!=typeof VideoFrame&&t instanceof VideoFrame?(c.width=t.displayWidth,c.height=t.displayHeight):(c.width=t.width,c.height=t.height),c}this.allocateTextureUnit=function(){const t=w;return t>=r.maxTextures&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units while this GPU supports only "+r.maxTextures),w+=1,t},this.resetTextureUnits=function(){w=0},this.setTexture2D=T,this.setTexture2DArray=function(e,r){const s=i.get(e);e.version>0&&s.__version!==e.version?I(s,e,r):n.bindTexture(t.TEXTURE_2D_ARRAY,s.__webglTexture,t.TEXTURE0+r)},this.setTexture3D=function(e,r){const s=i.get(e);e.version>0&&s.__version!==e.version?I(s,e,r):n.bindTexture(t.TEXTURE_3D,s.__webglTexture,t.TEXTURE0+r)},this.setTextureCube=function(e,a){const o=i.get(e);e.version>0&&o.__version!==e.version?function(e,a,o){if(6!==a.image.length)return;const l=P(e,a),c=a.source;n.bindTexture(t.TEXTURE_CUBE_MAP,e.__webglTexture,t.TEXTURE0+o);const h=i.get(c);if(c.version!==h.__version||!0===l){n.activeTexture(t.TEXTURE0+o);const e=mi.getPrimaries(mi.workingColorSpace),i=a.colorSpace===Ze?null:mi.getPrimaries(a.colorSpace),u=a.colorSpace===Ze||e===i?t.NONE:t.BROWSER_DEFAULT_WEBGL;t.pixelStorei(t.UNPACK_FLIP_Y_WEBGL,a.flipY),t.pixelStorei(t.UNPACK_PREMULTIPLY_ALPHA_WEBGL,a.premultiplyAlpha),t.pixelStorei(t.UNPACK_ALIGNMENT,a.unpackAlignment),t.pixelStorei(t.UNPACK_COLORSPACE_CONVERSION_WEBGL,u);const d=a.isCompressedTexture||a.image[0].isCompressedTexture,p=a.image[0]&&a.image[0].isDataTexture,m=[];for(let t=0;t<6;t++)m[t]=d||p?p?a.image[t].image:a.image[t]:f(a.image[t],!0,r.maxCubemapSize),m[t]=z(a,m[t]);const x=m[0],M=s.convert(a.format,a.colorSpace),S=s.convert(a.type),b=_(a.internalFormat,M,S,a.colorSpace),w=!0!==a.isVideoTexture,T=void 0===h.__version||!0===l,E=c.dataReady;let A,R=y(a,x);if(C(t.TEXTURE_CUBE_MAP,a),d){w&&T&&n.texStorage2D(t.TEXTURE_CUBE_MAP,R,b,x.width,x.height);for(let e=0;e<6;e++){A=m[e].mipmaps;for(let i=0;i0&&R++;const e=k(m[0]);n.texStorage2D(t.TEXTURE_CUBE_MAP,R,b,e.width,e.height)}for(let e=0;e<6;e++)if(p){w?E&&n.texSubImage2D(t.TEXTURE_CUBE_MAP_POSITIVE_X+e,0,0,0,m[e].width,m[e].height,M,S,m[e].data):n.texImage2D(t.TEXTURE_CUBE_MAP_POSITIVE_X+e,0,b,m[e].width,m[e].height,0,M,S,m[e].data);for(let i=0;i1;if(u||(void 0===l.__webglTexture&&(l.__webglTexture=t.createTexture()),l.__version=r.version,a.memory.textures++),h){o.__webglFramebuffer=[];for(let e=0;e<6;e++)if(r.mipmaps&&r.mipmaps.length>0){o.__webglFramebuffer[e]=[];for(let n=0;n0){o.__webglFramebuffer=[];for(let e=0;e0&&!1===B(e)){o.__webglMultisampledFramebuffer=t.createFramebuffer(),o.__webglColorRenderbuffer=[],n.bindFramebuffer(t.FRAMEBUFFER,o.__webglMultisampledFramebuffer);for(let n=0;n0)for(let i=0;i0)for(let n=0;n0)if(!1===B(e)){const r=e.textures,s=e.width,a=e.height;let o=t.COLOR_BUFFER_BIT;const c=e.stencilBuffer?t.DEPTH_STENCIL_ATTACHMENT:t.DEPTH_ATTACHMENT,h=i.get(e),u=r.length>1;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,n),null!==r&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),o.matrixWorldNeedsUpdate=!0,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&&(i=e.getPose(t.targetRaySpace,n),null===i&&null!==r&&(i=r),null!==i&&(a.matrix.fromArray(i.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),a.matrixWorldNeedsUpdate=!0,i.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(i.linearVelocity)):a.hasLinearVelocity=!1,i.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(i.angularVelocity)):a.hasAngularVelocity=!1,this.dispatchEvent($l)))}return null!==a&&(a.visible=null!==i),null!==o&&(o.visible=null!==r),null!==l&&(l.visible=null!==s),this}_getHandJoint(t,e){if(void 0===t.joints[e.jointName]){const n=new Kl;n.matrixAutoUpdate=!1,n.visible=!1,t.joints[e.jointName]=n,t.add(n)}return t.joints[e.jointName]}}class tc{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(t,e,n){if(null===this.texture){const i=new bi;t.properties.get(i).__webglTexture=e.texture,e.depthNear==n.depthNear&&e.depthFar==n.depthFar||(this.depthNear=e.depthNear,this.depthFar=e.depthFar),this.texture=i}}getMesh(t){if(null!==this.texture&&null===this.mesh){const e=t.cameras[0].viewport,n=new Ks({vertexShader:"\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}",fragmentShader:"\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n\tif ( coord.x >= 1.0 ) {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n\t} else {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n\t}\n\n}",uniforms:{depthColor:{value:this.texture},depthWidth:{value:e.z},depthHeight:{value:e.w}}});this.mesh=new Ws(new ga(20,20),n)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}}class ec extends Hn{constructor(t,e){super();const n=this;let i=null,r=1,s=null,a="local-floor",o=1,l=null,c=null,h=null,u=null,d=null,p=null;const m=new tc,f=e.getContextAttributes();let g=null,v=null;const _=[],x=[],y=new ti;let M=null;const S=new na;S.layers.enable(1),S.viewport=new wi;const b=new na;b.layers.enable(2),b.viewport=new wi;const w=[S,b],T=new Jl;T.layers.enable(1),T.layers.enable(2);let E=null,A=null;function R(t){const e=x.indexOf(t.inputSource);if(-1===e)return;const n=_[e];void 0!==n&&(n.update(t.inputSource,t.frame,l||s),n.dispatchEvent({type:t.type,data:t.inputSource}))}function C(){i.removeEventListener("select",R),i.removeEventListener("selectstart",R),i.removeEventListener("selectend",R),i.removeEventListener("squeeze",R),i.removeEventListener("squeezestart",R),i.removeEventListener("squeezeend",R),i.removeEventListener("end",C),i.removeEventListener("inputsourceschange",P);for(let t=0;t<_.length;t++){const e=x[t];null!==e&&(x[t]=null,_[t].disconnect(e))}E=null,A=null,m.reset(),t.setRenderTarget(g),d=null,u=null,h=null,i=null,v=null,D.stop(),n.isPresenting=!1,t.setPixelRatio(M),t.setSize(y.width,y.height,!1),n.dispatchEvent({type:"sessionend"})}function P(t){for(let e=0;e=0&&(x[i]=null,_[i].disconnect(n))}for(let e=0;e=x.length){x.push(n),i=t;break}if(null===x[t]){x[t]=n,i=t;break}}if(-1===i)break}const r=_[i];r&&r.connect(n)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(t){let e=_[t];return void 0===e&&(e=new Ql,_[t]=e),e.getTargetRaySpace()},this.getControllerGrip=function(t){let e=_[t];return void 0===e&&(e=new Ql,_[t]=e),e.getGripSpace()},this.getHand=function(t){let e=_[t];return void 0===e&&(e=new Ql,_[t]=e),e.getHandSpace()},this.setFramebufferScaleFactor=function(t){r=t,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(t){a=t,!0===n.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 i},this.setSession=async function(c){if(i=c,null!==i){if(g=t.getRenderTarget(),i.addEventListener("select",R),i.addEventListener("selectstart",R),i.addEventListener("selectend",R),i.addEventListener("squeeze",R),i.addEventListener("squeezestart",R),i.addEventListener("squeezeend",R),i.addEventListener("end",C),i.addEventListener("inputsourceschange",P),!0!==f.xrCompatible&&await e.makeXRCompatible(),M=t.getPixelRatio(),t.getSize(y),void 0===i.renderState.layers){const n={antialias:f.antialias,alpha:!0,depth:f.depth,stencil:f.stencil,framebufferScaleFactor:r};d=new XRWebGLLayer(i,e,n),i.updateRenderState({baseLayer:d}),t.setPixelRatio(1),t.setSize(d.framebufferWidth,d.framebufferHeight,!1),v=new Ei(d.framebufferWidth,d.framebufferHeight,{format:kt,type:Et,colorSpace:t.outputColorSpace,stencilBuffer:f.stencil})}else{let n=null,s=null,a=null;f.depth&&(a=f.stencil?e.DEPTH24_STENCIL8:e.DEPTH_COMPONENT24,n=f.stencil?Wt:Gt,s=f.stencil?Ot:It);const o={colorFormat:e.RGBA8,depthFormat:a,scaleFactor:r};h=new XRWebGLBinding(i,e),u=h.createProjectionLayer(o),i.updateRenderState({layers:[u]}),t.setPixelRatio(1),t.setSize(u.textureWidth,u.textureHeight,!1),v=new Ei(u.textureWidth,u.textureHeight,{format:kt,type:Et,depthTexture:new to(u.textureWidth,u.textureHeight,s,void 0,void 0,void 0,void 0,void 0,void 0,n),stencilBuffer:f.stencil,colorSpace:t.outputColorSpace,samples:f.antialias?4:0,resolveDepthBuffer:!1===u.ignoreDepthValues})}v.isXRRenderTarget=!0,this.setFoveation(o),l=null,s=await i.requestReferenceSpace(a),D.setContext(i),D.start(),n.isPresenting=!0,n.dispatchEvent({type:"sessionstart"})}},this.getEnvironmentBlendMode=function(){if(null!==i)return i.environmentBlendMode},this.getDepthTexture=function(){return m.getDepthTexture()};const I=new Li,L=new Li;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===i)return;null!==m.texture&&(t.near=m.depthNear,t.far=m.depthFar),T.near=b.near=S.near=t.near,T.far=b.far=S.far=t.far,E===T.near&&A===T.far||(i.updateRenderState({depthNear:T.near,depthFar:T.far}),E=T.near,A=T.far,S.near=E,S.far=A,b.near=E,b.far=A,S.updateProjectionMatrix(),b.updateProjectionMatrix(),t.updateProjectionMatrix());const e=t.parent,n=T.cameras;U(T,e);for(let t=0;t0&&(t.alphaTest.value=i.alphaTest);const r=e.get(i),s=r.envMap,a=r.envMapRotation;s&&(t.envMap.value=s,nc.copy(a),nc.x*=-1,nc.y*=-1,nc.z*=-1,s.isCubeTexture&&!1===s.isRenderTargetTexture&&(nc.y*=-1,nc.z*=-1),t.envMapRotation.value.setFromMatrix4(ic.makeRotationFromEuler(nc)),t.flipEnvMap.value=s.isCubeTexture&&!1===s.isRenderTargetTexture?-1:1,t.reflectivity.value=i.reflectivity,t.ior.value=i.ior,t.refractionRatio.value=i.refractionRatio),i.lightMap&&(t.lightMap.value=i.lightMap,t.lightMapIntensity.value=i.lightMapIntensity,n(i.lightMap,t.lightMapTransform)),i.aoMap&&(t.aoMap.value=i.aoMap,t.aoMapIntensity.value=i.aoMapIntensity,n(i.aoMap,t.aoMapTransform))}return{refreshFogUniforms:function(e,n){n.color.getRGB(e.fogColor.value,Zs(t)),n.isFog?(e.fogNear.value=n.near,e.fogFar.value=n.far):n.isFogExp2&&(e.fogDensity.value=n.density)},refreshMaterialUniforms:function(t,r,s,a,o){r.isMeshBasicMaterial||r.isMeshLambertMaterial?i(t,r):r.isMeshToonMaterial?(i(t,r),function(t,e){e.gradientMap&&(t.gradientMap.value=e.gradientMap)}(t,r)):r.isMeshPhongMaterial?(i(t,r),function(t,e){t.specular.value.copy(e.specular),t.shininess.value=Math.max(e.shininess,1e-4)}(t,r)):r.isMeshStandardMaterial?(i(t,r),function(t,e){t.metalness.value=e.metalness,e.metalnessMap&&(t.metalnessMap.value=e.metalnessMap,n(e.metalnessMap,t.metalnessMapTransform));t.roughness.value=e.roughness,e.roughnessMap&&(t.roughnessMap.value=e.roughnessMap,n(e.roughnessMap,t.roughnessMapTransform));e.envMap&&(t.envMapIntensity.value=e.envMapIntensity)}(t,r),r.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,n(e.sheenColorMap,t.sheenColorMapTransform)),e.sheenRoughnessMap&&(t.sheenRoughnessMap.value=e.sheenRoughnessMap,n(e.sheenRoughnessMap,t.sheenRoughnessMapTransform)));e.clearcoat>0&&(t.clearcoat.value=e.clearcoat,t.clearcoatRoughness.value=e.clearcoatRoughness,e.clearcoatMap&&(t.clearcoatMap.value=e.clearcoatMap,n(e.clearcoatMap,t.clearcoatMapTransform)),e.clearcoatRoughnessMap&&(t.clearcoatRoughnessMap.value=e.clearcoatRoughnessMap,n(e.clearcoatRoughnessMap,t.clearcoatRoughnessMapTransform)),e.clearcoatNormalMap&&(t.clearcoatNormalMap.value=e.clearcoatNormalMap,n(e.clearcoatNormalMap,t.clearcoatNormalMapTransform),t.clearcoatNormalScale.value.copy(e.clearcoatNormalScale),e.side===d&&t.clearcoatNormalScale.value.negate()));e.dispersion>0&&(t.dispersion.value=e.dispersion);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,n(e.iridescenceMap,t.iridescenceMapTransform)),e.iridescenceThicknessMap&&(t.iridescenceThicknessMap.value=e.iridescenceThicknessMap,n(e.iridescenceThicknessMap,t.iridescenceThicknessMapTransform)));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,n(e.transmissionMap,t.transmissionMapTransform)),t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap,n(e.thicknessMap,t.thicknessMapTransform)),t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor));e.anisotropy>0&&(t.anisotropyVector.value.set(e.anisotropy*Math.cos(e.anisotropyRotation),e.anisotropy*Math.sin(e.anisotropyRotation)),e.anisotropyMap&&(t.anisotropyMap.value=e.anisotropyMap,n(e.anisotropyMap,t.anisotropyMapTransform)));t.specularIntensity.value=e.specularIntensity,t.specularColor.value.copy(e.specularColor),e.specularColorMap&&(t.specularColorMap.value=e.specularColorMap,n(e.specularColorMap,t.specularColorMapTransform));e.specularIntensityMap&&(t.specularIntensityMap.value=e.specularIntensityMap,n(e.specularIntensityMap,t.specularIntensityMapTransform))}(t,r,o)):r.isMeshMatcapMaterial?(i(t,r),function(t,e){e.matcap&&(t.matcap.value=e.matcap)}(t,r)):r.isMeshDepthMaterial?i(t,r):r.isMeshDistanceMaterial?(i(t,r),function(t,n){const i=e.get(n).light;t.referencePosition.value.setFromMatrixPosition(i.matrixWorld),t.nearDistance.value=i.shadow.camera.near,t.farDistance.value=i.shadow.camera.far}(t,r)):r.isMeshNormalMaterial?i(t,r):r.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,e.map&&(t.map.value=e.map,n(e.map,t.mapTransform))}(t,r),r.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,r)):r.isPointsMaterial?function(t,e,i,r){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*i,t.scale.value=.5*r,e.map&&(t.map.value=e.map,n(e.map,t.uvTransform));e.alphaMap&&(t.alphaMap.value=e.alphaMap,n(e.alphaMap,t.alphaMapTransform));e.alphaTest>0&&(t.alphaTest.value=e.alphaTest)}(t,r,s,a):r.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,n(e.map,t.mapTransform));e.alphaMap&&(t.alphaMap.value=e.alphaMap,n(e.alphaMap,t.alphaMapTransform));e.alphaTest>0&&(t.alphaTest.value=e.alphaTest)}(t,r):r.isShadowMaterial?(t.color.value.copy(r.color),t.opacity.value=r.opacity):r.isShaderMaterial&&(r.uniformsNeedUpdate=!1)}}}function sc(t,e,n,i){let r={},s={},a=[];const o=t.getParameter(t.MAX_UNIFORM_BUFFER_BINDINGS);function l(t,e,n,i){const r=t.value,s=e+"_"+n;if(void 0===i[s])return i[s]="number"==typeof r||"boolean"==typeof r?r:r.clone(),!0;{const t=i[s];if("number"==typeof r||"boolean"==typeof r){if(t!==r)return i[s]=r,!0}else if(!1===t.equals(r))return t.copy(r),!0}return!1}function c(t){const e={boundary:0,storage:0};return"number"==typeof t||"boolean"==typeof t?(e.boundary=4,e.storage=4):t.isVector2?(e.boundary=8,e.storage=8):t.isVector3||t.isColor?(e.boundary=16,e.storage=12):t.isVector4?(e.boundary=16,e.storage=16):t.isMatrix3?(e.boundary=48,e.storage=48):t.isMatrix4?(e.boundary=64,e.storage=64):t.isTexture?console.warn("THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group."):console.warn("THREE.WebGLRenderer: Unsupported uniform value type.",t),e}function h(e){const n=e.target;n.removeEventListener("dispose",h);const i=a.indexOf(n.__bindingPointIndex);a.splice(i,1),t.deleteBuffer(r[n.id]),delete r[n.id],delete s[n.id]}return{bind:function(t,e){const n=e.program;i.uniformBlockBinding(t,n)},update:function(n,u){let d=r[n.id];void 0===d&&(!function(t){const e=t.uniforms;let n=0;const i=16;for(let t=0,r=e.length;t0&&(n+=i-r);t.__size=n,t.__cache={}}(n),d=function(e){const n=function(){for(let t=0;t0),u=!!n.morphAttributes.position,d=!!n.morphAttributes.normal,p=!!n.morphAttributes.color;let m=K;i.toneMapped&&(null!==T&&!0!==T.isXRRenderTarget||(m=M.toneMapping));const f=n.morphAttributes.position||n.morphAttributes.normal||n.morphAttributes.color,g=void 0!==f?f.length:0,v=et.get(i),x=_.state.lights;if(!0===H&&(!0===G||t!==A)){const e=t===A&&i.id===E;dt.setState(i,t,e)}let y=!1;i.version===v.__version?v.needsLights&&v.lightsStateVersion!==x.state.version||v.outputColorSpace!==o||r.isBatchedMesh&&!1===v.batching?y=!0:r.isBatchedMesh||!0!==v.batching?r.isBatchedMesh&&!0===v.batchingColor&&null===r.colorTexture||r.isBatchedMesh&&!1===v.batchingColor&&null!==r.colorTexture||r.isInstancedMesh&&!1===v.instancing?y=!0:r.isInstancedMesh||!0!==v.instancing?r.isSkinnedMesh&&!1===v.skinning?y=!0:r.isSkinnedMesh||!0!==v.skinning?r.isInstancedMesh&&!0===v.instancingColor&&null===r.instanceColor||r.isInstancedMesh&&!1===v.instancingColor&&null!==r.instanceColor||r.isInstancedMesh&&!0===v.instancingMorph&&null===r.morphTexture||r.isInstancedMesh&&!1===v.instancingMorph&&null!==r.morphTexture||v.envMap!==l||!0===i.fog&&v.fog!==s?y=!0:void 0===v.numClippingPlanes||v.numClippingPlanes===dt.numPlanes&&v.numIntersection===dt.numIntersection?(v.vertexAlphas!==c||v.vertexTangents!==h||v.morphTargets!==u||v.morphNormals!==d||v.morphColors!==p||v.toneMapping!==m||v.morphTargetsCount!==g)&&(y=!0):y=!0:y=!0:y=!0:y=!0:(y=!0,v.__version=i.version);let S=v.currentProgram;!0===y&&(S=Zt(i,e,r));let b=!1,w=!1,R=!1;const C=S.getUniforms(),P=v.uniforms;Q.useProgram(S.program)&&(b=!0,w=!0,R=!0);i.id!==E&&(E=i.id,w=!0);if(b||A!==t){C.setValue(Mt,"projectionMatrix",t.projectionMatrix),C.setValue(Mt,"viewMatrix",t.matrixWorldInverse);const e=C.map.cameraPosition;void 0!==e&&e.setValue(Mt,X.setFromMatrixPosition(t.matrixWorld)),$.logarithmicDepthBuffer&&C.setValue(Mt,"logDepthBufFC",2/(Math.log(t.far+1)/Math.LN2)),(i.isMeshPhongMaterial||i.isMeshToonMaterial||i.isMeshLambertMaterial||i.isMeshBasicMaterial||i.isMeshStandardMaterial||i.isShaderMaterial)&&C.setValue(Mt,"isOrthographic",!0===t.isOrthographicCamera),A!==t&&(A=t,w=!0,R=!0)}if(r.isSkinnedMesh){C.setOptional(Mt,r,"bindMatrix"),C.setOptional(Mt,r,"bindMatrixInverse");const t=r.skeleton;t&&(null===t.boneTexture&&t.computeBoneTexture(),C.setValue(Mt,"boneTexture",t.boneTexture,nt))}r.isBatchedMesh&&(C.setOptional(Mt,r,"batchingTexture"),C.setValue(Mt,"batchingTexture",r._matricesTexture,nt),C.setOptional(Mt,r,"batchingIdTexture"),C.setValue(Mt,"batchingIdTexture",r._indirectTexture,nt),C.setOptional(Mt,r,"batchingColorTexture"),null!==r._colorsTexture&&C.setValue(Mt,"batchingColorTexture",r._colorsTexture,nt));const I=n.morphAttributes;void 0===I.position&&void 0===I.normal&&void 0===I.color||ft.update(r,n,S);(w||v.receiveShadow!==r.receiveShadow)&&(v.receiveShadow=r.receiveShadow,C.setValue(Mt,"receiveShadow",r.receiveShadow));i.isMeshGouraudMaterial&&null!==i.envMap&&(P.envMap.value=l,P.flipEnvMap.value=l.isCubeTexture&&!1===l.isRenderTargetTexture?-1:1);i.isMeshStandardMaterial&&null===i.envMap&&null!==e.environment&&(P.envMapIntensity.value=e.environmentIntensity);w&&(C.setValue(Mt,"toneMappingExposure",M.toneMappingExposure),v.needsLights&&(U=R,(L=P).ambientLightColor.needsUpdate=U,L.lightProbe.needsUpdate=U,L.directionalLights.needsUpdate=U,L.directionalLightShadows.needsUpdate=U,L.pointLights.needsUpdate=U,L.pointLightShadows.needsUpdate=U,L.spotLights.needsUpdate=U,L.spotLightShadows.needsUpdate=U,L.rectAreaLights.needsUpdate=U,L.hemisphereLights.needsUpdate=U),s&&!0===i.fog&&ct.refreshFogUniforms(P,s),ct.refreshMaterialUniforms(P,i,D,N,_.state.transmissionRenderTarget[t.id]),al.upload(Mt,Kt(v),P,nt));var L,U;i.isShaderMaterial&&!0===i.uniformsNeedUpdate&&(al.upload(Mt,Kt(v),P,nt),i.uniformsNeedUpdate=!1);i.isSpriteMaterial&&C.setValue(Mt,"center",r.center);if(C.setValue(Mt,"modelViewMatrix",r.modelViewMatrix),C.setValue(Mt,"normalMatrix",r.normalMatrix),C.setValue(Mt,"modelMatrix",r.matrixWorld),i.isShaderMaterial||i.isRawShaderMaterial){const t=i.uniformsGroups;for(let e=0,n=t.length;e{function n(){i.forEach((function(t){et.get(t).currentProgram.isReady()&&i.delete(t)})),0!==i.size?setTimeout(n,10):e(t)}null!==J.get("KHR_parallel_shader_compile")?n():setTimeout(n,10)}))};let Bt=null;function zt(){Vt.stop()}function kt(){Vt.start()}const Vt=new ma;function Ht(t,e,n,i){if(!1===t.visible)return;if(t.layers.test(e.layers))if(t.isGroup)n=t.renderOrder;else if(t.isLOD)!0===t.autoUpdate&&t.update(e);else if(t.isLight)_.pushLight(t),t.castShadow&&_.pushShadow(t);else if(t.isSprite){if(!t.frustumCulled||V.intersectsSprite(t)){i&&j.setFromMatrixPosition(t.matrixWorld).applyMatrix4(W);const e=ot.update(t),r=t.material;r.visible&&v.push(t,e,r,n,j.z,null)}}else if((t.isMesh||t.isLine||t.isPoints)&&(!t.frustumCulled||V.intersectsObject(t))){const e=ot.update(t),r=t.material;if(i&&(void 0!==t.boundingSphere?(null===t.boundingSphere&&t.computeBoundingSphere(),j.copy(t.boundingSphere.center)):(null===e.boundingSphere&&e.computeBoundingSphere(),j.copy(e.boundingSphere.center)),j.applyMatrix4(t.matrixWorld).applyMatrix4(W)),Array.isArray(r)){const i=e.groups;for(let s=0,a=i.length;s0&&Xt(r,e,n),s.length>0&&Xt(s,e,n),a.length>0&&Xt(a,e,n),Q.buffers.depth.setTest(!0),Q.buffers.depth.setMask(!0),Q.buffers.color.setMask(!0),Q.setPolygonOffset(!1)}function Wt(t,e,n,i){if(null!==(!0===n.isScene?n.overrideMaterial:null))return;void 0===_.state.transmissionRenderTarget[i.id]&&(_.state.transmissionRenderTarget[i.id]=new Ei(1,1,{generateMipmaps:!0,type:J.has("EXT_color_buffer_half_float")||J.has("EXT_color_buffer_float")?Ut:Et,minFilter:wt,samples:4,stencilBuffer:s,resolveDepthBuffer:!1,resolveStencilBuffer:!1,colorSpace:mi.workingColorSpace}));const r=_.state.transmissionRenderTarget[i.id],a=i.viewport||R;r.setSize(a.z,a.w);const o=M.getRenderTarget();M.setRenderTarget(r),M.getClearColor(I),L=M.getClearAlpha(),L<1&&M.setClearColor(16777215,.5),M.clear(),Y&&mt.render(n);const l=M.toneMapping;M.toneMapping=K;const c=i.viewport;if(void 0!==i.viewport&&(i.viewport=void 0),_.setupLightsView(i),!0===H&&dt.setGlobalState(M.clippingPlanes,i),Xt(t,n,i),nt.updateMultisampleRenderTarget(r),nt.updateRenderTargetMipmap(r),!1===J.has("WEBGL_multisampled_render_to_texture")){let t=!1;for(let r=0,s=e.length;r0)for(let e=0,s=n.length;e0&&Wt(i,r,t,e),Y&&mt.render(t),Gt(v,t,e);null!==T&&(nt.updateMultisampleRenderTarget(T),nt.updateRenderTargetMipmap(T)),!0===t.isScene&&t.onAfterRender(M,t,e),xt.resetDefaultState(),E=-1,A=null,y.pop(),y.length>0?(_=y[y.length-1],!0===H&&dt.setGlobalState(M.clippingPlanes,_.state.camera)):_=null,x.pop(),v=x.length>0?x[x.length-1]:null},this.getActiveCubeFace=function(){return b},this.getActiveMipmapLevel=function(){return w},this.getRenderTarget=function(){return T},this.setRenderTargetTextures=function(t,e,n){et.get(t.texture).__webglTexture=e,et.get(t.depthTexture).__webglTexture=n;const i=et.get(t);i.__hasExternalTextures=!0,i.__autoAllocateDepthBuffer=void 0===n,i.__autoAllocateDepthBuffer||!0===J.has("WEBGL_multisampled_render_to_texture")&&(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),i.__useRenderToTexture=!1)},this.setRenderTargetFramebuffer=function(t,e){const n=et.get(t);n.__webglFramebuffer=e,n.__useDefaultFramebuffer=void 0===e},this.setRenderTarget=function(t,e=0,n=0){T=t,b=e,w=n;let i=!0,r=null,s=!1,a=!1;if(t){const o=et.get(t);void 0!==o.__useDefaultFramebuffer?(Q.bindFramebuffer(Mt.FRAMEBUFFER,null),i=!1):void 0===o.__webglFramebuffer?nt.setupRenderTarget(t):o.__hasExternalTextures&&nt.rebindTextures(t,et.get(t.texture).__webglTexture,et.get(t.depthTexture).__webglTexture);const l=t.texture;(l.isData3DTexture||l.isDataArrayTexture||l.isCompressedArrayTexture)&&(a=!0);const c=et.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(r=Array.isArray(c[e])?c[e][n]:c[e],s=!0):r=t.samples>0&&!1===nt.useMultisampledRTT(t)?et.get(t).__webglMultisampledFramebuffer:Array.isArray(c)?c[n]:c,R.copy(t.viewport),C.copy(t.scissor),P=t.scissorTest}else R.copy(B).multiplyScalar(D).floor(),C.copy(z).multiplyScalar(D).floor(),P=k;if(Q.bindFramebuffer(Mt.FRAMEBUFFER,r)&&i&&Q.drawBuffers(t,r),Q.viewport(R),Q.scissor(C),Q.setScissorTest(P),s){const i=et.get(t.texture);Mt.framebufferTexture2D(Mt.FRAMEBUFFER,Mt.COLOR_ATTACHMENT0,Mt.TEXTURE_CUBE_MAP_POSITIVE_X+e,i.__webglTexture,n)}else if(a){const i=et.get(t.texture),r=e||0;Mt.framebufferTextureLayer(Mt.FRAMEBUFFER,Mt.COLOR_ATTACHMENT0,i.__webglTexture,n||0,r)}E=-1},this.readRenderTargetPixels=function(t,e,n,i,r,s,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=et.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){Q.bindFramebuffer(Mt.FRAMEBUFFER,o);try{const a=t.texture,o=a.format,l=a.type;if(!$.textureFormatReadable(o))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");if(!$.textureTypeReadable(l))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");e>=0&&e<=t.width-i&&n>=0&&n<=t.height-r&&Mt.readPixels(e,n,i,r,_t.convert(o),_t.convert(l),s)}finally{const t=null!==T?et.get(T).__webglFramebuffer:null;Q.bindFramebuffer(Mt.FRAMEBUFFER,t)}}},this.readRenderTargetPixelsAsync=async function(t,e,n,i,r,s,a){if(!t||!t.isWebGLRenderTarget)throw new Error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=et.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){Q.bindFramebuffer(Mt.FRAMEBUFFER,o);try{const a=t.texture,o=a.format,l=a.type;if(!$.textureFormatReadable(o))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.");if(!$.textureTypeReadable(l))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.");if(e>=0&&e<=t.width-i&&n>=0&&n<=t.height-r){const t=Mt.createBuffer();Mt.bindBuffer(Mt.PIXEL_PACK_BUFFER,t),Mt.bufferData(Mt.PIXEL_PACK_BUFFER,s.byteLength,Mt.STREAM_READ),Mt.readPixels(e,n,i,r,_t.convert(o),_t.convert(l),0),Mt.flush();const a=Mt.fenceSync(Mt.SYNC_GPU_COMMANDS_COMPLETE,0);await function(t,e,n){return new Promise((function(i,r){setTimeout((function s(){switch(t.clientWaitSync(e,t.SYNC_FLUSH_COMMANDS_BIT,0)){case t.WAIT_FAILED:r();break;case t.TIMEOUT_EXPIRED:setTimeout(s,n);break;default:i()}}),n)}))}(Mt,a,4);try{Mt.bindBuffer(Mt.PIXEL_PACK_BUFFER,t),Mt.getBufferSubData(Mt.PIXEL_PACK_BUFFER,0,s)}finally{Mt.deleteBuffer(t),Mt.deleteSync(a)}return s}}finally{const t=null!==T?et.get(T).__webglFramebuffer:null;Q.bindFramebuffer(Mt.FRAMEBUFFER,t)}}},this.copyFramebufferToTexture=function(t,e=null,n=0){!0!==t.isTexture&&(ci("WebGLRenderer: copyFramebufferToTexture function signature has changed."),e=arguments[0]||null,t=arguments[1]);const i=Math.pow(2,-n),r=Math.floor(t.image.width*i),s=Math.floor(t.image.height*i),a=null!==e?e.x:0,o=null!==e?e.y:0;nt.setTexture2D(t,0),Mt.copyTexSubImage2D(Mt.TEXTURE_2D,n,0,0,a,o,r,s),Q.unbindTexture()},this.copyTextureToTexture=function(t,e,n=null,i=null,r=0){let s,a,o,l,c,h;!0!==t.isTexture&&(ci("WebGLRenderer: copyTextureToTexture function signature has changed."),i=arguments[0]||null,t=arguments[1],e=arguments[2],r=arguments[3]||0,n=null),null!==n?(s=n.max.x-n.min.x,a=n.max.y-n.min.y,o=n.min.x,l=n.min.y):(s=t.image.width,a=t.image.height,o=0,l=0),null!==i?(c=i.x,h=i.y):(c=0,h=0);const u=_t.convert(e.format),d=_t.convert(e.type);nt.setTexture2D(e,0),Mt.pixelStorei(Mt.UNPACK_FLIP_Y_WEBGL,e.flipY),Mt.pixelStorei(Mt.UNPACK_PREMULTIPLY_ALPHA_WEBGL,e.premultiplyAlpha),Mt.pixelStorei(Mt.UNPACK_ALIGNMENT,e.unpackAlignment);const p=Mt.getParameter(Mt.UNPACK_ROW_LENGTH),m=Mt.getParameter(Mt.UNPACK_IMAGE_HEIGHT),f=Mt.getParameter(Mt.UNPACK_SKIP_PIXELS),g=Mt.getParameter(Mt.UNPACK_SKIP_ROWS),v=Mt.getParameter(Mt.UNPACK_SKIP_IMAGES),_=t.isCompressedTexture?t.mipmaps[r]:t.image;Mt.pixelStorei(Mt.UNPACK_ROW_LENGTH,_.width),Mt.pixelStorei(Mt.UNPACK_IMAGE_HEIGHT,_.height),Mt.pixelStorei(Mt.UNPACK_SKIP_PIXELS,o),Mt.pixelStorei(Mt.UNPACK_SKIP_ROWS,l),t.isDataTexture?Mt.texSubImage2D(Mt.TEXTURE_2D,r,c,h,s,a,u,d,_.data):t.isCompressedTexture?Mt.compressedTexSubImage2D(Mt.TEXTURE_2D,r,c,h,_.width,_.height,u,_.data):Mt.texSubImage2D(Mt.TEXTURE_2D,r,c,h,s,a,u,d,_),Mt.pixelStorei(Mt.UNPACK_ROW_LENGTH,p),Mt.pixelStorei(Mt.UNPACK_IMAGE_HEIGHT,m),Mt.pixelStorei(Mt.UNPACK_SKIP_PIXELS,f),Mt.pixelStorei(Mt.UNPACK_SKIP_ROWS,g),Mt.pixelStorei(Mt.UNPACK_SKIP_IMAGES,v),0===r&&e.generateMipmaps&&Mt.generateMipmap(Mt.TEXTURE_2D),Q.unbindTexture()},this.copyTextureToTexture3D=function(t,e,n=null,i=null,r=0){let s,a,o,l,c,h,u,d,p;!0!==t.isTexture&&(ci("WebGLRenderer: copyTextureToTexture3D function signature has changed."),n=arguments[0]||null,i=arguments[1]||null,t=arguments[2],e=arguments[3],r=arguments[4]||0);const m=t.isCompressedTexture?t.mipmaps[r]:t.image;null!==n?(s=n.max.x-n.min.x,a=n.max.y-n.min.y,o=n.max.z-n.min.z,l=n.min.x,c=n.min.y,h=n.min.z):(s=m.width,a=m.height,o=m.depth,l=0,c=0,h=0),null!==i?(u=i.x,d=i.y,p=i.z):(u=0,d=0,p=0);const f=_t.convert(e.format),g=_t.convert(e.type);let v;if(e.isData3DTexture)nt.setTexture3D(e,0),v=Mt.TEXTURE_3D;else{if(!e.isDataArrayTexture&&!e.isCompressedArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");nt.setTexture2DArray(e,0),v=Mt.TEXTURE_2D_ARRAY}Mt.pixelStorei(Mt.UNPACK_FLIP_Y_WEBGL,e.flipY),Mt.pixelStorei(Mt.UNPACK_PREMULTIPLY_ALPHA_WEBGL,e.premultiplyAlpha),Mt.pixelStorei(Mt.UNPACK_ALIGNMENT,e.unpackAlignment);const _=Mt.getParameter(Mt.UNPACK_ROW_LENGTH),x=Mt.getParameter(Mt.UNPACK_IMAGE_HEIGHT),y=Mt.getParameter(Mt.UNPACK_SKIP_PIXELS),M=Mt.getParameter(Mt.UNPACK_SKIP_ROWS),S=Mt.getParameter(Mt.UNPACK_SKIP_IMAGES);Mt.pixelStorei(Mt.UNPACK_ROW_LENGTH,m.width),Mt.pixelStorei(Mt.UNPACK_IMAGE_HEIGHT,m.height),Mt.pixelStorei(Mt.UNPACK_SKIP_PIXELS,l),Mt.pixelStorei(Mt.UNPACK_SKIP_ROWS,c),Mt.pixelStorei(Mt.UNPACK_SKIP_IMAGES,h),t.isDataTexture||t.isData3DTexture?Mt.texSubImage3D(v,r,u,d,p,s,a,o,f,g,m.data):e.isCompressedArrayTexture?Mt.compressedTexSubImage3D(v,r,u,d,p,s,a,o,f,m.data):Mt.texSubImage3D(v,r,u,d,p,s,a,o,f,g,m),Mt.pixelStorei(Mt.UNPACK_ROW_LENGTH,_),Mt.pixelStorei(Mt.UNPACK_IMAGE_HEIGHT,x),Mt.pixelStorei(Mt.UNPACK_SKIP_PIXELS,y),Mt.pixelStorei(Mt.UNPACK_SKIP_ROWS,M),Mt.pixelStorei(Mt.UNPACK_SKIP_IMAGES,S),0===r&&e.generateMipmaps&&Mt.generateMipmap(v),Q.unbindTexture()},this.initRenderTarget=function(t){void 0===et.get(t).__webglFramebuffer&&nt.setupRenderTarget(t)},this.initTexture=function(t){t.isCubeTexture?nt.setTextureCube(t,0):t.isData3DTexture?nt.setTexture3D(t,0):t.isDataArrayTexture||t.isCompressedArrayTexture?nt.setTexture2DArray(t,0):nt.setTexture2D(t,0),Q.unbindTexture()},this.resetState=function(){b=0,w=0,T=null,Q.reset(),xt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}get coordinateSystem(){return kn}get outputColorSpace(){return this._outputColorSpace}set outputColorSpace(t){this._outputColorSpace=t;const e=this.getContext();e.drawingBufferColorSpace=t===$e?"display-p3":"srgb",e.unpackColorSpace=mi.workingColorSpace===Qe?"display-p3":"srgb"}}class oc{constructor(t,e=25e-5){this.isFogExp2=!0,this.name="",this.color=new Kr(t),this.density=e}clone(){return new oc(this.color,this.density)}toJSON(){return{type:"FogExp2",name:this.name,color:this.color.getHex(),density:this.density}}}class lc{constructor(t,e=1,n=1e3){this.isFog=!0,this.name="",this.color=new Kr(t),this.near=e,this.far=n}clone(){return new lc(this.color,this.near,this.far)}toJSON(){return{type:"Fog",name:this.name,color:this.color.getHex(),near:this.near,far:this.far}}}class cc extends Dr{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.backgroundRotation=new _r,this.environmentIntensity=1,this.environmentRotation=new _r,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,this.backgroundRotation.copy(t.backgroundRotation),this.environmentIntensity=t.environmentIntensity,this.environmentRotation.copy(t.environmentRotation),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.object.backgroundRotation=this.backgroundRotation.toArray(),1!==this.environmentIntensity&&(e.object.environmentIntensity=this.environmentIntensity),e.object.environmentRotation=this.environmentRotation.toArray(),e}}class hc{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=Cn,this._updateRange={offset:0,count:-1},this.updateRanges=[],this.version=0,this.uuid=qn()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}get updateRange(){return ci("THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead."),this._updateRange}setUsage(t){return this.usage=t,this}addUpdateRange(t,e){this.updateRanges.push({start:t,count:e})}clearUpdateRanges(){this.updateRanges.length=0}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,n){t*=this.stride,n*=e.stride;for(let i=0,r=this.stride;it.far||e.push({distance:o,point:fc.clone(),uv:jr.getInterpolation(fc,Mc,Sc,bc,wc,Tc,Ec,new ti),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 Rc(t,e,n,i,r,s){_c.subVectors(t,n).addScalar(.5).multiply(i),void 0!==r?(xc.x=s*_c.x-r*_c.y,xc.y=r*_c.x+s*_c.y):xc.copy(_c),t.copy(e),t.x+=xc.x,t.y+=xc.y,t.applyMatrix4(yc)}const Cc=new Li,Pc=new Li;class Ic extends Dr{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,n=e.length;t0){let n,i;for(n=1,i=e.length;n0){Cc.setFromMatrixPosition(this.matrixWorld);const n=t.ray.origin.distanceTo(Cc);this.getObjectForDistance(n).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){Cc.setFromMatrixPosition(t.matrixWorld),Pc.setFromMatrixPosition(this.matrixWorld);const n=Cc.distanceTo(Pc)/t.zoom;let i,r;for(e[0].object.visible=!0,i=1,r=e.length;i=t))break;e[i-1].object.visible=!1,e[i].object.visible=!0}for(this._currentLevel=i-1;i=i.length&&i.push({start:-1,count:-1,z:-1,index:-1});const s=i[this.index];r.push(s),this.index++,s.start=t.start,s.count=t.count,s.z=e,s.index=n}reset(){this.list.length=0,this.index=0}}const sh=new lr,ah=new lr,oh=new lr,lh=new Kr(1,1,1),ch=new lr,hh=new pa,uh=new Di,dh=new Qi,ph=new Li,mh=new Li,fh=new Li,gh=new rh,vh=new Ws,_h=[];function xh(t,e,n=0){const i=e.itemSize;if(t.isInterleavedBufferAttribute||t.array.constructor!==e.array.constructor){const r=t.count;for(let s=0;s65535?new Uint32Array(i):new Uint16Array(i);e.setIndex(new cs(t,1))}this._geometryInitialized=!0}}_validateGeometry(t){const e=this.geometry;if(Boolean(t.getIndex())!==Boolean(e.getIndex()))throw new Error('BatchedMesh: All geometries must consistently have "index".');for(const n in e.attributes){if(!t.hasAttribute(n))throw new Error(`BatchedMesh: Added geometry missing "${n}". All geometries must have consistent attributes.`);const i=t.getAttribute(n),r=e.getAttribute(n);if(i.itemSize!==r.itemSize||i.normalized!==r.normalized)throw new Error("BatchedMesh: All attributes must have a consistent itemSize and normalized value.")}}setCustomSort(t){return this.customSort=t,this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new Di);const t=this._geometryCount,e=this.boundingBox,n=this._drawInfo;e.makeEmpty();for(let i=0;i=this._maxInstanceCount)throw new Error("BatchedMesh: Maximum item count reached.");this._drawInfo.push({visible:!0,active:!0,geometryIndex:t});const e=this._drawInfo.length-1,n=this._matricesTexture,i=n.image.data;oh.toArray(i,16*e),n.needsUpdate=!0;const r=this._colorsTexture;return r&&(lh.toArray(r.image.data,4*e),r.needsUpdate=!0),e}addGeometry(t,e=-1,n=-1){if(this._initializeGeometry(t),this._validateGeometry(t),this._drawInfo.length>=this._maxInstanceCount)throw new Error("BatchedMesh: Maximum item count reached.");const i={vertexStart:-1,vertexCount:-1,indexStart:-1,indexCount:-1};let r=null;const s=this._reservedRanges,a=this._drawRanges,o=this._bounds;0!==this._geometryCount&&(r=s[s.length-1]),i.vertexCount=-1===e?t.getAttribute("position").count:e,i.vertexStart=null===r?0:r.vertexStart+r.vertexCount;const l=t.getIndex(),c=null!==l;if(c&&(i.indexCount=-1===n?l.count:n,i.indexStart=null===r?0:r.indexStart+r.indexCount),-1!==i.indexStart&&i.indexStart+i.indexCount>this._maxIndexCount||i.vertexStart+i.vertexCount>this._maxVertexCount)throw new Error("BatchedMesh: Reserved space request exceeds the maximum buffer size.");const h=this._geometryCount;return this._geometryCount++,s.push(i),a.push({start:c?i.indexStart:i.vertexStart,count:-1}),o.push({boxInitialized:!1,box:new Di,sphereInitialized:!1,sphere:new Qi}),this.setGeometryAt(h,t),h}setGeometryAt(t,e){if(t>=this._geometryCount)throw new Error("BatchedMesh: Maximum geometry count reached.");this._validateGeometry(e);const n=this.geometry,i=null!==n.getIndex(),r=n.getIndex(),s=e.getIndex(),a=this._reservedRanges[t];if(i&&s.count>a.indexCount||e.attributes.position.count>a.vertexCount)throw new Error("BatchedMesh: Reserved space not large enough for provided geometry.");const o=a.vertexStart,l=a.vertexCount;for(const t in n.attributes){const i=e.getAttribute(t),r=n.getAttribute(t);xh(i,r,o);const s=i.itemSize;for(let t=i.count,e=l;t=this._geometryCount)return null;const n=this._bounds[t],i=n.box,r=this.geometry;if(!1===n.boxInitialized){i.makeEmpty();const e=r.index,s=r.attributes.position,a=this._drawRanges[t];for(let t=a.start,n=a.start+a.count;t=this._geometryCount)return null;const n=this._bounds[t],i=n.sphere,r=this.geometry;if(!1===n.sphereInitialized){i.makeEmpty(),this.getBoundingBoxAt(t,uh),uh.getCenter(i.center);const e=r.index,s=r.attributes.position,a=this._drawRanges[t];let o=0;for(let t=a.start,n=a.start+a.count;t=n.length||!1===n[t].active||(e.toArray(r,16*t),i.needsUpdate=!0),this}getMatrixAt(t,e){const n=this._drawInfo,i=this._matricesTexture.image.data;return t>=n.length||!1===n[t].active?null:e.fromArray(i,16*t)}setColorAt(t,e){null===this._colorsTexture&&this._initColorsTexture();const n=this._colorsTexture,i=this._colorsTexture.image.data,r=this._drawInfo;return t>=r.length||!1===r[t].active||(e.toArray(i,4*t),n.needsUpdate=!0),this}getColorAt(t,e){const n=this._colorsTexture.image.data,i=this._drawInfo;return t>=i.length||!1===i[t].active?null:e.fromArray(n,4*t)}setVisibleAt(t,e){const n=this._drawInfo;return t>=n.length||!1===n[t].active||n[t].visible===e||(n[t].visible=e,this._visibilityChanged=!0),this}getVisibleAt(t){const e=this._drawInfo;return!(t>=e.length||!1===e[t].active)&&e[t].visible}raycast(t,e){const n=this._drawInfo,i=this._drawRanges,r=this.matrixWorld,s=this.geometry;vh.material=this.material,vh.geometry.index=s.index,vh.geometry.attributes=s.attributes,null===vh.geometry.boundingBox&&(vh.geometry.boundingBox=new Di),null===vh.geometry.boundingSphere&&(vh.geometry.boundingSphere=new Qi);for(let s=0,a=n.length;s({...t}))),this._reservedRanges=t._reservedRanges.map((t=>({...t}))),this._drawInfo=t._drawInfo.map((t=>({...t}))),this._bounds=t._bounds.map((t=>({boxInitialized:t.boxInitialized,box:t.box.clone(),sphereInitialized:t.sphereInitialized,sphere:t.sphere.clone()}))),this._maxInstanceCount=t._maxInstanceCount,this._maxVertexCount=t._maxVertexCount,this._maxIndexCount=t._maxIndexCount,this._geometryInitialized=t._geometryInitialized,this._geometryCount=t._geometryCount,this._multiDrawCounts=t._multiDrawCounts.slice(),this._multiDrawStarts=t._multiDrawStarts.slice(),this._matricesTexture=t._matricesTexture.clone(),this._matricesTexture.image.data=this._matricesTexture.image.data.slice(),null!==this._colorsTexture&&(this._colorsTexture=t._colorsTexture.clone(),this._colorsTexture.image.data=this._colorsTexture.image.data.slice()),this}dispose(){return this.geometry.dispose(),this._matricesTexture.dispose(),this._matricesTexture=null,this._indirectTexture.dispose(),this._indirectTexture=null,null!==this._colorsTexture&&(this._colorsTexture.dispose(),this._colorsTexture=null),this}onBeforeRender(t,e,n,i,r){if(!this._visibilityChanged&&!this.perObjectFrustumCulled&&!this.sortObjects)return;const s=i.getIndex(),a=null===s?1:s.array.BYTES_PER_ELEMENT,o=this._drawInfo,l=this._multiDrawStarts,c=this._multiDrawCounts,h=this._drawRanges,u=this.perObjectFrustumCulled,d=this._indirectTexture,p=d.image.data;u&&(ch.multiplyMatrices(n.projectionMatrix,n.matrixWorldInverse).multiply(this.matrixWorld),hh.setFromProjectionMatrix(ch,t.coordinateSystem));let m=0;if(this.sortObjects){ah.copy(this.matrixWorld).invert(),ph.setFromMatrixPosition(n.matrixWorld).applyMatrix4(ah),mh.set(0,0,-1).transformDirection(n.matrixWorld).transformDirection(ah);for(let t=0,e=o.length;t0){const n=t[e[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=n.length;ti)return;Ah.applyMatrix4(t.matrixWorld);const o=e.ray.origin.distanceTo(Ah);return oe.far?void 0:{distance:o,point:Rh.clone().applyMatrix4(t.matrixWorld),index:r,face:null,faceIndex:null,object:t}}const Ih=new Li,Lh=new Li;class Uh extends Ch{constructor(t,e){super(t,e),this.isLineSegments=!0,this.type="LineSegments"}computeLineDistances(){const t=this.geometry;if(null===t.index){const e=t.attributes.position,n=[];for(let t=0,i=e.count;t0){const n=t[e[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=n.length;tr.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:n,index:e,face:null,object:a})}}class Hh extends bi{constructor(t,e,n,i,r,s,a,o,l){super(t,e,n,i,r,s,a,o,l),this.isVideoTexture=!0,this.minFilter=void 0!==s?s:Mt,this.magFilter=void 0!==r?r:Mt,this.generateMipmaps=!1;const c=this;"requestVideoFrameCallback"in t&&t.requestVideoFrameCallback((function e(){c.needsUpdate=!0,t.requestVideoFrameCallback(e)}))}clone(){return new this.constructor(this.image).copy(this)}update(){const t=this.image;!1==="requestVideoFrameCallback"in t&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}class Gh extends bi{constructor(t,e){super({width:t,height:e}),this.isFramebufferTexture=!0,this.magFilter=gt,this.minFilter=gt,this.generateMipmaps=!1,this.needsUpdate=!0}}class Wh extends bi{constructor(t,e,n,i,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,i,r,h,u),this.isCompressedTexture=!0,this.image={width:e,height:n},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}class Xh extends Wh{constructor(t,e,n,i,r,s){super(t,e,n,r,s),this.isCompressedArrayTexture=!0,this.image.depth=i,this.wrapR=mt,this.layerUpdates=new Set}addLayerUpdate(t){this.layerUpdates.add(t)}clearLayerUpdates(){this.layerUpdates.clear()}}class jh extends Wh{constructor(t,e,n){super(void 0,t[0].width,t[0].height,e,n,lt),this.isCompressedCubeTexture=!0,this.isCubeTexture=!0,this.image=t}}class qh extends bi{constructor(t,e,n,i,r,s,a,o,l){super(t,e,n,i,r,s,a,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}}class Yh{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const n=this.getUtoTmapping(t);return this.getPoint(n,e)}getPoints(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPoint(n/t));return e}getSpacedPoints(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPointAt(n/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 n,i=this.getPoint(0),r=0;e.push(0);for(let s=1;s<=t;s++)n=this.getPoint(s/t),r+=n.distanceTo(i),e.push(r),i=n;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const n=this.getLengths();let i=0;const r=n.length;let s;s=e||t*n[r-1];let a,o=0,l=r-1;for(;o<=l;)if(i=Math.floor(o+(l-o)/2),a=n[i]-s,a<0)o=i+1;else{if(!(a>0)){l=i;break}l=i-1}if(i=l,n[i]===s)return i/(r-1);const c=n[i];return(i+(s-c)/(n[i+1]-c))/(r-1)}getTangent(t,e){const n=1e-4;let i=t-n,r=t+n;i<0&&(i=0),r>1&&(r=1);const s=this.getPoint(i),a=this.getPoint(r),o=e||(s.isVector2?new ti:new Li);return o.copy(a).sub(s).normalize(),o}getTangentAt(t,e){const n=this.getUtoTmapping(t);return this.getTangent(n,e)}computeFrenetFrames(t,e){const n=new Li,i=[],r=[],s=[],a=new Li,o=new lr;for(let e=0;e<=t;e++){const n=e/t;i[e]=this.getTangentAt(n,new Li)}r[0]=new Li,s[0]=new Li;let l=Number.MAX_VALUE;const c=Math.abs(i[0].x),h=Math.abs(i[0].y),u=Math.abs(i[0].z);c<=l&&(l=c,n.set(1,0,0)),h<=l&&(l=h,n.set(0,1,0)),u<=l&&n.set(0,0,1),a.crossVectors(i[0],n).normalize(),r[0].crossVectors(i[0],a),s[0].crossVectors(i[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(i[e-1],i[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(Yn(i[e-1].dot(i[e]),-1,1));r[e].applyMatrix4(o.makeRotationAxis(a,t))}s[e].crossVectors(i[e],r[e])}if(!0===e){let e=Math.acos(Yn(r[0].dot(r[t]),-1,1));e/=t,i[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let n=1;n<=t;n++)r[n].applyMatrix4(o.makeRotationAxis(i[n],e*n)),s[n].crossVectors(i[n],r[n])}return{tangents:i,normals:r,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.6,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class Zh extends Yh{constructor(t=0,e=0,n=1,i=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=n,this.yRadius=i,this.aStartAngle=r,this.aEndAngle=s,this.aClockwise=a,this.aRotation=o}getPoint(t,e=new ti){const n=e,i=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const s=Math.abs(r)i;)r-=i;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=i[(l-1)%r]:($h.subVectors(i[0],i[1]).add(i[0]),a=$h);const h=i[l%r],u=i[(l+1)%r];if(this.closed||l+2i.length-2?i.length-1:s+1],h=i[s>i.length-3?i.length-1:s+2];return n.set(iu(a,o.x,l.x,c.x,h.x),iu(a,o.y,l.y,c.y,h.y)),n}copy(t){super.copy(t),this.points=[];for(let e=0,n=t.points.length;e=n){const t=i[r]-n,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 n=0,i=this.curves.length;n1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,n=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 gu extends Es{constructor(t=[new ti(0,-.5),new ti(.5,0),new ti(0,.5)],e=12,n=0,i=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:t,segments:e,phiStart:n,phiLength:i},e=Math.floor(e),i=Yn(i,0,2*Math.PI);const r=[],s=[],a=[],o=[],l=[],c=1/e,h=new Li,u=new ti,d=new Li,p=new Li,m=new Li;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=n+r*c*i,p=Math.sin(d),m=Math.cos(d);for(let n=0;n<=t.length-1;n++){h.x=t[n].x*p,h.y=t[n].y,h.z=t[n].x*m,s.push(h.x,h.y,h.z),u.x=r/e,u.y=n/(t.length-1),a.push(u.x,u.y);const i=o[3*n+0]*p,c=o[3*n+1],d=o[3*n+0]*m;l.push(i,c,d)}}for(let n=0;n0&&v(!0),e>0&&v(!1)),this.setIndex(c),this.setAttribute("position",new _s(h,3)),this.setAttribute("normal",new _s(u,3)),this.setAttribute("uv",new _s(d,2))}copy(t){return super.copy(t),this.parameters=Object.assign({},t.parameters),this}static fromJSON(t){return new xu(t.radiusTop,t.radiusBottom,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class yu extends xu{constructor(t=1,e=1,n=32,i=1,r=!1,s=0,a=2*Math.PI){super(0,t,e,n,i,r,s,a),this.type="ConeGeometry",this.parameters={radius:t,height:e,radialSegments:n,heightSegments:i,openEnded:r,thetaStart:s,thetaLength:a}}static fromJSON(t){return new yu(t.radius,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Mu extends Es{constructor(t=[],e=[],n=1,i=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:t,indices:e,radius:n,detail:i};const r=[],s=[];function a(t,e,n,i){const r=i+1,s=[];for(let i=0;i<=r;i++){s[i]=[];const a=t.clone().lerp(n,i/r),o=e.clone().lerp(n,i/r),l=r-i;for(let t=0;t<=l;t++)s[i][t]=0===t&&i===r?a:a.clone().lerp(o,t/l)}for(let t=0;t.9&&a<.1&&(e<.2&&(s[t+0]+=1),n<.2&&(s[t+2]+=1),i<.2&&(s[t+4]+=1))}}()}(),this.setAttribute("position",new _s(r,3)),this.setAttribute("normal",new _s(r.slice(),3)),this.setAttribute("uv",new _s(s,2)),0===i?this.computeVertexNormals():this.normalizeNormals()}copy(t){return super.copy(t),this.parameters=Object.assign({},t.parameters),this}static fromJSON(t){return new Mu(t.vertices,t.indices,t.radius,t.details)}}class Su extends Mu{constructor(t=1,e=0){const n=(1+Math.sqrt(5))/2,i=1/n;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,-i,-n,0,-i,n,0,i,-n,0,i,n,-i,-n,0,-i,n,0,i,-n,0,i,n,0,-n,0,-i,n,0,-i,-n,0,i,n,0,i],[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 Su(t.radius,t.detail)}}const bu=new Li,wu=new Li,Tu=new Li,Eu=new jr;class Au extends Es{constructor(t=null,e=1){if(super(),this.type="EdgesGeometry",this.parameters={geometry:t,thresholdAngle:e},null!==t){const n=4,i=Math.pow(10,n),r=Math.cos(Xn*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*n){o=c=t[0],l=h=t[1];for(let e=n;ec&&(c=u),d>h&&(h=d);p=Math.max(c-o,h-l),p=0!==p?32767/p:0}return Lu(s,a,n,o,l,p,0),a};function Pu(t,e,n,i,r){let s,a;if(r===function(t,e,n,i){let r=0;for(let s=e,a=n-i;s0)for(s=e;s=e;s-=i)a=Ku(s,t[s],t[s+1],a);return a&&Xu(a,a.next)&&($u(a),a=a.next),a}function Iu(t,e){if(!t)return t;e||(e=t);let n,i=t;do{if(n=!1,i.steiner||!Xu(i,i.next)&&0!==Wu(i.prev,i,i.next))i=i.next;else{if($u(i),i=e=i.prev,i===i.next)break;n=!0}}while(n||i!==e);return e}function Lu(t,e,n,i,r,s,a){if(!t)return;!a&&s&&function(t,e,n,i){let r=t;do{0===r.z&&(r.z=ku(r.x,r.y,e,n,i)),r.prevZ=r.prev,r.nextZ=r.next,r=r.next}while(r!==t);r.prevZ.nextZ=null,r.prevZ=null,function(t){let e,n,i,r,s,a,o,l,c=1;do{for(n=t,t=null,s=null,a=0;n;){for(a++,i=n,o=0,e=0;e0||l>0&&i;)0!==o&&(0===l||!i||n.z<=i.z)?(r=n,n=n.nextZ,o--):(r=i,i=i.nextZ,l--),s?s.nextZ=r:t=r,r.prevZ=s,s=r;n=i}s.nextZ=null,c*=2}while(a>1)}(r)}(t,i,r,s);let o,l,c=t;for(;t.prev!==t.next;)if(o=t.prev,l=t.next,s?Nu(t,i,r,s):Uu(t))e.push(o.i/n|0),e.push(t.i/n|0),e.push(l.i/n|0),$u(t),t=l.next,c=l.next;else if((t=l)===c){a?1===a?Lu(t=Du(Iu(t),e,n),e,n,i,r,s,2):2===a&&Ou(t,e,n,i,r,s):Lu(Iu(t),e,n,i,r,s,1);break}}function Uu(t){const e=t.prev,n=t,i=t.next;if(Wu(e,n,i)>=0)return!1;const r=e.x,s=n.x,a=i.x,o=e.y,l=n.y,c=i.y,h=rs?r>a?r:a:s>a?s:a,p=o>l?o>c?o:c:l>c?l:c;let m=i.next;for(;m!==e;){if(m.x>=h&&m.x<=d&&m.y>=u&&m.y<=p&&Hu(r,o,s,l,a,c,m.x,m.y)&&Wu(m.prev,m,m.next)>=0)return!1;m=m.next}return!0}function Nu(t,e,n,i){const r=t.prev,s=t,a=t.next;if(Wu(r,s,a)>=0)return!1;const 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n=t;do{if(n.i!==t.i&&n.next.i!==t.i&&n.i!==e.i&&n.next.i!==e.i&&ju(n,n.next,t,e))return!0;n=n.next}while(n!==t);return!1}(t,e)&&(Zu(t,e)&&Zu(e,t)&&function(t,e){let n=t,i=!1;const r=(t.x+e.x)/2,s=(t.y+e.y)/2;do{n.y>s!=n.next.y>s&&n.next.y!==n.y&&r<(n.next.x-n.x)*(s-n.y)/(n.next.y-n.y)+n.x&&(i=!i),n=n.next}while(n!==t);return i}(t,e)&&(Wu(t.prev,t,e.prev)||Wu(t,e.prev,e))||Xu(t,e)&&Wu(t.prev,t,t.next)>0&&Wu(e.prev,e,e.next)>0)}function Wu(t,e,n){return(e.y-t.y)*(n.x-e.x)-(e.x-t.x)*(n.y-e.y)}function Xu(t,e){return t.x===e.x&&t.y===e.y}function ju(t,e,n,i){const r=Yu(Wu(t,e,n)),s=Yu(Wu(t,e,i)),a=Yu(Wu(n,i,t)),o=Yu(Wu(n,i,e));return r!==s&&a!==o||(!(0!==r||!qu(t,n,e))||(!(0!==s||!qu(t,i,e))||(!(0!==a||!qu(n,t,i))||!(0!==o||!qu(n,e,i)))))}function qu(t,e,n){return e.x<=Math.max(t.x,n.x)&&e.x>=Math.min(t.x,n.x)&&e.y<=Math.max(t.y,n.y)&&e.y>=Math.min(t.y,n.y)}function Yu(t){return t>0?1:t<0?-1:0}function Zu(t,e){return Wu(t.prev,t,t.next)<0?Wu(t,e,t.next)>=0&&Wu(t,t.prev,e)>=0:Wu(t,e,t.prev)<0||Wu(t,t.next,e)<0}function Ju(t,e){const n=new Qu(t.i,t.x,t.y),i=new Qu(e.i,e.x,e.y),r=t.next,s=e.prev;return t.next=e,e.prev=t,n.next=r,r.prev=n,i.next=n,n.prev=i,s.next=i,i.prev=s,i}function Ku(t,e,n,i){const r=new Qu(t,e,n);return i?(r.next=i.next,r.prev=i,i.next.prev=r,i.next=r):(r.prev=r,r.next=r),r}function $u(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 Qu(t,e,n){this.i=t,this.x=e,this.y=n,this.prev=null,this.next=null,this.z=0,this.prevZ=null,this.nextZ=null,this.steiner=!1}class td{static area(t){const e=t.length;let n=0;for(let i=e-1,r=0;r2&&t[e-1].equals(t[0])&&t.pop()}function nd(t,e){for(let n=0;nNumber.EPSILON){const u=Math.sqrt(h),d=Math.sqrt(l*l+c*c),p=e.x-o/u,m=e.y+a/u,f=((n.x-c/d-p)*c-(n.y+l/d-m)*l)/(a*c-o*l);i=p+a*f-t.x,r=m+o*f-t.y;const g=i*i+r*r;if(g<=2)return new ti(i,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?(i=-o,r=a,s=Math.sqrt(h)):(i=a,r=o,s=Math.sqrt(h/2))}return new ti(i/s,r/s)}const I=[];for(let t=0,e=E.length,n=e-1,i=t+1;t=0;t--){const e=t/p,n=h*Math.cos(e*Math.PI/2),i=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=E.length;t=0;){const i=n;let r=n-1;r<0&&(r=t.length-1);for(let t=0,n=o+2*p;t0)&&d.push(e,r,l),(t!==n-1||o0!=t>0&&this.version++,this._anisotropy=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 dispersion(){return this._dispersion}set dispersion(t){this._dispersion>0!=t>0&&this.version++,this._dispersion=t}get sheen(){return this._sheen}set sheen(t){this._sheen>0!=t>0&&this.version++,this._sheen=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.anisotropy=t.anisotropy,this.anisotropyRotation=t.anisotropyRotation,this.anisotropyMap=t.anisotropyMap,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.dispersion=t.dispersion,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 Md extends ts{constructor(t){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new Kr(16777215),this.specular=new Kr(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Kr(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new _r,this.combine=Y,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.envMapRotation.copy(t.envMapRotation),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 Sd extends ts{constructor(t){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new Kr(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Kr(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(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 bd extends ts{constructor(t){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(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 wd extends ts{constructor(t){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new Kr(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Kr(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new _r,this.combine=Y,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.envMapRotation.copy(t.envMapRotation),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 Td extends ts{constructor(t){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new Kr(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(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 Ed extends Mh{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 Ad(t,e,n){return!t||!n&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)}function Rd(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function Cd(t){const e=t.length,n=new Array(e);for(let t=0;t!==e;++t)n[t]=t;return n.sort((function(e,n){return t[e]-t[n]})),n}function Pd(t,e,n){const i=t.length,r=new t.constructor(i);for(let s=0,a=0;a!==i;++s){const i=n[s]*e;for(let n=0;n!==e;++n)r[a++]=t[i+n]}return r}function Id(t,e,n,i){let r=1,s=t[0];for(;void 0!==s&&void 0===s[i];)s=t[r++];if(void 0===s)return;let a=s[i];if(void 0!==a)if(Array.isArray(a))do{a=s[i],void 0!==a&&(e.push(s.time),n.push.apply(n,a)),s=t[r++]}while(void 0!==s);else if(void 0!==a.toArray)do{a=s[i],void 0!==a&&(e.push(s.time),a.toArray(n,n.length)),s=t[r++]}while(void 0!==s);else do{a=s[i],void 0!==a&&(e.push(s.time),n.push(a)),s=t[r++]}while(void 0!==s)}const Ld={convertArray:Ad,isTypedArray:Rd,getKeyframeOrder:Cd,sortedArray:Pd,flattenJSON:Id,subclip:function(t,e,n,i,r=30){const s=t.clone();s.name=e;const a=[];for(let t=0;t=i)){l.push(e.times[t]);for(let n=0;ns.tracks[t].times[0]&&(o=s.tracks[t].times[0]);for(let t=0;t=i.times[u]){const t=u*l+o,e=t+l-o;d=i.values.slice(t,e)}else{const t=i.createInterpolant(),e=o,n=l-o;t.evaluate(s),d=t.resultBuffer.slice(e,n)}if("quaternion"===r){(new Ii).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=n,n=0}}for(;n>>1;te;)--s;if(++s,0!==r||s!==i){r>=s&&(s=Math.max(s,1),r=s-1);const t=this.getValueSize();this.times=n.slice(r,s),this.values=this.values.slice(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 n=this.times,i=this.values,r=n.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let s=null;for(let e=0;e!==r;e++){const i=n[e];if("number"==typeof i&&isNaN(i)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,i),t=!1;break}if(null!==s&&s>i){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,i,s),t=!1;break}s=i}if(void 0!==i&&Rd(i))for(let e=0,n=i.length;e!==n;++e){const n=i[e];if(isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,n),t=!1;break}}return t}optimize(){const t=this.times.slice(),e=this.values.slice(),n=this.getValueSize(),i=this.getInterpolation()===Ne,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*n,i=s*n,a=0;a!==n;++a)e[i+a]=e[t+a];++s}return s!==t.length?(this.times=t.slice(0,s),this.values=e.slice(0,s*n)):(this.times=t,this.values=e),this}clone(){const t=this.times.slice(),e=this.values.slice(),n=new(0,this.constructor)(this.name,t,e);return n.createInterpolant=this.createInterpolant,n}}Fd.prototype.TimeBufferType=Float32Array,Fd.prototype.ValueBufferType=Float32Array,Fd.prototype.DefaultInterpolation=Ue;class Bd extends Fd{constructor(t,e,n){super(t,e,n)}}Bd.prototype.ValueTypeName="bool",Bd.prototype.ValueBufferType=Array,Bd.prototype.DefaultInterpolation=Le,Bd.prototype.InterpolantFactoryMethodLinear=void 0,Bd.prototype.InterpolantFactoryMethodSmooth=void 0;class zd extends Fd{}zd.prototype.ValueTypeName="color";class kd extends Fd{}kd.prototype.ValueTypeName="number";class Vd extends Ud{constructor(t,e,n,i){super(t,e,n,i)}interpolate_(t,e,n,i){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(n-e)/(i-e);let l=t*a;for(let t=l+a;l!==t;l+=4)Ii.slerpFlat(r,0,s,l-a,s,l,o);return r}}class Hd extends Fd{InterpolantFactoryMethodLinear(t){return new Vd(this.times,this.values,this.getValueSize(),t)}}Hd.prototype.ValueTypeName="quaternion",Hd.prototype.InterpolantFactoryMethodSmooth=void 0;class Gd extends Fd{constructor(t,e,n){super(t,e,n)}}Gd.prototype.ValueTypeName="string",Gd.prototype.ValueBufferType=Array,Gd.prototype.DefaultInterpolation=Le,Gd.prototype.InterpolantFactoryMethodLinear=void 0,Gd.prototype.InterpolantFactoryMethodSmooth=void 0;class Wd extends Fd{}Wd.prototype.ValueTypeName="vector";class Xd{constructor(t="",e=-1,n=[],i=2500){this.name=t,this.tracks=n,this.duration=e,this.blendMode=i,this.uuid=qn(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],n=t.tracks,i=1/(t.fps||1);for(let t=0,r=n.length;t!==r;++t)e.push(jd(n[t]).scale(i));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],n=t.tracks,i={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,i=n.length;t!==i;++t)e.push(Fd.toJSON(n[t]));return i}static CreateFromMorphTargetSequence(t,e,n,i){const r=e.length,s=[];for(let t=0;t1){const t=s[1];let e=i[t];e||(i[t]=e=[]),e.push(n)}}const s=[];for(const t in i)s.push(this.CreateFromMorphTargetSequence(t,i[t],e,n));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const n=function(t,e,n,i,r){if(0!==n.length){const s=[],a=[];Id(n,s,a,i),0!==s.length&&r.push(new t(e,s,a))}},i=[],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!==Kd[t])return void Kd[t].push({onLoad:e,onProgress:n,onError:i});Kd[t]=[],Kd[t].push({onLoad:e,onProgress:n,onError:i});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 n=Kd[t],i=e.body.getReader(),r=e.headers.get("X-File-Size")||e.headers.get("Content-Length"),s=r?parseInt(r):0,a=0!==s;let o=0;const l=new ReadableStream({start(t){!function e(){i.read().then((({done:i,value:r})=>{if(i)t.close();else{o+=r.byteLength;const i=new ProgressEvent("progress",{lengthComputable:a,loaded:o,total:s});for(let t=0,e=n.length;t{t.error(e)}))}()}});return new Response(l)}throw new $d(`fetch for "${e.url}" responded with ${e.status}: ${e.statusText}`,e)})).then((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),n=e&&e[1]?e[1].toLowerCase():void 0,i=new TextDecoder(n);return t.arrayBuffer().then((t=>i.decode(t)))}}})).then((e=>{qd.add(t,e);const n=Kd[t];delete Kd[t];for(let t=0,i=n.length;t{const n=Kd[t];if(void 0===n)throw this.manager.itemError(t),e;delete Kd[t];for(let t=0,i=n.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 tp extends Jd{constructor(t){super(t)}load(t,e,n,i){const r=this,s=new Qd(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(n){try{e(r.parse(JSON.parse(n)))}catch(e){i?i(e):console.error(e),r.manager.itemError(t)}}),n,i)}parse(t){const e=[];for(let n=0;n0:i.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(i.uniforms[e]={},r.type){case"t":i.uniforms[e].value=n(r.value);break;case"c":i.uniforms[e].value=(new Kr).setHex(r.value);break;case"v2":i.uniforms[e].value=(new ti).fromArray(r.value);break;case"v3":i.uniforms[e].value=(new Li).fromArray(r.value);break;case"v4":i.uniforms[e].value=(new wi).fromArray(r.value);break;case"m3":i.uniforms[e].value=(new ei).fromArray(r.value);break;case"m4":i.uniforms[e].value=(new lr).fromArray(r.value);break;default:i.uniforms[e].value=r.value}}if(void 0!==t.defines&&(i.defines=t.defines),void 0!==t.vertexShader&&(i.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(i.fragmentShader=t.fragmentShader),void 0!==t.glslVersion&&(i.glslVersion=t.glslVersion),void 0!==t.extensions)for(const e in t.extensions)i.extensions[e]=t.extensions[e];if(void 0!==t.lights&&(i.lights=t.lights),void 0!==t.clipping&&(i.clipping=t.clipping),void 0!==t.size&&(i.size=t.size),void 0!==t.sizeAttenuation&&(i.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(i.map=n(t.map)),void 0!==t.matcap&&(i.matcap=n(t.matcap)),void 0!==t.alphaMap&&(i.alphaMap=n(t.alphaMap)),void 0!==t.bumpMap&&(i.bumpMap=n(t.bumpMap)),void 0!==t.bumpScale&&(i.bumpScale=t.bumpScale),void 0!==t.normalMap&&(i.normalMap=n(t.normalMap)),void 0!==t.normalMapType&&(i.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),i.normalScale=(new ti).fromArray(e)}return void 0!==t.displacementMap&&(i.displacementMap=n(t.displacementMap)),void 0!==t.displacementScale&&(i.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(i.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(i.roughnessMap=n(t.roughnessMap)),void 0!==t.metalnessMap&&(i.metalnessMap=n(t.metalnessMap)),void 0!==t.emissiveMap&&(i.emissiveMap=n(t.emissiveMap)),void 0!==t.emissiveIntensity&&(i.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(i.specularMap=n(t.specularMap)),void 0!==t.specularIntensityMap&&(i.specularIntensityMap=n(t.specularIntensityMap)),void 0!==t.specularColorMap&&(i.specularColorMap=n(t.specularColorMap)),void 0!==t.envMap&&(i.envMap=n(t.envMap)),void 0!==t.envMapRotation&&i.envMapRotation.fromArray(t.envMapRotation),void 0!==t.envMapIntensity&&(i.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(i.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(i.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(i.lightMap=n(t.lightMap)),void 0!==t.lightMapIntensity&&(i.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(i.aoMap=n(t.aoMap)),void 0!==t.aoMapIntensity&&(i.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(i.gradientMap=n(t.gradientMap)),void 0!==t.clearcoatMap&&(i.clearcoatMap=n(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(i.clearcoatRoughnessMap=n(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(i.clearcoatNormalMap=n(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(i.clearcoatNormalScale=(new ti).fromArray(t.clearcoatNormalScale)),void 0!==t.iridescenceMap&&(i.iridescenceMap=n(t.iridescenceMap)),void 0!==t.iridescenceThicknessMap&&(i.iridescenceThicknessMap=n(t.iridescenceThicknessMap)),void 0!==t.transmissionMap&&(i.transmissionMap=n(t.transmissionMap)),void 0!==t.thicknessMap&&(i.thicknessMap=n(t.thicknessMap)),void 0!==t.anisotropyMap&&(i.anisotropyMap=n(t.anisotropyMap)),void 0!==t.sheenColorMap&&(i.sheenColorMap=n(t.sheenColorMap)),void 0!==t.sheenRoughnessMap&&(i.sheenRoughnessMap=n(t.sheenRoughnessMap)),i}setTextures(t){return this.textures=t,this}static createMaterialFromType(t){return new{ShadowMaterial:vd,SpriteMaterial:pc,RawShaderMaterial:_d,ShaderMaterial:Ks,PointsMaterial:Dh,MeshPhysicalMaterial:yd,MeshStandardMaterial:xd,MeshPhongMaterial:Md,MeshToonMaterial:Sd,MeshNormalMaterial:bd,MeshLambertMaterial:wd,MeshDepthMaterial:Hl,MeshDistanceMaterial:Gl,MeshBasicMaterial:es,MeshMatcapMaterial:Td,LineDashedMaterial:Ed,LineBasicMaterial:Mh,Material:ts}[t]}}class Ep{static decodeText(t){if(console.warn("THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead."),"undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let n=0,i=t.length;n0){const n=new Yd(e);r=new np(n),r.setCrossOrigin(this.crossOrigin);for(let e=0,n=t.length;e0){i=new np(this.manager),i.setCrossOrigin(this.crossOrigin);for(let e=0,i=t.length;e{const e=new Di;e.min.fromArray(t.boxMin),e.max.fromArray(t.boxMax);const n=new Qi;return n.radius=t.sphereRadius,n.center.fromArray(t.sphereCenter),{boxInitialized:t.boxInitialized,box:e,sphereInitialized:t.sphereInitialized,sphere:n}})),s._maxInstanceCount=t.maxInstanceCount,s._maxVertexCount=t.maxVertexCount,s._maxIndexCount=t.maxIndexCount,s._geometryInitialized=t.geometryInitialized,s._geometryCount=t.geometryCount,s._matricesTexture=h(t.matricesTexture.uuid),void 0!==t.colorsTexture&&(s._colorsTexture=h(t.colorsTexture.uuid));break;case"LOD":s=new Ic;break;case"Line":s=new Ch(l(t.geometry),c(t.material));break;case"LineLoop":s=new Nh(l(t.geometry),c(t.material));break;case"LineSegments":s=new Uh(l(t.geometry),c(t.material));break;case"PointCloud":case"Points":s=new kh(l(t.geometry),c(t.material));break;case"Sprite":s=new Ac(c(t.material));break;case"Group":s=new Kl;break;case"Bone":s=new Hc;break;default:s=new Dr}if(s.uuid=t.uuid,void 0!==t.name&&(s.name=t.name),void 0!==t.matrix?(s.matrix.fromArray(t.matrix),void 0!==t.matrixAutoUpdate&&(s.matrixAutoUpdate=t.matrixAutoUpdate),s.matrixAutoUpdate&&s.matrix.decompose(s.position,s.quaternion,s.scale)):(void 0!==t.position&&s.position.fromArray(t.position),void 0!==t.rotation&&s.rotation.fromArray(t.rotation),void 0!==t.quaternion&&s.quaternion.fromArray(t.quaternion),void 0!==t.scale&&s.scale.fromArray(t.scale)),void 0!==t.up&&s.up.fromArray(t.up),void 0!==t.castShadow&&(s.castShadow=t.castShadow),void 0!==t.receiveShadow&&(s.receiveShadow=t.receiveShadow),t.shadow&&(void 0!==t.shadow.intensity&&(s.shadow.intensity=t.shadow.intensity),void 0!==t.shadow.bias&&(s.shadow.bias=t.shadow.bias),void 0!==t.shadow.normalBias&&(s.shadow.normalBias=t.shadow.normalBias),void 0!==t.shadow.radius&&(s.shadow.radius=t.shadow.radius),void 0!==t.shadow.mapSize&&s.shadow.mapSize.fromArray(t.shadow.mapSize),void 0!==t.shadow.camera&&(s.shadow.camera=this.parseObject(t.shadow.camera))),void 0!==t.visible&&(s.visible=t.visible),void 0!==t.frustumCulled&&(s.frustumCulled=t.frustumCulled),void 0!==t.renderOrder&&(s.renderOrder=t.renderOrder),void 0!==t.userData&&(s.userData=t.userData),void 0!==t.layers&&(s.layers.mask=t.layers),void 0!==t.children){const a=t.children;for(let t=0;t{e&&e(n),r.manager.itemEnd(t)})).catch((t=>{i&&i(t)})):(setTimeout((function(){e&&e(s),r.manager.itemEnd(t)}),0),s);const a={};a.credentials="anonymous"===this.crossOrigin?"same-origin":"include",a.headers=this.requestHeader;const o=fetch(t,a).then((function(t){return t.blob()})).then((function(t){return createImageBitmap(t,Object.assign(r.options,{colorSpaceConversion:"none"}))})).then((function(n){return qd.add(t,n),e&&e(n),r.manager.itemEnd(t),n})).catch((function(e){i&&i(e),qd.remove(t),r.manager.itemError(t),r.manager.itemEnd(t)}));qd.add(t,o),r.manager.itemStart(t)}}let Np;class Dp{static getContext(){return void 0===Np&&(Np=new(window.AudioContext||window.webkitAudioContext)),Np}static setContext(t){Np=t}}class Op extends Jd{constructor(t){super(t)}load(t,e,n,i){const r=this,s=new Qd(this.manager);function a(e){i?i(e):console.error(e),r.manager.itemError(t)}s.setResponseType("arraybuffer"),s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(t){try{const n=t.slice(0);Dp.getContext().decodeAudioData(n,(function(t){e(t)})).catch(a)}catch(t){a(t)}}),n,i)}}const Fp=new lr,Bp=new lr,zp=new lr;class kp{constructor(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new na,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new na,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}update(t){const e=this._cache;if(e.focus!==t.focus||e.fov!==t.fov||e.aspect!==t.aspect*this.aspect||e.near!==t.near||e.far!==t.far||e.zoom!==t.zoom||e.eyeSep!==this.eyeSep){e.focus=t.focus,e.fov=t.fov,e.aspect=t.aspect*this.aspect,e.near=t.near,e.far=t.far,e.zoom=t.zoom,e.eyeSep=this.eyeSep,zp.copy(t.projectionMatrix);const n=e.eyeSep/2,i=n*e.near/e.focus,r=e.near*Math.tan(Xn*e.fov*.5)/e.zoom;let s,a;Bp.elements[12]=-n,Fp.elements[12]=n,s=-r*e.aspect+i,a=r*e.aspect+i,zp.elements[0]=2*e.near/(a-s),zp.elements[8]=(a+s)/(a-s),this.cameraL.projectionMatrix.copy(zp),s=-r*e.aspect-i,a=r*e.aspect-i,zp.elements[0]=2*e.near/(a-s),zp.elements[8]=(a+s)/(a-s),this.cameraR.projectionMatrix.copy(zp)}this.cameraL.matrixWorld.copy(t.matrixWorld).multiply(Bp),this.cameraR.matrixWorld.copy(t.matrixWorld).multiply(Fp)}}class Vp{constructor(t=!0){this.autoStart=t,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}start(){this.startTime=Hp(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0}stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1}getElapsedTime(){return this.getDelta(),this.elapsedTime}getDelta(){let t=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){const e=Hp();t=(e-this.oldTime)/1e3,this.oldTime=e,this.elapsedTime+=t}return t}}function Hp(){return("undefined"==typeof performance?Date:performance).now()}const Gp=new Li,Wp=new Ii,Xp=new Li,jp=new Li;class qp extends Dr{constructor(){super(),this.type="AudioListener",this.context=Dp.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new Vp}getInput(){return this.gain}removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this}getFilter(){return this.filter}setFilter(t){return null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination),this.filter=t,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(t){return this.gain.gain.setTargetAtTime(t,this.context.currentTime,.01),this}updateMatrixWorld(t){super.updateMatrixWorld(t);const e=this.context.listener,n=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(Gp,Wp,Xp),jp.set(0,0,-1).applyQuaternion(Wp),e.positionX){const t=this.context.currentTime+this.timeDelta;e.positionX.linearRampToValueAtTime(Gp.x,t),e.positionY.linearRampToValueAtTime(Gp.y,t),e.positionZ.linearRampToValueAtTime(Gp.z,t),e.forwardX.linearRampToValueAtTime(jp.x,t),e.forwardY.linearRampToValueAtTime(jp.y,t),e.forwardZ.linearRampToValueAtTime(jp.z,t),e.upX.linearRampToValueAtTime(n.x,t),e.upY.linearRampToValueAtTime(n.y,t),e.upZ.linearRampToValueAtTime(n.z,t)}else e.setPosition(Gp.x,Gp.y,Gp.z),e.setOrientation(jp.x,jp.y,jp.z,n.x,n.y,n.z)}}class Yp extends Dr{constructor(t){super(),this.type="Audio",this.listener=t,this.context=t.context,this.gain=this.context.createGain(),this.gain.connect(t.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.source=null,this.sourceType="empty",this._startedAt=0,this._progress=0,this._connected=!1,this.filters=[]}getOutput(){return this.gain}setNodeSource(t){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=t,this.connect(),this}setMediaElementSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(t),this.connect(),this}setMediaStreamSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(t),this.connect(),this}setBuffer(t){return this.buffer=t,this.sourceType="buffer",this.autoplay&&this.play(),this}play(t=0){if(!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+t;const e=this.context.createBufferSource();return e.buffer=this.buffer,e.loop=this.loop,e.loopStart=this.loopStart,e.loopEnd=this.loopEnd,e.onended=this.onEnded.bind(this),e.start(this._startedAt,this._progress+this.offset,this.duration),this.isPlaying=!0,this.source=e,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()}pause(){if(!1!==this.hasPlaybackControl)return!0===this.isPlaying&&(this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate,!0===this.loop&&(this._progress=this._progress%(this.duration||this.buffer.duration)),this.source.stop(),this.source.onended=null,this.isPlaying=!1),this;console.warn("THREE.Audio: this Audio has no playback control.")}stop(){if(!1!==this.hasPlaybackControl)return this._progress=0,null!==this.source&&(this.source.stop(),this.source.onended=null),this.isPlaying=!1,this;console.warn("THREE.Audio: this Audio has no playback control.")}connect(){if(this.filters.length>0){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(n,i,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(n[t]!==n[t+e]){a.setValue(n,i);break}}saveOriginalState(){const t=this.binding,e=this.buffer,n=this.valueSize,i=n*this._origIndex;t.getValue(e,i);for(let t=n,r=i;t!==r;++t)e[t]=e[i+t%n];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 n=t;n=.5)for(let i=0;i!==r;++i)t[e+i]=t[n+i]}_slerp(t,e,n,i){Ii.slerpFlat(t,e,t,e,t,n,i)}_slerpAdditive(t,e,n,i,r){const s=this._workIndex*r;Ii.multiplyQuaternionsFlat(t,s,t,e,t,n),Ii.slerpFlat(t,e,t,e,t,s,i)}_lerp(t,e,n,i,r){const s=1-i;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[n+a]*i}}_lerpAdditive(t,e,n,i,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[n+s]*i}}}const nm="\\[\\]\\.:\\/",im=new RegExp("["+nm+"]","g"),rm="[^"+nm+"]",sm="[^"+nm.replace("\\.","")+"]",am=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",rm)+/(WCOD+)?/.source.replace("WCOD",sm)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",rm)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",rm)+"$"),om=["material","materials","bones","map"];class lm{constructor(t,e,n){this.path=e,this.parsedPath=n||lm.parseTrackName(e),this.node=lm.findNode(t,this.parsedPath.nodeName),this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,n){return t&&t.isAnimationObjectGroup?new lm.Composite(t,e,n):new lm(t,e,n)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(im,"")}static parseTrackName(t){const e=am.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const n={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==i&&-1!==i){const t=n.nodeName.substring(i+1);-1!==om.indexOf(t)&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=t)}if(null===n.propertyName||0===n.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return n}static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const n=t.skeleton.getBoneByName(e);if(void 0!==n)return n}if(t.children){const n=function(t){for(let i=0;i=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=i;t!==e;++t){const e=n[t],i=e[s],r=e[l];e[l]=i,e[s]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,n=this._bindings,i=n.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=i;t!==e;++t){const e=n[t];e[l]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const n=this._bindingsIndicesByPath;let i=n[t];const r=this._bindings;if(void 0!==i)return r[i];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,h=new Array(l);i=r.length,n[t]=i,s.push(t),a.push(e),r.push(h);for(let n=c,i=o.length;n!==i;++n){const i=o[n];h[n]=new lm(i,t,e)}return h}unsubscribe_(t){const e=this._bindingsIndicesByPath,n=e[t];if(void 0!==n){const i=this._paths,r=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a];e[t[a]]=n,s[n]=o,s.pop(),r[n]=r[a],r.pop(),i[n]=i[a],i.pop()}}}class hm{constructor(t,e,n=null,i=e.blendMode){this._mixer=t,this._clip=e,this._localRoot=n,this.blendMode=i;const r=e.tracks,s=r.length,a=new Array(s),o={endingStart:De,endingEnd:De};for(let t=0;t!==s;++t){const e=r[t].createInterpolant(null);a[t]=e,e.settings=o}this._interpolantSettings=o,this._interpolants=a,this._propertyBindings=new Array(s),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(t){return this._startTime=t,this}setLoop(t,e){return this.loop=t,this.repetitions=e,this}setEffectiveWeight(t){return this.weight=t,this._effectiveWeight=this.enabled?t:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(t){return this._scheduleFading(t,0,1)}fadeOut(t){return this._scheduleFading(t,1,0)}crossFadeFrom(t,e,n){if(t.fadeOut(e),this.fadeIn(e),n){const n=this._clip.duration,i=t._clip.duration,r=i/n,s=n/i;t.warp(1,r,e),this.warp(s,1,e)}return this}crossFadeTo(t,e,n){return t.crossFadeFrom(this,e,n)}stopFading(){const t=this._weightInterpolant;return null!==t&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}setEffectiveTimeScale(t){return this.timeScale=t,this._effectiveTimeScale=this.paused?0:t,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(t){return this.timeScale=this._clip.duration/t,this.stopWarping()}syncWith(t){return this.time=t.time,this.timeScale=t.timeScale,this.stopWarping()}halt(t){return this.warp(this._effectiveTimeScale,0,t)}warp(t,e,n){const i=this._mixer,r=i.time,s=this.timeScale;let a=this._timeScaleInterpolant;null===a&&(a=i._lendControlInterpolant(),this._timeScaleInterpolant=a);const o=a.parameterPositions,l=a.sampleValues;return o[0]=r,o[1]=r+n,l[0]=t/s,l[1]=e/s,this}stopWarping(){const t=this._timeScaleInterpolant;return null!==t&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(t,e,n,i){if(!this.enabled)return void this._updateWeight(t);const r=this._startTime;if(null!==r){const i=(t-r)*n;i<0||0===n?e=0:(this._startTime=null,e=n*i)}e*=this._updateTimeScale(t);const s=this._updateTime(e),a=this._updateWeight(t);if(a>0){const t=this._interpolants,e=this._propertyBindings;if(this.blendMode===ze)for(let n=0,i=t.length;n!==i;++n)t[n].evaluate(s),e[n].accumulateAdditive(a);else for(let n=0,r=t.length;n!==r;++n)t[n].evaluate(s),e[n].accumulate(i,a)}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const n=this._weightInterpolant;if(null!==n){const i=n.evaluate(t)[0];e*=i,t>n.parameterPositions[1]&&(this.stopFading(),0===i&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const n=this._timeScaleInterpolant;if(null!==n){e*=n.evaluate(t)[0],t>n.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,n=this.loop;let i=this.time+t,r=this._loopCount;const s=2202===n;if(0===t)return-1===r?i:s&&1==(1&r)?e-i:i;if(2200===n){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(i>=e)i=e;else{if(!(i<0)){this.time=i;break t}i=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,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)),i>=e||i<0){const n=Math.floor(i/e);i-=e*n,r+=Math.abs(n);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=t>0?e:0,this.time=i,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=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:n})}}else this.time=i;if(s&&1==(1&r))return e-i}return i}_setEndings(t,e,n){const i=this._interpolantSettings;n?(i.endingStart=Oe,i.endingEnd=Oe):(i.endingStart=t?this.zeroSlopeAtStart?Oe:De:Fe,i.endingEnd=e?this.zeroSlopeAtEnd?Oe:De:Fe)}_scheduleFading(t,e,n){const i=this._mixer,r=i.time;let s=this._weightInterpolant;null===s&&(s=i._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=n,this}}const um=new Float32Array(1);class dm extends Hn{constructor(t){super(),this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(t,e){const n=t._localRoot||this._root,i=t._clip.tracks,r=i.length,s=t._propertyBindings,a=t._interpolants,o=n.uuid,l=this._bindingsByRootAndName;let c=l[o];void 0===c&&(c={},l[o]=c);for(let t=0;t!==r;++t){const r=i[t],l=r.name;let h=c[l];if(void 0!==h)++h.referenceCount,s[t]=h;else{if(h=s[t],void 0!==h){null===h._cacheIndex&&(++h.referenceCount,this._addInactiveBinding(h,o,l));continue}const i=e&&e._propertyBindings[t].binding.parsedPath;h=new em(lm.create(n,l,i),r.ValueTypeName,r.getValueSize()),++h.referenceCount,this._addInactiveBinding(h,o,l),s[t]=h}a[t].resultBuffer=h.buffer}}_activateAction(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,n=t._clip.uuid,i=this._actionsByClip[n];this._bindAction(t,i&&i.knownActions[0]),this._addInactiveAction(t,n,e)}const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState())}this._lendAction(t)}}_deactivateAction(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n))}this._takeBackAction(t)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}}_isActiveAction(t){const e=t._cacheIndex;return null!==e&&e=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,n=this._nActiveActions,i=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==n;++a){e[a]._update(i,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=this.min.x&&t.x<=this.max.x&&t.y>=this.min.y&&t.y<=this.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.x>=this.min.x&&t.min.x<=this.max.x&&t.max.y>=this.min.y&&t.min.y<=this.max.y}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,Tm).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)}}const Am=new Li,Rm=new Li;class Cm{constructor(t=new Li,e=new Li){this.start=t,this.end=e}set(t,e){return this.start.copy(t),this.end.copy(e),this}copy(t){return this.start.copy(t.start),this.end.copy(t.end),this}getCenter(t){return t.addVectors(this.start,this.end).multiplyScalar(.5)}delta(t){return t.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(t,e){return this.delta(e).multiplyScalar(t).add(this.start)}closestPointToPointParameter(t,e){Am.subVectors(t,this.start),Rm.subVectors(this.end,this.start);const n=Rm.dot(Rm);let i=Rm.dot(Am)/n;return e&&(i=Yn(i,0,1)),i}closestPointToPoint(t,e,n){const i=this.closestPointToPointParameter(t,e);return this.delta(n).multiplyScalar(i).add(this.start)}applyMatrix4(t){return this.start.applyMatrix4(t),this.end.applyMatrix4(t),this}equals(t){return t.start.equals(this.start)&&t.end.equals(this.end)}clone(){return(new this.constructor).copy(this)}}const Pm=new Li;class Im extends Dr{constructor(t,e){super(),this.light=t,this.matrixAutoUpdate=!1,this.color=e,this.type="SpotLightHelper";const n=new Es,i=[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 t=0,e=1,n=32;t1)for(let n=0;n.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{nf.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(nf,e)}}setLength(t,e=.2*t,n=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(n,e,n),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()}}class of extends Uh{constructor(t=1){const e=[0,0,0,t,0,0,0,0,0,0,t,0,0,0,0,0,0,t],n=new Es;n.setAttribute("position",new _s(e,3)),n.setAttribute("color",new _s([1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1],3));super(n,new Mh({vertexColors:!0,toneMapped:!1})),this.type="AxesHelper"}setColors(t,e,n){const i=new Kr,r=this.geometry.attributes.color.array;return i.set(t),i.toArray(r,0),i.toArray(r,3),i.set(e),i.toArray(r,6),i.toArray(r,9),i.set(n),i.toArray(r,12),i.toArray(r,15),this.geometry.attributes.color.needsUpdate=!0,this}dispose(){this.geometry.dispose(),this.material.dispose()}}class lf{constructor(){this.type="ShapePath",this.color=new Kr,this.subPaths=[],this.currentPath=null}moveTo(t,e){return this.currentPath=new fu,this.subPaths.push(this.currentPath),this.currentPath.moveTo(t,e),this}lineTo(t,e){return this.currentPath.lineTo(t,e),this}quadraticCurveTo(t,e,n,i){return this.currentPath.quadraticCurveTo(t,e,n,i),this}bezierCurveTo(t,e,n,i,r,s){return this.currentPath.bezierCurveTo(t,e,n,i,r,s),this}splineThru(t){return this.currentPath.splineThru(t),this}toShapes(t){function e(t,e){const n=e.length;let i=!1;for(let r=n-1,s=0;sNumber.EPSILON){if(l<0&&(n=e[s],o=-o,a=e[r],l=-l),t.ya.y)continue;if(t.y===n.y){if(t.x===n.x)return!0}else{const e=l*(t.x-n.x)-o*(t.y-n.y);if(0===e)return!0;if(e<0)continue;i=!i}}else{if(t.y!==n.y)continue;if(a.x<=t.x&&t.x<=n.x||n.x<=t.x&&t.x<=a.x)return!0}}return i}const n=td.isClockWise,i=this.subPaths;if(0===i.length)return[];let r,s,a;const o=[];if(1===i.length)return s=i[0],a=new Ru,a.curves=s.curves,o.push(a),o;let l=!n(i[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=i.length;e1){let t=!1,n=0;for(let t=0,e=h.length;t0&&!1===t&&(p=c)}for(let t=0,e=h.length;t> 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$1( 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; - -} - -// Linear mapping from range to range -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 ); - - } else { - - return 0; - - } - -} - -// https://en.wikipedia.org/wiki/Linear_interpolation -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 ) ); - -} - -// https://www.desmos.com/calculator/vcsjnyz7x4 -function pingpong( x, length = 1 ) { - - return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); - -} - -// http://en.wikipedia.org/wiki/Smoothstep -function smoothstep$1( 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 ); - -} - -// Random integer from interval -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 ); - -} - -// Random float from <-range/2, range/2> interval -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; - - // 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; - -} - -function degToRad( degrees ) { - - return degrees * DEG2RAD; - -} - -function radToDeg( radians ) { - - return radians * RAD2DEG; - -} - -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 floorPowerOfTwo( value ) { - - return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); - -} - -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' - // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' - // angles are in radians - - 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 ) { - - case 'XYX': - 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 ); - break; - - case 'ZXZ': - 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 ); - break; - - case 'YXY': - 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 ); - break; - - default: - console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); - - } - -} - -function denormalize( value, array ) { - - switch ( array.constructor ) { - - case Float32Array: - - return value; - - case Uint32Array: - - return value / 4294967295.0; - - case Uint16Array: - - return value / 65535.0; - - case Uint8Array: - - return value / 255.0; - - case Int32Array: - - return Math.max( value / 2147483647.0, - 1.0 ); - - case Int16Array: - - return Math.max( value / 32767.0, - 1.0 ); - - case Int8Array: - - return Math.max( value / 127.0, - 1.0 ); - - default: - - throw new Error( 'Invalid component type.' ); - - } - -} - -function normalize$1( value, array ) { - - switch ( array.constructor ) { - - case Float32Array: - - return value; - - case Uint32Array: - - return Math.round( value * 4294967295.0 ); - - case Uint16Array: - - return Math.round( value * 65535.0 ); - - case Uint8Array: - - return Math.round( value * 255.0 ); - - case Int32Array: - - return Math.round( value * 2147483647.0 ); - - case Int16Array: - - return Math.round( value * 32767.0 ); - - case Int8Array: - - return Math.round( value * 127.0 ); - - default: - - throw new Error( 'Invalid component type.' ); - - } - -} - -const MathUtils = { - DEG2RAD: DEG2RAD, - RAD2DEG: RAD2DEG, - generateUUID: generateUUID, - clamp: clamp$1, - euclideanModulo: euclideanModulo, - mapLinear: mapLinear, - inverseLerp: inverseLerp, - lerp: lerp, - damp: damp, - pingpong: pingpong, - smoothstep: smoothstep$1, - smootherstep: smootherstep, - randInt: randInt, - randFloat: randFloat, - randFloatSpread: randFloatSpread, - seededRandom: seededRandom, - degToRad: degToRad, - radToDeg: radToDeg, - isPowerOfTwo: isPowerOfTwo, - ceilPowerOfTwo: ceilPowerOfTwo, - floorPowerOfTwo: floorPowerOfTwo, - setQuaternionFromProperEuler: setQuaternionFromProperEuler, - normalize: normalize$1, - denormalize: denormalize -}; - -class Vector2 { - - constructor( x = 0, y = 0 ) { - - Vector2.prototype.isVector2 = true; - - this.x = x; - this.y = y; - - } - - get width() { - - return this.x; - - } - - set width( value ) { - - this.x = value; - - } - - get height() { - - return this.y; - - } - - set height( value ) { - - this.y = value; - - } - - set( x, y ) { - - this.x = x; - this.y = y; - - return this; - - } - - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - - return this; - - } - - setX( x ) { - - this.x = x; - - return this; - - } - - setY( y ) { - - this.y = y; - - return this; - - } - - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - default: throw new Error( 'index is out of range: ' + index ); - - } - - return this; - - } - - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - default: throw new Error( 'index is out of range: ' + index ); - - } - - } - - clone() { - - return new this.constructor( this.x, this.y ); - - } - - copy( v ) { - - this.x = v.x; - this.y = v.y; - - return this; - - } - - add( v ) { - - this.x += v.x; - this.y += v.y; - - return this; - - } - - addScalar( s ) { - - this.x += s; - this.y += s; - - return this; - - } - - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - - return this; - - } - - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - - return this; - - } - - sub( v ) { - - this.x -= v.x; - this.y -= v.y; - - return this; - - } - - subScalar( s ) { - - this.x -= s; - this.y -= s; - - return this; - - } - - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - - return this; - - } - - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - - return this; - - } - - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - - return this; - - } - - divide( v ) { - - this.x /= v.x; - this.y /= v.y; - - return this; - - } - - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - applyMatrix3( m ) { - - const x = this.x, y = this.y; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; - - return this; - - } - - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - - return this; - - } - - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - - return this; - - } - - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - - return this; - - } - - clampScalar( minVal, maxVal ) { - - this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); - this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - - return this; - - } - - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - - } - - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - - return this; - - } - - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - - return this; - - } - - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - - return this; - - } - - roundToZero() { - - this.x = Math.trunc( this.x ); - this.y = Math.trunc( this.y ); - - return this; - - } - - negate() { - - this.x = - this.x; - this.y = - this.y; - - return this; - - } - - dot( v ) { - - return this.x * v.x + this.y * v.y; - - } - - cross( v ) { - - return this.x * v.y - this.y * v.x; - - } - - lengthSq() { - - return this.x * this.x + this.y * this.y; - - } - - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y ); - - } - - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ); - - } - - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - angle() { - - // computes the angle in radians with respect to the positive x-axis - - const angle = Math.atan2( - this.y, - this.x ) + Math.PI; - - return angle; - - } - - 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$1( theta, - 1, 1 ) ); - - } - - distanceTo( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - } - - distanceToSquared( v ) { - - const dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; - - } - - manhattanDistanceTo( v ) { - - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - - } - - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - - return this; - - } - - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - - return this; - - } - - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) ); - - } - - fromArray( array, offset = 0 ) { - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - - return this; - - } - - rotateAround( center, angle ) { - - const c = Math.cos( angle ), s = Math.sin( angle ); - - const x = this.x - center.x; - const y = this.y - center.y; - - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; - - return this; - - } - - random() { - - this.x = Math.random(); - this.y = Math.random(); - - return this; - - } - - *[ Symbol.iterator ]() { - - yield this.x; - yield this.y; - - } - -} - -class Matrix3 { - - constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - - Matrix3.prototype.isMatrix3 = true; - - this.elements = [ - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ]; - - if ( n11 !== undefined ) { - - this.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; - - return this; - - } - - identity() { - - this.set( - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ); - - return this; - - } - - copy( m ) { - - const te = this.elements; - const me = m.elements; - - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; - te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; - te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; - - return this; - - } - - extractBasis( xAxis, yAxis, zAxis ) { - - xAxis.setFromMatrix3Column( this, 0 ); - yAxis.setFromMatrix3Column( this, 1 ); - zAxis.setFromMatrix3Column( this, 2 ); - - return this; - - } - - setFromMatrix4( m ) { - - const me = m.elements; - - this.set( - - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] - - ); - - return this; - - } - - multiply( m ) { - - return this.multiplyMatrices( this, m ); - - } - - premultiply( m ) { - - return this.multiplyMatrices( m, this ); - - } - - multiplyMatrices( a, b ) { - - const ae = a.elements; - const be = b.elements; - const te = this.elements; - - const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; - const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; - const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; - - const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; - const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; - const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; - - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; - te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; - te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; - - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; - te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; - te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; - - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; - te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; - te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; - - return this; - - } - - multiplyScalar( s ) { - - const te = this.elements; - - te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; - te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; - te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; - - return this; - - } - - determinant() { - - const te = this.elements; - - const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], - d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], - g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; - - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - - } - - invert() { - - const te = this.elements, - - n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], - n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], - n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], - - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, - - det = n11 * t11 + n21 * t12 + n31 * t13; - - if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - - const detInv = 1 / det; - - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; - te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; - - te[ 3 ] = t12 * detInv; - te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; - te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; - - te[ 6 ] = t13 * detInv; - te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; - te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - - return this; - - } - - transpose() { - - let tmp; - const m = this.elements; - - tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; - tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; - tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; - - return this; - - } - - getNormalMatrix( matrix4 ) { - - return this.setFromMatrix4( matrix4 ).invert().transpose(); - - } - - transposeIntoArray( r ) { - - const m = this.elements; - - r[ 0 ] = m[ 0 ]; - r[ 1 ] = m[ 3 ]; - r[ 2 ] = m[ 6 ]; - r[ 3 ] = m[ 1 ]; - r[ 4 ] = m[ 4 ]; - r[ 5 ] = m[ 7 ]; - r[ 6 ] = m[ 2 ]; - r[ 7 ] = m[ 5 ]; - r[ 8 ] = m[ 8 ]; - - return this; - - } - - setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { - - const c = Math.cos( rotation ); - const s = Math.sin( rotation ); - - this.set( - sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, - - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, - 0, 0, 1 - ); - - return this; - - } - - // - - scale( sx, sy ) { - - this.premultiply( _m3.makeScale( sx, sy ) ); - - return this; - - } - - rotate( theta ) { - - this.premultiply( _m3.makeRotation( - theta ) ); - - return this; - - } - - translate( tx, ty ) { - - this.premultiply( _m3.makeTranslation( tx, ty ) ); - - return this; - - } - - // for 2D Transforms - - makeTranslation( x, y ) { - - if ( x.isVector2 ) { - - this.set( - - 1, 0, x.x, - 0, 1, x.y, - 0, 0, 1 - - ); - - } else { - - this.set( - - 1, 0, x, - 0, 1, y, - 0, 0, 1 - - ); - - } - - return this; - - } - - makeRotation( theta ) { - - // counterclockwise - - 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 - - ); - - return this; - - } - - // - - equals( matrix ) { - - const te = this.elements; - const me = matrix.elements; - - for ( let i = 0; i < 9; i ++ ) { - - if ( te[ i ] !== me[ i ] ) return false; - - } - - return true; - - } - - fromArray( array, offset = 0 ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - toArray( array = [], offset = 0 ) { - - const te = this.elements; - - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - - array[ offset + 3 ] = te[ 3 ]; - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - array[ offset + 8 ] = te[ 8 ]; - - return array; - - } - - clone() { - - return new this.constructor().fromArray( this.elements ); - - } - -} - -const _m3 = /*@__PURE__*/ new Matrix3(); - -function arrayNeedsUint32$1( 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, - Int16Array: Int16Array, - Uint16Array: Uint16Array, - Int32Array: Int32Array, - Uint32Array: Uint32Array, - Float32Array: Float32Array, - Float64Array: Float64Array -}; - -function getTypedArray( type, buffer ) { - - return new TYPED_ARRAYS[ type ]( buffer ); - -} - -function createElementNS( name ) { - - return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); - -} - -function createCanvasElement() { - - const canvas = createElementNS( 'canvas' ); - canvas.style.display = 'block'; - return canvas; - -} - -const _cache$1 = {}; - -function warnOnce( message ) { - - if ( message in _cache$1 ) return; - - _cache$1[ message ] = true; - - console.warn( message ); - -} - -/** - * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping - * or clipping. Based on W3C specifications for sRGB and Display P3, - * and ICC specifications for the D50 connection space. Values in/out - * are _linear_ sRGB and _linear_ Display P3. - * - * Note that both sRGB and Display P3 use the sRGB transfer functions. - * - * Reference: - * - http://www.russellcottrell.com/photo/matrixCalculator.htm - */ - -const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set( - 0.8224621, 0.177538, 0.0, - 0.0331941, 0.9668058, 0.0, - 0.0170827, 0.0723974, 0.9105199, -); - -const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set( - 1.2249401, - 0.2249404, 0.0, - - 0.0420569, 1.0420571, 0.0, - - 0.0196376, - 0.0786361, 1.0982735 -); - -/** - * Defines supported color spaces by transfer function and primaries, - * and provides conversions to/from the Linear-sRGB reference space. - */ -const COLOR_SPACES = { - [ LinearSRGBColorSpace ]: { - transfer: LinearTransfer, - primaries: Rec709Primaries, - luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ], - toReference: ( color ) => color, - fromReference: ( color ) => color, - }, - [ SRGBColorSpace ]: { - transfer: SRGBTransfer, - primaries: Rec709Primaries, - luminanceCoefficients: [ 0.2126, 0.7152, 0.0722 ], - toReference: ( color ) => color.convertSRGBToLinear(), - fromReference: ( color ) => color.convertLinearToSRGB(), - }, - [ LinearDisplayP3ColorSpace ]: { - transfer: LinearTransfer, - primaries: P3Primaries, - luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ], - toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ), - fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ), - }, - [ DisplayP3ColorSpace ]: { - transfer: SRGBTransfer, - primaries: P3Primaries, - luminanceCoefficients: [ 0.2289, 0.6917, 0.0793 ], - toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ), - fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(), - }, -}; - -const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] ); - -const ColorManagement = { - - enabled: true, - - _workingColorSpace: LinearSRGBColorSpace, - - get workingColorSpace() { - - return this._workingColorSpace; - - }, - - set workingColorSpace( colorSpace ) { - - if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) { - - throw new Error( `Unsupported working color space, "${ colorSpace }".` ); - - } - - this._workingColorSpace = colorSpace; - - }, - - convert: function ( color, sourceColorSpace, targetColorSpace ) { - - if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { - - return color; - - } - - const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference; - const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference; - - return targetFromReference( sourceToReference( color ) ); - - }, - - fromWorkingColorSpace: function ( color, targetColorSpace ) { - - return this.convert( color, this._workingColorSpace, targetColorSpace ); - - }, - - toWorkingColorSpace: function ( color, sourceColorSpace ) { - - return this.convert( color, sourceColorSpace, this._workingColorSpace ); - - }, - - getPrimaries: function ( colorSpace ) { - - return COLOR_SPACES[ colorSpace ].primaries; - - }, - - getTransfer: function ( colorSpace ) { - - if ( colorSpace === NoColorSpace ) return LinearTransfer; - - return COLOR_SPACES[ colorSpace ].transfer; - - }, - - getLuminanceCoefficients: function ( target, colorSpace = this._workingColorSpace ) { - - return target.fromArray( COLOR_SPACES[ colorSpace ].luminanceCoefficients ); - - }, - -}; - - -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; - -} - -let _canvas; - -class ImageUtils { - - static getDataURL( image ) { - - if ( /^data:/i.test( image.src ) ) { - - return image.src; - - } - - if ( typeof HTMLCanvasElement === 'undefined' ) { - - return image.src; - - } - - let canvas; - - if ( image instanceof HTMLCanvasElement ) { - - canvas = image; - - } else { - - if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' ); - - _canvas.width = image.width; - _canvas.height = image.height; - - const context = _canvas.getContext( '2d' ); - - if ( image instanceof ImageData ) { - - context.putImageData( image, 0, 0 ); - - } else { - - context.drawImage( image, 0, 0, image.width, image.height ); - - } - - canvas = _canvas; - - } - - if ( canvas.width > 2048 || canvas.height > 2048 ) { - - console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image ); - - return canvas.toDataURL( 'image/jpeg', 0.6 ); - - } else { - - return canvas.toDataURL( 'image/png' ); - - } - - } - - 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 data = imageData.data; - - for ( let i = 0; i < data.length; i ++ ) { - - data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255; - - } - - 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 { - - // assuming float - - 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.' ); - return image; - - } - - } - -} - -let _sourceId = 0; - -class Source { - - constructor( data = null ) { - - this.isSource = true; - - Object.defineProperty( this, 'id', { value: _sourceId ++ } ); - - this.uuid = generateUUID(); - - this.data = data; - this.dataReady = true; - - this.version = 0; - - } - - 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 ]; - - } - - const output = { - uuid: this.uuid, - url: '' - }; - - const data = this.data; - - if ( data !== null ) { - - let url; - - 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 ) ); - - } else { - - url.push( serializeImage( data[ i ] ) ); - - } - - } - - } else { - - // texture - - url = serializeImage( data ); - - } - - output.url = url; - - } - - 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 ) ) { - - // default images - - return ImageUtils.getDataURL( image ); - - } else { - - if ( image.data ) { - - // images of DataTexture - - return { - 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.' ); - 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, colorSpace = NoColorSpace ) { - - super(); - - this.isTexture = true; - - Object.defineProperty( this, 'id', { value: _textureId ++ } ); - - this.uuid = generateUUID(); - - this.name = ''; - - this.source = new Source( image ); - this.mipmaps = []; - - this.mapping = mapping; - this.channel = 0; - - this.wrapS = wrapS; - this.wrapT = wrapT; - - this.magFilter = magFilter; - this.minFilter = minFilter; - - this.anisotropy = anisotropy; - - this.format = format; - this.internalFormat = null; - this.type = type; - - this.offset = new Vector2( 0, 0 ); - this.repeat = new Vector2( 1, 1 ); - this.center = new Vector2( 0, 0 ); - this.rotation = 0; - - this.matrixAutoUpdate = true; - this.matrix = new Matrix3(); - - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) - - this.colorSpace = colorSpace; - - this.userData = {}; - - this.version = 0; - this.onUpdate = null; - - this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not - this.pmremVersion = 0; // 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 = null ) { - - 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 ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( source ) { - - this.name = source.name; - - this.source = source.source; - this.mipmaps = source.mipmaps.slice( 0 ); - - this.mapping = source.mapping; - this.channel = source.channel; - - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; - - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; - - this.anisotropy = source.anisotropy; - - this.format = source.format; - this.internalFormat = source.internalFormat; - this.type = source.type; - - this.offset.copy( source.offset ); - this.repeat.copy( source.repeat ); - this.center.copy( source.center ); - this.rotation = source.rotation; - - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrix.copy( source.matrix ); - - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.colorSpace = source.colorSpace; - - 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 ]; - - } - - const output = { - - metadata: { - version: 4.6, - type: 'Texture', - generator: 'Texture.toJSON' - }, - - uuid: this.uuid, - name: this.name, - - image: this.source.toJSON( meta ).uuid, - - mapping: this.mapping, - channel: this.channel, - - repeat: [ this.repeat.x, this.repeat.y ], - offset: [ this.offset.x, this.offset.y ], - center: [ this.center.x, this.center.y ], - rotation: this.rotation, - - wrap: [ this.wrapS, this.wrapT ], - - format: this.format, - internalFormat: this.internalFormat, - type: this.type, - colorSpace: this.colorSpace, - - 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; - - } - - return output; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - - transformUv( uv ) { - - if ( this.mapping !== UVMapping ) return uv; - - uv.applyMatrix3( this.matrix ); - - if ( uv.x < 0 || uv.x > 1 ) { - - switch ( this.wrapS ) { - - case RepeatWrapping: - - uv.x = uv.x - Math.floor( uv.x ); - break; - - case ClampToEdgeWrapping: - - uv.x = uv.x < 0 ? 0 : 1; - break; - - case MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { - - uv.x = Math.ceil( uv.x ) - uv.x; - - } else { - - uv.x = uv.x - Math.floor( uv.x ); - - } - - break; - - } - - } - - if ( uv.y < 0 || uv.y > 1 ) { - - switch ( this.wrapT ) { - - case RepeatWrapping: - - uv.y = uv.y - Math.floor( uv.y ); - break; - - case ClampToEdgeWrapping: - - uv.y = uv.y < 0 ? 0 : 1; - break; - - case MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { - - uv.y = Math.ceil( uv.y ) - uv.y; - - } else { - - uv.y = uv.y - Math.floor( uv.y ); - - } - - break; - - } - - } - - if ( this.flipY ) { - - uv.y = 1 - uv.y; - - } - - return uv; - - } - - set needsUpdate( value ) { - - if ( value === true ) { - - this.version ++; - this.source.needsUpdate = true; - - } - - } - - set needsPMREMUpdate( value ) { - - if ( value === true ) { - - this.pmremVersion ++; - - } - - } - -} - -Texture.DEFAULT_IMAGE = null; -Texture.DEFAULT_MAPPING = UVMapping; -Texture.DEFAULT_ANISOTROPY = 1; - -class Vector4 { - - 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 ) { - - this.z = value; - - } - - get height() { - - return this.w; - - } - - set height( value ) { - - this.w = value; - - } - - set( x, y, z, w ) { - - this.x = x; - this.y = y; - this.z = z; - this.w = w; - - return this; - - } - - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; - - return this; - - } - - setX( x ) { - - this.x = x; - - return this; - - } - - setY( y ) { - - this.y = y; - - return this; - - } - - setZ( z ) { - - this.z = z; - - return this; - - } - - setW( w ) { - - this.w = w; - - return this; - - } - - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - case 3: this.w = value; break; - default: throw new Error( 'index is out of range: ' + index ); - - } - - return this; - - } - - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - case 3: return this.w; - default: throw new Error( 'index is out of range: ' + index ); - - } - - } - - clone() { - - return new this.constructor( this.x, this.y, this.z, this.w ); - - } - - copy( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - this.w = ( v.w !== undefined ) ? v.w : 1; - - return this; - - } - - add( v ) { - - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; - - return this; - - } - - addScalar( s ) { - - this.x += s; - this.y += s; - this.z += s; - this.w += s; - - return this; - - } - - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; - - return this; - - } - - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; - - return this; - - } - - sub( v ) { - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; - - return this; - - } - - subScalar( s ) { - - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; - - return this; - - } - - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; - - return this; - - } - - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - this.w *= v.w; - - return this; - - } - - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; - - return this; - - } - - applyMatrix4( m ) { - - const x = this.x, y = this.y, z = this.z, w = this.w; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; - this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; - - return this; - - } - - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - setAxisAngleFromQuaternion( q ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - - // q is assumed to be normalized - - this.w = 2 * Math.acos( q.w ); - - const s = Math.sqrt( 1 - q.w * q.w ); - - if ( s < 0.0001 ) { - - this.x = 1; - this.y = 0; - this.z = 0; - - } else { - - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; - - } - - return this; - - } - - setAxisAngleFromRotationMatrix( m ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - let angle, x, y, z; // variables for result - const epsilon = 0.01, // margin to allow for rounding errors - epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - - te = m.elements, - - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - - if ( ( Math.abs( m12 - m21 ) < epsilon ) && - ( Math.abs( m13 - m31 ) < epsilon ) && - ( Math.abs( m23 - m32 ) < epsilon ) ) { - - // singularity found - // first check for identity matrix which must have +1 for all terms - // in leading diagonal and zero in other terms - - if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && - ( Math.abs( m13 + m31 ) < epsilon2 ) && - ( Math.abs( m23 + m32 ) < epsilon2 ) && - ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { - - // this singularity is identity matrix so angle = 0 - - this.set( 1, 0, 0, 0 ); - - return this; // zero angle, arbitrary axis - - } - - // otherwise this singularity is angle = 180 - - angle = Math.PI; - - const xx = ( m11 + 1 ) / 2; - const yy = ( m22 + 1 ) / 2; - const zz = ( m33 + 1 ) / 2; - const xy = ( m12 + m21 ) / 4; - const xz = ( m13 + m31 ) / 4; - const yz = ( m23 + m32 ) / 4; - - if ( ( xx > yy ) && ( xx > zz ) ) { - - // m11 is the largest diagonal term - - if ( xx < epsilon ) { - - x = 0; - y = 0.707106781; - z = 0.707106781; - - } else { - - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; - - } - - } else if ( yy > zz ) { - - // m22 is the largest diagonal term - - if ( yy < epsilon ) { - - x = 0.707106781; - y = 0; - z = 0.707106781; - - } else { - - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; - - } - - } else { - - // m33 is the largest diagonal term so base result on this - - if ( zz < epsilon ) { - - x = 0.707106781; - y = 0.707106781; - z = 0; - - } else { - - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; - - } - - } - - this.set( x, y, z, angle ); - - return this; // return 180 deg rotation - - } - - // as we have reached here there are no singularities so we can handle normally - - let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + - ( m13 - m31 ) * ( m13 - m31 ) + - ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize - - if ( Math.abs( s ) < 0.001 ) s = 1; - - // prevent divide by zero, should not happen if matrix is orthogonal and should be - // caught by singularity test above, but I've left it in just in case - - this.x = ( m32 - m23 ) / s; - this.y = ( m13 - m31 ) / s; - this.z = ( m21 - m12 ) / s; - this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); - - return this; - - } - - setFromMatrixPosition( m ) { - - const e = m.elements; - - this.x = e[ 12 ]; - this.y = e[ 13 ]; - this.z = e[ 14 ]; - this.w = e[ 15 ]; - - return this; - - } - - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - this.w = Math.min( this.w, v.w ); - - return this; - - } - - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - this.w = Math.max( this.w, v.w ); - - return this; - - } - - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); - this.w = Math.max( min.w, Math.min( max.w, this.w ) ); - - return this; - - } - - clampScalar( minVal, maxVal ) { - - this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); - this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); - this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); - - return this; - - } - - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - - } - - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - this.w = Math.floor( this.w ); - - return this; - - } - - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - this.w = Math.ceil( this.w ); - - return this; - - } - - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - this.w = Math.round( this.w ); - - return this; - - } - - roundToZero() { - - this.x = Math.trunc( this.x ); - this.y = Math.trunc( this.y ); - this.z = Math.trunc( this.z ); - this.w = Math.trunc( this.w ); - - return this; - - } - - negate() { - - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - this.w = - this.w; - - return this; - - } - - dot( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - - } - - lengthSq() { - - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - - } - - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - - } - - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); - - } - - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - this.w += ( v.w - this.w ) * alpha; - - return this; - - } - - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - this.z = v1.z + ( v2.z - v1.z ) * alpha; - this.w = v1.w + ( v2.w - v1.w ) * alpha; - - return this; - - } - - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); - - } - - fromArray( array, offset = 0 ) { - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - this.w = array[ offset + 3 ]; - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - array[ offset + 3 ] = this.w; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - 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 ]() { - - yield this.x; - yield this.y; - yield this.z; - yield this.w; - - } - -} - -/* - In options, we can specify: - * Texture parameters for an auto-generated target texture - * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers -*/ -class RenderTarget extends EventDispatcher { - - constructor( width = 1, height = 1, options = {} ) { - - super(); - - this.isRenderTarget = true; - - this.width = width; - this.height = height; - this.depth = 1; - - this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; - - this.viewport = new Vector4( 0, 0, width, height ); - - const image = { width: width, height: height, depth: 1 }; - - options = Object.assign( { - generateMipmaps: false, - internalFormat: null, - minFilter: LinearFilter, - depthBuffer: true, - stencilBuffer: false, - resolveDepthBuffer: true, - resolveStencilBuffer: true, - depthTexture: null, - samples: 0, - count: 1 - }, options ); - - const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); - - texture.flipY = false; - texture.generateMipmaps = options.generateMipmaps; - texture.internalFormat = options.internalFormat; - - this.textures = []; - - const count = options.count; - for ( let i = 0; i < count; i ++ ) { - - this.textures[ i ] = texture.clone(); - this.textures[ i ].isRenderTargetTexture = true; - - } - - this.depthBuffer = options.depthBuffer; - this.stencilBuffer = options.stencilBuffer; - - this.resolveDepthBuffer = options.resolveDepthBuffer; - this.resolveStencilBuffer = options.resolveStencilBuffer; - - this.depthTexture = options.depthTexture; - - this.samples = options.samples; - - } - - get texture() { - - return this.textures[ 0 ]; - - } - - set texture( value ) { - - this.textures[ 0 ] = value; - - } - - 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.textures.length; i < il; i ++ ) { - - this.textures[ i ].image.width = width; - this.textures[ i ].image.height = height; - this.textures[ i ].image.depth = depth; - - } - - this.dispose(); - - } - - this.viewport.set( 0, 0, width, height ); - this.scissor.set( 0, 0, width, height ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( source ) { - - this.width = source.width; - this.height = source.height; - this.depth = source.depth; - - this.scissor.copy( source.scissor ); - this.scissorTest = source.scissorTest; - - this.viewport.copy( source.viewport ); - - this.textures.length = 0; - - for ( let i = 0, il = source.textures.length; i < il; i ++ ) { - - this.textures[ i ] = source.textures[ i ].clone(); - this.textures[ i ].isRenderTargetTexture = true; - - } - - // ensure image object is not shared, see #20328 - - const image = Object.assign( {}, source.texture.image ); - this.texture.source = new Source( image ); - - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; - - this.resolveDepthBuffer = source.resolveDepthBuffer; - this.resolveStencilBuffer = source.resolveStencilBuffer; - - if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); - - this.samples = source.samples; - - return this; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} - -class WebGLRenderTarget extends RenderTarget { - - constructor( width = 1, height = 1, options = {} ) { - - super( width, height, options ); - - this.isWebGLRenderTarget = true; - - } - -} - -class DataArrayTexture extends Texture { - - constructor( data = null, width = 1, height = 1, depth = 1 ) { - - super( null ); - - this.isDataArrayTexture = true; - - this.image = { data, width, height, depth }; - - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; - - this.wrapR = ClampToEdgeWrapping; - - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; - - this.layerUpdates = new Set(); - - } - - addLayerUpdate( layerIndex ) { - - this.layerUpdates.add( layerIndex ); - - } - - clearLayerUpdates() { - - this.layerUpdates.clear(); - - } - -} - -class WebGLArrayRenderTarget extends WebGLRenderTarget { - - constructor( width = 1, height = 1, depth = 1, options = {} ) { - - super( width, height, options ); - - this.isWebGLArrayRenderTarget = true; - - this.depth = 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 ) { - - // We're going to add .setXXX() methods for setting properties later. - // Users can still set in DataTexture3D directly. - // - // const texture = new THREE.DataTexture3D( data, width, height, depth ); - // texture.anisotropy = 16; - // - // See #14839 - - super( null ); - - this.isData3DTexture = true; - - 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, options = {} ) { - - super( width, height, options ); - - this.isWebGL3DRenderTarget = true; - - this.depth = depth; - - this.texture = new Data3DTexture( null, width, height, depth ); - - this.texture.isRenderTargetTexture = true; - - } - -} - -class Quaternion { - - 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 ) { - - // fuzz-free, array-based Quaternion SLERP operation - - let x0 = src0[ srcOffset0 + 0 ], - y0 = src0[ srcOffset0 + 1 ], - z0 = src0[ srcOffset0 + 2 ], - w0 = src0[ srcOffset0 + 3 ]; - - const x1 = src1[ srcOffset1 + 0 ], - y1 = src1[ srcOffset1 + 1 ], - z1 = src1[ srcOffset1 + 2 ], - w1 = src1[ srcOffset1 + 3 ]; - - if ( t === 0 ) { - - dst[ dstOffset + 0 ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; - return; - - } - - if ( t === 1 ) { - - dst[ dstOffset + 0 ] = x1; - dst[ dstOffset + 1 ] = y1; - dst[ dstOffset + 2 ] = z1; - dst[ dstOffset + 3 ] = w1; - return; - - } - - if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { - - let s = 1 - t; - const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, - dir = ( cos >= 0 ? 1 : - 1 ), - sqrSin = 1 - cos * cos; - - // Skip the Slerp for tiny steps to avoid numeric problems: - if ( sqrSin > Number.EPSILON ) { - - const sin = Math.sqrt( sqrSin ), - len = Math.atan2( sin, cos * dir ); - - s = Math.sin( s * len ) / sin; - t = Math.sin( t * len ) / sin; - - } - - const tDir = t * dir; - - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; - - // Normalize in case we just did a lerp: - if ( s === 1 - t ) { - - const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); - - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; - - } - - } - - dst[ dstOffset ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; - - } - - static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { - - const x0 = src0[ srcOffset0 ]; - const y0 = src0[ srcOffset0 + 1 ]; - const z0 = src0[ srcOffset0 + 2 ]; - const w0 = src0[ srcOffset0 + 3 ]; - - const x1 = src1[ srcOffset1 ]; - const y1 = src1[ srcOffset1 + 1 ]; - const z1 = src1[ srcOffset1 + 2 ]; - const w1 = src1[ srcOffset1 + 3 ]; - - dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; - dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; - dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; - dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; - - return dst; - - } - - get x() { - - return this._x; - - } - - set x( value ) { - - this._x = value; - this._onChangeCallback(); - - } - - get y() { - - return this._y; - - } - - set y( value ) { - - this._y = value; - this._onChangeCallback(); - - } - - get z() { - - return this._z; - - } - - set z( value ) { - - this._z = value; - this._onChangeCallback(); - - } - - get w() { - - return this._w; - - } - - set w( value ) { - - this._w = value; - this._onChangeCallback(); - - } - - set( x, y, z, w ) { - - this._x = x; - this._y = y; - this._z = z; - this._w = w; - - this._onChangeCallback(); - - return this; - - } - - clone() { - - return new this.constructor( this._x, this._y, this._z, this._w ); - - } - - copy( quaternion ) { - - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; - - this._onChangeCallback(); - - return this; - - } - - setFromEuler( euler, update = true ) { - - const x = euler._x, y = euler._y, z = euler._z, order = euler._order; - - // http://www.mathworks.com/matlabcentral/fileexchange/ - // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ - // content/SpinCalc.m - - const cos = Math.cos; - const sin = Math.sin; - - const c1 = cos( x / 2 ); - const c2 = cos( y / 2 ); - const c3 = cos( z / 2 ); - - const s1 = sin( x / 2 ); - const s2 = sin( y / 2 ); - const s3 = sin( z / 2 ); - - switch ( order ) { - - case 'XYZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'YXZ': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - case 'ZXY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'ZYX': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - case 'YZX': - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - break; - - case 'XZY': - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - break; - - default: - console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); - - } - - if ( update === true ) this._onChangeCallback(); - - return this; - - } - - setFromAxisAngle( axis, angle ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - - // assumes axis is normalized - - const halfAngle = angle / 2, s = Math.sin( halfAngle ); - - this._x = axis.x * s; - this._y = axis.y * s; - this._z = axis.z * s; - this._w = Math.cos( halfAngle ); - - this._onChangeCallback(); - - return this; - - } - - setFromRotationMatrix( m ) { - - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements, - - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], - - trace = m11 + m22 + m33; - - if ( trace > 0 ) { - - const s = 0.5 / Math.sqrt( trace + 1.0 ); - - this._w = 0.25 / s; - this._x = ( m32 - m23 ) * s; - this._y = ( m13 - m31 ) * s; - this._z = ( m21 - m12 ) * s; - - } else if ( m11 > m22 && m11 > m33 ) { - - const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); - - this._w = ( m32 - m23 ) / s; - this._x = 0.25 * s; - this._y = ( m12 + m21 ) / s; - this._z = ( m13 + m31 ) / s; - - } else if ( m22 > m33 ) { - - const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); - - this._w = ( m13 - m31 ) / s; - this._x = ( m12 + m21 ) / s; - this._y = 0.25 * s; - this._z = ( m23 + m32 ) / s; - - } else { - - const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); - - this._w = ( m21 - m12 ) / s; - this._x = ( m13 + m31 ) / s; - this._y = ( m23 + m32 ) / s; - this._z = 0.25 * s; - - } - - this._onChangeCallback(); - - return this; - - } - - setFromUnitVectors( vFrom, vTo ) { - - // assumes direction vectors vFrom and vTo are normalized - - let r = vFrom.dot( vTo ) + 1; - - if ( r < Number.EPSILON ) { - - // vFrom and vTo point in opposite directions - - r = 0; - - if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { - - this._x = - vFrom.y; - this._y = vFrom.x; - this._z = 0; - this._w = r; - - } else { - - this._x = 0; - this._y = - vFrom.z; - this._z = vFrom.y; - this._w = r; - - } - - } else { - - // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 - - this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; - this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; - this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; - this._w = r; - - } - - return this.normalize(); - - } - - angleTo( q ) { - - return 2 * Math.acos( Math.abs( clamp$1( this.dot( q ), - 1, 1 ) ) ); - - } - - rotateTowards( q, step ) { - - const angle = this.angleTo( q ); - - if ( angle === 0 ) return this; - - const t = Math.min( 1, step / angle ); - - this.slerp( q, t ); - - return this; - - } - - identity() { - - return this.set( 0, 0, 0, 1 ); - - } - - invert() { - - // quaternion is assumed to have unit length - - return this.conjugate(); - - } - - conjugate() { - - this._x *= - 1; - this._y *= - 1; - this._z *= - 1; - - this._onChangeCallback(); - - return this; - - } - - dot( v ) { - - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; - - } - - lengthSq() { - - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; - - } - - length() { - - return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); - - } - - normalize() { - - let l = this.length(); - - if ( l === 0 ) { - - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; - - } else { - - l = 1 / l; - - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; - - } - - this._onChangeCallback(); - - return this; - - } - - multiply( q ) { - - return this.multiplyQuaternions( this, q ); - - } - - premultiply( q ) { - - return this.multiplyQuaternions( q, this ); - - } - - multiplyQuaternions( a, b ) { - - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm - - const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; - const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; - - this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; - - this._onChangeCallback(); - - return this; - - } - - slerp( qb, t ) { - - if ( t === 0 ) return this; - if ( t === 1 ) return this.copy( qb ); - - const x = this._x, y = this._y, z = this._z, w = this._w; - - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - - let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; - - if ( cosHalfTheta < 0 ) { - - this._w = - qb._w; - this._x = - qb._x; - this._y = - qb._y; - this._z = - qb._z; - - cosHalfTheta = - cosHalfTheta; - - } else { - - this.copy( qb ); - - } - - if ( cosHalfTheta >= 1.0 ) { - - this._w = w; - this._x = x; - this._y = y; - this._z = z; - - return this; - - } - - const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; - - if ( sqrSinHalfTheta <= Number.EPSILON ) { - - const s = 1 - t; - this._w = s * w + t * this._w; - this._x = s * x + t * this._x; - this._y = s * y + t * this._y; - this._z = s * z + t * this._z; - - this.normalize(); // normalize calls _onChangeCallback() - - return this; - - } - - const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); - const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); - const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, - ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; - - this._w = ( w * ratioA + this._w * ratioB ); - this._x = ( x * ratioA + this._x * ratioB ); - this._y = ( y * ratioA + this._y * ratioB ); - this._z = ( z * ratioA + this._z * ratioB ); - - this._onChangeCallback(); - - return this; - - } - - slerpQuaternions( qa, qb, t ) { - - return this.copy( qa ).slerp( qb, t ); - - } - - random() { - - // sets this quaternion to a uniform random unit quaternnion - - // Ken Shoemake - // Uniform random rotations - // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992. - - const theta1 = 2 * Math.PI * Math.random(); - const theta2 = 2 * Math.PI * Math.random(); - - const x0 = Math.random(); - const r1 = Math.sqrt( 1 - x0 ); - const r2 = Math.sqrt( x0 ); - - return this.set( - r1 * Math.sin( theta1 ), - r1 * Math.cos( theta1 ), - r2 * Math.sin( theta2 ), - r2 * Math.cos( theta2 ), - ); - - } - - equals( quaternion ) { - - return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); - - } - - fromArray( array, offset = 0 ) { - - this._x = array[ offset ]; - this._y = array[ offset + 1 ]; - this._z = array[ offset + 2 ]; - this._w = array[ offset + 3 ]; - - this._onChangeCallback(); - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._w; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - this._x = attribute.getX( index ); - this._y = attribute.getY( index ); - this._z = attribute.getZ( index ); - this._w = attribute.getW( index ); - - this._onChangeCallback(); - - return this; - - } - - toJSON() { - - return this.toArray(); - - } - - _onChange( callback ) { - - this._onChangeCallback = callback; - - return this; - - } - - _onChangeCallback() {} - - *[ Symbol.iterator ]() { - - yield this._x; - yield this._y; - yield this._z; - yield this._w; - - } - -} - -class Vector3 { - - 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) - - this.x = x; - this.y = y; - this.z = z; - - return this; - - } - - setScalar( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - - return this; - - } - - setX( x ) { - - this.x = x; - - return this; - - } - - setY( y ) { - - this.y = y; - - return this; - - } - - setZ( z ) { - - this.z = z; - - return this; - - } - - setComponent( index, value ) { - - switch ( index ) { - - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - default: throw new Error( 'index is out of range: ' + index ); - - } - - return this; - - } - - getComponent( index ) { - - switch ( index ) { - - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - default: throw new Error( 'index is out of range: ' + index ); - - } - - } - - clone() { - - return new this.constructor( this.x, this.y, this.z ); - - } - - copy( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - - return this; - - } - - add( v ) { - - this.x += v.x; - this.y += v.y; - this.z += v.z; - - return this; - - } - - addScalar( s ) { - - this.x += s; - this.y += s; - this.z += s; - - return this; - - } - - addVectors( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - - return this; - - } - - addScaledVector( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - - return this; - - } - - sub( v ) { - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - - return this; - - } - - subScalar( s ) { - - this.x -= s; - this.y -= s; - this.z -= s; - - return this; - - } - - subVectors( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - - return this; - - } - - multiply( v ) { - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - - return this; - - } - - multiplyScalar( scalar ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - - return this; - - } - - multiplyVectors( a, b ) { - - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; - - return this; - - } - - applyEuler( euler ) { - - return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) ); - - } - - applyAxisAngle( axis, angle ) { - - return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) ); - - } - - applyMatrix3( m ) { - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; - this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; - - return this; - - } - - applyNormalMatrix( m ) { - - return this.applyMatrix3( m ).normalize(); - - } - - applyMatrix4( m ) { - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); - - this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; - this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; - this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; - - return this; - - } - - applyQuaternion( q ) { - - // quaternion q is assumed to have unit length - - const vx = this.x, vy = this.y, vz = this.z; - const qx = q.x, qy = q.y, qz = q.z, qw = q.w; - - // t = 2 * cross( q.xyz, v ); - const tx = 2 * ( qy * vz - qz * vy ); - const ty = 2 * ( qz * vx - qx * vz ); - const tz = 2 * ( qx * vy - qy * vx ); - - // v + q.w * t + cross( q.xyz, t ); - this.x = vx + qw * tx + qy * tz - qz * ty; - this.y = vy + qw * ty + qz * tx - qx * tz; - this.z = vz + qw * tz + qx * ty - qy * tx; - - return this; - - } - - project( camera ) { - - return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); - - } - - unproject( camera ) { - - return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); - - } - - transformDirection( m ) { - - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction - - const x = this.x, y = this.y, z = this.z; - const e = m.elements; - - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; - - return this.normalize(); - - } - - divide( v ) { - - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; - - return this; - - } - - divideScalar( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - } - - min( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - - return this; - - } - - max( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - - return this; - - } - - clamp( min, max ) { - - // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); - - return this; - - } - - clampScalar( minVal, maxVal ) { - - this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); - this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); - - return this; - - } - - clampLength( min, max ) { - - const length = this.length(); - - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - - } - - floor() { - - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - - return this; - - } - - ceil() { - - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - - return this; - - } - - round() { - - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - - return this; - - } - - roundToZero() { - - this.x = Math.trunc( this.x ); - this.y = Math.trunc( this.y ); - this.z = Math.trunc( this.z ); - - return this; - - } - - negate() { - - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - - return this; - - } - - dot( v ) { - - return this.x * v.x + this.y * v.y + this.z * v.z; - - } - - // TODO lengthSquared? - - lengthSq() { - - return this.x * this.x + this.y * this.y + this.z * this.z; - - } - - length() { - - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); - - } - - manhattanLength() { - - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); - - } - - normalize() { - - return this.divideScalar( this.length() || 1 ); - - } - - setLength( length ) { - - return this.normalize().multiplyScalar( length ); - - } - - lerp( v, alpha ) { - - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - - return this; - - } - - lerpVectors( v1, v2, alpha ) { - - this.x = v1.x + ( v2.x - v1.x ) * alpha; - this.y = v1.y + ( v2.y - v1.y ) * alpha; - this.z = v1.z + ( v2.z - v1.z ) * alpha; - - return this; - - } - - cross( v ) { - - return this.crossVectors( this, v ); - - } - - crossVectors( a, b ) { - - const ax = a.x, ay = a.y, az = a.z; - const bx = b.x, by = b.y, bz = b.z; - - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; - - return this; - - } - - projectOnVector( v ) { - - const denominator = v.lengthSq(); - - if ( denominator === 0 ) return this.set( 0, 0, 0 ); - - const scalar = v.dot( this ) / denominator; - - return this.copy( v ).multiplyScalar( scalar ); - - } - - projectOnPlane( planeNormal ) { - - _vector$c.copy( this ).projectOnVector( planeNormal ); - - return this.sub( _vector$c ); - - } - - reflect( normal ) { - - // reflect incident vector off plane orthogonal to normal - // normal is assumed to have unit length - - return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); - - } - - angleTo( v ) { - - const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); - - if ( denominator === 0 ) return Math.PI / 2; - - const theta = this.dot( v ) / denominator; - - // clamp, to handle numerical problems - - return Math.acos( clamp$1( theta, - 1, 1 ) ); - - } - - distanceTo( v ) { - - return Math.sqrt( this.distanceToSquared( v ) ); - - } - - distanceToSquared( v ) { - - const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; - - return dx * dx + dy * dy + dz * dz; - - } - - manhattanDistanceTo( v ) { - - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); - - } - - setFromSpherical( s ) { - - return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); - - } - - setFromSphericalCoords( radius, phi, theta ) { - - const sinPhiRadius = Math.sin( phi ) * radius; - - this.x = sinPhiRadius * Math.sin( theta ); - this.y = Math.cos( phi ) * radius; - this.z = sinPhiRadius * Math.cos( theta ); - - return this; - - } - - setFromCylindrical( c ) { - - return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); - - } - - setFromCylindricalCoords( radius, theta, y ) { - - this.x = radius * Math.sin( theta ); - this.y = y; - this.z = radius * Math.cos( theta ); - - return this; - - } - - setFromMatrixPosition( m ) { - - const e = m.elements; - - this.x = e[ 12 ]; - this.y = e[ 13 ]; - this.z = e[ 14 ]; - - return this; - - } - - setFromMatrixScale( m ) { - - const sx = this.setFromMatrixColumn( m, 0 ).length(); - const sy = this.setFromMatrixColumn( m, 1 ).length(); - const sz = this.setFromMatrixColumn( m, 2 ).length(); - - this.x = sx; - this.y = sy; - this.z = sz; - - return this; - - } - - setFromMatrixColumn( m, index ) { - - return this.fromArray( m.elements, index * 4 ); - - } - - setFromMatrix3Column( m, index ) { - - return this.fromArray( m.elements, index * 3 ); - - } - - setFromEuler( e ) { - - this.x = e._x; - this.y = e._y; - this.z = e._z; - - return this; - - } - - setFromColor( c ) { - - this.x = c.r; - this.y = c.g; - this.z = c.b; - - return this; - - } - - equals( v ) { - - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); - - } - - fromArray( array, offset = 0 ) { - - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - 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() { - - // https://mathworld.wolfram.com/SpherePointPicking.html - - const theta = Math.random() * Math.PI * 2; - const u = Math.random() * 2 - 1; - const c = Math.sqrt( 1 - u * u ); - - this.x = c * Math.cos( theta ); - this.y = u; - this.z = c * Math.sin( theta ); - - return this; - - } - - *[ Symbol.iterator ]() { - - yield this.x; - yield this.y; - yield this.z; - - } - -} - -const _vector$c = /*@__PURE__*/ new Vector3(); -const _quaternion$4 = /*@__PURE__*/ new Quaternion(); - -class Box3 { - - constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { - - this.isBox3 = true; - - this.min = min; - this.max = max; - - } - - set( min, max ) { - - this.min.copy( min ); - this.max.copy( max ); - - return this; - - } - - setFromArray( array ) { - - this.makeEmpty(); - - for ( let i = 0, il = array.length; i < il; i += 3 ) { - - this.expandByPoint( _vector$b.fromArray( array, i ) ); - - } - - return this; - - } - - setFromBufferAttribute( attribute ) { - - this.makeEmpty(); - - for ( let i = 0, il = attribute.count; i < il; i ++ ) { - - this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) ); - - } - - return this; - - } - - setFromPoints( points ) { - - this.makeEmpty(); - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - this.expandByPoint( points[ i ] ); - - } - - return this; - - } - - setFromCenterAndSize( center, size ) { - - const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); - - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); - - return this; - - } - - setFromObject( object, precise = false ) { - - this.makeEmpty(); - - return this.expandByObject( object, precise ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( box ) { - - this.min.copy( box.min ); - this.max.copy( box.max ); - - return this; - - } - - makeEmpty() { - - this.min.x = this.min.y = this.min.z = + Infinity; - this.max.x = this.max.y = this.max.z = - Infinity; - - return this; - - } - - isEmpty() { - - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); - - } - - getCenter( target ) { - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - - } - - getSize( target ) { - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); - - } - - expandByPoint( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - - } - - expandByVector( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - - } - - expandByScalar( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - - } - - expandByObject( object, 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 ); - - const geometry = object.geometry; - - if ( geometry !== undefined ) { - - const positionAttribute = geometry.getAttribute( 'position' ); - - // precise AABB computation based on vertex data requires at least a position attribute. - // instancing isn't supported so far and uses the normal (conservative) code path. - - if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) { - - for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) { - - if ( object.isMesh === true ) { - - object.getVertexPosition( i, _vector$b ); - - } else { - - _vector$b.fromBufferAttribute( positionAttribute, i ); - - } - - _vector$b.applyMatrix4( object.matrixWorld ); - this.expandByPoint( _vector$b ); - - } - - } else { - - if ( object.boundingBox !== undefined ) { - - // object-level bounding box - - if ( object.boundingBox === null ) { - - object.computeBoundingBox(); - - } - - _box$4.copy( object.boundingBox ); - - - } else { - - // geometry-level bounding box - - if ( geometry.boundingBox === null ) { - - geometry.computeBoundingBox(); - - } - - _box$4.copy( geometry.boundingBox ); - - } - - _box$4.applyMatrix4( object.matrixWorld ); - - this.union( _box$4 ); - - } - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - this.expandByObject( children[ i ], precise ); - - } - - return this; - - } - - containsPoint( point ) { - - return point.x >= this.min.x && point.x <= this.max.x && - point.y >= this.min.y && point.y <= this.max.y && - point.z >= this.min.z && point.z <= this.max.z; - - } - - containsBox( box ) { - - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y && - this.min.z <= box.min.z && box.max.z <= this.max.z; - - } - - getParameter( point, target ) { - - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ), - ( point.z - this.min.z ) / ( this.max.z - this.min.z ) - ); - - } - - intersectsBox( box ) { - - // using 6 splitting planes to rule out intersections. - return box.max.x >= this.min.x && box.min.x <= this.max.x && - box.max.y >= this.min.y && box.min.y <= this.max.y && - box.max.z >= this.min.z && box.min.z <= this.max.z; - - } - - intersectsSphere( sphere ) { - - // Find the point on the AABB closest to the sphere center. - this.clampPoint( sphere.center, _vector$b ); - - // If that point is inside the sphere, the AABB and sphere intersect. - return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); - - } - - intersectsPlane( plane ) { - - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. - - let min, max; - - if ( plane.normal.x > 0 ) { - - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; - - } else { - - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; - - } - - if ( plane.normal.y > 0 ) { - - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; - - } else { - - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; - - } - - if ( plane.normal.z > 0 ) { - - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; - - } else { - - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; - - } - - return ( min <= - plane.constant && max >= - plane.constant ); - - } - - intersectsTriangle( triangle ) { - - if ( this.isEmpty() ) { - - return false; - - } - - // compute box center and extents - this.getCenter( _center ); - _extents.subVectors( this.max, _center ); - - // translate triangle to aabb origin - _v0$2.subVectors( triangle.a, _center ); - _v1$7.subVectors( triangle.b, _center ); - _v2$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 ); - - // 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 ) ) { - - 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 ) ) { - - 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$4, _extents ); - - } - - clampPoint( point, target ) { - - return target.copy( point ).clamp( this.min, this.max ); - - } - - distanceToPoint( point ) { - - return this.clampPoint( point, _vector$b ).distanceTo( point ); - - } - - getBoundingSphere( target ) { - - if ( this.isEmpty() ) { - - target.makeEmpty(); - - } else { - - this.getCenter( target.center ); - - target.radius = this.getSize( _vector$b ).length() * 0.5; - - } - - return target; - - } - - intersect( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); - - // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. - if ( this.isEmpty() ) this.makeEmpty(); - - return this; - - } - - union( box ) { - - this.min.min( box.min ); - this.max.max( box.max ); - - return this; - - } - - applyMatrix4( matrix ) { - - // transform of empty box is an empty box. - if ( this.isEmpty() ) return this; - - // NOTE: I am using a binary pattern to specify all 2^3 combinations below - _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 - _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 - _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 - _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 - _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 - _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 - _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 - _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 - - this.setFromPoints( _points ); - - return this; - - } - - translate( offset ) { - - this.min.add( offset ); - this.max.add( offset ); - - return this; - - } - - equals( box ) { - - return box.min.equals( this.min ) && box.max.equals( this.max ); - - } - -} - -const _points = [ - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3(), - /*@__PURE__*/ new Vector3() -]; - -const _vector$b = /*@__PURE__*/ new Vector3(); - -const _box$4 = /*@__PURE__*/ new Box3(); - -// triangle centered vertices - -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 ); - // 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 ); - // 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 ); - // actual test, basically see if either of the most extreme of the triangle points intersects r - if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { - - // points of the projected triangle are outside the projected half-length of the aabb - // the axis is separating and we can exit - return false; - - } - - } - - return true; - -} - -const _box$3 = /*@__PURE__*/ new Box3(); -const _v1$6 = /*@__PURE__*/ new Vector3(); -const _v2$3 = /*@__PURE__*/ new Vector3(); - -class Sphere { - - constructor( center = new Vector3(), radius = - 1 ) { - - this.isSphere = true; - - this.center = center; - this.radius = radius; - - } - - set( center, radius ) { - - this.center.copy( center ); - this.radius = radius; - - return this; - - } - - setFromPoints( points, optionalCenter ) { - - const center = this.center; - - if ( optionalCenter !== undefined ) { - - center.copy( optionalCenter ); - - } else { - - _box$3.setFromPoints( points ).getCenter( center ); - - } - - let maxRadiusSq = 0; - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); - - } - - this.radius = Math.sqrt( maxRadiusSq ); - - return this; - - } - - copy( sphere ) { - - this.center.copy( sphere.center ); - this.radius = sphere.radius; - - return this; - - } - - isEmpty() { - - return ( this.radius < 0 ); - - } - - makeEmpty() { - - this.center.set( 0, 0, 0 ); - this.radius = - 1; - - return this; - - } - - containsPoint( point ) { - - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); - - } - - distanceToPoint( point ) { - - return ( point.distanceTo( this.center ) - this.radius ); - - } - - intersectsSphere( sphere ) { - - const radiusSum = this.radius + sphere.radius; - - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); - - } - - intersectsBox( box ) { - - return box.intersectsSphere( this ); - - } - - intersectsPlane( plane ) { - - return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; - - } - - clampPoint( point, target ) { - - const deltaLengthSq = this.center.distanceToSquared( point ); - - target.copy( point ); - - if ( deltaLengthSq > ( this.radius * this.radius ) ) { - - target.sub( this.center ).normalize(); - target.multiplyScalar( this.radius ).add( this.center ); - - } - - return target; - - } - - getBoundingBox( target ) { - - if ( this.isEmpty() ) { - - // Empty sphere produces empty bounding box - target.makeEmpty(); - return target; - - } - - target.set( this.center, this.center ); - target.expandByScalar( this.radius ); - - return target; - - } - - applyMatrix4( matrix ) { - - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); - - return this; - - } - - translate( offset ) { - - this.center.add( offset ); - - return this; - - } - - expandByPoint( point ) { - - if ( this.isEmpty() ) { - - this.center.copy( point ); - - this.radius = 0; - - return this; - - } - - _v1$6.subVectors( point, this.center ); - - const lengthSq = _v1$6.lengthSq(); - - 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 ); - - this.radius += delta; - - } - - return this; - - } - - union( sphere ) { - - if ( sphere.isEmpty() ) { - - return this; - - } - - if ( this.isEmpty() ) { - - this.copy( sphere ); - - return this; - - } - - 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$3 ) ); - - } - - return this; - - } - - equals( sphere ) { - - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _vector$a = /*@__PURE__*/ new Vector3(); -const _segCenter = /*@__PURE__*/ new Vector3(); -const _segDir = /*@__PURE__*/ new Vector3(); -const _diff = /*@__PURE__*/ new Vector3(); - -const _edge1 = /*@__PURE__*/ new Vector3(); -const _edge2 = /*@__PURE__*/ new Vector3(); -const _normal$2 = /*@__PURE__*/ new Vector3(); - -class Ray { - - constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { - - this.origin = origin; - this.direction = direction; - - } - - set( origin, direction ) { - - this.origin.copy( origin ); - this.direction.copy( direction ); - - return this; - - } - - copy( ray ) { - - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); - - return this; - - } - - at( t, target ) { - - return target.copy( this.origin ).addScaledVector( this.direction, t ); - - } - - lookAt( v ) { - - this.direction.copy( v ).sub( this.origin ).normalize(); - - return this; - - } - - recast( t ) { - - this.origin.copy( this.at( t, _vector$a ) ); - - return this; - - } - - closestPointToPoint( point, target ) { - - target.subVectors( point, this.origin ); - - const directionDistance = target.dot( this.direction ); - - if ( directionDistance < 0 ) { - - return target.copy( this.origin ); - - } - - return target.copy( this.origin ).addScaledVector( this.direction, directionDistance ); - - } - - distanceToPoint( point ) { - - return Math.sqrt( this.distanceSqToPoint( point ) ); - - } - - distanceSqToPoint( point ) { - - const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction ); - - // point behind the ray - - if ( directionDistance < 0 ) { - - return this.origin.distanceToSquared( point ); - - } - - _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance ); - - return _vector$a.distanceToSquared( point ); - - } - - 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 - // It can also set two optional targets : - // - The closest point on the ray - // - The closest point on the segment - - _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); - _segDir.copy( v1 ).sub( v0 ).normalize(); - _diff.copy( this.origin ).sub( _segCenter ); - - const segExtent = v0.distanceTo( v1 ) * 0.5; - const a01 = - this.direction.dot( _segDir ); - const b0 = _diff.dot( this.direction ); - const b1 = - _diff.dot( _segDir ); - const c = _diff.lengthSq(); - const det = Math.abs( 1 - a01 * a01 ); - let s0, s1, sqrDist, extDet; - - if ( det > 0 ) { - - // The ray and segment are not parallel. - - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; - - if ( s0 >= 0 ) { - - if ( s1 >= - extDet ) { - - if ( s1 <= extDet ) { - - // region 0 - // Minimum at interior points of ray and segment. - - const invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; - sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - - } else { - - // region 1 - - s1 = segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } else { - - // region 5 - - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } else { - - if ( s1 <= - extDet ) { - - // region 4 - - s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } else if ( s1 <= extDet ) { - - // region 3 - - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; - - } else { - - // region 2 - - s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - } - - } else { - - // Ray and segment are parallel. - - s1 = ( a01 > 0 ) ? - segExtent : segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - - } - - if ( optionalPointOnRay ) { - - optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 ); - - } - - if ( optionalPointOnSegment ) { - - optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 ); - - } - - return sqrDist; - - } - - intersectSphere( sphere, target ) { - - _vector$a.subVectors( sphere.center, this.origin ); - const tca = _vector$a.dot( this.direction ); - const d2 = _vector$a.dot( _vector$a ) - tca * tca; - const radius2 = sphere.radius * sphere.radius; - - if ( d2 > radius2 ) return null; - - const thc = Math.sqrt( radius2 - d2 ); - - // t0 = first intersect point - entrance on front of sphere - const t0 = tca - thc; - - // t1 = second intersect point - exit point on back of sphere - const t1 = tca + thc; - - // test to see if t1 is behind the ray - if so, return null - if ( t1 < 0 ) return null; - - // test to see if t0 is behind the ray: - // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, - // in order to always return an intersect point that is in front of the ray. - if ( t0 < 0 ) return this.at( t1, target ); - - // else t0 is in front of the ray, so return the first collision point scaled by t0 - return this.at( t0, target ); - - } - - intersectsSphere( sphere ) { - - return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); - - } - - distanceToPlane( plane ) { - - const denominator = plane.normal.dot( this.direction ); - - if ( denominator === 0 ) { - - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { - - return 0; - - } - - // Null is preferable to undefined since undefined means.... it is undefined - - return null; - - } - - const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - - // Return if the ray never intersects the plane - - return t >= 0 ? t : null; - - } - - intersectPlane( plane, target ) { - - const t = this.distanceToPlane( plane ); - - if ( t === null ) { - - return null; - - } - - return this.at( t, target ); - - } - - intersectsPlane( plane ) { - - // check if the ray lies on the plane first - - const distToPoint = plane.distanceToPoint( this.origin ); - - if ( distToPoint === 0 ) { - - return true; - - } - - const denominator = plane.normal.dot( this.direction ); - - if ( denominator * distToPoint < 0 ) { - - return true; - - } - - // ray origin is behind the plane (and is pointing behind it) - - return false; - - } - - intersectBox( box, target ) { - - let tmin, tmax, tymin, tymax, tzmin, tzmax; - - const invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; - - const origin = this.origin; - - if ( invdirx >= 0 ) { - - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; - - } else { - - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; - - } - - if ( invdiry >= 0 ) { - - tymin = ( box.min.y - origin.y ) * invdiry; - tymax = ( box.max.y - origin.y ) * invdiry; - - } else { - - tymin = ( box.max.y - origin.y ) * invdiry; - tymax = ( box.min.y - origin.y ) * invdiry; - - } - - if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; - - 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; - - } - - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; - - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; - - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; - - //return point closest to the ray (positive side) - - if ( tmax < 0 ) return null; - - return this.at( tmin >= 0 ? tmin : tmax, target ); - - } - - intersectsBox( box ) { - - return this.intersectBox( box, _vector$a ) !== null; - - } - - intersectTriangle( a, b, c, backfaceCulling, target ) { - - // Compute the offset origin, edges, and normal. - - // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h - - _edge1.subVectors( b, a ); - _edge2.subVectors( c, a ); - _normal$2.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$2 ); - let sign; - - if ( DdN > 0 ) { - - if ( backfaceCulling ) return null; - sign = 1; - - } else if ( DdN < 0 ) { - - sign = - 1; - DdN = - DdN; - - } else { - - return null; - - } - - _diff.subVectors( this.origin, a ); - const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); - - // b1 < 0, no intersection - if ( DdQxE2 < 0 ) { - - return null; - - } - - const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); - - // b2 < 0, no intersection - if ( DdE1xQ < 0 ) { - - return null; - - } - - // b1+b2 > 1, no intersection - if ( DdQxE2 + DdE1xQ > DdN ) { - - return null; - - } - - // Line intersects triangle, check if ray does. - const QdN = - sign * _diff.dot( _normal$2 ); - - // t < 0, no intersection - if ( QdN < 0 ) { - - return null; - - } - - // Ray intersects triangle. - return this.at( QdN / DdN, target ); - - } - - applyMatrix4( matrix4 ) { - - this.origin.applyMatrix4( matrix4 ); - this.direction.transformDirection( matrix4 ); - - return this; - - } - - equals( ray ) { - - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -class Matrix4 { - - constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - - Matrix4.prototype.isMatrix4 = true; - - this.elements = [ - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ]; - - if ( n11 !== undefined ) { - - this.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; - - return this; - - } - - identity() { - - this.set( - - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - clone() { - - return new Matrix4().fromArray( this.elements ); - - } - - copy( m ) { - - const te = this.elements; - const me = m.elements; - - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; - te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; - te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; - te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; - - return this; - - } - - copyPosition( m ) { - - const te = this.elements, me = m.elements; - - te[ 12 ] = me[ 12 ]; - te[ 13 ] = me[ 13 ]; - te[ 14 ] = me[ 14 ]; - - return this; - - } - - setFromMatrix3( m ) { - - const me = m.elements; - - this.set( - - me[ 0 ], me[ 3 ], me[ 6 ], 0, - me[ 1 ], me[ 4 ], me[ 7 ], 0, - me[ 2 ], me[ 5 ], me[ 8 ], 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - extractBasis( xAxis, yAxis, zAxis ) { - - xAxis.setFromMatrixColumn( this, 0 ); - yAxis.setFromMatrixColumn( this, 1 ); - zAxis.setFromMatrixColumn( this, 2 ); - - return this; - - } - - makeBasis( xAxis, yAxis, zAxis ) { - - this.set( - xAxis.x, yAxis.x, zAxis.x, 0, - xAxis.y, yAxis.y, zAxis.y, 0, - xAxis.z, yAxis.z, zAxis.z, 0, - 0, 0, 0, 1 - ); - - return this; - - } - - extractRotation( m ) { - - // this method does not support reflection matrices - - const te = this.elements; - const me = m.elements; - - const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length(); - const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length(); - const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length(); - - te[ 0 ] = me[ 0 ] * scaleX; - te[ 1 ] = me[ 1 ] * scaleX; - te[ 2 ] = me[ 2 ] * scaleX; - te[ 3 ] = 0; - - te[ 4 ] = me[ 4 ] * scaleY; - te[ 5 ] = me[ 5 ] * scaleY; - te[ 6 ] = me[ 6 ] * scaleY; - te[ 7 ] = 0; - - te[ 8 ] = me[ 8 ] * scaleZ; - te[ 9 ] = me[ 9 ] * scaleZ; - te[ 10 ] = me[ 10 ] * scaleZ; - te[ 11 ] = 0; - - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; - - return this; - - } - - makeRotationFromEuler( euler ) { - - const te = this.elements; - - const x = euler.x, y = euler.y, z = euler.z; - const a = Math.cos( x ), b = Math.sin( x ); - const c = Math.cos( y ), d = Math.sin( y ); - const e = Math.cos( z ), f = Math.sin( z ); - - if ( euler.order === 'XYZ' ) { - - const ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = - c * f; - te[ 8 ] = d; - - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; - - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YXZ' ) { - - const ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; - - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; - - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZXY' ) { - - const ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; - - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; - - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZYX' ) { - - const ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; - - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; - - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YZX' ) { - - const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; - - te[ 1 ] = f; - te[ 5 ] = a * e; - te[ 9 ] = - b * e; - - te[ 2 ] = - d * e; - te[ 6 ] = ad * f + bc; - te[ 10 ] = ac - bd * f; - - } else if ( euler.order === 'XZY' ) { - - const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; - - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; - - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; - - } - - // bottom row - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; - - // last column - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; - - return this; - - } - - makeRotationFromQuaternion( q ) { - - return this.compose( _zero, q, _one ); - - } - - lookAt( eye, target, up ) { - - const te = this.elements; - - _z.subVectors( eye, target ); - - if ( _z.lengthSq() === 0 ) { - - // eye and target are in the same position - - _z.z = 1; - - } - - _z.normalize(); - _x.crossVectors( up, _z ); - - if ( _x.lengthSq() === 0 ) { - - // up and z are parallel - - if ( Math.abs( up.z ) === 1 ) { - - _z.x += 0.0001; - - } else { - - _z.z += 0.0001; - - } - - _z.normalize(); - _x.crossVectors( up, _z ); - - } - - _x.normalize(); - _y.crossVectors( _z, _x ); - - te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; - te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; - te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; - - return this; - - } - - multiply( m ) { - - return this.multiplyMatrices( this, m ); - - } - - premultiply( m ) { - - return this.multiplyMatrices( m, this ); - - } - - multiplyMatrices( a, b ) { - - const ae = a.elements; - const be = b.elements; - const te = this.elements; - - const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; - const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; - const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; - const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; - - const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; - const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; - const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; - const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; - - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; - - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; - - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; - te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; - te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; - te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; - - te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; - te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; - te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; - te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; - - return this; - - } - - multiplyScalar( s ) { - - const te = this.elements; - - te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; - te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; - te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; - te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; - - return this; - - } - - determinant() { - - const te = this.elements; - - const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; - const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; - const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; - const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; - - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - - return ( - n41 * ( - + n14 * n23 * n32 - - n13 * n24 * n32 - - n14 * n22 * n33 - + n12 * n24 * n33 - + n13 * n22 * n34 - - n12 * n23 * n34 - ) + - n42 * ( - + n11 * n23 * n34 - - n11 * n24 * n33 - + n14 * n21 * n33 - - n13 * n21 * n34 - + n13 * n24 * n31 - - n14 * n23 * n31 - ) + - n43 * ( - + n11 * n24 * n32 - - n11 * n22 * n34 - - n14 * n21 * n32 - + n12 * n21 * n34 - + n14 * n22 * n31 - - n12 * n24 * n31 - ) + - n44 * ( - - n13 * n22 * n31 - - n11 * n23 * n32 - + n11 * n22 * n33 - + n13 * n21 * n32 - - n12 * n21 * n33 - + n12 * n23 * n31 - ) - - ); - - } - - transpose() { - - const te = this.elements; - let tmp; - - tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; - tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; - tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; - - tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; - tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; - tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; - - return this; - - } - - setPosition( x, y, z ) { - - const te = this.elements; - - if ( x.isVector3 ) { - - te[ 12 ] = x.x; - te[ 13 ] = x.y; - te[ 14 ] = x.z; - - } else { - - te[ 12 ] = x; - te[ 13 ] = y; - te[ 14 ] = z; - - } - - return this; - - } - - invert() { - - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - const te = this.elements, - - n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], - n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], - n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], - n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], - - t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; - - const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - - if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - - const detInv = 1 / det; - - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; - te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; - te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; - - te[ 4 ] = t12 * detInv; - te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; - te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; - te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; - - te[ 8 ] = t13 * detInv; - te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; - te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; - te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; - - te[ 12 ] = t14 * detInv; - te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; - te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; - te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; - - return this; - - } - - scale( v ) { - - const te = this.elements; - const x = v.x, y = v.y, z = v.z; - - te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; - te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; - te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; - te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; - - return this; - - } - - getMaxScaleOnAxis() { - - const te = this.elements; - - const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; - const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; - const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; - - return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - - } - - makeTranslation( x, y, z ) { - - if ( x.isVector3 ) { - - this.set( - - 1, 0, 0, x.x, - 0, 1, 0, x.y, - 0, 0, 1, x.z, - 0, 0, 0, 1 - - ); - - } else { - - this.set( - - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 - - ); - - } - - return this; - - } - - makeRotationX( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationY( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationZ( theta ) { - - const c = Math.cos( theta ), s = Math.sin( theta ); - - this.set( - - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeRotationAxis( axis, angle ) { - - // Based on http://www.gamedev.net/reference/articles/article1199.asp - - const c = Math.cos( angle ); - const s = Math.sin( angle ); - const t = 1 - c; - const x = axis.x, y = axis.y, z = axis.z; - const tx = t * x, ty = t * y; - - this.set( - - tx * x + c, tx * y - s * z, tx * z + s * y, 0, - tx * y + s * z, ty * y + c, ty * z - s * x, 0, - tx * z - s * y, ty * z + s * x, t * z * z + c, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeScale( x, y, z ) { - - this.set( - - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - makeShear( xy, xz, yx, yz, zx, zy ) { - - this.set( - - 1, yx, zx, 0, - xy, 1, zy, 0, - xz, yz, 1, 0, - 0, 0, 0, 1 - - ); - - return this; - - } - - compose( position, quaternion, scale ) { - - const te = this.elements; - - const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; - const x2 = x + x, y2 = y + y, z2 = z + z; - const xx = x * x2, xy = x * y2, xz = x * z2; - const yy = y * y2, yz = y * z2, zz = z * z2; - const wx = w * x2, wy = w * y2, wz = w * z2; - - const sx = scale.x, sy = scale.y, sz = scale.z; - - te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; - te[ 1 ] = ( xy + wz ) * sx; - te[ 2 ] = ( xz - wy ) * sx; - te[ 3 ] = 0; - - te[ 4 ] = ( xy - wz ) * sy; - te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; - te[ 6 ] = ( yz + wx ) * sy; - te[ 7 ] = 0; - - te[ 8 ] = ( xz + wy ) * sz; - te[ 9 ] = ( yz - wx ) * sz; - te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; - te[ 11 ] = 0; - - te[ 12 ] = position.x; - te[ 13 ] = position.y; - te[ 14 ] = position.z; - te[ 15 ] = 1; - - return this; - - } - - decompose( position, quaternion, scale ) { - - const te = this.elements; - - let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); - const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); - const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - - // if determine is negative, we need to invert one scale - const det = this.determinant(); - if ( det < 0 ) sx = - sx; - - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; - - // scale the rotation part - _m1$2.copy( this ); - - const invSX = 1 / sx; - const invSY = 1 / sy; - const invSZ = 1 / sz; - - _m1$2.elements[ 0 ] *= invSX; - _m1$2.elements[ 1 ] *= invSX; - _m1$2.elements[ 2 ] *= invSX; - - _m1$2.elements[ 4 ] *= invSY; - _m1$2.elements[ 5 ] *= invSY; - _m1$2.elements[ 6 ] *= invSY; - - _m1$2.elements[ 8 ] *= invSZ; - _m1$2.elements[ 9 ] *= invSZ; - _m1$2.elements[ 10 ] *= invSZ; - - quaternion.setFromRotationMatrix( _m1$2 ); - - scale.x = sx; - scale.y = sy; - scale.z = sz; - - return this; - - } - - makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { - - 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 ); - - let c, d; - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - c = - ( far + near ) / ( far - near ); - d = ( - 2 * far * near ) / ( far - near ); - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - c = - far / ( far - near ); - d = ( - far * near ) / ( far - near ); - - } else { - - throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem ); - - } - - 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, coordinateSystem = WebGLCoordinateSystem ) { - - 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; - - let z, zInv; - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - z = ( far + near ) * p; - zInv = - 2 * p; - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - z = near * p; - zInv = - 1 * p; - - } else { - - throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem ); - - } - - 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 ] = zInv; te[ 14 ] = - z; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; - - return this; - - } - - equals( matrix ) { - - const te = this.elements; - const me = matrix.elements; - - for ( let i = 0; i < 16; i ++ ) { - - if ( te[ i ] !== me[ i ] ) return false; - - } - - return true; - - } - - fromArray( array, offset = 0 ) { - - for ( let i = 0; i < 16; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - toArray( array = [], offset = 0 ) { - - const te = this.elements; - - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - array[ offset + 3 ] = te[ 3 ]; - - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - - array[ offset + 8 ] = te[ 8 ]; - array[ offset + 9 ] = te[ 9 ]; - array[ offset + 10 ] = te[ 10 ]; - array[ offset + 11 ] = te[ 11 ]; - - array[ offset + 12 ] = te[ 12 ]; - array[ offset + 13 ] = te[ 13 ]; - array[ offset + 14 ] = te[ 14 ]; - array[ offset + 15 ] = te[ 15 ]; - - return array; - - } - -} - -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$2 = /*@__PURE__*/ new Matrix4(); -const _quaternion$3 = /*@__PURE__*/ new Quaternion(); - -class Euler { - - 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 ) { - - this._x = value; - this._onChangeCallback(); - - } - - get y() { - - return this._y; - - } - - set y( value ) { - - this._y = value; - this._onChangeCallback(); - - } - - get z() { - - return this._z; - - } - - set z( value ) { - - this._z = value; - this._onChangeCallback(); - - } - - get order() { - - return this._order; - - } - - set order( value ) { - - this._order = value; - this._onChangeCallback(); - - } - - set( x, y, z, order = this._order ) { - - this._x = x; - this._y = y; - this._z = z; - this._order = order; - - this._onChangeCallback(); - - return this; - - } - - clone() { - - return new this.constructor( this._x, this._y, this._z, this._order ); - - } - - copy( euler ) { - - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; - - this._onChangeCallback(); - - return this; - - } - - setFromRotationMatrix( m, order = this._order, update = true ) { - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - const te = m.elements; - const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; - const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; - const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - - switch ( order ) { - - case 'XYZ': - - this._y = Math.asin( clamp$1( m13, - 1, 1 ) ); - - if ( Math.abs( m13 ) < 0.9999999 ) { - - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); - - } else { - - this._x = Math.atan2( m32, m22 ); - this._z = 0; - - } - - break; - - case 'YXZ': - - this._x = Math.asin( - clamp$1( m23, - 1, 1 ) ); - - if ( Math.abs( m23 ) < 0.9999999 ) { - - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); - - } else { - - this._y = Math.atan2( - m31, m11 ); - this._z = 0; - - } - - break; - - case 'ZXY': - - this._x = Math.asin( clamp$1( m32, - 1, 1 ) ); - - if ( Math.abs( m32 ) < 0.9999999 ) { - - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); - - } else { - - this._y = 0; - this._z = Math.atan2( m21, m11 ); - - } - - break; - - case 'ZYX': - - this._y = Math.asin( - clamp$1( m31, - 1, 1 ) ); - - if ( Math.abs( m31 ) < 0.9999999 ) { - - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); - - } else { - - this._x = 0; - this._z = Math.atan2( - m12, m22 ); - - } - - break; - - case 'YZX': - - this._z = Math.asin( clamp$1( m21, - 1, 1 ) ); - - if ( Math.abs( m21 ) < 0.9999999 ) { - - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); - - } else { - - this._x = 0; - this._y = Math.atan2( m13, m33 ); - - } - - break; - - case 'XZY': - - this._z = Math.asin( - clamp$1( m12, - 1, 1 ) ); - - if ( Math.abs( m12 ) < 0.9999999 ) { - - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); - - } else { - - this._x = Math.atan2( - m23, m33 ); - this._y = 0; - - } - - break; - - default: - - console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); - - } - - this._order = order; - - if ( update === true ) this._onChangeCallback(); - - return this; - - } - - setFromQuaternion( q, order, update ) { - - _matrix$2.makeRotationFromQuaternion( q ); - - return this.setFromRotationMatrix( _matrix$2, order, update ); - - } - - setFromVector3( v, order = this._order ) { - - return this.set( v.x, v.y, v.z, order ); - - } - - reorder( newOrder ) { - - // WARNING: this discards revolution information -bhouston - - _quaternion$3.setFromEuler( this ); - - return this.setFromQuaternion( _quaternion$3, newOrder ); - - } - - equals( euler ) { - - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); - - } - - fromArray( array ) { - - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; - - this._onChangeCallback(); - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._order; - - return array; - - } - - _onChange( callback ) { - - this._onChangeCallback = callback; - - return this; - - } - - _onChangeCallback() {} - - *[ Symbol.iterator ]() { - - yield this._x; - yield this._y; - yield this._z; - yield this._order; - - } - -} - -Euler.DEFAULT_ORDER = 'XYZ'; - -class Layers { - - constructor() { - - this.mask = 1 | 0; - - } - - set( channel ) { - - this.mask = ( 1 << channel | 0 ) >>> 0; - - } - - enable( channel ) { - - this.mask |= 1 << channel | 0; - - } - - enableAll() { - - this.mask = 0xffffffff | 0; - - } - - toggle( channel ) { - - this.mask ^= 1 << channel | 0; - - } - - disable( channel ) { - - this.mask &= ~ ( 1 << channel | 0 ); - - } - - disableAll() { - - this.mask = 0; - - } - - test( layers ) { - - return ( this.mask & layers.mask ) !== 0; - - } - - 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$1 = /*@__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 _childaddedEvent = { type: 'childadded', child: null }; -const _childremovedEvent = { type: 'childremoved', child: null }; - -class Object3D extends EventDispatcher { - - constructor() { - - super(); - - this.isObject3D = true; - - Object.defineProperty( this, 'id', { value: _object3DId ++ } ); - - this.uuid = generateUUID(); - - this.name = ''; - this.type = 'Object3D'; - - this.parent = null; - this.children = []; - - 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 ); - - function onRotationChange() { - - quaternion.setFromEuler( rotation, false ); - - } - - function onQuaternionChange() { - - rotation.setFromQuaternion( quaternion, undefined, false ); - - } - - rotation._onChange( onRotationChange ); - quaternion._onChange( onQuaternionChange ); - - Object.defineProperties( this, { - position: { - configurable: true, - enumerable: true, - value: position - }, - rotation: { - configurable: true, - enumerable: true, - value: rotation - }, - quaternion: { - configurable: true, - enumerable: true, - value: quaternion - }, - scale: { - configurable: true, - enumerable: true, - value: scale - }, - modelViewMatrix: { - value: new Matrix4() - }, - normalMatrix: { - value: new Matrix3() - } - } ); - - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); - - this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; - - this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer - this.matrixWorldNeedsUpdate = false; - - this.layers = new Layers(); - this.visible = true; - - this.castShadow = false; - this.receiveShadow = false; - - this.frustumCulled = true; - this.renderOrder = 0; - - this.animations = []; - - this.userData = {}; - - } - - onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} - - onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} - - 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 ); - - return this; - - } - - setRotationFromAxisAngle( axis, angle ) { - - // assumes axis is normalized - - this.quaternion.setFromAxisAngle( axis, angle ); - - } - - setRotationFromEuler( euler ) { - - this.quaternion.setFromEuler( euler, true ); - - } - - setRotationFromMatrix( m ) { - - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - this.quaternion.setFromRotationMatrix( m ); - - } - - setRotationFromQuaternion( q ) { - - // assumes q is normalized - - this.quaternion.copy( q ); - - } - - rotateOnAxis( axis, angle ) { - - // rotate object on axis in object space - // axis is assumed to be normalized - - _q1.setFromAxisAngle( axis, angle ); - - this.quaternion.multiply( _q1 ); - - return this; - - } - - rotateOnWorldAxis( axis, angle ) { - - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent - - _q1.setFromAxisAngle( axis, angle ); - - this.quaternion.premultiply( _q1 ); - - return this; - - } - - rotateX( angle ) { - - return this.rotateOnAxis( _xAxis, angle ); - - } - - rotateY( angle ) { - - return this.rotateOnAxis( _yAxis, angle ); - - } - - rotateZ( angle ) { - - return this.rotateOnAxis( _zAxis, angle ); - - } - - translateOnAxis( axis, distance ) { - - // translate object by distance along axis in object space - // axis is assumed to be normalized - - _v1$4.copy( axis ).applyQuaternion( this.quaternion ); - - this.position.add( _v1$4.multiplyScalar( distance ) ); - - return this; - - } - - translateX( distance ) { - - return this.translateOnAxis( _xAxis, distance ); - - } - - translateY( distance ) { - - return this.translateOnAxis( _yAxis, distance ); - - } - - translateZ( distance ) { - - return this.translateOnAxis( _zAxis, distance ); - - } - - localToWorld( vector ) { - - this.updateWorldMatrix( true, false ); - - return vector.applyMatrix4( this.matrixWorld ); - - } - - worldToLocal( vector ) { - - this.updateWorldMatrix( true, false ); - - return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); - - } - - lookAt( x, y, z ) { - - // This method does not support objects having non-uniformly-scaled parent(s) - - if ( x.isVector3 ) { - - _target$1.copy( x ); - - } else { - - _target$1.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$1, this.up ); - - } else { - - _m1$1.lookAt( _target$1, _position$3, this.up ); - - } - - this.quaternion.setFromRotationMatrix( _m1$1 ); - - if ( parent ) { - - _m1$1.extractRotation( parent.matrixWorld ); - _q1.setFromRotationMatrix( _m1$1 ); - this.quaternion.premultiply( _q1.invert() ); - - } - - } - - add( object ) { - - if ( arguments.length > 1 ) { - - for ( let i = 0; i < arguments.length; i ++ ) { - - this.add( arguments[ i ] ); - - } - - return this; - - } - - if ( object === this ) { - - console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object ); - return this; - - } - - if ( object && object.isObject3D ) { - - object.removeFromParent(); - object.parent = this; - this.children.push( object ); - - object.dispatchEvent( _addedEvent ); - - _childaddedEvent.child = object; - this.dispatchEvent( _childaddedEvent ); - _childaddedEvent.child = null; - - } else { - - console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object ); - - } - - return this; - - } - - remove( object ) { - - if ( arguments.length > 1 ) { - - for ( let i = 0; i < arguments.length; i ++ ) { - - this.remove( arguments[ i ] ); - - } - - return this; - - } - - const index = this.children.indexOf( object ); - - if ( index !== - 1 ) { - - object.parent = null; - this.children.splice( index, 1 ); - - object.dispatchEvent( _removedEvent ); - - _childremovedEvent.child = object; - this.dispatchEvent( _childremovedEvent ); - _childremovedEvent.child = null; - - } - - return this; - - } - - removeFromParent() { - - const parent = this.parent; - - if ( parent !== null ) { - - parent.remove( this ); - - } - - return this; - - } - - clear() { - - return this.remove( ... this.children ); - - } - - 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 ); - - } - - object.applyMatrix4( _m1$1 ); - - object.removeFromParent(); - object.parent = this; - this.children.push( object ); - - object.updateWorldMatrix( false, true ); - - object.dispatchEvent( _addedEvent ); - - _childaddedEvent.child = object; - this.dispatchEvent( _childaddedEvent ); - _childaddedEvent.child = null; - - return this; - - } - - getObjectById( id ) { - - return this.getObjectByProperty( 'id', id ); - - } - - getObjectByName( name ) { - - return this.getObjectByProperty( 'name', name ); - - } - - getObjectByProperty( name, value ) { - - if ( this[ name ] === value ) return this; - - for ( let i = 0, l = this.children.length; i < l; i ++ ) { - - const child = this.children[ i ]; - const object = child.getObjectByProperty( name, value ); - - if ( object !== undefined ) { - - return object; - - } - - } - - return undefined; - - } - - getObjectsByProperty( name, value, result = [] ) { - - if ( this[ name ] === value ) result.push( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].getObjectsByProperty( name, value, result ); - - } - - return result; - - } - - getWorldPosition( target ) { - - this.updateWorldMatrix( true, false ); - - return target.setFromMatrixPosition( this.matrixWorld ); - - } - - getWorldQuaternion( target ) { - - this.updateWorldMatrix( true, false ); - - this.matrixWorld.decompose( _position$3, target, _scale$2 ); - - return target; - - } - - getWorldScale( target ) { - - this.updateWorldMatrix( true, false ); - - this.matrixWorld.decompose( _position$3, _quaternion$2, target ); - - return target; - - } - - getWorldDirection( target ) { - - this.updateWorldMatrix( true, false ); - - const e = this.matrixWorld.elements; - - return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); - - } - - raycast( /* raycaster, intersects */ ) {} - - traverse( callback ) { - - callback( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverse( callback ); - - } - - } - - traverseVisible( callback ) { - - if ( this.visible === false ) return; - - callback( this ); - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverseVisible( callback ); - - } - - } - - traverseAncestors( callback ) { - - const parent = this.parent; - - if ( parent !== null ) { - - callback( parent ); - - parent.traverseAncestors( callback ); - - } - - } - - updateMatrix() { - - this.matrix.compose( this.position, this.quaternion, this.scale ); - - this.matrixWorldNeedsUpdate = true; - - } - - updateMatrixWorld( force ) { - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - if ( this.matrixWorldNeedsUpdate || force ) { - - if ( this.matrixWorldAutoUpdate === true ) { - - if ( this.parent === null ) { - - this.matrixWorld.copy( this.matrix ); - - } else { - - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - - } - - } - - this.matrixWorldNeedsUpdate = false; - - force = true; - - } - - // make sure descendants are updated if required - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - const child = children[ i ]; - - child.updateMatrixWorld( force ); - - } - - } - - updateWorldMatrix( updateParents, updateChildren ) { - - const parent = this.parent; - - if ( updateParents === true && parent !== null ) { - - parent.updateWorldMatrix( true, false ); - - } - - if ( this.matrixAutoUpdate ) this.updateMatrix(); - - if ( this.matrixWorldAutoUpdate === true ) { - - if ( this.parent === null ) { - - this.matrixWorld.copy( this.matrix ); - - } else { - - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - - } - - } - - // make sure descendants are updated - - if ( updateChildren === true ) { - - const children = this.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - const child = children[ i ]; - - child.updateWorldMatrix( false, true ); - - } - - } - - } - - toJSON( meta ) { - - // meta is a string when called from JSON.stringify - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - const output = {}; - - // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. - if ( isRootObject ) { - - // initialize meta obj - meta = { - geometries: {}, - materials: {}, - textures: {}, - images: {}, - shapes: {}, - skeletons: {}, - animations: {}, - nodes: {} - }; - - output.metadata = { - version: 4.6, - 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; - - object.layers = this.layers.mask; - object.matrix = this.matrix.toArray(); - object.up = this.up.toArray(); - - if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; - - // object specific properties - - if ( this.isInstancedMesh ) { - - object.type = 'InstancedMesh'; - object.count = this.count; - object.instanceMatrix = this.instanceMatrix.toJSON(); - if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); - - } - - if ( this.isBatchedMesh ) { - - object.type = 'BatchedMesh'; - object.perObjectFrustumCulled = this.perObjectFrustumCulled; - object.sortObjects = this.sortObjects; - - object.drawRanges = this._drawRanges; - object.reservedRanges = this._reservedRanges; - - object.visibility = this._visibility; - object.active = this._active; - object.bounds = this._bounds.map( bound => ( { - boxInitialized: bound.boxInitialized, - boxMin: bound.box.min.toArray(), - boxMax: bound.box.max.toArray(), - - sphereInitialized: bound.sphereInitialized, - sphereRadius: bound.sphere.radius, - sphereCenter: bound.sphere.center.toArray() - } ) ); - - object.maxInstanceCount = this._maxInstanceCount; - object.maxVertexCount = this._maxVertexCount; - object.maxIndexCount = this._maxIndexCount; - - object.geometryInitialized = this._geometryInitialized; - object.geometryCount = this._geometryCount; - - object.matricesTexture = this._matricesTexture.toJSON( meta ); - - if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta ); - - if ( this.boundingSphere !== null ) { - - object.boundingSphere = { - center: object.boundingSphere.center.toArray(), - radius: object.boundingSphere.radius - }; - - } - - if ( this.boundingBox !== null ) { - - object.boundingBox = { - min: object.boundingBox.min.toArray(), - max: object.boundingBox.max.toArray() - }; - - } - - } - - // - - function serialize( library, element ) { - - if ( library[ element.uuid ] === undefined ) { - - library[ element.uuid ] = element.toJSON( meta ); - - } - - return element.uuid; - - } - - if ( this.isScene ) { - - if ( this.background ) { - - if ( this.background.isColor ) { - - object.background = this.background.toJSON(); - - } else if ( this.background.isTexture ) { - - object.background = this.background.toJSON( meta ).uuid; - - } - - } - - if ( this.environment && this.environment.isTexture && 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 ); - - const parameters = this.geometry.parameters; - - if ( parameters !== undefined && parameters.shapes !== undefined ) { - - const shapes = parameters.shapes; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - serialize( meta.shapes, shape ); - - } - - } else { - - serialize( meta.shapes, shapes ); - - } - - } - - } - - if ( this.isSkinnedMesh ) { - - object.bindMode = this.bindMode; - object.bindMatrix = this.bindMatrix.toArray(); - - if ( this.skeleton !== undefined ) { - - serialize( meta.skeletons, this.skeleton ); - - object.skeleton = this.skeleton.uuid; - - } - - } - - if ( this.material !== undefined ) { - - if ( Array.isArray( this.material ) ) { - - const uuids = []; - - for ( let i = 0, l = this.material.length; i < l; i ++ ) { - - uuids.push( serialize( meta.materials, this.material[ i ] ) ); - - } - - object.material = uuids; - - } else { - - object.material = serialize( meta.materials, this.material ); - - } - - } - - // - - if ( this.children.length > 0 ) { - - object.children = []; - - for ( let i = 0; i < this.children.length; i ++ ) { - - object.children.push( this.children[ i ].toJSON( meta ).object ); - - } - - } - - // - - if ( this.animations.length > 0 ) { - - object.animations = []; - - for ( let i = 0; i < this.animations.length; i ++ ) { - - const animation = this.animations[ i ]; - - object.animations.push( serialize( meta.animations, animation ) ); - - } - - } - - if ( isRootObject ) { - - const geometries = extractFromCache( meta.geometries ); - const materials = extractFromCache( meta.materials ); - const textures = extractFromCache( meta.textures ); - const images = extractFromCache( meta.images ); - const shapes = extractFromCache( meta.shapes ); - const skeletons = extractFromCache( meta.skeletons ); - const animations = extractFromCache( meta.animations ); - 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 ) { - - const values = []; - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - - return values; - - } - - } - - clone( recursive ) { - - return new this.constructor().copy( this, recursive ); - - } - - copy( source, recursive = true ) { - - this.name = source.name; - - this.up.copy( source.up ); - - this.position.copy( source.position ); - this.rotation.order = source.rotation.order; - this.quaternion.copy( source.quaternion ); - this.scale.copy( source.scale ); - - this.matrix.copy( source.matrix ); - this.matrixWorld.copy( source.matrixWorld ); - - this.matrixAutoUpdate = source.matrixAutoUpdate; - - this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - - this.layers.mask = source.layers.mask; - this.visible = source.visible; - - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; - - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; - - this.animations = source.animations.slice(); - - 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.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$2 = /*@__PURE__*/ new Vector3(); - -const _vab = /*@__PURE__*/ new Vector3(); -const _vac = /*@__PURE__*/ new Vector3(); -const _vbc = /*@__PURE__*/ new Vector3(); -const _vap = /*@__PURE__*/ new Vector3(); -const _vbp = /*@__PURE__*/ new Vector3(); -const _vcp = /*@__PURE__*/ new Vector3(); - -class Triangle { - - constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { - - this.a = a; - this.b = b; - this.c = c; - - } - - static getNormal( a, b, c, target ) { - - target.subVectors( c, b ); - _v0$1.subVectors( a, b ); - target.cross( _v0$1 ); - - const targetLengthSq = target.lengthSq(); - if ( targetLengthSq > 0 ) { - - return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); - - } - - return target.set( 0, 0, 0 ); - - } - - // static/instance method to calculate barycentric coordinates - // based on: http://www.blackpawn.com/texts/pointinpoly/default.html - static getBarycoord( point, a, b, c, target ) { - - _v0$1.subVectors( c, a ); - _v1$3.subVectors( b, a ); - _v2$2.subVectors( point, a ); - - const dot00 = _v0$1.dot( _v0$1 ); - const dot01 = _v0$1.dot( _v1$3 ); - const dot02 = _v0$1.dot( _v2$2 ); - const dot11 = _v1$3.dot( _v1$3 ); - const dot12 = _v1$3.dot( _v2$2 ); - - const denom = ( dot00 * dot11 - dot01 * dot01 ); - - // collinear or singular triangle - if ( denom === 0 ) { - - target.set( 0, 0, 0 ); - return null; - - } - - const invDenom = 1 / denom; - const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - - // barycentric coordinates must always sum to 1 - return target.set( 1 - u - v, v, u ); - - } - - static containsPoint( point, a, b, c ) { - - // if the triangle is degenerate then we can't contain a point - if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) { - - return false; - - } - - return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 ); - - } - - static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) { - - if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) { - - target.x = 0; - target.y = 0; - if ( 'z' in target ) target.z = 0; - if ( 'w' in target ) target.w = 0; - return null; - - } - - target.setScalar( 0 ); - target.addScaledVector( v1, _v3$2.x ); - target.addScaledVector( v2, _v3$2.y ); - target.addScaledVector( v3, _v3$2.z ); - - return target; - - } - - static isFrontFacing( a, b, c, direction ) { - - _v0$1.subVectors( c, b ); - _v1$3.subVectors( a, b ); - - // strictly front facing - return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; - - } - - set( a, b, c ) { - - this.a.copy( a ); - this.b.copy( b ); - this.c.copy( c ); - - return this; - - } - - setFromPointsAndIndices( points, i0, i1, i2 ) { - - this.a.copy( points[ i0 ] ); - this.b.copy( points[ i1 ] ); - this.c.copy( points[ i2 ] ); - - return this; - - } - - 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 ); - - } - - copy( triangle ) { - - this.a.copy( triangle.a ); - this.b.copy( triangle.b ); - this.c.copy( triangle.c ); - - return this; - - } - - getArea() { - - _v0$1.subVectors( this.c, this.b ); - _v1$3.subVectors( this.a, this.b ); - - return _v0$1.cross( _v1$3 ).length() * 0.5; - - } - - getMidpoint( target ) { - - return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - - } - - getNormal( target ) { - - return Triangle.getNormal( this.a, this.b, this.c, target ); - - } - - getPlane( target ) { - - return target.setFromCoplanarPoints( this.a, this.b, this.c ); - - } - - getBarycoord( point, target ) { - - return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); - - } - - getInterpolation( point, v1, v2, v3, target ) { - - return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target ); - - } - - containsPoint( point ) { - - return Triangle.containsPoint( point, this.a, this.b, this.c ); - - } - - isFrontFacing( direction ) { - - return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); - - } - - intersectsBox( box ) { - - return box.intersectsTriangle( this ); - - } - - closestPointToPoint( p, target ) { - - const a = this.a, b = this.b, c = this.c; - let v, w; - - // algorithm thanks to Real-Time Collision Detection by Christer Ericson, - // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., - // under the accompanying license; see chapter 5.1.5 for detailed explanation. - // basically, we're distinguishing which of the voronoi regions of the triangle - // the point lies in with the minimum amount of redundant computation. - - _vab.subVectors( b, a ); - _vac.subVectors( c, a ); - _vap.subVectors( p, a ); - const d1 = _vab.dot( _vap ); - const d2 = _vac.dot( _vap ); - if ( d1 <= 0 && d2 <= 0 ) { - - // vertex region of A; barycentric coords (1, 0, 0) - return target.copy( a ); - - } - - _vbp.subVectors( p, b ); - const d3 = _vab.dot( _vbp ); - const d4 = _vac.dot( _vbp ); - if ( d3 >= 0 && d4 <= d3 ) { - - // vertex region of B; barycentric coords (0, 1, 0) - return target.copy( b ); - - } - - const vc = d1 * d4 - d3 * d2; - if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { - - v = d1 / ( d1 - d3 ); - // edge region of AB; barycentric coords (1-v, v, 0) - return target.copy( a ).addScaledVector( _vab, v ); - - } - - _vcp.subVectors( p, c ); - const d5 = _vab.dot( _vcp ); - const d6 = _vac.dot( _vcp ); - if ( d6 >= 0 && d5 <= d6 ) { - - // vertex region of C; barycentric coords (0, 0, 1) - return target.copy( c ); - - } - - const vb = d5 * d2 - d1 * d6; - if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { - - w = d2 / ( d2 - d6 ); - // edge region of AC; barycentric coords (1-w, 0, w) - return target.copy( a ).addScaledVector( _vac, w ); - - } - - const va = d3 * d6 - d5 * d4; - if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { - - _vbc.subVectors( c, b ); - w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); - // edge region of BC; barycentric coords (0, 1-w, w) - return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC - - } - - // face region - const denom = 1 / ( va + vb + vc ); - // u = va * denom - v = vb * denom; - w = vc * denom; - - return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); - - } - - equals( triangle ) { - - return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); - - } - -} - -const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, - 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, - 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, - 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, - 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, - 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, - 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, - 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, - 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, - 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, - 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, - 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, - 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, - 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, - 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, - 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, - 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, - 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, - 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, - 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, - 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, - 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, - 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, - 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; - -const _hslA = { h: 0, s: 0, l: 0 }; -const _hslB = { h: 0, s: 0, l: 0 }; - -function hue2rgb( p, q, t ) { - - if ( t < 0 ) t += 1; - if ( t > 1 ) t -= 1; - if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; - if ( t < 1 / 2 ) return q; - if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); - return p; - -} - -class Color { - - constructor( r, g, b ) { - - this.isColor = true; - - this.r = 1; - this.g = 1; - this.b = 1; - - return this.set( r, g, b ); - - } - - set( r, g, b ) { - - if ( g === undefined && b === undefined ) { - - // r is THREE.Color, hex or string - - const value = r; - - if ( value && value.isColor ) { - - this.copy( value ); - - } else if ( typeof value === 'number' ) { - - this.setHex( value ); - - } else if ( typeof value === 'string' ) { - - this.setStyle( value ); - - } - - } else { - - this.setRGB( r, g, b ); - - } - - return this; - - } - - 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 ); - - return this; - - } - - setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { - - this.r = r; - this.g = g; - this.b = b; - - ColorManagement.toWorkingColorSpace( this, colorSpace ); - - return this; - - } - - setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) { - - // h,s,l ranges are in 0.0 - 1.0 - h = euclideanModulo( h, 1 ); - s = clamp$1( s, 0, 1 ); - l = clamp$1( 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 ); - - } - - 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.' ); - - } - - } - - - let m; - - if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) { - - // rgb / hsl - - let color; - const name = m[ 1 ]; - const components = m[ 2 ]; - - switch ( name ) { - - case 'rgb': - case 'rgba': - - if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - - // rgb(255,0,0) rgba(255,0,0,0.5) - - handleAlpha( color[ 4 ] ); - - return this.setRGB( - Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255, - Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255, - Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255, - colorSpace - ); - - } - - if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) - - handleAlpha( color[ 4 ] ); - - return this.setRGB( - Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100, - Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100, - Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100, - colorSpace - ); - - } - - break; - - case 'hsl': - case 'hsla': - - if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - - handleAlpha( color[ 4 ] ); - - return this.setHSL( - parseFloat( color[ 1 ] ) / 360, - parseFloat( color[ 2 ] ) / 100, - parseFloat( color[ 3 ] ) / 100, - colorSpace - ); - - } - - break; - - default: - - console.warn( 'THREE.Color: Unknown color model ' + style ); - - } - - } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { - - // hex color - - const hex = m[ 1 ]; - const size = hex.length; - - if ( size === 3 ) { - - // #ff0 - return this.setRGB( - parseInt( hex.charAt( 0 ), 16 ) / 15, - parseInt( hex.charAt( 1 ), 16 ) / 15, - parseInt( hex.charAt( 2 ), 16 ) / 15, - colorSpace - ); - - } else if ( size === 6 ) { - - // #ff0000 - return this.setHex( parseInt( hex, 16 ), colorSpace ); - - } else { - - console.warn( 'THREE.Color: Invalid hex color ' + style ); - - } - - } else if ( style && style.length > 0 ) { - - return this.setColorName( style, colorSpace ); - - } - - return this; - - } - - setColorName( style, colorSpace = SRGBColorSpace ) { - - // color keywords - const hex = _colorKeywords[ style.toLowerCase() ]; - - if ( hex !== undefined ) { - - // red - this.setHex( hex, colorSpace ); - - } else { - - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); - - } - - return this; - - } - - clone() { - - return new this.constructor( this.r, this.g, this.b ); - - } - - copy( color ) { - - this.r = color.r; - this.g = color.g; - this.b = color.b; - - return this; - - } - - copySRGBToLinear( color ) { - - this.r = SRGBToLinear( color.r ); - this.g = SRGBToLinear( color.g ); - this.b = SRGBToLinear( color.b ); - - return this; - - } - - copyLinearToSRGB( color ) { - - this.r = LinearToSRGB( color.r ); - this.g = LinearToSRGB( color.g ); - this.b = LinearToSRGB( color.b ); - - return this; - - } - - convertSRGBToLinear() { - - this.copySRGBToLinear( this ); - - return this; - - } - - convertLinearToSRGB() { - - this.copyLinearToSRGB( this ); - - return this; - - } - - getHex( colorSpace = SRGBColorSpace ) { - - ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); - - return Math.round( clamp$1( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp$1( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp$1( _color.b * 255, 0, 255 ) ); - - } - - getHexString( colorSpace = SRGBColorSpace ) { - - return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 ); - - } - - getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { - - // h,s,l ranges are in 0.0 - 1.0 - - ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); - - const r = _color.r, g = _color.g, b = _color.b; - - const max = Math.max( r, g, b ); - const min = Math.min( r, g, b ); - - let hue, saturation; - const lightness = ( min + max ) / 2.0; - - if ( min === max ) { - - hue = 0; - saturation = 0; - - } else { - - const delta = max - min; - - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); - - switch ( max ) { - - case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; - case g: hue = ( b - r ) / delta + 2; break; - case b: hue = ( r - g ) / delta + 4; break; - - } - - hue /= 6; - - } - - target.h = hue; - target.s = saturation; - target.l = lightness; - - return target; - - } - - getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { - - ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); - - target.r = _color.r; - target.g = _color.g; - target.b = _color.b; - - return target; - - } - - getStyle( colorSpace = SRGBColorSpace ) { - - ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); - - const r = _color.r, g = _color.g, b = _color.b; - - if ( colorSpace !== SRGBColorSpace ) { - - // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/). - return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`; - - } - - return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`; - - } - - offsetHSL( h, s, l ) { - - this.getHSL( _hslA ); - - return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l ); - - } - - add( color ) { - - this.r += color.r; - this.g += color.g; - this.b += color.b; - - return this; - - } - - addColors( color1, color2 ) { - - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; - - return this; - - } - - addScalar( s ) { - - this.r += s; - this.g += s; - this.b += s; - - return this; - - } - - sub( color ) { - - this.r = Math.max( 0, this.r - color.r ); - this.g = Math.max( 0, this.g - color.g ); - this.b = Math.max( 0, this.b - color.b ); - - return this; - - } - - multiply( color ) { - - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; - - return this; - - } - - multiplyScalar( s ) { - - this.r *= s; - this.g *= s; - this.b *= s; - - return this; - - } - - lerp( color, alpha ) { - - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; - - return this; - - } - - lerpColors( color1, color2, alpha ) { - - this.r = color1.r + ( color2.r - color1.r ) * alpha; - this.g = color1.g + ( color2.g - color1.g ) * alpha; - this.b = color1.b + ( color2.b - color1.b ) * alpha; - - return this; - - } - - lerpHSL( color, alpha ) { - - this.getHSL( _hslA ); - color.getHSL( _hslB ); - - const h = lerp( _hslA.h, _hslB.h, alpha ); - const s = lerp( _hslA.s, _hslB.s, alpha ); - const l = lerp( _hslA.l, _hslB.l, alpha ); - - this.setHSL( h, s, l ); - - return this; - - } - - setFromVector3( v ) { - - this.r = v.x; - this.g = v.y; - this.b = v.z; - - return this; - - } - - applyMatrix3( m ) { - - const r = this.r, g = this.g, b = this.b; - const e = m.elements; - - this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b; - this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b; - this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b; - - return this; - - } - - equals( c ) { - - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); - - } - - fromArray( array, offset = 0 ) { - - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; - - return this; - - } - - toArray( array = [], offset = 0 ) { - - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; - - return array; - - } - - fromBufferAttribute( attribute, index ) { - - this.r = attribute.getX( index ); - this.g = attribute.getY( index ); - this.b = attribute.getZ( index ); - - return this; - - } - - toJSON() { - - return this.getHex(); - - } - - *[ Symbol.iterator ]() { - - yield this.r; - yield this.g; - yield this.b; - - } - -} - -const _color = /*@__PURE__*/ new Color(); - -Color.NAMES = _colorKeywords; - -let _materialId = 0; - -class Material extends EventDispatcher { - - constructor() { - - super(); - - this.isMaterial = true; - - 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.alphaHash = false; - - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; - this.blendColor = new Color( 0, 0, 0 ); - this.blendAlpha = 0; - - this.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; - - this.stencilWriteMask = 0xff; - this.stencilFunc = AlwaysStencilFunc; - this.stencilRef = 0; - this.stencilFuncMask = 0xff; - this.stencilFail = KeepStencilOp; - this.stencilZFail = KeepStencilOp; - this.stencilZPass = KeepStencilOp; - this.stencilWrite = false; - - this.clippingPlanes = null; - this.clipIntersection = false; - this.clipShadows = false; - - this.shadowSide = null; - - this.colorWrite = true; - - this.precision = null; // override the renderer's default precision for this material - - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; - - this.dithering = false; - - this.alphaToCoverage = false; - this.premultipliedAlpha = false; - this.forceSinglePass = 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 ++; - - } - - this._alphaTest = value; - - } - - 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: parameter '${ key }' has value of undefined.` ); - continue; - - } - - const currentValue = this[ key ]; - - if ( currentValue === undefined ) { - - console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` ); - continue; - - } - - if ( currentValue && currentValue.isColor ) { - - currentValue.set( newValue ); - - } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { - - currentValue.copy( newValue ); - - } else { - - this[ key ] = newValue; - - } - - } - - } - - toJSON( meta ) { - - const isRootObject = ( meta === undefined || typeof meta === 'string' ); - - if ( isRootObject ) { - - meta = { - textures: {}, - images: {} - }; - - } - - const data = { - metadata: { - version: 4.6, - type: 'Material', - generator: 'Material.toJSON' - } - }; - - // standard Material serialization - data.uuid = this.uuid; - data.type = this.type; - - if ( this.name !== '' ) data.name = this.name; - - if ( this.color && this.color.isColor ) data.color = this.color.getHex(); - - if ( this.roughness !== undefined ) data.roughness = this.roughness; - if ( this.metalness !== undefined ) data.metalness = this.metalness; - - if ( this.sheen !== 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 !== undefined && 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.dispersion !== undefined ) data.dispersion = this.dispersion; - - 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.anisotropy !== undefined ) data.anisotropy = this.anisotropy; - if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation; - - if ( this.anisotropyMap && this.anisotropyMap.isTexture ) { - - data.anisotropyMap = this.anisotropyMap.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; - data.aoMapIntensity = this.aoMapIntensity; - - } - - if ( this.bumpMap && this.bumpMap.isTexture ) { - - data.bumpMap = this.bumpMap.toJSON( meta ).uuid; - data.bumpScale = this.bumpScale; - - } - - if ( this.normalMap && this.normalMap.isTexture ) { - - data.normalMap = this.normalMap.toJSON( meta ).uuid; - data.normalMapType = this.normalMapType; - data.normalScale = this.normalScale.toArray(); - - } - - if ( this.displacementMap && this.displacementMap.isTexture ) { - - data.displacementMap = this.displacementMap.toJSON( meta ).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; - - } - - if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; - if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; - - if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; - if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; - if ( this.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.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray(); - 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 === true ) data.vertexColors = true; - - if ( this.opacity < 1 ) data.opacity = this.opacity; - if ( this.transparent === true ) data.transparent = true; - - if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc; - if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst; - if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation; - if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha; - if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha; - if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha; - if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex(); - if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha; - - if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc; - if ( this.depthTest === false ) data.depthTest = this.depthTest; - if ( this.depthWrite === false ) data.depthWrite = this.depthWrite; - if ( this.colorWrite === false ) data.colorWrite = this.colorWrite; - - if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask; - if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc; - if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef; - if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask; - if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail; - if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail; - if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass; - if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite; - - // 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.alphaHash === true ) data.alphaHash = true; - if ( this.alphaToCoverage === true ) data.alphaToCoverage = true; - if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true; - if ( this.forceSinglePass === true ) data.forceSinglePass = true; - - if ( this.wireframe === true ) data.wireframe = true; - 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 = true; - - 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 ) { - - const values = []; - - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - 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; - - } - - return data; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - 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.blendColor.copy( source.blendColor ); - this.blendAlpha = source.blendAlpha; - - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; - - this.stencilWriteMask = source.stencilWriteMask; - this.stencilFunc = source.stencilFunc; - this.stencilRef = source.stencilRef; - this.stencilFuncMask = source.stencilFuncMask; - this.stencilFail = source.stencilFail; - this.stencilZFail = source.stencilZFail; - this.stencilZPass = source.stencilZPass; - this.stencilWrite = source.stencilWrite; - - const srcPlanes = source.clippingPlanes; - let dstPlanes = null; - - if ( srcPlanes !== null ) { - - const n = srcPlanes.length; - dstPlanes = new Array( n ); - - for ( let i = 0; i !== n; ++ i ) { - - dstPlanes[ i ] = srcPlanes[ i ].clone(); - - } - - } - - this.clippingPlanes = dstPlanes; - this.clipIntersection = source.clipIntersection; - this.clipShadows = source.clipShadows; - - this.shadowSide = source.shadowSide; - - this.colorWrite = source.colorWrite; - - this.precision = source.precision; - - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; - - this.dithering = source.dithering; - - this.alphaTest = source.alphaTest; - this.alphaHash = source.alphaHash; - this.alphaToCoverage = source.alphaToCoverage; - this.premultipliedAlpha = source.premultipliedAlpha; - this.forceSinglePass = source.forceSinglePass; - - this.visible = source.visible; - - this.toneMapped = source.toneMapped; - - this.userData = JSON.parse( JSON.stringify( source.userData ) ); - - return this; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - onBuild( /* shaderobject, renderer */ ) { - - console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166 - - } - - onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) { - - console.warn( 'Material: onBeforeRender() has been removed.' ); // @deprecated, r166 - - } - - -} - -class MeshBasicMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isMeshBasicMaterial = true; - - this.type = 'MeshBasicMaterial'; - - this.color = new Color( 0xffffff ); // emissive - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapRotation = new Euler(); - 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 ); - - } - - 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.envMapRotation.copy( source.envMapRotation ); - 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; - - } - -} - -// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf - -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 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; - - // 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; - - // 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; - - // large number (Infinity, -Infinity) - - } 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; - - } - - } - - // 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 ) { - - let m = i << 13; // zero pad mantissa bits - let e = 0; // zero exponent - - // normalized - while ( ( m & 0x00800000 ) === 0 ) { - - m <<= 1; - e -= 0x00800000; // decrement exponent - - } - - m &= ~ 0x00800000; // clear leading 1 bit - e += 0x38800000; // adjust bias - - mantissaTable[ i ] = m | e; - - } - - for ( let i = 1024; i < 2048; ++ i ) { - - mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 ); - - } - - 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[ 63 ] = 0xc7800000; - - for ( let i = 1; i < 64; ++ i ) { - - if ( i !== 32 ) { - - offsetTable[ i ] = 1024; - - } - - } - - return { - floatView: floatView, - uint32View: uint32View, - baseTable: baseTable, - shiftTable: shiftTable, - mantissaTable: mantissaTable, - 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$1( 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 ) { - - const m = val >> 10; - _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; - return _tables.floatView[ 0 ]; - -} - -const DataUtils = { - toHalfFloat: toHalfFloat, - fromHalfFloat: fromHalfFloat, -}; - -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.' ); - - } - - 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.updateRanges = []; - this.gpuType = FloatType; - - this.version = 0; - - } - - onUploadCallback() {} - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - get updateRange() { - - warnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159 - return this._updateRange; - - } - - setUsage( value ) { - - this.usage = value; - - return this; - - } - - addUpdateRange( start, count ) { - - this.updateRanges.push( { start, count } ); - - } - - clearUpdateRanges() { - - this.updateRanges.length = 0; - - } - - copy( source ) { - - this.name = source.name; - this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - this.count = source.count; - this.normalized = source.normalized; - - this.usage = source.usage; - this.gpuType = source.gpuType; - - return this; - - } - - copyAt( index1, attribute, index2 ) { - - index1 *= this.itemSize; - index2 *= attribute.itemSize; - - for ( let i = 0, l = this.itemSize; i < l; i ++ ) { - - this.array[ index1 + i ] = attribute.array[ index2 + i ]; - - } - - return this; - - } - - copyArray( array ) { - - this.array.set( array ); - - return this; - - } - - applyMatrix3( m ) { - - if ( this.itemSize === 2 ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector2$1.fromBufferAttribute( this, i ); - _vector2$1.applyMatrix3( m ); - - this.setXY( i, _vector2$1.x, _vector2$1.y ); - - } - - } else if ( this.itemSize === 3 ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$9.fromBufferAttribute( this, i ); - _vector$9.applyMatrix3( m ); - - this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); - - } - - } - - return this; - - } - - applyMatrix4( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$9.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 ); - - } - - 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 ); - - } - - return this; - - } - - set( value, offset = 0 ) { - - // Matching BufferAttribute constructor, do not normalize the array. - this.array.set( value, offset ); - - return this; - - } - - getComponent( index, component ) { - - let value = this.array[ index * this.itemSize + component ]; - - if ( this.normalized ) value = denormalize( value, this.array ); - - return value; - - } - - setComponent( index, component, value ) { - - if ( this.normalized ) value = normalize$1( value, this.array ); - - this.array[ index * this.itemSize + component ] = value; - - return this; - - } - - 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$1( 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 ); - - return y; - - } - - setY( index, y ) { - - if ( this.normalized ) y = normalize$1( 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 ); - - return z; - - } - - setZ( index, z ) { - - if ( this.normalized ) z = normalize$1( 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 ); - - return w; - - } - - setW( index, w ) { - - if ( this.normalized ) w = normalize$1( w, this.array ); - - this.array[ index * this.itemSize + 3 ] = w; - - return this; - - } - - setXY( index, x, y ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize$1( x, this.array ); - y = normalize$1( y, this.array ); - - } - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - - return this; - - } - - setXYZ( index, x, y, z ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize$1( x, this.array ); - y = normalize$1( y, this.array ); - z = normalize$1( z, this.array ); - - } - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - - return this; - - } - - setXYZW( index, x, y, z, w ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize$1( x, this.array ); - y = normalize$1( y, this.array ); - z = normalize$1( z, this.array ); - w = normalize$1( w, this.array ); - - } - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - this.array[ index + 3 ] = w; - - return this; - - } - - onUpload( callback ) { - - this.onUploadCallback = callback; - - return this; - - } - - clone() { - - return new this.constructor( this.array, this.itemSize ).copy( this ); - - } - - toJSON() { - - const data = { - itemSize: this.itemSize, - type: this.array.constructor.name, - array: Array.from( this.array ), - normalized: this.normalized - }; - - if ( this.name !== '' ) data.name = this.name; - if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; - - return data; - - } - -} - -// - -class Int8BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Int8Array( array ), itemSize, normalized ); - - } - -} - -class Uint8BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint8Array( array ), itemSize, normalized ); - - } - -} - -class Uint8ClampedBufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint8ClampedArray( array ), itemSize, normalized ); - - } - -} - -class Int16BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Int16Array( array ), itemSize, normalized ); - - } - -} - -class Uint16BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint16Array( array ), itemSize, normalized ); - - } - -} - -class Int32BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Int32Array( array ), itemSize, normalized ); - - } - -} - -class Uint32BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint32Array( array ), itemSize, normalized ); - - } - -} - -class Float16BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Uint16Array( array ), itemSize, normalized ); - - this.isFloat16BufferAttribute = true; - - } - - getX( index ) { - - let x = fromHalfFloat( this.array[ index * this.itemSize ] ); - - if ( this.normalized ) x = denormalize( x, this.array ); - - return x; - - } - - setX( index, x ) { - - if ( this.normalized ) x = normalize$1( x, this.array ); - - this.array[ index * this.itemSize ] = toHalfFloat( x ); - - return this; - - } - - getY( index ) { - - let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] ); - - if ( this.normalized ) y = denormalize( y, this.array ); - - return y; - - } - - setY( index, y ) { - - if ( this.normalized ) y = normalize$1( y, this.array ); - - this.array[ index * this.itemSize + 1 ] = toHalfFloat( y ); - - return this; - - } - - getZ( index ) { - - let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] ); - - if ( this.normalized ) z = denormalize( z, this.array ); - - return z; - - } - - setZ( index, z ) { - - if ( this.normalized ) z = normalize$1( z, this.array ); - - this.array[ index * this.itemSize + 2 ] = toHalfFloat( z ); - - return this; - - } - - getW( index ) { - - let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] ); - - if ( this.normalized ) w = denormalize( w, this.array ); - - return w; - - } - - setW( index, w ) { - - if ( this.normalized ) w = normalize$1( w, this.array ); - - this.array[ index * this.itemSize + 3 ] = toHalfFloat( w ); - - return this; - - } - - setXY( index, x, y ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize$1( x, this.array ); - y = normalize$1( y, this.array ); - - } - - this.array[ index + 0 ] = toHalfFloat( x ); - this.array[ index + 1 ] = toHalfFloat( y ); - - return this; - - } - - setXYZ( index, x, y, z ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize$1( x, this.array ); - y = normalize$1( y, this.array ); - z = normalize$1( z, this.array ); - - } - - this.array[ index + 0 ] = toHalfFloat( x ); - this.array[ index + 1 ] = toHalfFloat( y ); - this.array[ index + 2 ] = toHalfFloat( z ); - - return this; - - } - - setXYZW( index, x, y, z, w ) { - - index *= this.itemSize; - - if ( this.normalized ) { - - x = normalize$1( x, this.array ); - y = normalize$1( y, this.array ); - z = normalize$1( z, this.array ); - w = normalize$1( w, this.array ); - - } - - this.array[ index + 0 ] = toHalfFloat( x ); - this.array[ index + 1 ] = toHalfFloat( y ); - this.array[ index + 2 ] = toHalfFloat( z ); - this.array[ index + 3 ] = toHalfFloat( w ); - - return this; - - } - -} - - -class Float32BufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized ) { - - super( new Float32Array( array ), itemSize, normalized ); - - } - -} - -let _id$9 = 0; - -const _m1 = /*@__PURE__*/ new Matrix4(); -const _obj = /*@__PURE__*/ new Object3D(); -const _offset = /*@__PURE__*/ new Vector3(); -const _box$2 = /*@__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$9 ++ } ); - - this.uuid = generateUUID(); - - this.name = ''; - this.type = 'BufferGeometry'; - - this.index = null; - this.attributes = {}; - - this.morphAttributes = {}; - this.morphTargetsRelative = false; - - this.groups = []; - - this.boundingBox = null; - this.boundingSphere = null; - - this.drawRange = { start: 0, count: Infinity }; - - this.userData = {}; - - } - - getIndex() { - - return this.index; - - } - - setIndex( index ) { - - if ( Array.isArray( index ) ) { - - this.index = new ( arrayNeedsUint32$1( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); - - } else { - - this.index = index; - - } - - return this; - - } - - getAttribute( name ) { - - return this.attributes[ name ]; - - } - - setAttribute( name, attribute ) { - - this.attributes[ name ] = attribute; - - return this; - - } - - deleteAttribute( name ) { - - delete this.attributes[ name ]; - - return this; - - } - - hasAttribute( name ) { - - return this.attributes[ name ] !== undefined; - - } - - addGroup( start, count, materialIndex = 0 ) { - - this.groups.push( { - - start: start, - count: count, - materialIndex: materialIndex - - } ); - - } - - clearGroups() { - - this.groups = []; - - } - - setDrawRange( start, count ) { - - this.drawRange.start = start; - this.drawRange.count = count; - - } - - applyMatrix4( matrix ) { - - const position = this.attributes.position; - - if ( position !== undefined ) { - - position.applyMatrix4( matrix ); - - position.needsUpdate = true; - - } - - const normal = this.attributes.normal; - - if ( normal !== undefined ) { - - const normalMatrix = new Matrix3().getNormalMatrix( matrix ); - - normal.applyNormalMatrix( normalMatrix ); - - normal.needsUpdate = true; - - } - - const tangent = this.attributes.tangent; - - if ( tangent !== undefined ) { - - tangent.transformDirection( matrix ); - - tangent.needsUpdate = true; - - } - - if ( this.boundingBox !== null ) { - - this.computeBoundingBox(); - - } - - if ( this.boundingSphere !== null ) { - - this.computeBoundingSphere(); - - } - - return this; - - } - - applyQuaternion( q ) { - - _m1.makeRotationFromQuaternion( q ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - rotateX( angle ) { - - // rotate geometry around world x-axis - - _m1.makeRotationX( angle ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - rotateY( angle ) { - - // rotate geometry around world y-axis - - _m1.makeRotationY( angle ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - rotateZ( angle ) { - - // rotate geometry around world z-axis - - _m1.makeRotationZ( angle ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - translate( x, y, z ) { - - // translate geometry - - _m1.makeTranslation( x, y, z ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - scale( x, y, z ) { - - // scale geometry - - _m1.makeScale( x, y, z ); - - this.applyMatrix4( _m1 ); - - return this; - - } - - lookAt( vector ) { - - _obj.lookAt( vector ); - - _obj.updateMatrix(); - - this.applyMatrix4( _obj.matrix ); - - return this; - - } - - center() { - - this.computeBoundingBox(); - - this.boundingBox.getCenter( _offset ).negate(); - - this.translate( _offset.x, _offset.y, _offset.z ); - - return this; - - } - - setFromPoints( points ) { - - const position = []; - - for ( let i = 0, l = points.length; i < l; i ++ ) { - - const point = points[ i ]; - position.push( point.x, point.y, point.z || 0 ); - - } - - this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); - - return this; - - } - - computeBoundingBox() { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - const position = this.attributes.position; - const morphAttributesPosition = this.morphAttributes.position; - - if ( position && position.isGLBufferAttribute ) { - - console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this ); - - this.boundingBox.set( - new Vector3( - Infinity, - Infinity, - Infinity ), - new Vector3( + Infinity, + Infinity, + Infinity ) - ); - - return; - - } - - if ( position !== undefined ) { - - this.boundingBox.setFromBufferAttribute( position ); - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - _box$2.setFromBufferAttribute( morphAttribute ); - - if ( this.morphTargetsRelative ) { - - _vector$8.addVectors( this.boundingBox.min, _box$2.min ); - this.boundingBox.expandByPoint( _vector$8 ); - - _vector$8.addVectors( this.boundingBox.max, _box$2.max ); - this.boundingBox.expandByPoint( _vector$8 ); - - } else { - - this.boundingBox.expandByPoint( _box$2.min ); - this.boundingBox.expandByPoint( _box$2.max ); - - } - - } - - } - - } else { - - this.boundingBox.makeEmpty(); - - } - - if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { - - console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); - - } - - } - - computeBoundingSphere() { - - 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.', this ); - - this.boundingSphere.set( new Vector3(), Infinity ); - - return; - - } - - if ( position ) { - - // first, find the center of the bounding sphere - - const center = this.boundingSphere.center; - - _box$2.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$2.min, _boxMorphTargets.min ); - _box$2.expandByPoint( _vector$8 ); - - _vector$8.addVectors( _box$2.max, _boxMorphTargets.max ); - _box$2.expandByPoint( _vector$8 ); - - } else { - - _box$2.expandByPoint( _boxMorphTargets.min ); - _box$2.expandByPoint( _boxMorphTargets.max ); - - } - - } - - } - - _box$2.getCenter( center ); - - // second, try to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - - let maxRadiusSq = 0; - - for ( let i = 0, il = position.count; i < il; i ++ ) { - - _vector$8.fromBufferAttribute( position, i ); - - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); - - } - - // process morph attributes if present - - if ( morphAttributesPosition ) { - - for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - - const morphAttribute = morphAttributesPosition[ i ]; - const morphTargetsRelative = this.morphTargetsRelative; - - for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { - - _vector$8.fromBufferAttribute( morphAttribute, j ); - - if ( morphTargetsRelative ) { - - _offset.fromBufferAttribute( position, j ); - _vector$8.add( _offset ); - - } - - 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 ); - - } - - } - - } - - computeTangents() { - - const index = this.index; - const attributes = this.attributes; - - // based on http://www.terathon.com/code/tangent.html - // (per vertex tangents) - - if ( index === null || - attributes.position === undefined || - attributes.normal === undefined || - attributes.uv === undefined ) { - - console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); - return; - - } - - const positionAttribute = attributes.position; - const normalAttribute = attributes.normal; - const uvAttribute = attributes.uv; - - if ( this.hasAttribute( 'tangent' ) === false ) { - - this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) ); - - } - - const tangentAttribute = this.getAttribute( 'tangent' ); - - const tan1 = [], tan2 = []; - - for ( let i = 0; i < positionAttribute.count; 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.fromBufferAttribute( positionAttribute, a ); - vB.fromBufferAttribute( positionAttribute, b ); - vC.fromBufferAttribute( positionAttribute, c ); - - uvA.fromBufferAttribute( uvAttribute, a ); - uvB.fromBufferAttribute( uvAttribute, b ); - uvC.fromBufferAttribute( uvAttribute, c ); - - vB.sub( vA ); - vC.sub( vA ); - - uvB.sub( uvA ); - uvC.sub( uvA ); - - const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); - - // silently ignore degenerate uv triangles having coincident or colinear vertices - - if ( ! isFinite( r ) ) return; - - sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); - tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); - - tan1[ a ].add( sdir ); - tan1[ b ].add( sdir ); - tan1[ c ].add( sdir ); - - tan2[ a ].add( tdir ); - tan2[ b ].add( tdir ); - tan2[ c ].add( tdir ); - - } - - let groups = this.groups; - - if ( groups.length === 0 ) { - - groups = [ { - start: 0, - count: index.count - } ]; - - } - - 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( - index.getX( j + 0 ), - index.getX( j + 1 ), - index.getX( j + 2 ) - ); - - } - - } - - const tmp = new Vector3(), tmp2 = new Vector3(); - const n = new Vector3(), n2 = new Vector3(); - - function handleVertex( v ) { - - n.fromBufferAttribute( normalAttribute, v ); - n2.copy( n ); - - const t = tan1[ v ]; - - // Gram-Schmidt orthogonalize - - tmp.copy( t ); - tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); - - // Calculate handedness - - tmp2.crossVectors( n2, t ); - const test = tmp2.dot( tan2[ v ] ); - const w = ( test < 0.0 ) ? - 1.0 : 1.0; - - tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w ); - - } - - for ( let i = 0, il = groups.length; i < il; ++ i ) { - - const group = groups[ i ]; - - const start = group.start; - const count = group.count; - - for ( let j = start, jl = start + count; j < jl; j += 3 ) { - - handleVertex( index.getX( j + 0 ) ); - handleVertex( index.getX( j + 1 ) ); - handleVertex( index.getX( j + 2 ) ); - - } - - } - - } - - computeVertexNormals() { - - const index = this.index; - const positionAttribute = this.getAttribute( 'position' ); - - if ( positionAttribute !== undefined ) { - - let normalAttribute = this.getAttribute( 'normal' ); - - if ( normalAttribute === undefined ) { - - normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); - this.setAttribute( 'normal', normalAttribute ); - - } else { - - // reset existing normals to zero - - for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { - - normalAttribute.setXYZ( i, 0, 0, 0 ); - - } - - } - - const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); - const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); - const cb = new Vector3(), ab = new Vector3(); - - // indexed elements - - if ( index ) { - - for ( let i = 0, il = index.count; i < il; i += 3 ) { - - const vA = index.getX( i + 0 ); - const vB = index.getX( i + 1 ); - const vC = index.getX( i + 2 ); - - pA.fromBufferAttribute( positionAttribute, vA ); - pB.fromBufferAttribute( positionAttribute, vB ); - pC.fromBufferAttribute( positionAttribute, vC ); - - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); - - nA.fromBufferAttribute( normalAttribute, vA ); - nB.fromBufferAttribute( normalAttribute, vB ); - nC.fromBufferAttribute( normalAttribute, vC ); - - nA.add( cb ); - nB.add( cb ); - nC.add( cb ); - - normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); - normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); - normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); - - } - - } else { - - // non-indexed elements (unconnected triangle soup) - - for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { - - pA.fromBufferAttribute( positionAttribute, i + 0 ); - pB.fromBufferAttribute( positionAttribute, i + 1 ); - pC.fromBufferAttribute( positionAttribute, i + 2 ); - - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); - - normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); - normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); - normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); - - } - - } - - this.normalizeNormals(); - - normalAttribute.needsUpdate = true; - - } - - } - - normalizeNormals() { - - const normals = this.attributes.normal; - - for ( let i = 0, il = normals.count; i < il; i ++ ) { - - _vector$8.fromBufferAttribute( normals, i ); - - _vector$8.normalize(); - - normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); - - } - - } - - toNonIndexed() { - - function convertBufferAttribute( attribute, indices ) { - - const array = attribute.array; - const itemSize = attribute.itemSize; - const normalized = attribute.normalized; - - const array2 = new array.constructor( indices.length * itemSize ); - - let index = 0, index2 = 0; - - for ( let i = 0, l = indices.length; i < l; i ++ ) { - - if ( attribute.isInterleavedBufferAttribute ) { - - index = indices[ i ] * attribute.data.stride + attribute.offset; - - } else { - - index = indices[ i ] * itemSize; - - } - - for ( let j = 0; j < itemSize; j ++ ) { - - array2[ index2 ++ ] = array[ index ++ ]; - - } - - } - - return new BufferAttribute( array2, itemSize, normalized ); - - } - - // - - if ( this.index === null ) { - - console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); - return this; - - } - - const geometry2 = new BufferGeometry(); - - const indices = this.index.array; - const attributes = this.attributes; - - // attributes - - for ( const name in attributes ) { - - const attribute = attributes[ name ]; - - const newAttribute = convertBufferAttribute( attribute, indices ); - - geometry2.setAttribute( name, newAttribute ); - - } - - // morph attributes - - const morphAttributes = this.morphAttributes; - - for ( const name in morphAttributes ) { - - const morphArray = []; - const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - - for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { - - const attribute = morphAttribute[ i ]; - - const newAttribute = convertBufferAttribute( attribute, indices ); - - morphArray.push( newAttribute ); - - } - - geometry2.morphAttributes[ name ] = morphArray; - - } - - geometry2.morphTargetsRelative = this.morphTargetsRelative; - - // groups - - const groups = this.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - geometry2.addGroup( group.start, group.count, group.materialIndex ); - - } - - return geometry2; - - } - - toJSON() { - - const data = { - metadata: { - version: 4.6, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; - - // standard BufferGeometry serialization - - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; - - if ( this.parameters !== undefined ) { - - const parameters = this.parameters; - - for ( const key in parameters ) { - - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - - } - - return data; - - } - - // for simplicity the code assumes attributes are not shared across geometries, see #15811 - - data.data = { attributes: {} }; - - const index = this.index; - - if ( index !== null ) { - - data.data.index = { - type: index.array.constructor.name, - array: Array.prototype.slice.call( index.array ) - }; - - } - - const attributes = this.attributes; - - for ( const key in attributes ) { - - const attribute = attributes[ key ]; - - data.data.attributes[ key ] = attribute.toJSON( data.data ); - - } - - const morphAttributes = {}; - let hasMorphAttributes = false; - - for ( const key in this.morphAttributes ) { - - const attributeArray = this.morphAttributes[ key ]; - - const array = []; - - for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { - - const attribute = attributeArray[ i ]; - - array.push( attribute.toJSON( data.data ) ); - - } - - if ( array.length > 0 ) { - - morphAttributes[ key ] = array; - - hasMorphAttributes = true; - - } - - } - - if ( hasMorphAttributes ) { - - data.data.morphAttributes = morphAttributes; - data.data.morphTargetsRelative = this.morphTargetsRelative; - - } - - const groups = this.groups; - - if ( groups.length > 0 ) { - - data.data.groups = JSON.parse( JSON.stringify( groups ) ); - - } - - const boundingSphere = this.boundingSphere; - - if ( boundingSphere !== null ) { - - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; - - } - - return data; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( source ) { - - // reset - - this.index = null; - this.attributes = {}; - this.morphAttributes = {}; - this.groups = []; - this.boundingBox = null; - this.boundingSphere = null; - - // used for storing cloned, shared data - - const data = {}; - - // name - - this.name = source.name; - - // index - - const index = source.index; - - if ( index !== null ) { - - this.setIndex( index.clone( data ) ); - - } - - // attributes - - const attributes = source.attributes; - - for ( const name in attributes ) { - - const attribute = attributes[ name ]; - this.setAttribute( name, attribute.clone( data ) ); - - } - - // morph attributes - - const morphAttributes = source.morphAttributes; - - for ( const name in morphAttributes ) { - - const array = []; - const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - - for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { - - array.push( morphAttribute[ i ].clone( data ) ); - - } - - this.morphAttributes[ name ] = array; - - } - - this.morphTargetsRelative = source.morphTargetsRelative; - - // groups - - const groups = source.groups; - - for ( let i = 0, l = groups.length; i < l; i ++ ) { - - const group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); - - } - - // bounding box - - const boundingBox = source.boundingBox; - - if ( boundingBox !== null ) { - - this.boundingBox = boundingBox.clone(); - - } - - // bounding sphere - - const boundingSphere = source.boundingSphere; - - if ( boundingSphere !== null ) { - - this.boundingSphere = boundingSphere.clone(); - - } - - // draw range - - this.drawRange.start = source.drawRange.start; - this.drawRange.count = source.drawRange.count; - - // user data - - this.userData = source.userData; - - return this; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} - -const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4(); -const _ray$3 = /*@__PURE__*/ new Ray(); -const _sphere$6 = /*@__PURE__*/ new Sphere(); -const _sphereHitAt = /*@__PURE__*/ new Vector3(); - -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 _normalA = /*@__PURE__*/ new Vector3(); -const _normalB = /*@__PURE__*/ new Vector3(); -const _normalC = /*@__PURE__*/ new Vector3(); - -const _intersectionPoint = /*@__PURE__*/ new Vector3(); -const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); - -class Mesh extends Object3D { - - 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 ) { - - this.morphTargetInfluences = source.morphTargetInfluences.slice(); - - } - - if ( source.morphTargetDictionary !== undefined ) { - - this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); - - } - - this.material = Array.isArray( source.material ) ? source.material.slice() : 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 ) { - - 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; - - } - - } - - } - - } - - getVertexPosition( index, target ) { - - const geometry = this.geometry; - const position = geometry.attributes.position; - const morphPosition = geometry.morphAttributes.position; - const morphTargetsRelative = geometry.morphTargetsRelative; - - 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, index ); - - if ( morphTargetsRelative ) { - - _morphA.addScaledVector( _tempA, influence ); - - } else { - - _morphA.addScaledVector( _tempA.sub( target ), influence ); - - } - - } - - target.add( _morphA ); - - } - - return target; - - } - - raycast( raycaster, intersects ) { - - const geometry = this.geometry; - const material = this.material; - const matrixWorld = this.matrixWorld; - - if ( material === undefined ) return; - - // test with bounding sphere in world space - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$6.copy( geometry.boundingSphere ); - _sphere$6.applyMatrix4( matrixWorld ); - - // check distance from ray origin to bounding sphere - - _ray$3.copy( raycaster.ray ).recast( raycaster.near ); - - if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) { - - if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return; - - if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return; - - } - - // convert ray to local space of mesh - - _inverseMatrix$3.copy( matrixWorld ).invert(); - _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 ); - - // test with bounding box in local space - - if ( geometry.boundingBox !== null ) { - - if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return; - - } - - // test for intersections with geometry - - this._computeIntersections( raycaster, intersects, _ray$3 ); - - } - - _computeIntersections( raycaster, intersects, rayLocalSpace ) { - - let intersection; - - const geometry = this.geometry; - const material = this.material; - - const index = geometry.index; - const position = geometry.attributes.position; - const uv = geometry.attributes.uv; - const uv1 = geometry.attributes.uv1; - const normal = geometry.attributes.normal; - const groups = geometry.groups; - const drawRange = geometry.drawRange; - - if ( index !== null ) { - - // indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( let i = 0, il = groups.length; i < il; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - const start = Math.max( group.start, drawRange.start ); - const end = Math.min( 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 = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); - - } - - } - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, il = end; i < il; i += 3 ) { - - const a = index.getX( i ); - const b = index.getX( i + 1 ); - const c = index.getX( i + 2 ); - - intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics - intersects.push( intersection ); - - } - - } - - } - - } else if ( position !== undefined ) { - - // non-indexed buffer geometry - - if ( Array.isArray( material ) ) { - - for ( let i = 0, il = groups.length; i < il; i ++ ) { - - const group = groups[ i ]; - const groupMaterial = material[ group.materialIndex ]; - - const start = Math.max( group.start, drawRange.start ); - const end = Math.min( 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 = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); - - } - - } - - } - - } else { - - const start = Math.max( 0, drawRange.start ); - const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); - - for ( let i = start, il = end; i < il; i += 3 ) { - - const a = i; - const b = i + 1; - const c = i + 2; - - intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics - intersects.push( intersection ); - - } - - } - - } - - } - - } - -} - -function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) { - - let intersect; - - if ( material.side === BackSide ) { - - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - - } else { - - intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === 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 - }; - -} - -function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) { - - object.getVertexPosition( a, _vA$1 ); - object.getVertexPosition( b, _vB$1 ); - object.getVertexPosition( c, _vC$1 ); - - const intersection = checkIntersection$1( 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.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); - - } - - if ( uv1 ) { - - _uvA$1.fromBufferAttribute( uv1, a ); - _uvB$1.fromBufferAttribute( uv1, b ); - _uvC$1.fromBufferAttribute( uv1, c ); - - intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); - - } - - if ( normal ) { - - _normalA.fromBufferAttribute( normal, a ); - _normalB.fromBufferAttribute( normal, b ); - _normalC.fromBufferAttribute( normal, c ); - - intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() ); - - if ( intersection.normal.dot( ray.direction ) > 0 ) { - - intersection.normal.multiplyScalar( - 1 ); - - } - - } - - const face = { - a: a, - b: b, - c: c, - normal: new Vector3(), - materialIndex: 0 - }; - - Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal ); - - intersection.face = face; - - } - - return intersection; - -} - -class BoxGeometry extends BufferGeometry { - - constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { - - super(); - - this.type = 'BoxGeometry'; - - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; - - const scope = this; - - // segments - - widthSegments = Math.floor( widthSegments ); - heightSegments = Math.floor( heightSegments ); - depthSegments = Math.floor( depthSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let numberOfVertices = 0; - let groupStart = 0; - - // build each side of the box geometry - - buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px - buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx - buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py - buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny - buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz - buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - - const segmentWidth = width / gridX; - const segmentHeight = height / gridY; - - const widthHalf = width / 2; - const heightHalf = height / 2; - const depthHalf = depth / 2; - - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; - - let vertexCounter = 0; - let groupCount = 0; - - const vector = new Vector3(); - - // generate vertices, normals and uvs - - for ( let iy = 0; iy < gridY1; iy ++ ) { - - const y = iy * segmentHeight - heightHalf; - - for ( let ix = 0; ix < gridX1; ix ++ ) { - - const x = ix * segmentWidth - widthHalf; - - // set values to correct vector component - - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; - - // now apply vector to vertex buffer - - vertices.push( vector.x, vector.y, vector.z ); - - // set values to correct vector component - - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; - - // now apply vector to normal buffer - - normals.push( vector.x, vector.y, vector.z ); - - // uvs - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - // counters - - vertexCounter += 1; - - } - - } - - // indices - - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment - - for ( let iy = 0; iy < gridY; iy ++ ) { - - for ( let ix = 0; ix < gridX; ix ++ ) { - - const a = numberOfVertices + ix + gridX1 * iy; - const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - // increase counter - - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, materialIndex ); - - // calculate new start value for groups - - groupStart += groupCount; - - // update total number of vertices - - numberOfVertices += vertexCounter; - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - static fromJSON( data ) { - - return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); - - } - -} - -/** - * Uniform Utilities - */ - -function cloneUniforms( src ) { - - const dst = {}; - - for ( const u in src ) { - - dst[ u ] = {}; - - for ( const p in src[ u ] ) { - - const property = src[ u ][ p ]; - - if ( property && ( property.isColor || - property.isMatrix3 || property.isMatrix4 || - property.isVector2 || property.isVector3 || property.isVector4 || - property.isTexture || property.isQuaternion ) ) { - - if ( property.isRenderTargetTexture ) { - - console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' ); - dst[ u ][ p ] = null; - - } else { - - dst[ u ][ p ] = property.clone(); - - } - - } else if ( Array.isArray( property ) ) { - - dst[ u ][ p ] = property.slice(); - - } else { - - dst[ u ][ p ] = property; - - } - - } - - } - - return dst; - -} - -function cloneUniformsGroups( src ) { - - const dst = []; - - for ( let u = 0; u < src.length; u ++ ) { - - dst.push( src[ u ].clone() ); - - } - - return dst; - -} - -var default_vertex = /* glsl */` -void main() { - gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); -} -`; - -var default_fragment = /* glsl */` -void main() { - gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); -} -`; - -class ShaderMaterial extends Material { - - 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.forceSinglePass = true; - - this.extensions = { - clipCullDistance: false, // set to use vertex shader clipping - multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID - }; - - // 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 ], - 'uv1': [ 0, 0 ] - }; - - this.index0AttributeName = undefined; - this.uniformsNeedUpdate = false; - - this.glslVersion = null; - - if ( parameters !== undefined ) { - - this.setValues( parameters ); - - } - - } - - 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.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.glslVersion = source.glslVersion; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.glslVersion = this.glslVersion; - data.uniforms = {}; - - for ( const name in this.uniforms ) { - - const uniform = this.uniforms[ name ]; - const value = uniform.value; - - if ( value && value.isTexture ) { - - data.uniforms[ name ] = { - type: 't', - value: value.toJSON( meta ).uuid - }; - - } else if ( value && value.isColor ) { - - data.uniforms[ name ] = { - type: 'c', - value: value.getHex() - }; - - } else if ( value && value.isVector2 ) { - - data.uniforms[ name ] = { - type: 'v2', - value: value.toArray() - }; - - } else if ( value && value.isVector3 ) { - - data.uniforms[ name ] = { - type: 'v3', - value: value.toArray() - }; - - } else if ( value && value.isVector4 ) { - - data.uniforms[ name ] = { - type: 'v4', - value: value.toArray() - }; - - } else if ( value && value.isMatrix3 ) { - - data.uniforms[ name ] = { - type: 'm3', - value: value.toArray() - }; - - } else if ( value && value.isMatrix4 ) { - - data.uniforms[ name ] = { - type: 'm4', - value: value.toArray() - }; - - } else { - - data.uniforms[ name ] = { - value: value - }; - - // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far - - } - - } - - if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; - - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; - - data.lights = this.lights; - data.clipping = this.clipping; - - const extensions = {}; - - for ( const key in this.extensions ) { - - if ( this.extensions[ key ] === true ) extensions[ key ] = true; - - } - - if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; - - return data; - - } - -} - -class Camera extends Object3D { - - constructor() { - - super(); - - this.isCamera = true; - - this.type = 'Camera'; - - this.matrixWorldInverse = new Matrix4(); - - this.projectionMatrix = new Matrix4(); - this.projectionMatrixInverse = new Matrix4(); - - this.coordinateSystem = WebGLCoordinateSystem; - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.matrixWorldInverse.copy( source.matrixWorldInverse ); - - this.projectionMatrix.copy( source.projectionMatrix ); - this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); - - this.coordinateSystem = source.coordinateSystem; - - return this; - - } - - getWorldDirection( target ) { - - return super.getWorldDirection( target ).negate(); - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - this.matrixWorldInverse.copy( this.matrixWorld ).invert(); - - } - - updateWorldMatrix( updateParents, updateChildren ) { - - super.updateWorldMatrix( updateParents, updateChildren ); - - this.matrixWorldInverse.copy( this.matrixWorld ).invert(); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _v3$1 = /*@__PURE__*/ new Vector3(); -const _minTarget = /*@__PURE__*/ new Vector2(); -const _maxTarget = /*@__PURE__*/ new Vector2(); - - -class PerspectiveCamera extends Camera { - - 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.updateProjectionMatrix(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.fov = source.fov; - this.zoom = source.zoom; - - this.near = source.near; - this.far = source.far; - this.focus = source.focus; - - this.aspect = source.aspect; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; - - return this; - - } - - /** - * Sets the FOV by focal length in respect to the current .filmGauge. - * - * The default film gauge is 35, so that the focal length can be specified for - * a 35mm (full frame) camera. - * - * Values for focal length and film gauge must have the same unit. - */ - setFocalLength( focalLength ) { - - /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ - const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; - - this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); - - } - - /** - * Calculates the focal length from the current .fov and .filmGauge. - */ - getFocalLength() { - - const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); - - return 0.5 * this.getFilmHeight() / vExtentSlope; - - } - - getEffectiveFOV() { - - return RAD2DEG * 2 * Math.atan( - Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); - - } - - getFilmWidth() { - - // film not completely covered in portrait format (aspect < 1) - return this.filmGauge * Math.min( this.aspect, 1 ); - - } - - getFilmHeight() { - - // film not completely covered in landscape format (aspect > 1) - return this.filmGauge / Math.max( this.aspect, 1 ); - - } - - /** - * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction. - * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle. - */ - getViewBounds( distance, minTarget, maxTarget ) { - - _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); - - minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); - - _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); - - maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); - - } - - /** - * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction. - * Copies the result into the target Vector2, where x is width and y is height. - */ - getViewSize( distance, target ) { - - this.getViewBounds( distance, _minTarget, _maxTarget ); - - return target.subVectors( _maxTarget, _minTarget ); - - } - - /** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * const w = 1920; - * const h = 1080; - * const fullWidth = w * 3; - * const fullHeight = h * 2; - * - * --A-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */ - setViewOffset( fullWidth, fullHeight, x, y, width, height ) { - - this.aspect = fullWidth / fullHeight; - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - } - - clearViewOffset() { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - } - - updateProjectionMatrix() { - - const near = this.near; - let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; - let height = 2 * top; - let width = this.aspect * height; - let left = - 0.5 * width; - const view = this.view; - - if ( this.view !== null && this.view.enabled ) { - - const fullWidth = view.fullWidth, - fullHeight = view.fullHeight; - - left += view.offsetX * width / fullWidth; - top -= view.offsetY * height / fullHeight; - width *= view.width / fullWidth; - height *= view.height / fullHeight; - - } - - const skew = this.filmOffset; - if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); - - this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem ); - - this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.fov = this.fov; - data.object.zoom = this.zoom; - - data.object.near = this.near; - data.object.far = this.far; - data.object.focus = this.focus; - - data.object.aspect = this.aspect; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; - - return data; - - } - -} - -const fov = - 90; // negative fov is not an error -const aspect = 1; - -class CubeCamera extends Object3D { - - constructor( near, far, renderTarget ) { - - super(); - - this.type = 'CubeCamera'; - - this.renderTarget = renderTarget; - this.coordinateSystem = null; - this.activeMipmapLevel = 0; - - const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.layers = this.layers; - this.add( cameraPX ); - - const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.layers = this.layers; - this.add( cameraNX ); - - const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.layers = this.layers; - this.add( cameraPY ); - - const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.layers = this.layers; - this.add( cameraNY ); - - const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.layers = this.layers; - this.add( cameraPZ ); - - const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.layers = this.layers; - this.add( cameraNZ ); - - } - - updateCoordinateSystem() { - - const coordinateSystem = this.coordinateSystem; - - const cameras = this.children.concat(); - - const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras; - - for ( const camera of cameras ) this.remove( camera ); - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - cameraPX.up.set( 0, 1, 0 ); - cameraPX.lookAt( 1, 0, 0 ); - - cameraNX.up.set( 0, 1, 0 ); - cameraNX.lookAt( - 1, 0, 0 ); - - cameraPY.up.set( 0, 0, - 1 ); - cameraPY.lookAt( 0, 1, 0 ); - - cameraNY.up.set( 0, 0, 1 ); - cameraNY.lookAt( 0, - 1, 0 ); - - cameraPZ.up.set( 0, 1, 0 ); - cameraPZ.lookAt( 0, 0, 1 ); - - cameraNZ.up.set( 0, 1, 0 ); - cameraNZ.lookAt( 0, 0, - 1 ); - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - cameraPX.up.set( 0, - 1, 0 ); - cameraPX.lookAt( - 1, 0, 0 ); - - cameraNX.up.set( 0, - 1, 0 ); - cameraNX.lookAt( 1, 0, 0 ); - - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( 0, 1, 0 ); - - cameraNY.up.set( 0, 0, - 1 ); - cameraNY.lookAt( 0, - 1, 0 ); - - cameraPZ.up.set( 0, - 1, 0 ); - cameraPZ.lookAt( 0, 0, 1 ); - - cameraNZ.up.set( 0, - 1, 0 ); - cameraNZ.lookAt( 0, 0, - 1 ); - - } else { - - throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem ); - - } - - for ( const camera of cameras ) { - - this.add( camera ); - - camera.updateMatrixWorld(); - - } - - } - - update( renderer, scene ) { - - if ( this.parent === null ) this.updateMatrixWorld(); - - const { renderTarget, activeMipmapLevel } = this; - - if ( this.coordinateSystem !== renderer.coordinateSystem ) { - - this.coordinateSystem = renderer.coordinateSystem; - - this.updateCoordinateSystem(); - - } - - const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; - - const currentRenderTarget = renderer.getRenderTarget(); - const currentActiveCubeFace = renderer.getActiveCubeFace(); - const currentActiveMipmapLevel = renderer.getActiveMipmapLevel(); - - const currentXrEnabled = renderer.xr.enabled; - - renderer.xr.enabled = false; - - const generateMipmaps = renderTarget.texture.generateMipmaps; - - renderTarget.texture.generateMipmaps = false; - - renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel ); - renderer.render( scene, cameraPX ); - - renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel ); - renderer.render( scene, cameraNX ); - - renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel ); - renderer.render( scene, cameraPY ); - - renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel ); - renderer.render( scene, cameraNY ); - - renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel ); - renderer.render( scene, cameraPZ ); - - // mipmaps are generated during the last call of render() - // at this point, all sides of the cube render target are defined - - renderTarget.texture.generateMipmaps = generateMipmaps; - - renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel ); - renderer.render( scene, cameraNZ ); - - renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel ); - - renderer.xr.enabled = currentXrEnabled; - - renderTarget.texture.needsPMREMUpdate = true; - - } - -} - -class CubeTexture extends Texture { - - constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) { - - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; - - super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); - - this.isCubeTexture = true; - - this.flipY = false; - - } - - get images() { - - return this.image; - - } - - set images( value ) { - - this.image = value; - - } - -} - -class WebGLCubeRenderTarget extends WebGLRenderTarget { - - 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.colorSpace ); - - // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) - // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, - // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. - - // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped - // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture - // 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 ) { - - this.texture.type = texture.type; - this.texture.colorSpace = texture.colorSpace; - - this.texture.generateMipmaps = texture.generateMipmaps; - this.texture.minFilter = texture.minFilter; - this.texture.magFilter = texture.magFilter; - - const shader = { - - uniforms: { - tEquirect: { value: null }, - }, - - vertexShader: /* glsl */` - - varying vec3 vWorldDirection; - - vec3 transformDirection( in vec3 dir, in mat4 matrix ) { - - return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); - - } - - void main() { - - vWorldDirection = transformDirection( position, modelMatrix ); - - #include - #include - - } - `, - - fragmentShader: /* glsl */` - - uniform sampler2D tEquirect; - - varying vec3 vWorldDirection; - - #include - - void main() { - - vec3 direction = normalize( vWorldDirection ); - - vec2 sampleUV = equirectUv( direction ); - - gl_FragColor = texture2D( tEquirect, sampleUV ); - - } - ` - }; - - const geometry = new BoxGeometry( 5, 5, 5 ); - - const material = new ShaderMaterial( { - - name: 'CubemapFromEquirect', - - uniforms: cloneUniforms( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader, - side: BackSide, - blending: NoBlending - - } ); - - material.uniforms.tEquirect.value = texture; - - const mesh = new Mesh( geometry, material ); - - const currentMinFilter = texture.minFilter; - - // Avoid blurred poles - if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; - - const camera = new CubeCamera( 1, 10, this ); - camera.update( renderer, mesh ); - - texture.minFilter = currentMinFilter; - - mesh.geometry.dispose(); - mesh.material.dispose(); - - return this; - - } - - clear( renderer, color, depth, stencil ) { - - const currentRenderTarget = renderer.getRenderTarget(); - - for ( let i = 0; i < 6; i ++ ) { - - renderer.setRenderTarget( this, i ); - - renderer.clear( color, depth, stencil ); - - } - - renderer.setRenderTarget( currentRenderTarget ); - - } - -} - -class FogExp2 { - - constructor( color, density = 0.00025 ) { - - this.isFogExp2 = true; - - this.name = ''; - - this.color = new Color( color ); - this.density = density; - - } - - clone() { - - return new FogExp2( this.color, this.density ); - - } - - toJSON( /* meta */ ) { - - return { - type: 'FogExp2', - name: this.name, - color: this.color.getHex(), - density: this.density - }; - - } - -} - -class Fog { - - constructor( color, near = 1, far = 1000 ) { - - this.isFog = true; - - this.name = ''; - - this.color = new Color( color ); - - this.near = near; - this.far = far; - - } - - clone() { - - return new Fog( this.color, this.near, this.far ); - - } - - toJSON( /* meta */ ) { - - return { - type: 'Fog', - name: this.name, - 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.backgroundRotation = new Euler(); - - this.environmentIntensity = 1; - this.environmentRotation = new Euler(); - - this.overrideMaterial = null; - - 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(); - - this.backgroundBlurriness = source.backgroundBlurriness; - this.backgroundIntensity = source.backgroundIntensity; - this.backgroundRotation.copy( source.backgroundRotation ); - - this.environmentIntensity = source.environmentIntensity; - this.environmentRotation.copy( source.environmentRotation ); - - 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.object.backgroundBlurriness = this.backgroundBlurriness; - if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; - data.object.backgroundRotation = this.backgroundRotation.toArray(); - - if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity; - data.object.environmentRotation = this.environmentRotation.toArray(); - - return data; - - } - -} - -class InterleavedBuffer { - - 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.updateRanges = []; - - this.version = 0; - - this.uuid = generateUUID(); - - } - - onUploadCallback() {} - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - get updateRange() { - - warnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159 - return this._updateRange; - - } - - setUsage( value ) { - - this.usage = value; - - return this; - - } - - addUpdateRange( start, count ) { - - this.updateRanges.push( { start, count } ); - - } - - clearUpdateRanges() { - - this.updateRanges.length = 0; - - } - - copy( source ) { - - this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.usage = source.usage; - - return this; - - } - - copyAt( index1, attribute, index2 ) { - - index1 *= this.stride; - index2 *= attribute.stride; - - for ( let i = 0, l = this.stride; i < l; i ++ ) { - - this.array[ index1 + i ] = attribute.array[ index2 + i ]; - - } - - return this; - - } - - set( value, offset = 0 ) { - - this.array.set( value, offset ); - - return this; - - } - - clone( data ) { - - if ( data.arrayBuffers === undefined ) { - - data.arrayBuffers = {}; - - } - - if ( this.array.buffer._uuid === undefined ) { - - this.array.buffer._uuid = generateUUID(); - - } - - if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - - data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; - - } - - const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); - - const ib = new this.constructor( array, this.stride ); - ib.setUsage( this.usage ); - - return ib; - - } - - onUpload( callback ) { - - this.onUploadCallback = callback; - - return this; - - } - - toJSON( data ) { - - if ( data.arrayBuffers === undefined ) { - - data.arrayBuffers = {}; - - } - - // generate UUID for array buffer if necessary - - if ( this.array.buffer._uuid === undefined ) { - - this.array.buffer._uuid = generateUUID(); - - } - - if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - - data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) ); - - } - - // - - return { - uuid: this.uuid, - buffer: this.array.buffer._uuid, - type: this.array.constructor.name, - stride: this.stride - }; - - } - -} - -const _vector$7 = /*@__PURE__*/ new Vector3(); - -class InterleavedBufferAttribute { - - 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 ) { - - this.data.needsUpdate = value; - - } - - applyMatrix4( m ) { - - for ( let i = 0, l = this.data.count; i < l; i ++ ) { - - _vector$7.fromBufferAttribute( this, i ); - - _vector$7.applyMatrix4( m ); - - this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z ); - - } - - return this; - - } - - applyNormalMatrix( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$7.fromBufferAttribute( this, i ); - - _vector$7.applyNormalMatrix( m ); - - this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z ); - - } - - return this; - - } - - transformDirection( m ) { - - for ( let i = 0, l = this.count; i < l; i ++ ) { - - _vector$7.fromBufferAttribute( this, i ); - - _vector$7.transformDirection( m ); - - this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z ); - - } - - return this; - - } - - getComponent( index, component ) { - - let value = this.array[ index * this.data.stride + this.offset + component ]; - - if ( this.normalized ) value = denormalize( value, this.array ); - - return value; - - } - - setComponent( index, component, value ) { - - if ( this.normalized ) value = normalize$1( value, this.array ); - - this.data.array[ index * this.data.stride + this.offset + component ] = value; - - return this; - - } - - setX( index, x ) { - - if ( this.normalized ) x = normalize$1( x, this.array ); - - this.data.array[ index * this.data.stride + this.offset ] = x; - - return this; - - } - - setY( index, y ) { - - if ( this.normalized ) y = normalize$1( y, this.array ); - - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - - return this; - - } - - setZ( index, z ) { - - if ( this.normalized ) z = normalize$1( z, this.array ); - - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; - - return this; - - } - - setW( index, w ) { - - if ( this.normalized ) w = normalize$1( 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 ); - - return x; - - } - - 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 ); - - return z; - - } - - 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 ) { - - index = index * this.data.stride + this.offset; - - if ( this.normalized ) { - - x = normalize$1( x, this.array ); - y = normalize$1( y, this.array ); - - } - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - - return this; - - } - - setXYZ( index, x, y, z ) { - - index = index * this.data.stride + this.offset; - - if ( this.normalized ) { - - x = normalize$1( x, this.array ); - y = normalize$1( y, this.array ); - z = normalize$1( z, this.array ); - - } - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - - return this; - - } - - setXYZW( index, x, y, z, w ) { - - index = index * this.data.stride + this.offset; - - if ( this.normalized ) { - - x = normalize$1( x, this.array ); - y = normalize$1( y, this.array ); - z = normalize$1( z, this.array ); - w = normalize$1( 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; - - return this; - - } - - 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 ++ ) { - - const index = i * this.data.stride + this.offset; - - for ( let j = 0; j < this.itemSize; j ++ ) { - - array.push( this.data.array[ index + j ] ); - - } - - } - - return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); - - } else { - - if ( data.interleavedBuffers === undefined ) { - - data.interleavedBuffers = {}; - - } - - if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { - - data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); - - } - - return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); - - } - - } - - toJSON( data ) { - - if ( data === undefined ) { - - console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' ); - - const array = []; - - for ( let i = 0; i < this.count; i ++ ) { - - const index = i * this.data.stride + this.offset; - - for ( let j = 0; j < this.itemSize; j ++ ) { - - array.push( this.data.array[ index + j ] ); - - } - - } - - // de-interleave data and save it as an ordinary buffer attribute for now - - return { - itemSize: this.itemSize, - type: this.array.constructor.name, - array: array, - normalized: this.normalized - }; - - } else { - - // save as true interleaved attribute - - if ( data.interleavedBuffers === undefined ) { - - data.interleavedBuffers = {}; - - } - - if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { - - data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); - - } - - return { - isInterleavedBufferAttribute: true, - itemSize: this.itemSize, - data: this.data.uuid, - offset: this.offset, - normalized: this.normalized - }; - - } - - } - -} - -class SpriteMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isSpriteMaterial = true; - - this.type = 'SpriteMaterial'; - - 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 ); - - } - - 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$1; - -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 = new SpriteMaterial() ) { - - super(); - - this.isSprite = true; - - this.type = 'Sprite'; - - if ( _geometry$1 === undefined ) { - - _geometry$1 = 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$1.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); - _geometry$1.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); - _geometry$1.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); - - } - - this.geometry = _geometry$1; - this.material = material; - - this.center = new Vector2( 0.5, 0.5 ); - - } - - raycast( raycaster, intersects ) { - - if ( raycaster.camera === null ) { - - console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); - - } - - _worldScale.setFromMatrixScale( this.matrixWorld ); - - _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); - this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); - - _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); - - if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { - - _worldScale.multiplyScalar( - _mvPosition.z ); - - } - - const rotation = this.material.rotation; - let sin, cos; - - if ( rotation !== 0 ) { - - cos = Math.cos( rotation ); - sin = Math.sin( rotation ); - - } - - const center = this.center; - - transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - - _uvA.set( 0, 0 ); - _uvB.set( 1, 0 ); - _uvC.set( 1, 1 ); - - // check first triangle - let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint ); - - if ( intersect === null ) { - - // check second triangle - transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - _uvB.set( 0, 1 ); - - intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint ); - if ( intersect === null ) { - - return; - - } - - } - - const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - point: _intersectPoint.clone(), - uv: Triangle.getInterpolation( _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 ); - - this.material = source.material; - - return this; - - } - -} - -function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { - - // compute position in camera space - _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); - - // to check if rotation is not zero - if ( sin !== undefined ) { - - _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); - _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); - - } else { - - _rotatedPosition.copy( _alignedPosition ); - - } - - - vertexPosition.copy( mvPosition ); - vertexPosition.x += _rotatedPosition.x; - vertexPosition.y += _rotatedPosition.y; - - // transform to world space - vertexPosition.applyMatrix4( _viewWorldMatrix ); - -} - -const _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, { - levels: { - enumerable: true, - value: [] - }, - isLOD: { - value: true, - } - } ); - - this.autoUpdate = true; - - } - - 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 ); - - } - - this.autoUpdate = source.autoUpdate; - - return this; - - } - - 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 ) { - - break; - - } - - } - - levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } ); - - this.add( object ); - - return this; - - } - - getCurrentLevel() { - - return this._currentLevel; - - } - - - - getObjectForDistance( distance ) { - - const levels = this.levels; - - 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; - - } - - if ( distance < levelDistance ) { - - break; - - } - - } - - return levels[ i - 1 ].object; - - } - - return null; - - } - - 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 ); - - } - - } - - 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; - - 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; - - } else { - - break; - - } - - } - - this._currentLevel = i - 1; - - for ( ; i < l; i ++ ) { - - levels[ i ].object.visible = 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( { - 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 _vector3$1 = /*@__PURE__*/ new Vector3(); -const _matrix4 = /*@__PURE__*/ new Matrix4(); -const _vertex = /*@__PURE__*/ new Vector3(); - -const _sphere$5 = /*@__PURE__*/ new Sphere(); -const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); -const _ray$2 = /*@__PURE__*/ new Ray(); - -class SkinnedMesh extends Mesh { - - constructor( geometry, material ) { - - super( geometry, material ); - - this.isSkinnedMesh = true; - - this.type = 'SkinnedMesh'; - - this.bindMode = AttachedBindMode; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); - - this.boundingBox = null; - this.boundingSphere = null; - - } - - computeBoundingBox() { - - const geometry = this.geometry; - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - this.boundingBox.makeEmpty(); - - const positionAttribute = geometry.getAttribute( 'position' ); - - for ( let i = 0; i < positionAttribute.count; i ++ ) { - - this.getVertexPosition( i, _vertex ); - this.boundingBox.expandByPoint( _vertex ); - - } - - } - - computeBoundingSphere() { - - const geometry = this.geometry; - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - this.boundingSphere.makeEmpty(); - - const positionAttribute = geometry.getAttribute( 'position' ); - - for ( let i = 0; i < positionAttribute.count; i ++ ) { - - this.getVertexPosition( i, _vertex ); - this.boundingSphere.expandByPoint( _vertex ); - - } - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.bindMode = source.bindMode; - this.bindMatrix.copy( source.bindMatrix ); - this.bindMatrixInverse.copy( source.bindMatrixInverse ); - - this.skeleton = source.skeleton; - - if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); - if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); - - return this; - - } - - raycast( raycaster, intersects ) { - - const material = this.material; - const matrixWorld = this.matrixWorld; - - if ( material === undefined ) return; - - // test with bounding sphere in world space - - if ( this.boundingSphere === null ) this.computeBoundingSphere(); - - _sphere$5.copy( this.boundingSphere ); - _sphere$5.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return; - - // convert ray to local space of skinned mesh - - _inverseMatrix$2.copy( matrixWorld ).invert(); - _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); - - // test with bounding box in local space - - if ( this.boundingBox !== null ) { - - if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return; - - } - - // test for intersections with geometry - - this._computeIntersections( raycaster, intersects, _ray$2 ); - - } - - getVertexPosition( index, target ) { - - super.getVertexPosition( index, target ); - - this.applyBoneTransform( index, target ); - - return target; - - } - - bind( skeleton, bindMatrix ) { - - this.skeleton = skeleton; - - if ( bindMatrix === undefined ) { - - this.updateMatrixWorld( true ); - - this.skeleton.calculateInverses(); - - bindMatrix = this.matrixWorld; - - } - - this.bindMatrix.copy( bindMatrix ); - this.bindMatrixInverse.copy( bindMatrix ).invert(); - - } - - pose() { - - this.skeleton.pose(); - - } - - normalizeSkinWeights() { - - const vector = new Vector4(); - - const skinWeight = this.geometry.attributes.skinWeight; - - for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { - - vector.fromBufferAttribute( skinWeight, i ); - - const scale = 1.0 / vector.manhattanLength(); - - if ( scale !== Infinity ) { - - vector.multiplyScalar( scale ); - - } else { - - vector.set( 1, 0, 0, 0 ); // do something reasonable - - } - - skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); - - } - - } - - updateMatrixWorld( force ) { - - super.updateMatrixWorld( force ); - - if ( this.bindMode === AttachedBindMode ) { - - this.bindMatrixInverse.copy( this.matrixWorld ).invert(); - - } else if ( this.bindMode === DetachedBindMode ) { - - this.bindMatrixInverse.copy( this.bindMatrix ).invert(); - - } else { - - console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); - - } - - } - - applyBoneTransform( index, vector ) { - - const skeleton = this.skeleton; - const geometry = this.geometry; - - _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); - _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); - - _basePosition.copy( vector ).applyMatrix4( this.bindMatrix ); - - vector.set( 0, 0, 0 ); - - for ( let i = 0; i < 4; i ++ ) { - - const weight = _skinWeight.getComponent( i ); - - if ( weight !== 0 ) { - - const boneIndex = _skinIndex.getComponent( i ); - - _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); - - vector.addScaledVector( _vector3$1.copy( _basePosition ).applyMatrix4( _matrix4 ), weight ); - - } - - } - - return vector.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, colorSpace ) { - - super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); - - this.isDataTexture = true; - - this.image = { data: data, width: width, height: height }; - - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; - - } - -} - -const _offsetMatrix = /*@__PURE__*/ new Matrix4(); -const _identityMatrix$1 = /*@__PURE__*/ new Matrix4(); - -class Skeleton { - - constructor( bones = [], boneInverses = [] ) { - - this.uuid = generateUUID(); - - this.bones = bones.slice( 0 ); - this.boneInverses = boneInverses; - this.boneMatrices = null; - - this.boneTexture = null; - - this.init(); - - } - - init() { - - const bones = this.bones; - const boneInverses = this.boneInverses; - - this.boneMatrices = new Float32Array( bones.length * 16 ); - - // calculate inverse bone matrices if necessary - - 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.' ); - - this.boneInverses = []; - - 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 ++ ) { - - const inverse = new Matrix4(); - - if ( this.bones[ i ] ) { - - inverse.copy( this.bones[ i ].matrixWorld ).invert(); - - } - - 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(); - - } - - } - - // 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 ); - - } else { - - bone.matrix.copy( bone.matrixWorld ); - - } - - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - - } - - } - - } - - update() { - - const bones = this.bones; - const boneInverses = this.boneInverses; - const boneMatrices = this.boneMatrices; - const boneTexture = this.boneTexture; - - // flatten bone matrices to array - - 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$1; - - _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); - _offsetMatrix.toArray( boneMatrices, i * 16 ); - - } - - if ( boneTexture !== null ) { - - boneTexture.needsUpdate = true; - - } - - } - - clone() { - - 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 = Math.ceil( size / 4 ) * 4; - 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; - - return this; - - } - - 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 ) { - - this.boneTexture.dispose(); - - this.boneTexture = null; - - } - - } - - 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 ); - bone = new Bone(); - - } - - this.bones.push( bone ); - this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); - - } - - this.init(); - - return this; - - } - - toJSON() { - - const data = { - metadata: { - version: 4.6, - type: 'Skeleton', - generator: 'Skeleton.toJSON' - }, - 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() ); - - } - - return data; - - } - -} - -class InstancedBufferAttribute extends BufferAttribute { - - constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { - - super( array, itemSize, normalized ); - - this.isInstancedBufferAttribute = true; - - this.meshPerAttribute = meshPerAttribute; - - } - - copy( source ) { - - super.copy( source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.meshPerAttribute = this.meshPerAttribute; - - data.isInstancedBufferAttribute = true; - - return data; - - } - -} - -const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); -const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); - -const _instanceIntersects = []; - -const _box3 = /*@__PURE__*/ new Box3(); -const _identity = /*@__PURE__*/ new Matrix4(); -const _mesh$1 = /*@__PURE__*/ new Mesh(); -const _sphere$4 = /*@__PURE__*/ new Sphere(); - -class InstancedMesh extends Mesh { - - constructor( geometry, material, count ) { - - super( geometry, material ); - - this.isInstancedMesh = true; - - this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); - this.instanceColor = null; - this.morphTexture = null; - - this.count = count; - - this.boundingBox = null; - this.boundingSphere = null; - - for ( let i = 0; i < count; i ++ ) { - - this.setMatrixAt( i, _identity ); - - } - - } - - computeBoundingBox() { - - const geometry = this.geometry; - const count = this.count; - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - if ( geometry.boundingBox === null ) { - - geometry.computeBoundingBox(); - - } - - this.boundingBox.makeEmpty(); - - for ( let i = 0; i < count; i ++ ) { - - this.getMatrixAt( i, _instanceLocalMatrix ); - - _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix ); - - this.boundingBox.union( _box3 ); - - } - - } - - computeBoundingSphere() { - - const geometry = this.geometry; - const count = this.count; - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - if ( geometry.boundingSphere === null ) { - - geometry.computeBoundingSphere(); - - } - - this.boundingSphere.makeEmpty(); - - for ( let i = 0; i < count; i ++ ) { - - this.getMatrixAt( i, _instanceLocalMatrix ); - - _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix ); - - this.boundingSphere.union( _sphere$4 ); - - } - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.instanceMatrix.copy( source.instanceMatrix ); - - if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone(); - if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); - - this.count = source.count; - - if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); - if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); - - return this; - - } - - getColorAt( index, color ) { - - color.fromArray( this.instanceColor.array, index * 3 ); - - } - - getMatrixAt( index, matrix ) { - - matrix.fromArray( this.instanceMatrix.array, index * 16 ); - - } - - getMorphAt( index, object ) { - - const objectInfluences = object.morphTargetInfluences; - - const array = this.morphTexture.source.data.data; - - const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum - - const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning - - for ( let i = 0; i < objectInfluences.length; i ++ ) { - - objectInfluences[ i ] = array[ dataIndex + i ]; - - } - - } - - raycast( raycaster, intersects ) { - - const matrixWorld = this.matrixWorld; - const raycastTimes = this.count; - - _mesh$1.geometry = this.geometry; - _mesh$1.material = this.material; - - if ( _mesh$1.material === undefined ) return; - - // test with bounding sphere first - - if ( this.boundingSphere === null ) this.computeBoundingSphere(); - - _sphere$4.copy( this.boundingSphere ); - _sphere$4.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return; - - // now test each instance - - for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { - - // calculate the world matrix for each instance - - this.getMatrixAt( instanceId, _instanceLocalMatrix ); - - _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); - - // the mesh represents this single instance - - _mesh$1.matrixWorld = _instanceWorldMatrix; - - _mesh$1.raycast( raycaster, _instanceIntersects ); - - // process the result of raycast - - for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { - - const intersect = _instanceIntersects[ i ]; - intersect.instanceId = instanceId; - intersect.object = this; - intersects.push( intersect ); - - } - - _instanceIntersects.length = 0; - - } - - } - - setColorAt( index, color ) { - - if ( this.instanceColor === null ) { - - this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 ); - - } - - color.toArray( this.instanceColor.array, index * 3 ); - - } - - setMatrixAt( index, matrix ) { - - matrix.toArray( this.instanceMatrix.array, index * 16 ); - - } - - setMorphAt( index, object ) { - - const objectInfluences = object.morphTargetInfluences; - - const len = objectInfluences.length + 1; // morphBaseInfluence + all influences - - if ( this.morphTexture === null ) { - - this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType ); - - } - - const array = this.morphTexture.source.data.data; - - let morphInfluencesSum = 0; - - for ( let i = 0; i < objectInfluences.length; i ++ ) { - - morphInfluencesSum += objectInfluences[ i ]; - - } - - const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; - - const dataIndex = len * index; - - array[ dataIndex ] = morphBaseInfluence; - - array.set( objectInfluences, dataIndex + 1 ); - - } - - updateMorphTargets() { - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - if ( this.morphTexture !== null ) { - - this.morphTexture.dispose(); - this.morphTexture = null; - - } - - return this; - - } - -} - -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 ) { - - this.isPlane = true; - - // normal is assumed to be normalized - - this.normal = normal; - this.constant = constant; - - } - - set( normal, constant ) { - - this.normal.copy( normal ); - this.constant = constant; - - return this; - - } - - setComponents( x, y, z, w ) { - - this.normal.set( x, y, z ); - this.constant = w; - - return this; - - } - - setFromNormalAndCoplanarPoint( normal, point ) { - - this.normal.copy( normal ); - this.constant = - point.dot( this.normal ); - - return this; - - } - - setFromCoplanarPoints( a, b, c ) { - - const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); - - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - - this.setFromNormalAndCoplanarPoint( normal, a ); - - return this; - - } - - copy( plane ) { - - this.normal.copy( plane.normal ); - this.constant = plane.constant; - - return this; - - } - - normalize() { - - // Note: will lead to a divide by zero if the plane is invalid. - - const inverseNormalLength = 1.0 / this.normal.length(); - this.normal.multiplyScalar( inverseNormalLength ); - this.constant *= inverseNormalLength; - - return this; - - } - - negate() { - - this.constant *= - 1; - this.normal.negate(); - - return this; - - } - - distanceToPoint( point ) { - - return this.normal.dot( point ) + this.constant; - - } - - distanceToSphere( sphere ) { - - return this.distanceToPoint( sphere.center ) - sphere.radius; - - } - - projectPoint( point, target ) { - - return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) ); - - } - - intersectLine( line, target ) { - - const direction = line.delta( _vector1 ); - - const denominator = this.normal.dot( direction ); - - if ( denominator === 0 ) { - - // line is coplanar, return origin - if ( this.distanceToPoint( line.start ) === 0 ) { - - return target.copy( line.start ); - - } - - // Unsure if this is the correct method to handle this case. - return null; - - } - - const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; - - if ( t < 0 || t > 1 ) { - - return null; - - } - - return target.copy( line.start ).addScaledVector( direction, t ); - - } - - intersectsLine( line ) { - - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - - const startSign = this.distanceToPoint( line.start ); - const endSign = this.distanceToPoint( line.end ); - - return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); - - } - - intersectsBox( box ) { - - return box.intersectsPlane( this ); - - } - - intersectsSphere( sphere ) { - - return sphere.intersectsPlane( this ); - - } - - coplanarPoint( target ) { - - return target.copy( this.normal ).multiplyScalar( - this.constant ); - - } - - applyMatrix4( matrix, optionalNormalMatrix ) { - - const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); - - const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); - - const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); - - this.constant = - referencePoint.dot( normal ); - - return this; - - } - - translate( offset ) { - - this.constant -= offset.dot( this.normal ); - - return this; - - } - - equals( plane ) { - - return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _sphere$3 = /*@__PURE__*/ new Sphere(); -const _vector$6 = /*@__PURE__*/ new Vector3(); - -class Frustum { - - constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { - - this.planes = [ p0, p1, p2, p3, p4, p5 ]; - - } - - set( p0, p1, p2, p3, p4, p5 ) { - - const planes = this.planes; - - planes[ 0 ].copy( p0 ); - planes[ 1 ].copy( p1 ); - planes[ 2 ].copy( p2 ); - planes[ 3 ].copy( p3 ); - planes[ 4 ].copy( p4 ); - planes[ 5 ].copy( p5 ); - - return this; - - } - - copy( frustum ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - planes[ i ].copy( frustum.planes[ i ] ); - - } - - return this; - - } - - setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) { - - 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(); - - if ( coordinateSystem === WebGLCoordinateSystem ) { - - planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); - - } else if ( coordinateSystem === WebGPUCoordinateSystem ) { - - planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); - - } else { - - throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem ); - - } - - return this; - - } - - intersectsObject( object ) { - - if ( object.boundingSphere !== undefined ) { - - if ( object.boundingSphere === null ) object.computeBoundingSphere(); - - _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld ); - - } else { - - const geometry = object.geometry; - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); - - } - - return this.intersectsSphere( _sphere$3 ); - - } - - intersectsSprite( sprite ) { - - _sphere$3.center.set( 0, 0, 0 ); - _sphere$3.radius = 0.7071067811865476; - _sphere$3.applyMatrix4( sprite.matrixWorld ); - - return this.intersectsSphere( _sphere$3 ); - - } - - intersectsSphere( sphere ) { - - const planes = this.planes; - const center = sphere.center; - const negRadius = - sphere.radius; - - for ( let i = 0; i < 6; i ++ ) { - - const distance = planes[ i ].distanceToPoint( center ); - - if ( distance < negRadius ) { - - return false; - - } - - } - - return true; - - } - - intersectsBox( box ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - const plane = planes[ i ]; - - // corner at max distance - - _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x; - _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y; - _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z; - - if ( plane.distanceToPoint( _vector$6 ) < 0 ) { - - return false; - - } - - } - - return true; - - } - - containsPoint( point ) { - - const planes = this.planes; - - for ( let i = 0; i < 6; i ++ ) { - - if ( planes[ i ].distanceToPoint( point ) < 0 ) { - - return false; - - } - - } - - return true; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -function sortOpaque( a, b ) { - - return a.z - b.z; - -} - -function sortTransparent( a, b ) { - - return b.z - a.z; - -} - -class MultiDrawRenderList { - - constructor() { - - this.index = 0; - this.pool = []; - this.list = []; - - } - - push( drawRange, z, index ) { - - const pool = this.pool; - const list = this.list; - if ( this.index >= pool.length ) { - - pool.push( { - - start: - 1, - count: - 1, - z: - 1, - index: - 1, - - } ); - - } - - const item = pool[ this.index ]; - list.push( item ); - this.index ++; - - item.start = drawRange.start; - item.count = drawRange.count; - item.z = z; - item.index = index; - - } - - reset() { - - this.list.length = 0; - this.index = 0; - - } - -} - -const _matrix$1 = /*@__PURE__*/ new Matrix4(); -const _invMatrixWorld = /*@__PURE__*/ new Matrix4(); -const _identityMatrix = /*@__PURE__*/ new Matrix4(); -const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 ); -const _projScreenMatrix$3 = /*@__PURE__*/ new Matrix4(); -const _frustum$1 = /*@__PURE__*/ new Frustum(); -const _box$1 = /*@__PURE__*/ new Box3(); -const _sphere$2 = /*@__PURE__*/ new Sphere(); -const _vector$5 = /*@__PURE__*/ new Vector3(); -const _forward = /*@__PURE__*/ new Vector3(); -const _temp = /*@__PURE__*/ new Vector3(); -const _renderList = /*@__PURE__*/ new MultiDrawRenderList(); -const _mesh = /*@__PURE__*/ new Mesh(); -const _batchIntersects = []; - -// @TODO: SkinnedMesh support? -// @TODO: geometry.groups support? -// @TODO: geometry.drawRange support? -// @TODO: geometry.morphAttributes support? -// @TODO: Support uniform parameter per geometry -// @TODO: Add an "optimize" function to pack geometry and remove data gaps - -// copies data from attribute "src" into "target" starting at "targetOffset" -function copyAttributeData( src, target, targetOffset = 0 ) { - - const itemSize = target.itemSize; - if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) { - - // use the component getters and setters if the array data cannot - // be copied directly - const vertexCount = src.count; - for ( let i = 0; i < vertexCount; i ++ ) { - - for ( let c = 0; c < itemSize; c ++ ) { - - target.setComponent( i + targetOffset, c, src.getComponent( i, c ) ); - - } - - } - - } else { - - // faster copy approach using typed array set function - target.array.set( src.array, targetOffset * itemSize ); - - } - - target.needsUpdate = true; - -} - -class BatchedMesh extends Mesh { - - get maxInstanceCount() { - - return this._maxInstanceCount; - - } - - constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) { - - super( new BufferGeometry(), material ); - - this.isBatchedMesh = true; - this.perObjectFrustumCulled = true; - this.sortObjects = true; - this.boundingBox = null; - this.boundingSphere = null; - this.customSort = null; - - // stores visible, active, and geometry id per object - this._drawInfo = []; - - // geometry information - this._drawRanges = []; - this._reservedRanges = []; - this._bounds = []; - - this._maxInstanceCount = maxInstanceCount; - this._maxVertexCount = maxVertexCount; - this._maxIndexCount = maxIndexCount; - - this._geometryInitialized = false; - this._geometryCount = 0; - this._multiDrawCounts = new Int32Array( maxInstanceCount ); - this._multiDrawStarts = new Int32Array( maxInstanceCount ); - this._multiDrawCount = 0; - this._multiDrawInstances = null; - this._visibilityChanged = true; - - // Local matrix per geometry by using data texture - this._matricesTexture = null; - this._indirectTexture = null; - this._colorsTexture = null; - - this._initMatricesTexture(); - this._initIndirectTexture(); - - } - - _initMatricesTexture() { - - // layout (1 matrix = 4 pixels) - // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) - // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8) - // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16) - // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32) - // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64) - - let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix - size = Math.ceil( size / 4 ) * 4; - size = Math.max( size, 4 ); - - const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel - const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType ); - - this._matricesTexture = matricesTexture; - - } - - _initIndirectTexture() { - - let size = Math.sqrt( this._maxInstanceCount ); - size = Math.ceil( size ); - - const indirectArray = new Uint32Array( size * size ); - const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType ); - - this._indirectTexture = indirectTexture; - - } - - _initColorsTexture() { - - let size = Math.sqrt( this._maxIndexCount ); - size = Math.ceil( size ); - - // 4 floats per RGBA pixel initialized to white - const colorsArray = new Float32Array( size * size * 4 ).fill( 1 ); - const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType ); - colorsTexture.colorSpace = ColorManagement.workingColorSpace; - - this._colorsTexture = colorsTexture; - - } - - _initializeGeometry( reference ) { - - const geometry = this.geometry; - const maxVertexCount = this._maxVertexCount; - const maxIndexCount = this._maxIndexCount; - if ( this._geometryInitialized === false ) { - - for ( const attributeName in reference.attributes ) { - - const srcAttribute = reference.getAttribute( attributeName ); - const { array, itemSize, normalized } = srcAttribute; - - const dstArray = new array.constructor( maxVertexCount * itemSize ); - const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized ); - - geometry.setAttribute( attributeName, dstAttribute ); - - } - - if ( reference.getIndex() !== null ) { - - // Reserve last u16 index for primitive restart. - const indexArray = maxVertexCount > 65535 - ? new Uint32Array( maxIndexCount ) - : new Uint16Array( maxIndexCount ); - - geometry.setIndex( new BufferAttribute( indexArray, 1 ) ); - - } - - this._geometryInitialized = true; - - } - - } - - // Make sure the geometry is compatible with the existing combined geometry attributes - _validateGeometry( geometry ) { - - // check to ensure the geometries are using consistent attributes and indices - const batchGeometry = this.geometry; - if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) { - - throw new Error( 'BatchedMesh: All geometries must consistently have "index".' ); - - } - - for ( const attributeName in batchGeometry.attributes ) { - - if ( ! geometry.hasAttribute( attributeName ) ) { - - throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` ); - - } - - const srcAttribute = geometry.getAttribute( attributeName ); - const dstAttribute = batchGeometry.getAttribute( attributeName ); - if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) { - - throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' ); - - } - - } - - } - - setCustomSort( func ) { - - this.customSort = func; - return this; - - } - - computeBoundingBox() { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - const geometryCount = this._geometryCount; - const boundingBox = this.boundingBox; - const drawInfo = this._drawInfo; - - boundingBox.makeEmpty(); - for ( let i = 0; i < geometryCount; i ++ ) { - - if ( drawInfo[ i ].active === false ) continue; - - const geometryId = drawInfo[ i ].geometryIndex; - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 ); - boundingBox.union( _box$1 ); - - } - - } - - computeBoundingSphere() { - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - const boundingSphere = this.boundingSphere; - const drawInfo = this._drawInfo; - - boundingSphere.makeEmpty(); - for ( let i = 0, l = drawInfo.length; i < l; i ++ ) { - - if ( drawInfo[ i ].active === false ) continue; - - const geometryId = drawInfo[ i ].geometryIndex; - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); - boundingSphere.union( _sphere$2 ); - - } - - } - - addInstance( geometryId ) { - - // ensure we're not over geometry - if ( this._drawInfo.length >= this._maxInstanceCount ) { - - throw new Error( 'BatchedMesh: Maximum item count reached.' ); - - } - - this._drawInfo.push( { - - visible: true, - active: true, - geometryIndex: geometryId, - - } ); - - // initialize the matrix - const drawId = this._drawInfo.length - 1; - const matricesTexture = this._matricesTexture; - const matricesArray = matricesTexture.image.data; - _identityMatrix.toArray( matricesArray, drawId * 16 ); - matricesTexture.needsUpdate = true; - - const colorsTexture = this._colorsTexture; - if ( colorsTexture ) { - - _whiteColor.toArray( colorsTexture.image.data, drawId * 4 ); - colorsTexture.needsUpdate = true; - - } - - return drawId; - - } - - addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) { - - this._initializeGeometry( geometry ); - - this._validateGeometry( geometry ); - - // ensure we're not over geometry - if ( this._drawInfo.length >= this._maxInstanceCount ) { - - throw new Error( 'BatchedMesh: Maximum item count reached.' ); - - } - - // get the necessary range fo the geometry - const reservedRange = { - vertexStart: - 1, - vertexCount: - 1, - indexStart: - 1, - indexCount: - 1, - }; - - let lastRange = null; - const reservedRanges = this._reservedRanges; - const drawRanges = this._drawRanges; - const bounds = this._bounds; - if ( this._geometryCount !== 0 ) { - - lastRange = reservedRanges[ reservedRanges.length - 1 ]; - - } - - if ( vertexCount === - 1 ) { - - reservedRange.vertexCount = geometry.getAttribute( 'position' ).count; - - } else { - - reservedRange.vertexCount = vertexCount; - - } - - if ( lastRange === null ) { - - reservedRange.vertexStart = 0; - - } else { - - reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount; - - } - - const index = geometry.getIndex(); - const hasIndex = index !== null; - if ( hasIndex ) { - - if ( indexCount === - 1 ) { - - reservedRange.indexCount = index.count; - - } else { - - reservedRange.indexCount = indexCount; - - } - - if ( lastRange === null ) { - - reservedRange.indexStart = 0; - - } else { - - reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount; - - } - - } - - if ( - reservedRange.indexStart !== - 1 && - reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount || - reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount - ) { - - throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' ); - - } - - // update id - const geometryId = this._geometryCount; - this._geometryCount ++; - - // add the reserved range and draw range objects - reservedRanges.push( reservedRange ); - drawRanges.push( { - start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart, - count: - 1 - } ); - bounds.push( { - boxInitialized: false, - box: new Box3(), - - sphereInitialized: false, - sphere: new Sphere() - } ); - - // update the geometry - this.setGeometryAt( geometryId, geometry ); - - return geometryId; - - } - - setGeometryAt( geometryId, geometry ) { - - if ( geometryId >= this._geometryCount ) { - - throw new Error( 'BatchedMesh: Maximum geometry count reached.' ); - - } - - this._validateGeometry( geometry ); - - const batchGeometry = this.geometry; - const hasIndex = batchGeometry.getIndex() !== null; - const dstIndex = batchGeometry.getIndex(); - const srcIndex = geometry.getIndex(); - const reservedRange = this._reservedRanges[ geometryId ]; - if ( - hasIndex && - srcIndex.count > reservedRange.indexCount || - geometry.attributes.position.count > reservedRange.vertexCount - ) { - - throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' ); - - } - - // copy geometry over - const vertexStart = reservedRange.vertexStart; - const vertexCount = reservedRange.vertexCount; - for ( const attributeName in batchGeometry.attributes ) { - - // copy attribute data - const srcAttribute = geometry.getAttribute( attributeName ); - const dstAttribute = batchGeometry.getAttribute( attributeName ); - copyAttributeData( srcAttribute, dstAttribute, vertexStart ); - - // fill the rest in with zeroes - const itemSize = srcAttribute.itemSize; - for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) { - - const index = vertexStart + i; - for ( let c = 0; c < itemSize; c ++ ) { - - dstAttribute.setComponent( index, c, 0 ); - - } - - } - - dstAttribute.needsUpdate = true; - dstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize ); - - } - - // copy index - if ( hasIndex ) { - - const indexStart = reservedRange.indexStart; - - // copy index data over - for ( let i = 0; i < srcIndex.count; i ++ ) { - - dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) ); - - } - - // fill the rest in with zeroes - for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) { - - dstIndex.setX( indexStart + i, vertexStart ); - - } - - dstIndex.needsUpdate = true; - dstIndex.addUpdateRange( indexStart, reservedRange.indexCount ); - - } - - // store the bounding boxes - const bound = this._bounds[ geometryId ]; - if ( geometry.boundingBox !== null ) { - - bound.box.copy( geometry.boundingBox ); - bound.boxInitialized = true; - - } else { - - bound.boxInitialized = false; - - } - - if ( geometry.boundingSphere !== null ) { - - bound.sphere.copy( geometry.boundingSphere ); - bound.sphereInitialized = true; - - } else { - - bound.sphereInitialized = false; - - } - - // set drawRange count - const drawRange = this._drawRanges[ geometryId ]; - const posAttr = geometry.getAttribute( 'position' ); - drawRange.count = hasIndex ? srcIndex.count : posAttr.count; - this._visibilityChanged = true; - - return geometryId; - - } - - /* - deleteGeometry( geometryId ) { - - // TODO: delete geometry and associated instances - - } - */ - - /* - deleteInstance( instanceId ) { - - // Note: User needs to call optimize() afterward to pack the data. - - const drawInfo = this._drawInfo; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return this; - - } - - drawInfo[ instanceId ].active = false; - this._visibilityChanged = true; - - return this; - - } - */ - - // get bounding box and compute it if it doesn't exist - getBoundingBoxAt( geometryId, target ) { - - if ( geometryId >= this._geometryCount ) { - - return null; - - } - - // compute bounding box - const bound = this._bounds[ geometryId ]; - const box = bound.box; - const geometry = this.geometry; - if ( bound.boxInitialized === false ) { - - box.makeEmpty(); - - const index = geometry.index; - const position = geometry.attributes.position; - const drawRange = this._drawRanges[ geometryId ]; - for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) { - - let iv = i; - if ( index ) { - - iv = index.getX( iv ); - - } - - box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) ); - - } - - bound.boxInitialized = true; - - } - - target.copy( box ); - return target; - - } - - // get bounding sphere and compute it if it doesn't exist - getBoundingSphereAt( geometryId, target ) { - - if ( geometryId >= this._geometryCount ) { - - return null; - - } - - // compute bounding sphere - const bound = this._bounds[ geometryId ]; - const sphere = bound.sphere; - const geometry = this.geometry; - if ( bound.sphereInitialized === false ) { - - sphere.makeEmpty(); - - this.getBoundingBoxAt( geometryId, _box$1 ); - _box$1.getCenter( sphere.center ); - - const index = geometry.index; - const position = geometry.attributes.position; - const drawRange = this._drawRanges[ geometryId ]; - - let maxRadiusSq = 0; - for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) { - - let iv = i; - if ( index ) { - - iv = index.getX( iv ); - - } - - _vector$5.fromBufferAttribute( position, iv ); - maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) ); - - } - - sphere.radius = Math.sqrt( maxRadiusSq ); - bound.sphereInitialized = true; - - } - - target.copy( sphere ); - return target; - - } - - setMatrixAt( instanceId, matrix ) { - - // @TODO: Map geometryId to index of the arrays because - // optimize() can make geometryId mismatch the index - - const drawInfo = this._drawInfo; - const matricesTexture = this._matricesTexture; - const matricesArray = this._matricesTexture.image.data; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return this; - - } - - matrix.toArray( matricesArray, instanceId * 16 ); - matricesTexture.needsUpdate = true; - - return this; - - } - - getMatrixAt( instanceId, matrix ) { - - const drawInfo = this._drawInfo; - const matricesArray = this._matricesTexture.image.data; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return null; - - } - - return matrix.fromArray( matricesArray, instanceId * 16 ); - - } - - setColorAt( instanceId, color ) { - - if ( this._colorsTexture === null ) { - - this._initColorsTexture(); - - } - - // @TODO: Map id to index of the arrays because - // optimize() can make id mismatch the index - - const colorsTexture = this._colorsTexture; - const colorsArray = this._colorsTexture.image.data; - const drawInfo = this._drawInfo; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return this; - - } - - color.toArray( colorsArray, instanceId * 4 ); - colorsTexture.needsUpdate = true; - - return this; - - } - - getColorAt( instanceId, color ) { - - const colorsArray = this._colorsTexture.image.data; - const drawInfo = this._drawInfo; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return null; - - } - - return color.fromArray( colorsArray, instanceId * 4 ); - - } - - setVisibleAt( instanceId, value ) { - - // if the geometry is out of range, not active, or visibility state - // does not change then return early - const drawInfo = this._drawInfo; - if ( - instanceId >= drawInfo.length || - drawInfo[ instanceId ].active === false || - drawInfo[ instanceId ].visible === value - ) { - - return this; - - } - - drawInfo[ instanceId ].visible = value; - this._visibilityChanged = true; - - return this; - - } - - getVisibleAt( instanceId ) { - - // return early if the geometry is out of range or not active - const drawInfo = this._drawInfo; - if ( instanceId >= drawInfo.length || drawInfo[ instanceId ].active === false ) { - - return false; - - } - - return drawInfo[ instanceId ].visible; - - } - - raycast( raycaster, intersects ) { - - const drawInfo = this._drawInfo; - const drawRanges = this._drawRanges; - const matrixWorld = this.matrixWorld; - const batchGeometry = this.geometry; - - // iterate over each geometry - _mesh.material = this.material; - _mesh.geometry.index = batchGeometry.index; - _mesh.geometry.attributes = batchGeometry.attributes; - if ( _mesh.geometry.boundingBox === null ) { - - _mesh.geometry.boundingBox = new Box3(); - - } - - if ( _mesh.geometry.boundingSphere === null ) { - - _mesh.geometry.boundingSphere = new Sphere(); - - } - - for ( let i = 0, l = drawInfo.length; i < l; i ++ ) { - - if ( ! drawInfo[ i ].visible || ! drawInfo[ i ].active ) { - - continue; - - } - - const geometryId = drawInfo[ i ].geometryIndex; - const drawRange = drawRanges[ geometryId ]; - _mesh.geometry.setDrawRange( drawRange.start, drawRange.count ); - - // ge the intersects - this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld ); - this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox ); - this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere ); - _mesh.raycast( raycaster, _batchIntersects ); - - // add batch id to the intersects - for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) { - - const intersect = _batchIntersects[ j ]; - intersect.object = this; - intersect.batchId = i; - intersects.push( intersect ); - - } - - _batchIntersects.length = 0; - - } - - _mesh.material = null; - _mesh.geometry.index = null; - _mesh.geometry.attributes = {}; - _mesh.geometry.setDrawRange( 0, Infinity ); - - } - - copy( source ) { - - super.copy( source ); - - this.geometry = source.geometry.clone(); - this.perObjectFrustumCulled = source.perObjectFrustumCulled; - this.sortObjects = source.sortObjects; - this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null; - this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null; - - this._drawRanges = source._drawRanges.map( range => ( { ...range } ) ); - this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) ); - - this._drawInfo = source._drawInfo.map( inf => ( { ...inf } ) ); - this._bounds = source._bounds.map( bound => ( { - boxInitialized: bound.boxInitialized, - box: bound.box.clone(), - - sphereInitialized: bound.sphereInitialized, - sphere: bound.sphere.clone() - } ) ); - - this._maxInstanceCount = source._maxInstanceCount; - this._maxVertexCount = source._maxVertexCount; - this._maxIndexCount = source._maxIndexCount; - - this._geometryInitialized = source._geometryInitialized; - this._geometryCount = source._geometryCount; - this._multiDrawCounts = source._multiDrawCounts.slice(); - this._multiDrawStarts = source._multiDrawStarts.slice(); - - this._matricesTexture = source._matricesTexture.clone(); - this._matricesTexture.image.data = this._matricesTexture.image.data.slice(); - - if ( this._colorsTexture !== null ) { - - this._colorsTexture = source._colorsTexture.clone(); - this._colorsTexture.image.data = this._colorsTexture.image.data.slice(); - - } - - return this; - - } - - dispose() { - - // Assuming the geometry is not shared with other meshes - this.geometry.dispose(); - - this._matricesTexture.dispose(); - this._matricesTexture = null; - - this._indirectTexture.dispose(); - this._indirectTexture = null; - - if ( this._colorsTexture !== null ) { - - this._colorsTexture.dispose(); - this._colorsTexture = null; - - } - - return this; - - } - - onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) { - - // if visibility has not changed and frustum culling and object sorting is not required - // then skip iterating over all items - if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) { - - return; - - } - - // the indexed version of the multi draw function requires specifying the start - // offset in bytes. - const index = geometry.getIndex(); - const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT; - - const drawInfo = this._drawInfo; - const multiDrawStarts = this._multiDrawStarts; - const multiDrawCounts = this._multiDrawCounts; - const drawRanges = this._drawRanges; - const perObjectFrustumCulled = this.perObjectFrustumCulled; - const indirectTexture = this._indirectTexture; - const indirectArray = indirectTexture.image.data; - - // prepare the frustum in the local frame - if ( perObjectFrustumCulled ) { - - _projScreenMatrix$3 - .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ) - .multiply( this.matrixWorld ); - _frustum$1.setFromProjectionMatrix( - _projScreenMatrix$3, - renderer.coordinateSystem - ); - - } - - let count = 0; - if ( this.sortObjects ) { - - // get the camera position in the local frame - _invMatrixWorld.copy( this.matrixWorld ).invert(); - _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld ); - _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _invMatrixWorld ); - - for ( let i = 0, l = drawInfo.length; i < l; i ++ ) { - - if ( drawInfo[ i ].visible && drawInfo[ i ].active ) { - - const geometryId = drawInfo[ i ].geometryIndex; - - // get the bounds in world space - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); - - // determine whether the batched geometry is within the frustum - let culled = false; - if ( perObjectFrustumCulled ) { - - culled = ! _frustum$1.intersectsSphere( _sphere$2 ); - - } - - if ( ! culled ) { - - // get the distance from camera used for sorting - const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward ); - _renderList.push( drawRanges[ geometryId ], z, i ); - - } - - } - - } - - // Sort the draw ranges and prep for rendering - const list = _renderList.list; - const customSort = this.customSort; - if ( customSort === null ) { - - list.sort( material.transparent ? sortTransparent : sortOpaque ); - - } else { - - customSort.call( this, list, camera ); - - } - - for ( let i = 0, l = list.length; i < l; i ++ ) { - - const item = list[ i ]; - multiDrawStarts[ count ] = item.start * bytesPerElement; - multiDrawCounts[ count ] = item.count; - indirectArray[ count ] = item.index; - count ++; - - } - - _renderList.reset(); - - } else { - - for ( let i = 0, l = drawInfo.length; i < l; i ++ ) { - - if ( drawInfo[ i ].visible && drawInfo[ i ].active ) { - - const geometryId = drawInfo[ i ].geometryIndex; - - // determine whether the batched geometry is within the frustum - let culled = false; - if ( perObjectFrustumCulled ) { - - // get the bounds in world space - this.getMatrixAt( i, _matrix$1 ); - this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); - culled = ! _frustum$1.intersectsSphere( _sphere$2 ); - - } - - if ( ! culled ) { - - const range = drawRanges[ geometryId ]; - multiDrawStarts[ count ] = range.start * bytesPerElement; - multiDrawCounts[ count ] = range.count; - indirectArray[ count ] = i; - count ++; - - } - - } - - } - - } - - indirectTexture.needsUpdate = true; - this._multiDrawCount = count; - this._visibilityChanged = false; - - } - - onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) { - - this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial ); - - } - -} - -class LineBasicMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isLineBasicMaterial = true; - - this.type = 'LineBasicMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; - - this.fog = true; - - this.setValues( parameters ); - - } - - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; - - this.fog = source.fog; - - return this; - - } - -} - -const _vStart = /*@__PURE__*/ new Vector3(); -const _vEnd = /*@__PURE__*/ new Vector3(); - -const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); -const _ray$1 = /*@__PURE__*/ new Ray(); -const _sphere$1 = /*@__PURE__*/ new Sphere(); - -const _intersectPointOnRay = /*@__PURE__*/ new Vector3(); -const _intersectPointOnSegment = /*@__PURE__*/ new Vector3(); - -class Line extends Object3D { - - 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 ); - - this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; - this.geometry = source.geometry; - - return this; - - } - - computeLineDistances() { - - const geometry = this.geometry; - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - const positionAttribute = geometry.attributes.position; - const lineDistances = [ 0 ]; - - for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { - - _vStart.fromBufferAttribute( positionAttribute, i - 1 ); - _vEnd.fromBufferAttribute( positionAttribute, i ); - - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += _vStart.distanceTo( _vEnd ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - return this; - - } - - raycast( raycaster, intersects ) { - - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Line.threshold; - const drawRange = geometry.drawRange; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$1.copy( geometry.boundingSphere ); - _sphere$1.applyMatrix4( matrixWorld ); - _sphere$1.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; - - // - - _inverseMatrix$1.copy( matrixWorld ).invert(); - _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); - - const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - const localThresholdSq = localThreshold * localThreshold; - - const 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 ); - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - if ( this.isLineLoop ) { - - const a = index.getX( end - 1 ); - const b = index.getX( start ); - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - } 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 ) { - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - if ( this.isLineLoop ) { - - const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start ); - - if ( intersect ) { - - intersects.push( intersect ); - - } - - } - - } - - } - - 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 ) { - - 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; - - } - - } - - } - - } - -} - -function checkIntersection( object, raycaster, ray, thresholdSq, a, b ) { - - const positionAttribute = object.geometry.attributes.position; - - _vStart.fromBufferAttribute( positionAttribute, a ); - _vEnd.fromBufferAttribute( positionAttribute, b ); - - const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment ); - - if ( distSq > thresholdSq ) return; - - _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation - - const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - return { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ), - index: a, - face: null, - faceIndex: null, - object: object - - }; - -} - -const _start = /*@__PURE__*/ new Vector3(); -const _end = /*@__PURE__*/ new Vector3(); - -class LineSegments extends Line { - - 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 ) { - - const positionAttribute = geometry.attributes.position; - const lineDistances = []; - - for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { - - _start.fromBufferAttribute( positionAttribute, i ); - _end.fromBufferAttribute( positionAttribute, i + 1 ); - - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - return this; - - } - -} - -class LineLoop extends Line { - - constructor( geometry, material ) { - - super( geometry, material ); - - this.isLineLoop = true; - - this.type = 'LineLoop'; - - } - -} - -class PointsMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isPointsMaterial = true; - - this.type = 'PointsMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - - this.alphaMap = null; - - this.size = 1; - this.sizeAttenuation = true; - - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; - - this.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(); - -class Points extends Object3D { - - 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 ); - - this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; - this.geometry = source.geometry; - - return this; - - } - - raycast( raycaster, intersects ) { - - const geometry = this.geometry; - const matrixWorld = this.matrixWorld; - const threshold = raycaster.params.Points.threshold; - const drawRange = geometry.drawRange; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere.copy( geometry.boundingSphere ); - _sphere.applyMatrix4( matrixWorld ); - _sphere.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; - - // - - _inverseMatrix.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 ); - - } - - } 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 ); - - } - - } - - } - - 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 ) { - - 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; - - } - - } - - } - - } - -} - -function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { - - const rayPointDistanceSq = _ray.distanceSqToPoint( point ); - - if ( rayPointDistanceSq < localThresholdSq ) { - - const intersectPoint = new Vector3(); - - _ray.closestPointToPoint( point, intersectPoint ); - intersectPoint.applyMatrix4( matrixWorld ); - - const distance = raycaster.ray.origin.distanceTo( intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint, - index: index, - face: null, - object: object - - } ); - - } - -} - -class Group extends Object3D { - - constructor() { - - super(); - - this.isGroup = true; - - this.type = 'Group'; - - } - -} - -class VideoTexture extends Texture { - - constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.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 ); - - } - - if ( 'requestVideoFrameCallback' in video ) { - - video.requestVideoFrameCallback( updateVideo ); - - } - - } - - clone() { - - return new this.constructor( this.image ).copy( this ); - - } - - update() { - - const video = this.image; - const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; - - if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { - - this.needsUpdate = true; - - } - - } - -} - -class FramebufferTexture extends Texture { - - constructor( width, height ) { - - super( { width, height } ); - - this.isFramebufferTexture = true; - - 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, colorSpace ) { - - super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); - - this.isCompressedTexture = true; - - this.image = { width: width, height: height }; - this.mipmaps = mipmaps; - - // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) - - this.flipY = false; - - // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files - - this.generateMipmaps = false; - - } - -} - -class CompressedArrayTexture extends CompressedTexture { - - constructor( mipmaps, width, height, depth, format, type ) { - - super( mipmaps, width, height, format, type ); - - this.isCompressedArrayTexture = true; - this.image.depth = depth; - this.wrapR = ClampToEdgeWrapping; - - this.layerUpdates = new Set(); - - } - - addLayerUpdate( layerIndex ) { - - this.layerUpdates.add( layerIndex ); - - } - - clearLayerUpdates() { - - this.layerUpdates.clear(); - - } - -} - -class CompressedCubeTexture extends CompressedTexture { - - constructor( images, format, type ) { - - super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping ); - - this.isCompressedCubeTexture = true; - this.isCubeTexture = true; - - this.image = images; - - } - -} - -class CanvasTexture extends Texture { - - constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.isCanvasTexture = true; - - this.needsUpdate = true; - - } - -} - -class DepthTexture extends Texture { - - constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) { - - if ( format !== DepthFormat && format !== DepthStencilFormat ) { - - throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); - - } - - if ( type === undefined && format === DepthFormat ) type = 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.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - - this.flipY = false; - this.generateMipmaps = false; - - this.compareFunction = null; - - } - - - copy( source ) { - - super.copy( source ); - - this.compareFunction = source.compareFunction; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction; - - return data; - - } - -} - -/** - * Extensible curve object. - * - * Some common of curve methods: - * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget ) - * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget ) - * .getPoints(), .getSpacedPoints() - * .getLength() - * .updateArcLengths() - * - * This following curves inherit from THREE.Curve: - * - * -- 2D curves -- - * THREE.ArcCurve - * THREE.CubicBezierCurve - * THREE.EllipseCurve - * THREE.LineCurve - * THREE.QuadraticBezierCurve - * THREE.SplineCurve - * - * -- 3D curves -- - * THREE.CatmullRomCurve3 - * THREE.CubicBezierCurve3 - * THREE.LineCurve3 - * THREE.QuadraticBezierCurve3 - * - * A series of curves can be represented as a THREE.CurvePath. - * - **/ - -class Curve { - - constructor() { - - this.type = 'Curve'; - - this.arcLengthDivisions = 200; - - } - - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] - - getPoint( /* t, optionalTarget */ ) { - - console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; - - } - - // Get point at relative position in curve according to arc length - // - u [0 .. 1] - - getPointAt( u, optionalTarget ) { - - const t = this.getUtoTmapping( u ); - return this.getPoint( t, optionalTarget ); - - } - - // Get sequence of points using getPoint( t ) - - getPoints( divisions = 5 ) { - - const points = []; - - for ( let d = 0; d <= divisions; d ++ ) { - - points.push( this.getPoint( d / divisions ) ); - - } - - return points; - - } - - // Get sequence of points using getPointAt( u ) - - getSpacedPoints( divisions = 5 ) { - - const points = []; - - for ( let d = 0; d <= divisions; d ++ ) { - - points.push( this.getPointAt( d / divisions ) ); - - } - - return points; - - } - - // Get total curve arc length - - getLength() { - - const lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; - - } - - // Get list of cumulative segment lengths - - getLengths( divisions = this.arcLengthDivisions ) { - - if ( this.cacheArcLengths && - ( this.cacheArcLengths.length === divisions + 1 ) && - ! this.needsUpdate ) { - - return this.cacheArcLengths; - - } - - this.needsUpdate = false; - - const cache = []; - let current, last = this.getPoint( 0 ); - let sum = 0; - - cache.push( 0 ); - - for ( let p = 1; p <= divisions; p ++ ) { - - current = this.getPoint( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; - - } - - this.cacheArcLengths = cache; - - return cache; // { sums: cache, sum: sum }; Sum is in the last element. - - } - - updateArcLengths() { - - this.needsUpdate = true; - this.getLengths(); - - } - - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - - getUtoTmapping( u, distance ) { - - const arcLengths = this.getLengths(); - - let i = 0; - const il = arcLengths.length; - - let targetArcLength; // The targeted u distance value to get - - if ( distance ) { - - targetArcLength = distance; - - } else { - - targetArcLength = u * arcLengths[ il - 1 ]; - - } - - // binary search for the index with largest value smaller than target u distance - - let low = 0, high = il - 1, comparison; - - while ( low <= high ) { - - i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats - - comparison = arcLengths[ i ] - targetArcLength; - - if ( comparison < 0 ) { - - low = i + 1; - - } else if ( comparison > 0 ) { - - high = i - 1; - - } else { - - high = i; - break; - - // DONE - - } - - } - - i = high; - - if ( arcLengths[ i ] === targetArcLength ) { - - return i / ( il - 1 ); - - } - - // we could get finer grain at lengths, or use simple interpolation between two points - - const lengthBefore = arcLengths[ i ]; - const lengthAfter = arcLengths[ i + 1 ]; - - const segmentLength = lengthAfter - lengthBefore; - - // determine where we are between the 'before' and 'after' points - - const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - - // add that fractional amount to t - - const t = ( i + segmentFraction ) / ( il - 1 ); - - return t; - - } - - // Returns a unit vector tangent at t - // In case any sub curve does not implement its tangent derivation, - // 2 points a small delta apart will be used to find its gradient - // which seems to give a reasonable approximation - - getTangent( t, optionalTarget ) { - - const delta = 0.0001; - let t1 = t - delta; - let t2 = t + delta; - - // Capping in case of danger - - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; - - const pt1 = this.getPoint( t1 ); - const pt2 = this.getPoint( t2 ); - - const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ); - - tangent.copy( pt2 ).sub( pt1 ).normalize(); - - return tangent; - - } - - getTangentAt( u, optionalTarget ) { - - const t = this.getUtoTmapping( u ); - return this.getTangent( t, optionalTarget ); - - } - - computeFrenetFrames( segments, closed ) { - - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - - const normal = new Vector3(); - - const tangents = []; - const normals = []; - const binormals = []; - - const vec = new Vector3(); - const mat = new Matrix4(); - - // compute the tangent vectors for each segment on the curve - - for ( let i = 0; i <= segments; i ++ ) { - - const u = i / segments; - - tangents[ i ] = this.getTangentAt( u, new Vector3() ); - - } - - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component - - normals[ 0 ] = new Vector3(); - binormals[ 0 ] = new Vector3(); - let min = Number.MAX_VALUE; - const tx = Math.abs( tangents[ 0 ].x ); - const ty = Math.abs( tangents[ 0 ].y ); - const tz = Math.abs( tangents[ 0 ].z ); - - if ( tx <= min ) { - - min = tx; - normal.set( 1, 0, 0 ); - - } - - if ( ty <= min ) { - - min = ty; - normal.set( 0, 1, 0 ); - - } - - if ( tz <= min ) { - - normal.set( 0, 0, 1 ); - - } - - vec.crossVectors( tangents[ 0 ], normal ).normalize(); - - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - - - // compute the slowly-varying normal and binormal vectors for each segment on the curve - - for ( let i = 1; i <= segments; i ++ ) { - - normals[ i ] = normals[ i - 1 ].clone(); - - binormals[ i ] = binormals[ i - 1 ].clone(); - - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - - if ( vec.length() > Number.EPSILON ) { - - vec.normalize(); - - const theta = Math.acos( clamp$1( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); - - } - - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - - if ( closed === true ) { - - let theta = Math.acos( clamp$1( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; - - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { - - theta = - theta; - - } - - for ( let i = 1; i <= segments; i ++ ) { - - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - } - - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - copy( source ) { - - this.arcLengthDivisions = source.arcLengthDivisions; - - return this; - - } - - toJSON() { - - const data = { - metadata: { - version: 4.6, - type: 'Curve', - generator: 'Curve.toJSON' - } - }; - - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; - - return data; - - } - - fromJSON( json ) { - - this.arcLengthDivisions = json.arcLengthDivisions; - - return this; - - } - -} - -class EllipseCurve extends Curve { - - constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { - - super(); - - this.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 = new Vector2() ) { - - const point = optionalTarget; - - const twoPi = Math.PI * 2; - let deltaAngle = this.aEndAngle - this.aStartAngle; - const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; - - // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; - - if ( deltaAngle < Number.EPSILON ) { - - if ( samePoints ) { - - deltaAngle = 0; - - } else { - - deltaAngle = twoPi; - - } - - } - - if ( this.aClockwise === true && ! samePoints ) { - - if ( deltaAngle === twoPi ) { - - deltaAngle = - twoPi; - - } else { - - deltaAngle = deltaAngle - twoPi; - - } - - } - - const angle = this.aStartAngle + t * deltaAngle; - let x = this.aX + this.xRadius * Math.cos( angle ); - let y = this.aY + this.yRadius * Math.sin( angle ); - - if ( this.aRotation !== 0 ) { - - const cos = Math.cos( this.aRotation ); - const sin = Math.sin( this.aRotation ); - - const tx = x - this.aX; - const ty = y - this.aY; - - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; - - } - - return point.set( x, y ); - - } - - copy( source ) { - - super.copy( source ); - - this.aX = source.aX; - this.aY = source.aY; - - this.xRadius = source.xRadius; - this.yRadius = source.yRadius; - - this.aStartAngle = source.aStartAngle; - this.aEndAngle = source.aEndAngle; - - this.aClockwise = source.aClockwise; - - this.aRotation = source.aRotation; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.aX = this.aX; - data.aY = this.aY; - - data.xRadius = this.xRadius; - data.yRadius = this.yRadius; - - data.aStartAngle = this.aStartAngle; - data.aEndAngle = this.aEndAngle; - - data.aClockwise = this.aClockwise; - - data.aRotation = this.aRotation; - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.aX = json.aX; - this.aY = json.aY; - - this.xRadius = json.xRadius; - this.yRadius = json.yRadius; - - this.aStartAngle = json.aStartAngle; - this.aEndAngle = json.aEndAngle; - - this.aClockwise = json.aClockwise; - - this.aRotation = json.aRotation; - - return this; - - } - -} - -class ArcCurve extends EllipseCurve { - - constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - this.isArcCurve = true; - - this.type = 'ArcCurve'; - - } - -} - -/** - * Centripetal CatmullRom Curve - which is useful for avoiding - * cusps and self-intersections in non-uniform catmull rom curves. - * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf - * - * curve.type accepts centripetal(default), chordal and catmullrom - * curve.tension is used for catmullrom which defaults to 0.5 - */ - - -/* -Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - - http://ideone.com/NoEbVM - -This CubicPoly class could be used for reusing some variables and calculations, -but for three.js curve use, it could be possible inlined and flatten into a single function call -which can be placed in CurveUtils. -*/ - -function CubicPoly() { - - let c0 = 0, c1 = 0, c2 = 0, c3 = 0; - - /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ - function init( x0, x1, t0, t1 ) { - - c0 = x0; - c1 = t0; - c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - c3 = 2 * x0 - 2 * x1 + t0 + t1; - - } - - return { - - initCatmullRom: function ( x0, x1, x2, x3, tension ) { - - init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); - - }, - - initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { - - // compute tangents when parameterized in [t1,t2] - let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; - let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; - - init( x1, x2, t1, t2 ); - - }, - - calc: function ( t ) { - - const t2 = t * t; - const t3 = t2 * t; - return c0 + c1 * t + c2 * t2 + c3 * t3; - - } - - }; - -} - -// - -const tmp = /*@__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 ) { - - super(); - - this.isCatmullRomCurve3 = true; - - this.type = 'CatmullRomCurve3'; - - this.points = points; - this.closed = closed; - this.curveType = curveType; - this.tension = tension; - - } - - getPoint( t, optionalTarget = new Vector3() ) { - - const point = optionalTarget; - - const points = this.points; - const l = points.length; - - const p = ( l - ( this.closed ? 0 : 1 ) ) * t; - let intPoint = Math.floor( p ); - let weight = p - intPoint; - - if ( this.closed ) { - - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; - - } else if ( weight === 0 && intPoint === l - 1 ) { - - intPoint = l - 2; - weight = 1; - - } - - let p0, p3; // 4 points (p1 & p2 defined below) - - if ( this.closed || intPoint > 0 ) { - - p0 = points[ ( intPoint - 1 ) % l ]; - - } else { - - // extrapolate first point - tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; - - } - - const p1 = points[ intPoint % l ]; - const p2 = points[ ( intPoint + 1 ) % l ]; - - if ( this.closed || intPoint + 2 < l ) { - - p3 = points[ ( intPoint + 2 ) % l ]; - - } else { - - // extrapolate last point - tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; - - } - - if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { - - // init Centripetal / Chordal Catmull-Rom - const pow = this.curveType === 'chordal' ? 0.5 : 0.25; - let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); - let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); - let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); - - // safety check for repeated points - if ( dt1 < 1e-4 ) dt1 = 1.0; - if ( dt0 < 1e-4 ) dt0 = dt1; - if ( dt2 < 1e-4 ) dt2 = dt1; - - px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); - py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); - pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); - - } else if ( this.curveType === 'catmullrom' ) { - - px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); - py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); - pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); - - } - - point.set( - px.calc( weight ), - py.calc( weight ), - pz.calc( weight ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.points = []; - - for ( let i = 0, l = source.points.length; i < l; i ++ ) { - - const point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - this.closed = source.closed; - this.curveType = source.curveType; - this.tension = source.tension; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.points = []; - - for ( let i = 0, l = this.points.length; i < l; i ++ ) { - - const point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - data.closed = this.closed; - data.curveType = this.curveType; - data.tension = this.tension; - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.points = []; - - for ( let i = 0, l = json.points.length; i < l; i ++ ) { - - const point = json.points[ i ]; - this.points.push( new Vector3().fromArray( point ) ); - - } - - this.closed = json.closed; - this.curveType = json.curveType; - this.tension = json.tension; - - return this; - - } - -} - -/** - * Bezier Curves formulas obtained from - * 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; - const t2 = t * t; - const t3 = t * t2; - return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; - -} - -// - -function QuadraticBezierP0( t, p ) { - - const k = 1 - t; - return k * k * p; - -} - -function QuadraticBezierP1( t, p ) { - - return 2 * ( 1 - t ) * t * p; - -} - -function QuadraticBezierP2( t, p ) { - - return t * t * p; - -} - -function QuadraticBezier( t, p0, p1, p2 ) { - - return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + - QuadraticBezierP2( t, p2 ); - -} - -// - -function CubicBezierP0( t, p ) { - - const k = 1 - t; - return k * k * k * p; - -} - -function CubicBezierP1( t, p ) { - - const k = 1 - t; - return 3 * k * k * t * p; - -} - -function CubicBezierP2( t, p ) { - - return 3 * ( 1 - t ) * t * t * p; - -} - -function CubicBezierP3( t, p ) { - - return t * t * t * p; - -} - -function CubicBezier( t, p0, p1, p2, p3 ) { - - return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + - CubicBezierP3( t, p3 ); - -} - -class CubicBezierCurve extends Curve { - - constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { - - super(); - - this.isCubicBezierCurve = true; - - this.type = 'CubicBezierCurve'; - - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; - - } - - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - - } - -} - -class CubicBezierCurve3 extends Curve { - - 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() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), - CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - - } - -} - -class LineCurve extends Curve { - - 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() ) { - - const point = optionalTarget; - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - - } - - // Line curve is linear, so we can overwrite default getPointAt - getPointAt( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - - } - - getTangent( t, optionalTarget = new Vector2() ) { - - return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); - - } - - getTangentAt( u, optionalTarget ) { - - return this.getTangent( u, optionalTarget ); - - } - - copy( source ) { - - super.copy( source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -class LineCurve3 extends Curve { - - 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() ) { - - const point = optionalTarget; - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - - } - - // Line curve is linear, so we can overwrite default getPointAt - getPointAt( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - - } - - getTangent( t, optionalTarget = new Vector3() ) { - - return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); - - } - - getTangentAt( u, optionalTarget ) { - - return this.getTangent( u, optionalTarget ); - - } - - copy( source ) { - - super.copy( source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -class QuadraticBezierCurve extends Curve { - - constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { - - super(); - - this.isQuadraticBezierCurve = true; - - this.type = 'QuadraticBezierCurve'; - - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - - } - - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -class QuadraticBezierCurve3 extends Curve { - - 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() ) { - - const point = optionalTarget; - - const v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ), - QuadraticBezier( t, v0.z, v1.z, v2.z ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - } - -} - -class SplineCurve extends Curve { - - constructor( points = [] ) { - - super(); - - this.isSplineCurve = true; - - this.type = 'SplineCurve'; - - this.points = points; - - } - - getPoint( t, optionalTarget = new Vector2() ) { - - const point = optionalTarget; - - const points = this.points; - const p = ( points.length - 1 ) * t; - - const intPoint = Math.floor( p ); - const weight = p - intPoint; - - const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; - const p1 = points[ intPoint ]; - const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; - const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; - - point.set( - CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), - CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) - ); - - return point; - - } - - copy( source ) { - - super.copy( source ); - - this.points = []; - - for ( let i = 0, l = source.points.length; i < l; i ++ ) { - - const point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.points = []; - - for ( let i = 0, l = this.points.length; i < l; i ++ ) { - - const point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.points = []; - - for ( let i = 0, l = json.points.length; i < l; i ++ ) { - - const point = json.points[ i ]; - this.points.push( new Vector2().fromArray( point ) ); - - } - - return this; - - } - -} - -var Curves = /*#__PURE__*/Object.freeze({ - __proto__: null, - ArcCurve: ArcCurve, - CatmullRomCurve3: CatmullRomCurve3, - CubicBezierCurve: CubicBezierCurve, - CubicBezierCurve3: CubicBezierCurve3, - EllipseCurve: EllipseCurve, - LineCurve: LineCurve, - LineCurve3: LineCurve3, - QuadraticBezierCurve: QuadraticBezierCurve, - QuadraticBezierCurve3: QuadraticBezierCurve3, - SplineCurve: SplineCurve -}); - -/************************************************************** - * Curved Path - a curve path is simply a array of connected - * curves, but retains the api of a curve - **************************************************************/ - -class CurvePath extends Curve { - - constructor() { - - super(); - - this.type = 'CurvePath'; - - this.curves = []; - this.autoClose = false; // Automatically closes the path - - } - - add( curve ) { - - this.curves.push( curve ); - - } - - closePath() { - - // Add a line curve if start and end of lines are not connected - const startPoint = this.curves[ 0 ].getPoint( 0 ); - const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); - - if ( ! startPoint.equals( endPoint ) ) { - - const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3'; - this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) ); - - } - - return this; - - } - - // To get accurate point with reference to - // entire path distance at time t, - // following has to be done: - - // 1. Length of each sub path have to be known - // 2. Locate and identify type of curve - // 3. Get t for the curve - // 4. Return curve.getPointAt(t') - - getPoint( t, 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 ]; - - const segmentLength = curve.getLength(); - const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; - - return curve.getPointAt( u, optionalTarget ); - - } - - i ++; - - } - - return null; - - // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { - - points.push( points[ 0 ] ); - - } - - return points; - - } - - copy( source ) { - - super.copy( source ); - - this.curves = []; - - for ( let i = 0, l = source.curves.length; i < l; i ++ ) { - - const curve = source.curves[ i ]; - - this.curves.push( curve.clone() ); - - } - - this.autoClose = source.autoClose; - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.autoClose = this.autoClose; - data.curves = []; - - for ( let i = 0, l = this.curves.length; i < l; i ++ ) { - - const curve = this.curves[ i ]; - data.curves.push( curve.toJSON() ); - - } - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.autoClose = json.autoClose; - this.curves = []; - - for ( let i = 0, l = json.curves.length; i < l; i ++ ) { - - const curve = json.curves[ i ]; - this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); - - } - - return this; - - } - -} - -class Path extends CurvePath { - - constructor( points ) { - - super(); - - this.type = 'Path'; - - this.currentPoint = new Vector2(); - - if ( points ) { - - this.setFromPoints( points ); - - } - - } - - setFromPoints( points ) { - - this.moveTo( points[ 0 ].x, points[ 0 ].y ); - - for ( let i = 1, l = points.length; i < l; i ++ ) { - - this.lineTo( points[ i ].x, points[ i ].y ); - - } - - return this; - - } - - moveTo( x, y ) { - - this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? - - return this; - - } - - lineTo( x, y ) { - - const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); - this.curves.push( curve ); - - this.currentPoint.set( x, y ); - - return this; - - } - - quadraticCurveTo( aCPx, aCPy, aX, aY ) { - - const curve = new QuadraticBezierCurve( - this.currentPoint.clone(), - new Vector2( aCPx, aCPy ), - new Vector2( aX, aY ) - ); - - this.curves.push( curve ); - - this.currentPoint.set( aX, aY ); - - return this; - - } - - bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - - const curve = new CubicBezierCurve( - this.currentPoint.clone(), - new Vector2( aCP1x, aCP1y ), - new Vector2( aCP2x, aCP2y ), - new Vector2( aX, aY ) - ); - - this.curves.push( curve ); - - this.currentPoint.set( aX, aY ); - - return this; - - } - - splineThru( pts /*Array of Vector*/ ) { - - const npts = [ this.currentPoint.clone() ].concat( pts ); - - const curve = new SplineCurve( npts ); - this.curves.push( curve ); - - this.currentPoint.copy( pts[ pts.length - 1 ] ); - - return this; - - } - - arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; - - this.absarc( aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); - - return this; - - } - - absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - return this; - - } - - ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - const x0 = this.currentPoint.x; - const y0 = this.currentPoint.y; - - this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - return this; - - } - - absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - if ( this.curves.length > 0 ) { - - // if a previous curve is present, attempt to join - const firstPoint = curve.getPoint( 0 ); - - if ( ! firstPoint.equals( this.currentPoint ) ) { - - this.lineTo( firstPoint.x, firstPoint.y ); - - } - - } - - this.curves.push( curve ); - - const lastPoint = curve.getPoint( 1 ); - this.currentPoint.copy( lastPoint ); - - return this; - - } - - copy( source ) { - - super.copy( source ); - - this.currentPoint.copy( source.currentPoint ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.currentPoint = this.currentPoint.toArray(); - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.currentPoint.fromArray( json.currentPoint ); - - return this; - - } - -} - -class 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 ) { - - super(); - - this.type = 'LatheGeometry'; - - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; - - segments = Math.floor( segments ); - - // clamp phiLength so it's in range of [ 0, 2PI ] - - phiLength = clamp$1( phiLength, 0, Math.PI * 2 ); - - // buffers - - const indices = []; - const vertices = []; - const uvs = []; - const initNormals = []; - const normals = []; - - // helper variables - - const inverseSegments = 1.0 / segments; - const vertex = new Vector3(); - const uv = new Vector2(); - const normal = new Vector3(); - const curNormal = new Vector3(); - const prevNormal = new Vector3(); - let dx = 0; - let dy = 0; - - // 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 - - 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.z = dy * 0.0; - - prevNormal.copy( normal ); - - normal.normalize(); - - 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 ); - - 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; - - normal.x = dy * 1.0; - normal.y = - dx; - normal.z = dy * 0.0; - - 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 ); - - } - - } - - // generate vertices, uvs and normals - - 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 ++ ) { - - // vertex - - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // uv - - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); - - uvs.push( uv.x, uv.y ); - - // 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 ); - - } - - } - - // indices - - 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; - const d = base + 1; - - // faces - - 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 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - 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 ); - - this.type = 'CapsuleGeometry'; - - this.parameters = { - radius: radius, - length: length, - capSegments: capSegments, - radialSegments: 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 ) { - - super(); - - this.type = 'CircleGeometry'; - - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - segments = Math.max( 3, segments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const vertex = new Vector3(); - const uv = new Vector2(); - - // 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 ) { - - 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 ); - - // normal - - normals.push( 0, 0, 1 ); - - // uvs - - uv.x = ( vertices[ i ] / radius + 1 ) / 2; - uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // indices - - for ( 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 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - super(); - - this.type = 'CylinderGeometry'; - - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - const scope = this; - - radialSegments = Math.floor( radialSegments ); - heightSegments = Math.floor( heightSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let index = 0; - const indexArray = []; - const halfHeight = height / 2; - let groupStart = 0; - - // generate geometry - - generateTorso(); - - if ( openEnded === false ) { - - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function generateTorso() { - - const normal = new Vector3(); - const vertex = new Vector3(); - - let groupCount = 0; - - // this will be used to calculate the normal - const slope = ( radiusBottom - radiusTop ) / height; - - // generate vertices, normals and uvs - - for ( let y = 0; y <= heightSegments; y ++ ) { - - const indexRow = []; - - const v = y / heightSegments; - - // calculate the radius of the current row - - const radius = v * ( radiusBottom - radiusTop ) + radiusTop; - - for ( let x = 0; x <= radialSegments; x ++ ) { - - const u = x / radialSegments; - - const theta = u * thetaLength + thetaStart; - - const sinTheta = Math.sin( theta ); - const cosTheta = Math.cos( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.set( sinTheta, slope, cosTheta ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u, 1 - v ); - - // save index of vertex in respective row - - indexRow.push( index ++ ); - - } - - // now save vertices of the row in our index array - - indexArray.push( indexRow ); - - } - - // generate indices - - for ( let x = 0; x < radialSegments; x ++ ) { - - for ( let y = 0; y < heightSegments; y ++ ) { - - // we use the index array to access the correct indices - - const a = indexArray[ y ][ x ]; - const b = indexArray[ y + 1 ][ x ]; - const c = indexArray[ y + 1 ][ x + 1 ]; - const d = indexArray[ y ][ x + 1 ]; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - // update group counter - - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, 0 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - function generateCap( top ) { - - // save the index of the first center vertex - const centerIndexStart = index; - - const uv = new Vector2(); - const vertex = new Vector3(); - - let groupCount = 0; - - const radius = ( top === true ) ? radiusTop : radiusBottom; - const sign = ( top === true ) ? 1 : - 1; - - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment - - for ( let x = 1; x <= radialSegments; x ++ ) { - - // vertex - - vertices.push( 0, halfHeight * sign, 0 ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uvs.push( 0.5, 0.5 ); - - // increase index - - index ++; - - } - - // save the index of the last center vertex - const centerIndexEnd = index; - - // now we generate the surrounding vertices, normals and uvs - - for ( let x = 0; x <= radialSegments; x ++ ) { - - const u = x / radialSegments; - const theta = u * thetaLength + thetaStart; - - const cosTheta = Math.cos( theta ); - const sinTheta = Math.sin( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.push( uv.x, uv.y ); - - // increase index - - index ++; - - } - - // generate indices - - for ( let x = 0; x < radialSegments; x ++ ) { - - const c = centerIndexStart + x; - const i = centerIndexEnd + x; - - if ( top === true ) { - - // face top - - indices.push( i, i + 1, c ); - - } else { - - // face bottom - - indices.push( i + 1, i, c ); - - } - - groupCount += 3; - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ); - - this.type = 'ConeGeometry'; - - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - } - - static fromJSON( data ) { - - return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); - - } - -} - -class PolyhedronGeometry extends BufferGeometry { - - constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { - - super(); - - this.type = 'PolyhedronGeometry'; - - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - // default buffer data - - const vertexBuffer = []; - const uvBuffer = []; - - // the subdivision creates the vertex buffer data - - subdivide( detail ); - - // all vertices should lie on a conceptual sphere with a given radius - - applyRadius( radius ); - - // finally, create the uv data - - generateUVs(); - - // 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.computeVertexNormals(); // flat normals - - } else { - - this.normalizeNormals(); // smooth normals - - } - - // helper functions - - 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 ) { - - // get the vertices of the face - - getVertexByIndex( indices[ i + 0 ], a ); - getVertexByIndex( indices[ i + 1 ], b ); - getVertexByIndex( indices[ i + 2 ], c ); - - // perform subdivision - - subdivideFace( a, b, c, detail ); - - } - - } - - function subdivideFace( a, b, c, detail ) { - - const cols = detail + 1; - - // we use this multidimensional array as a data structure for creating the subdivision - - const v = []; - - // 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 ); - - const rows = cols - i; - - 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 ); - - } - - } - - } - - // 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 ] ); - - } else { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - - } - - } - - } - - } - - 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; - - } - - } - - 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 ); - - } - - correctUVs(); - - correctSeam(); - - } - - function correctSeam() { - - // handle case when face straddles the seam, see #3269 - - 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 ); - - // 0.9 is somewhat arbitrary - - if ( max > 0.9 && min < 0.1 ) { - - if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; - if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; - if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; - - } - - } - - } - - function pushVertex( vertex ) { - - vertexBuffer.push( vertex.x, vertex.y, vertex.z ); - - } - - function getVertexByIndex( index, vertex ) { - - const stride = index * 3; - - 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 ); - - } - - } - - function correctUV( uv, stride, vector, azimuth ) { - - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { - - uvBuffer[ stride ] = uv.x - 1; - - } - - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { - - uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; - - } - - } - - // Angle around the Y axis, counter-clockwise when looking from above. - - function azimuth( vector ) { - - return Math.atan2( vector.z, - vector.x ); - - } - - - // Angle above the XZ plane. - - function inclination( vector ) { - - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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; - 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 ); - - this.type = 'DodecahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - - static fromJSON( data ) { - - return new DodecahedronGeometry( data.radius, data.detail ); - - } - -} - -const _v0 = /*@__PURE__*/ new Vector3(); -const _v1$1 = /*@__PURE__*/ new Vector3(); -const _normal$1 = /*@__PURE__*/ new Vector3(); -const _triangle = /*@__PURE__*/ new Triangle(); - -class EdgesGeometry extends BufferGeometry { - - constructor( geometry = null, thresholdAngle = 1 ) { - - super(); - - this.type = 'EdgesGeometry'; - - this.parameters = { - geometry: geometry, - thresholdAngle: thresholdAngle - }; - - if ( geometry !== null ) { - - const precisionPoints = 4; - const precision = Math.pow( 10, precisionPoints ); - const thresholdDot = Math.cos( DEG2RAD * thresholdAngle ); - - const indexAttr = geometry.getIndex(); - 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 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 ); - - } 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$1 ); - - // create hashes for the edge from the vertices - hashes[ 0 ] = `${ 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 ) }`; - - // skip degenerate triangles - 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 ++ ) { - - // 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 ] ) { - - // 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$1.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 ) ) { - - // if we've already got an edge here then skip adding a new one - edgeData[ hash ] = { - - index0: indexArr[ j ], - index1: indexArr[ jNext ], - normal: _normal$1.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 ); - - } - - } - - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - -} - -class Shape extends Path { - - constructor( points ) { - - super( points ); - - this.uuid = generateUUID(); - - this.type = 'Shape'; - - this.holes = []; - - } - - getPointsHoles( divisions ) { - - const holesPts = []; - - for ( let i = 0, l = this.holes.length; i < l; i ++ ) { - - holesPts[ i ] = this.holes[ i ].getPoints( divisions ); - - } - - return holesPts; - - } - - // get points of shape and holes (keypoints based on segments parameter) - - extractPoints( divisions ) { - - return { - - shape: this.getPoints( divisions ), - holes: this.getPointsHoles( divisions ) - - }; - - } - - copy( source ) { - - super.copy( source ); - - this.holes = []; - - for ( let i = 0, l = source.holes.length; i < l; i ++ ) { - - const hole = source.holes[ i ]; - - this.holes.push( hole.clone() ); - - } - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.uuid = this.uuid; - data.holes = []; - - for ( let i = 0, l = this.holes.length; i < l; i ++ ) { - - const hole = this.holes[ i ]; - data.holes.push( hole.toJSON() ); - - } - - return data; - - } - - fromJSON( json ) { - - super.fromJSON( json ); - - this.uuid = json.uuid; - this.holes = []; - - for ( let i = 0, l = json.holes.length; i < l; i ++ ) { - - const hole = json.holes[ i ]; - this.holes.push( new Path().fromJSON( hole ) ); - - } - - return this; - - } - -} - -/** - * Port from https://github.com/mapbox/earcut (v2.2.4) - */ - -const Earcut = { - - triangulate: function ( data, holeIndices, dim = 2 ) { - - const hasHoles = holeIndices && holeIndices.length; - const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length; - let outerNode = linkedList( data, 0, outerLen, dim, true ); - const triangles = []; - - if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; - - let minX, minY, maxX, maxY, x, y, invSize; - - if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); - - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox - if ( data.length > 80 * dim ) { - - minX = maxX = data[ 0 ]; - minY = maxY = data[ 1 ]; - - for ( let i = dim; i < outerLen; i += dim ) { - - x = data[ i ]; - y = data[ i + 1 ]; - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - - } - - // minX, minY and invSize are later used to transform coords into integers for z-order calculation - invSize = Math.max( maxX - minX, maxY - minY ); - invSize = invSize !== 0 ? 32767 / 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 ) { - - let i, last; - - if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { - - for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); - - } else { - - for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); - - } - - if ( last && equals$1( last, last.next ) ) { - - removeNode( last ); - last = last.next; - - } - - return last; - -} - -// eliminate colinear or duplicate points -function filterPoints( start, end ) { - - if ( ! start ) return start; - if ( ! end ) end = start; - - let p = start, - again; - do { - - again = false; - - if ( ! p.steiner && ( equals$1( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { - - removeNode( p ); - p = end = p.prev; - if ( p === p.next ) break; - again = true; - - } else { - - p = p.next; - - } - - } while ( again || p !== end ); - - return end; - -} - -// main ear slicing loop which triangulates a polygon (given as a linked list) -function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { - - if ( ! ear ) return; - - // interlink polygon nodes in z-order - if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); - - let stop = ear, - prev, next; - - // iterate through ears, slicing them one by one - while ( ear.prev !== ear.next ) { - - prev = ear.prev; - next = ear.next; - - if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { - - // cut off the triangle - triangles.push( prev.i / dim | 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 ) { - - // try filtering points and slicing again - if ( ! pass ) { - - earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); - - // if this didn't work, try curing all small self-intersections locally - - } else if ( pass === 1 ) { - - ear = cureLocalIntersections( filterPoints( ear ), triangles, dim ); - earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); - - // as a last resort, try splitting the remaining polygon into two - - } else if ( pass === 2 ) { - - splitEarcut( ear, triangles, dim, minX, minY, invSize ); - - } - - break; - - } - - } - -} - -// check whether a polygon node forms a valid ear with adjacent nodes -function isEar( ear ) { - - const a = ear.prev, - b = ear, - c = ear.next; - - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - // now make sure we don't have other points inside the potential ear - 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 ); - - 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; - p = p.next; - - } - - return true; - -} - -function isEarHashed( ear, minX, minY, invSize ) { - - const a = ear.prev, - b = ear, - c = ear.next; - - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - 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 ); - - // z-order range for the current triangle bbox; - 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; - 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; - 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; - 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; - n = n.nextZ; - - } - - return true; - -} - -// go through all polygon nodes and cure small local self-intersections -function cureLocalIntersections( start, triangles, dim ) { - - let p = start; - do { - - const a = p.prev, - b = p.next.next; - - if ( ! equals$1( 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 ); - - p = start = b; - - } - - p = p.next; - - } while ( p !== start ); - - return filterPoints( p ); - -} - -// try splitting polygon into two and triangulate them independently -function splitEarcut( start, triangles, dim, minX, minY, invSize ) { - - // look for a valid diagonal that divides the polygon into two - let a = start; - do { - - let b = a.next.next; - while ( b !== a.prev ) { - - if ( a.i !== b.i && isValidDiagonal( a, b ) ) { - - // split the polygon in two by the diagonal - let c = splitPolygon( a, b ); - - // filter colinear points around the cuts - a = filterPoints( a, a.next ); - c = filterPoints( c, c.next ); - - // run earcut on each half - earcutLinked( a, triangles, dim, minX, minY, invSize, 0 ); - earcutLinked( c, triangles, dim, minX, minY, invSize, 0 ); - return; - - } - - b = b.next; - - } - - a = a.next; - - } while ( a !== start ); - -} - -// link every hole into the outer loop, producing a single-ring polygon without holes -function eliminateHoles( data, holeIndices, outerNode, dim ) { - - const queue = []; - let i, len, start, end, list; - - for ( i = 0, len = holeIndices.length; i < len; i ++ ) { - - start = holeIndices[ i ] * dim; - end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; - list = linkedList( data, start, end, dim, false ); - if ( list === list.next ) list.steiner = true; - queue.push( getLeftmost( list ) ); - - } - - queue.sort( compareX ); - - // process holes from left to right - for ( i = 0; i < queue.length; i ++ ) { - - outerNode = eliminateHole( queue[ i ], outerNode ); - - } - - return outerNode; - -} - -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 ) { - - return outerNode; - - } - - const bridgeReverse = splitPolygon( bridge, hole ); - - // filter collinear points around the cuts - 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 ) { - - let p = outerNode, - qx = - Infinity, - m; - - 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 ) { - - qx = x; - m = p.x < p.next.x ? p : p.next; - if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint - - } - - } - - p = p.next; - - } 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; - // otherwise choose the point of the minimum angle with the ray as connection point - - const stop = m, - mx = m.x, - my = m.y; - let tanMin = Infinity, tan; - - p = m; - - do { - - if ( hx >= p.x && p.x >= mx && hx !== p.x && - pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { - - tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential - - if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) { - - m = p; - tanMin = tan; - - } - - } - - p = p.next; - - } while ( p !== stop ); - - return m; - -} - -// whether sector in vertex m contains sector in vertex p in the same coordinates -function sectorContainsSector( m, p ) { - - return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0; - -} - -// interlink polygon nodes in z-order -function indexCurve( start, minX, minY, invSize ) { - - let p = start; - do { - - if ( p.z === 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 ); - - p.prevZ.nextZ = null; - p.prevZ = null; - - sortLinked( p ); - -} - -// Simon Tatham's linked list merge sort algorithm -// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html -function sortLinked( list ) { - - let i, p, q, e, tail, numMerges, pSize, qSize, - inSize = 1; - - do { - - p = list; - list = null; - tail = null; - numMerges = 0; - - while ( p ) { - - numMerges ++; - q = p; - pSize = 0; - for ( i = 0; i < inSize; i ++ ) { - - pSize ++; - q = q.nextZ; - if ( ! q ) break; - - } - - qSize = inSize; - - while ( pSize > 0 || ( qSize > 0 && q ) ) { - - if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { - - e = p; - p = p.nextZ; - pSize --; - - } else { - - e = q; - q = q.nextZ; - qSize --; - - } - - if ( tail ) tail.nextZ = e; - else list = e; - - e.prevZ = tail; - tail = e; - - } - - p = q; - - } - - tail.nextZ = null; - inSize *= 2; - - } while ( numMerges > 1 ); - - return list; - -} - -// z-order of a point given coords and inverse of the longer side of data bbox -function zOrder( x, y, minX, minY, invSize ) { - - // coords are transformed into non-negative 15-bit integer range - x = ( 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 ) { - - let p = start, - leftmost = start; - do { - - if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; - p = p.next; - - } while ( p !== start ); - - return leftmost; - -} - -// check if a point lies within a convex triangle -function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { - - return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) && - ( 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$1( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case - -} - -// signed area of a triangle -function area( p, q, r ) { - - return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); - -} - -// check if two points are equal -function equals$1( 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$1( area( p1, q1, p2 ) ); - const o2 = sign$1( area( p1, q1, q2 ) ); - const o3 = sign$1( area( p2, q2, p1 ) ); - const o4 = sign$1( area( p2, q2, q1 ) ); - - if ( o1 !== o2 && o3 !== o4 ) return true; // general case - - if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 - if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 - if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 - if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 - - return false; - -} - -// for collinear points p, q, r, check if point q lies on segment pr -function onSegment( p, q, r ) { - - return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y ); - -} - -function sign$1( num ) { - - return num > 0 ? 1 : num < 0 ? - 1 : 0; - -} - -// check if a polygon diagonal intersects any polygon segments -function intersectsPolygon( a, b ) { - - let p = a; - do { - - if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && - intersects( p, p.next, a, b ) ) return true; - p = p.next; - - } while ( p !== a ); - - return false; - -} - -// check if a polygon diagonal is locally inside the polygon -function locallyInside( a, b ) { - - return area( a.prev, a, a.next ) < 0 ? - area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : - area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; - -} - -// check if the middle point of a polygon diagonal is inside the polygon -function middleInside( a, b ) { - - let p = a, - inside = false; - const px = ( a.x + b.x ) / 2, - py = ( a.y + b.y ) / 2; - do { - - if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && - ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) - inside = ! inside; - p = p.next; - - } while ( p !== a ); - - return inside; - -} - -// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; -// if one belongs to the outer ring and another to a hole, it merges it into a single ring -function splitPolygon( a, b ) { - - const a2 = new Node$1( a.i, a.x, a.y ), - b2 = new Node$1( b.i, b.x, b.y ), - an = a.next, - bp = b.prev; - - a.next = b; - b.prev = a; - - a2.next = an; - an.prev = a2; - - b2.next = a2; - a2.prev = b2; - - bp.next = b2; - b2.prev = bp; - - return b2; - -} - -// create a node and optionally link it with previous one (in a circular doubly linked list) -function insertNode( i, x, y, last ) { - - const p = new Node$1( i, x, y ); - - if ( ! last ) { - - p.prev = p; - p.next = p; - - } else { - - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; - - } - - return p; - -} - -function removeNode( p ) { - - p.next.prev = p.prev; - p.prev.next = p.next; - - if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; - if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; - -} - -function Node$1( i, x, y ) { - - // vertex index in coordinates array - this.i = i; - - // vertex coordinates - this.x = x; - this.y = y; - - // previous and next vertex nodes in a polygon ring - this.prev = null; - this.next = null; - - // z-order curve value - this.z = 0; - - // previous and next nodes in z-order - this.prevZ = null; - this.nextZ = null; - - // indicates whether this is a steiner point - this.steiner = false; - -} - -function signedArea( data, start, end, dim ) { - - let sum = 0; - for ( let i = start, j = end - dim; i < end; i += dim ) { - - sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); - j = i; - - } - - return sum; - -} - -class ShapeUtils { - - // calculate area of the contour polygon - - static area( contour ) { - - const n = contour.length; - let a = 0.0; - - for ( let p = n - 1, q = 0; q < n; p = q ++ ) { - - a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; - - } - - return a * 0.5; - - } - - static isClockWise( pts ) { - - return ShapeUtils.area( pts ) < 0; - - } - - static triangulateShape( contour, holes ) { - - const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] - const holeIndices = []; // array of hole indices - const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] - - removeDupEndPts( contour ); - addContour( vertices, contour ); - - // - - let holeIndex = contour.length; - - holes.forEach( removeDupEndPts ); - - for ( let i = 0; i < holes.length; i ++ ) { - - holeIndices.push( holeIndex ); - holeIndex += holes[ i ].length; - addContour( vertices, holes[ i ] ); - - } - - // - - const triangles = Earcut.triangulate( vertices, holeIndices ); - - // - - for ( let i = 0; i < triangles.length; i += 3 ) { - - faces.push( triangles.slice( i, i + 3 ) ); - - } - - return faces; - - } - -} - -function removeDupEndPts( points ) { - - const l = points.length; - - if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { - - points.pop(); - - } - -} - -function addContour( vertices, contour ) { - - for ( let i = 0; i < contour.length; i ++ ) { - - vertices.push( contour[ i ].x ); - vertices.push( contour[ i ].y ); - - } - -} - -/** - * Creates extruded geometry from a path shape. - * - * parameters = { - * - * curveSegments: , // 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 - * - * extrudePath: // curve to extrude shape along - * - * 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 = {} ) { - - super(); - - this.type = 'ExtrudeGeometry'; - - this.parameters = { - shapes: shapes, - options: options - }; - - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; - - const scope = this; - - const verticesArray = []; - const uvArray = []; - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - addShape( shape ); - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); - - this.computeVertexNormals(); - - // functions - - function addShape( shape ) { - - const placeholder = []; - - // options - - const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - const steps = options.steps !== undefined ? options.steps : 1; - 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 splineTube, binormal, normal, position2; - - if ( extrudePath ) { - - extrudePts = extrudePath.getSpacedPoints( steps ); - - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion - - // SETUP TNB variables - - // TODO1 - have a .isClosed in spline? - - splineTube = extrudePath.computeFrenetFrames( steps, false ); - - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); - - } - - // Safeguards if bevels are not enabled - - if ( ! bevelEnabled ) { - - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - bevelOffset = 0; - - } - - // Variables initialization - - const shapePoints = shape.extractPoints( curveSegments ); - - let vertices = shapePoints.shape; - const holes = shapePoints.holes; - - const reverse = ! ShapeUtils.isClockWise( vertices ); - - if ( reverse ) { - - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe ... - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - if ( ShapeUtils.isClockWise( ahole ) ) { - - holes[ h ] = ahole.reverse(); - - } - - } - - } - - - const faces = ShapeUtils.triangulateShape( vertices, holes ); - - /* Vertices */ - - const contour = vertices; // vertices has all points but contour has only points of circumference - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - vertices = vertices.concat( ahole ); - - } - - - function scalePt2( pt, vec, size ) { - - if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' ); - - return pt.clone().addScaledVector( vec, size ); - - } - - const vlen = vertices.length, flen = faces.length; - - - // Find directions for point movement - - - function getBevelVec( inPt, inPrev, inNext ) { - - // computes for inPt the corresponding point inPt' on a new contour - // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two - // adjacent edges of inPt at a distance of 1 unit on the left side. - - let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt - - // good reading for geometry algorithms (here: line-line intersection) - // http://geomalgorithms.com/a05-_intersect-1.html - - const v_prev_x = inPt.x - inPrev.x, - v_prev_y = inPt.y - inPrev.y; - const v_next_x = inNext.x - inPt.x, - v_next_y = inNext.y - inPt.y; - - const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - - // check for collinear edges - const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - if ( Math.abs( collinear0 ) > Number.EPSILON ) { - - // not collinear - - // length of vectors for normalizing - - const v_prev_len = Math.sqrt( v_prev_lensq ); - const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - - // shift adjacent points by unit vectors to the left - - const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); - const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); - - const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); - const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - - // scaling factor for v_prev to intersection point - - const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / - ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - // vector from inPt to intersection point - - v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); - v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - - // Don't normalize!, otherwise sharp corners become ugly - // but prevent crazy spikes - const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); - if ( v_trans_lensq <= 2 ) { - - return new Vector2( v_trans_x, v_trans_y ); - - } else { - - shrink_by = Math.sqrt( v_trans_lensq / 2 ); - - } - - } else { - - // handle special case of collinear edges - - let direction_eq = false; // assumes: opposite - - if ( v_prev_x > Number.EPSILON ) { - - if ( v_next_x > Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( v_prev_x < - Number.EPSILON ) { - - if ( v_next_x < - Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { - - direction_eq = true; - - } - - } - - } - - if ( direction_eq ) { - - // console.log("Warning: lines are a straight sequence"); - v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; - shrink_by = Math.sqrt( v_prev_lensq ); - - } else { - - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; - shrink_by = Math.sqrt( v_prev_lensq / 2 ); - - } - - } - - return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); - - } - - - const contourMovements = []; - - for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) - - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - - } - - const holesMovements = []; - let oneHoleMovements, verticesMovements = contourMovements.concat(); - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - - oneHoleMovements = []; - - for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - - } - - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - - } - - - // Loop bevelSegments, 1 for the front, 1 for the back - - for ( let b = 0; b < bevelSegments; b ++ ) { - - //for ( b = bevelSegments; b > 0; b -- ) { - - const t = b / bevelSegments; - const z = bevelThickness * Math.cos( t * Math.PI / 2 ); - const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - - for ( let i = 0, il = contour.length; i < il; i ++ ) { - - const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - // expand holes - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( let i = 0, il = ahole.length; i < il; i ++ ) { - - const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - } - - } - - const bs = bevelSize + bevelOffset; - - // Back facing vertices - - for ( let i = 0; i < vlen; i ++ ) { - - const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, 0 ); - - } else { - - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - // Add stepped vertices... - // Including front facing vertices - - for ( let s = 1; s <= steps; s ++ ) { - - for ( let i = 0; i < vlen; i ++ ) { - - const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, depth / steps * s ); - - } else { - - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - } - - - // Add bevel segments planes - - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( let b = bevelSegments - 1; b >= 0; b -- ) { - - const t = b / bevelSegments; - const z = bevelThickness * Math.cos( t * Math.PI / 2 ); - const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; - - // contract shape - - for ( let i = 0, il = contour.length; i < il; i ++ ) { - - const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, depth + z ); - - } - - // expand holes - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( let i = 0, il = ahole.length; i < il; i ++ ) { - - const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, depth + z ); - - } else { - - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - - } - - } - - } - - } - - /* Faces */ - - // Top and bottom faces - - buildLidFaces(); - - // Sides faces - - buildSideFaces(); - - - ///// Internal functions - - function buildLidFaces() { - - const start = verticesArray.length / 3; - - if ( bevelEnabled ) { - - let layer = 0; // steps + 1 - let offset = vlen * layer; - - // Bottom faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); - - } - - layer = steps + bevelSegments * 2; - offset = vlen * layer; - - // Top faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - - } - - } else { - - // Bottom faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - - } - - // Top faces - - for ( let i = 0; i < flen; i ++ ) { - - const face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - - } - - } - - scope.addGroup( start, verticesArray.length / 3 - start, 0 ); - - } - - // Create faces for the z-sides of the shape - - function buildSideFaces() { - - const start = verticesArray.length / 3; - let layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; - - for ( let h = 0, hl = holes.length; h < hl; h ++ ) { - - const ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); - - //, true - layeroffset += ahole.length; - - } - - - scope.addGroup( start, verticesArray.length / 3 - start, 1 ); - - - } - - function sidewalls( contour, layeroffset ) { - - let i = contour.length; - - while ( -- i >= 0 ) { - - const j = i; - let k = i - 1; - if ( k < 0 ) k = contour.length - 1; - - //console.log('b', i,j, i-1, k,vertices.length); - - for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { - - const slen1 = vlen * s; - const slen2 = vlen * ( s + 1 ); - - const a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; - - f4( a, b, c, d ); - - } - - } - - } - - function v( x, y, z ) { - - placeholder.push( x ); - placeholder.push( y ); - placeholder.push( z ); - - } - - - function f3( a, b, c ) { - - addVertex( a ); - addVertex( b ); - addVertex( c ); - - const nextIndex = verticesArray.length / 3; - const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - - } - - function f4( a, b, c, d ) { - - addVertex( a ); - addVertex( b ); - addVertex( d ); - - addVertex( b ); - addVertex( c ); - addVertex( d ); - - - const nextIndex = verticesArray.length / 3; - const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 3 ] ); - - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - addUV( uvs[ 3 ] ); - - } - - function addVertex( index ) { - - verticesArray.push( placeholder[ index * 3 + 0 ] ); - verticesArray.push( placeholder[ index * 3 + 1 ] ); - verticesArray.push( placeholder[ index * 3 + 2 ] ); - - } - - - function addUV( vector2 ) { - - uvArray.push( vector2.x ); - uvArray.push( vector2.y ); - - } - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - const shapes = this.parameters.shapes; - const options = this.parameters.options; - - return toJSON$1( shapes, options, data ); - - } - - static fromJSON( data, shapes ) { - - const geometryShapes = []; - - for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { - - const shape = shapes[ data.shapes[ j ] ]; - - geometryShapes.push( shape ); - - } - - const extrudePath = data.options.extrudePath; - - if ( extrudePath !== undefined ) { - - data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); - - } - - return new ExtrudeGeometry( geometryShapes, data.options ); - - } - -} - -const WorldUVGenerator = { - - generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { - - const a_x = vertices[ indexA * 3 ]; - const a_y = vertices[ indexA * 3 + 1 ]; - const b_x = vertices[ indexB * 3 ]; - const b_y = vertices[ indexB * 3 + 1 ]; - const c_x = vertices[ indexC * 3 ]; - const c_y = vertices[ indexC * 3 + 1 ]; - - return [ - new Vector2( a_x, a_y ), - new Vector2( b_x, b_y ), - new Vector2( c_x, c_y ) - ]; - - }, - - generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { - - const a_x = vertices[ indexA * 3 ]; - const a_y = vertices[ indexA * 3 + 1 ]; - const a_z = vertices[ indexA * 3 + 2 ]; - const b_x = vertices[ indexB * 3 ]; - const b_y = vertices[ indexB * 3 + 1 ]; - const b_z = vertices[ indexB * 3 + 2 ]; - const c_x = vertices[ indexC * 3 ]; - const c_y = vertices[ indexC * 3 + 1 ]; - const c_z = vertices[ indexC * 3 + 2 ]; - const d_x = vertices[ indexD * 3 ]; - const d_y = vertices[ indexD * 3 + 1 ]; - const d_z = vertices[ indexD * 3 + 2 ]; - - if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) { - - return [ - new Vector2( a_x, 1 - a_z ), - new Vector2( b_x, 1 - b_z ), - new Vector2( c_x, 1 - c_z ), - new Vector2( d_x, 1 - d_z ) - ]; - - } else { - - return [ - new Vector2( a_y, 1 - a_z ), - new Vector2( b_y, 1 - b_z ), - new Vector2( c_y, 1 - c_z ), - new Vector2( d_y, 1 - d_z ) - ]; - - } - - } - -}; - -function toJSON$1( shapes, options, data ) { - - data.shapes = []; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - data.shapes.push( shape.uuid ); - - } - - } else { - - data.shapes.push( shapes.uuid ); - - } - - 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 ); - - this.type = 'IcosahedronGeometry'; - - this.parameters = { - radius: radius, - detail: 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 ); - - this.type = 'OctahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - - static fromJSON( data ) { - - return new OctahedronGeometry( data.radius, data.detail ); - - } - -} - -class PlaneGeometry extends BufferGeometry { - - constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { - - super(); - - this.type = 'PlaneGeometry'; - - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; - - const width_half = width / 2; - const height_half = height / 2; - - const gridX = Math.floor( widthSegments ); - const gridY = Math.floor( heightSegments ); - - const gridX1 = gridX + 1; - const gridY1 = gridY + 1; - - const segment_width = width / gridX; - const segment_height = height / gridY; - - // - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - for ( let iy = 0; iy < gridY1; iy ++ ) { - - const y = iy * segment_height - height_half; - - for ( let ix = 0; ix < gridX1; ix ++ ) { - - const x = ix * segment_width - width_half; - - vertices.push( x, - y, 0 ); - - normals.push( 0, 0, 1 ); - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - } - - } - - for ( let iy = 0; iy < gridY; iy ++ ) { - - for ( let ix = 0; ix < gridX; ix ++ ) { - - const a = ix + gridX1 * iy; - const b = ix + gridX1 * ( iy + 1 ); - const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - const d = ( ix + 1 ) + gridX1 * iy; - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - static fromJSON( data ) { - - return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); - - } - -} - -class RingGeometry extends BufferGeometry { - - 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, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - thetaSegments = Math.max( 3, thetaSegments ); - phiSegments = Math.max( 1, phiSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // some helper variables - - let radius = innerRadius; - 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 ++ ) { - - // 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 ); - - // normal - - normals.push( 0, 0, 1 ); - - // uv - - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // increase the radius for next row of vertices - - radius += radiusStep; - - } - - // indices - - for ( 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; - const d = segment + 1; - - // faces - - 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 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - super(); - - this.type = 'ShapeGeometry'; - - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - let groupStart = 0; - let groupCount = 0; - - // allow single and array values for "shapes" parameter - - if ( Array.isArray( shapes ) === false ) { - - addShape( shapes ); - - } else { - - for ( let i = 0; i < shapes.length; i ++ ) { - - addShape( shapes[ i ] ); - - this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support - - groupStart += groupCount; - groupCount = 0; - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - - // helper functions - - function addShape( shape ) { - - const indexOffset = vertices.length / 3; - const points = shape.extractPoints( curveSegments ); - - let shapeVertices = points.shape; - const shapeHoles = points.holes; - - // check direction of vertices - - if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { - - shapeVertices = shapeVertices.reverse(); - - } - - for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { - - const shapeHole = shapeHoles[ i ]; - - if ( ShapeUtils.isClockWise( shapeHole ) === true ) { - - shapeHoles[ i ] = shapeHole.reverse(); - - } - - } - - const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); - - // join vertices of inner and outer paths to a single array - - for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { - - const shapeHole = shapeHoles[ i ]; - shapeVertices = shapeVertices.concat( shapeHole ); - - } - - // vertices, normals, uvs - - for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) { - - const vertex = shapeVertices[ i ]; - - vertices.push( vertex.x, vertex.y, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( vertex.x, vertex.y ); // world uvs - - } - - // 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 ); - groupCount += 3; - - } - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - const shapes = this.parameters.shapes; - - return toJSON( shapes, data ); - - } - - static fromJSON( data, shapes ) { - - const geometryShapes = []; - - for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { - - const shape = shapes[ data.shapes[ j ] ]; - - geometryShapes.push( shape ); - - } - - return new ShapeGeometry( geometryShapes, data.curveSegments ); - - } - -} - -function toJSON( shapes, data ) { - - data.shapes = []; - - if ( Array.isArray( shapes ) ) { - - for ( let i = 0, l = shapes.length; i < l; i ++ ) { - - const shape = shapes[ i ]; - - data.shapes.push( shape.uuid ); - - } - - } else { - - data.shapes.push( shapes.uuid ); - - } - - return data; - -} - -class SphereGeometry extends BufferGeometry { - - constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { - - super(); - - this.type = 'SphereGeometry'; - - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - widthSegments = Math.max( 3, Math.floor( widthSegments ) ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) ); - - const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); - - let index = 0; - const grid = []; - - const vertex = new Vector3(); - const normal = new Vector3(); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // generate vertices, normals and uvs - - for ( let iy = 0; iy <= heightSegments; iy ++ ) { - - const verticesRow = []; - - const v = iy / heightSegments; - - // special case for the poles - - let uOffset = 0; - - if ( iy === 0 && thetaStart === 0 ) { - - uOffset = 0.5 / widthSegments; - - } else if ( iy === heightSegments && thetaEnd === Math.PI ) { - - uOffset = - 0.5 / widthSegments; - - } - - for ( let ix = 0; ix <= widthSegments; ix ++ ) { - - const u = ix / widthSegments; - - // vertex - - vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); - vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.copy( vertex ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u + uOffset, 1 - v ); - - verticesRow.push( index ++ ); - - } - - grid.push( verticesRow ); - - } - - // indices - - for ( let iy = 0; iy < heightSegments; iy ++ ) { - - for ( let ix = 0; ix < widthSegments; ix ++ ) { - - const a = grid[ iy ][ ix + 1 ]; - const b = grid[ iy ][ ix ]; - const c = grid[ iy + 1 ][ ix ]; - const d = grid[ iy + 1 ][ ix + 1 ]; - - if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); - if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ); - - this.type = 'TetrahedronGeometry'; - - this.parameters = { - radius: radius, - detail: 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 ) { - - super(); - - this.type = 'TorusGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; - - radialSegments = Math.floor( radialSegments ); - tubularSegments = Math.floor( tubularSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - const center = new Vector3(); - const vertex = new Vector3(); - const normal = new Vector3(); - - // generate vertices, normals and uvs - - 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 ); - - // normal - - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - normal.subVectors( vertex, center ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( 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; - - // faces - - 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 ) ); - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - super(); - - this.type = 'TorusKnotGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - tubularSegments = Math.floor( tubularSegments ); - radialSegments = Math.floor( radialSegments ); - - // buffers - - const indices = []; - const vertices = []; - const normals = []; - const uvs = []; - - // helper variables - - 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 ) { - - // 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; - - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - - calculatePositionOnCurve( u, p, q, radius, P1 ); - calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - - // calculate orthonormal basis - - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); - - // normalize B, N. T can be ignored, we don't use it - - B.normalize(); - N.normalize(); - - for ( 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 ); - - // 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 ); - - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - - normal.subVectors( vertex, P1 ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( 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; - - // faces - - 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 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 ); - 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; - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - 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 ) { - - super(); - - this.type = 'TubeGeometry'; - - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - const frames = path.computeFrenetFrames( tubularSegments, closed ); - - // expose internals - - this.tangents = frames.tangents; - this.normals = frames.normals; - this.binormals = frames.binormals; - - // helper variables - - const vertex = new Vector3(); - const normal = new Vector3(); - const uv = new Vector2(); - let P = new Vector3(); - - // buffer - - const vertices = []; - const normals = []; - const uvs = []; - const indices = []; - - // create buffer data - - generateBufferData(); - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // functions - - function generateBufferData() { - - for ( let i = 0; i < tubularSegments; i ++ ) { - - generateSegment( i ); - - } - - // if the geometry is not closed, generate the last row of vertices and normals - // at the regular position on the given path - // - // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - - generateSegment( ( closed === false ) ? tubularSegments : 0 ); - - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries - - generateUVs(); - - // finally create faces - - generateIndices(); - - } - - function generateSegment( i ) { - - // we use getPointAt to sample evenly distributed points from the given path - - P = path.getPointAt( i / tubularSegments, P ); - - // retrieve corresponding normal and binormal - - const N = frames.normals[ i ]; - const B = frames.binormals[ i ]; - - // generate normals and vertices for the current segment - - for ( let j = 0; j <= radialSegments; j ++ ) { - - const v = j / radialSegments * Math.PI * 2; - - const sin = Math.sin( v ); - const cos = - Math.cos( v ); - - // normal - - normal.x = ( cos * N.x + sin * B.x ); - normal.y = ( cos * N.y + sin * B.y ); - normal.z = ( cos * N.z + sin * B.z ); - normal.normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // vertex - - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - function generateIndices() { - - for ( let j = 1; j <= tubularSegments; j ++ ) { - - for ( let i = 1; i <= radialSegments; i ++ ) { - - const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - const b = ( radialSegments + 1 ) * j + ( i - 1 ); - const c = ( radialSegments + 1 ) * j + i; - const d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - } - - function generateUVs() { - - for ( let i = 0; i <= tubularSegments; i ++ ) { - - for ( let j = 0; j <= radialSegments; j ++ ) { - - uv.x = i / tubularSegments; - uv.y = j / radialSegments; - - uvs.push( uv.x, uv.y ); - - } - - } - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - - toJSON() { - - const data = super.toJSON(); - - data.path = this.parameters.path.toJSON(); - - return data; - - } - - static fromJSON( data ) { - - // This only works for built-in curves (e.g. CatmullRomCurve3). - // User defined curves or instances of CurvePath will not be deserialized. - return new TubeGeometry( - new Curves[ data.path.type ]().fromJSON( data.path ), - data.tubularSegments, - data.radius, - data.radialSegments, - data.closed - ); - - } - -} - -class WireframeGeometry extends BufferGeometry { - - constructor( geometry = null ) { - - super(); - - this.type = 'WireframeGeometry'; - - this.parameters = { - geometry: geometry - }; - - if ( geometry !== null ) { - - // buffer - - const vertices = []; - const edges = new Set(); - - // helper variables - - const start = new Vector3(); - const end = new Vector3(); - - 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 } ]; - - } - - // create a data structure that contains all edges without duplicates - - 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 ); - - } - - } - - } - - } - - } 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 ++ ) { - - // 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 ); - - } - - } - - } - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - - } - - copy( source ) { - - super.copy( source ); - - this.parameters = Object.assign( {}, source.parameters ); - - return this; - - } - -} - -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 ) { - - return false; - - } else { - - edges.add( hash1 ); - edges.add( hash2 ); - return true; - - } - -} - -var Geometries$1 = /*#__PURE__*/Object.freeze({ - __proto__: null, - BoxGeometry: BoxGeometry, - CapsuleGeometry: CapsuleGeometry, - CircleGeometry: CircleGeometry, - ConeGeometry: ConeGeometry, - CylinderGeometry: CylinderGeometry, - DodecahedronGeometry: DodecahedronGeometry, - EdgesGeometry: EdgesGeometry, - ExtrudeGeometry: ExtrudeGeometry, - IcosahedronGeometry: IcosahedronGeometry, - LatheGeometry: LatheGeometry, - OctahedronGeometry: OctahedronGeometry, - PlaneGeometry: PlaneGeometry, - PolyhedronGeometry: PolyhedronGeometry, - RingGeometry: RingGeometry, - ShapeGeometry: ShapeGeometry, - SphereGeometry: SphereGeometry, - TetrahedronGeometry: TetrahedronGeometry, - TorusGeometry: TorusGeometry, - TorusKnotGeometry: TorusKnotGeometry, - TubeGeometry: TubeGeometry, - WireframeGeometry: WireframeGeometry -}); - -class ShadowMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isShadowMaterial = true; - - this.type = 'ShadowMaterial'; - - this.color = new Color( 0x000000 ); - this.transparent = true; - - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.fog = source.fog; - - return this; - - } - -} - -class RawShaderMaterial extends ShaderMaterial { - - constructor( parameters ) { - - super( parameters ); - - this.isRawShaderMaterial = true; - - this.type = 'RawShaderMaterial'; - - } - -} - -class MeshStandardMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isMeshStandardMaterial = true; - - this.defines = { 'STANDARD': '' }; - - this.type = 'MeshStandardMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - this.roughness = 1.0; - this.metalness = 0.0; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.roughnessMap = null; - - this.metalnessMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapRotation = new Euler(); - 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.roughness = source.roughness; - this.metalness = source.metalness; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.roughnessMap = source.roughnessMap; - - this.metalnessMap = source.metalnessMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - 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 ) { - - super(); - - this.isMeshPhysicalMaterial = true; - - this.defines = { - - 'STANDARD': '', - 'PHYSICAL': '' - - }; - - this.type = 'MeshPhysicalMaterial'; - - this.anisotropyRotation = 0; - this.anisotropyMap = null; - - this.clearcoatMap = null; - this.clearcoatRoughness = 0.0; - this.clearcoatRoughnessMap = null; - this.clearcoatNormalScale = new Vector2( 1, 1 ); - this.clearcoatNormalMap = null; - - this.ior = 1.5; - - Object.defineProperty( this, 'reflectivity', { - get: function () { - - return ( clamp$1( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) ); - - }, - 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.iridescenceThicknessMap = null; - - 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.specularIntensity = 1.0; - this.specularIntensityMap = null; - this.specularColor = new Color( 1, 1, 1 ); - this.specularColorMap = null; - - this._anisotropy = 0; - this._clearcoat = 0; - this._dispersion = 0; - this._iridescence = 0; - this._sheen = 0.0; - this._transmission = 0; - - this.setValues( parameters ); - - } - - get anisotropy() { - - return this._anisotropy; - - } - - set anisotropy( value ) { - - if ( this._anisotropy > 0 !== value > 0 ) { - - this.version ++; - - } - - this._anisotropy = value; - - } - - get clearcoat() { - - return this._clearcoat; - - } - - 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 ++; - - } - - this._iridescence = value; - - } - - get dispersion() { - - return this._dispersion; - - } - - set dispersion( value ) { - - if ( this._dispersion > 0 !== value > 0 ) { - - this.version ++; - - } - - this._dispersion = value; - - } - - get sheen() { - - return this._sheen; - - } - - set sheen( value ) { - - if ( this._sheen > 0 !== value > 0 ) { - - this.version ++; - - } - - this._sheen = value; - - } - - get transmission() { - - return this._transmission; - - } - - set transmission( value ) { - - if ( this._transmission > 0 !== value > 0 ) { - - this.version ++; - - } - - this._transmission = value; - - } - - copy( source ) { - - super.copy( source ); - - this.defines = { - - 'STANDARD': '', - 'PHYSICAL': '' - - }; - - this.anisotropy = source.anisotropy; - this.anisotropyRotation = source.anisotropyRotation; - this.anisotropyMap = source.anisotropyMap; - - 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.dispersion = source.dispersion; - this.ior = source.ior; - - this.iridescence = source.iridescence; - this.iridescenceMap = source.iridescenceMap; - this.iridescenceIOR = source.iridescenceIOR; - this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; - this.iridescenceThicknessMap = source.iridescenceThicknessMap; - - this.sheen = source.sheen; - 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.specularIntensity = source.specularIntensity; - this.specularIntensityMap = source.specularIntensityMap; - this.specularColor.copy( source.specularColor ); - this.specularColorMap = source.specularColorMap; - - return this; - - } - -} - -class MeshPhongMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isMeshPhongMaterial = true; - - this.type = 'MeshPhongMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - this.specular = new Color( 0x111111 ); - this.shininess = 30; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapRotation = new Euler(); - 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 ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - 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 ) { - - super(); - - this.isMeshToonMaterial = true; - - this.defines = { 'TOON': '' }; - - this.type = 'MeshToonMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - this.gradientMap = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.alphaMap = null; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.fog = true; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - this.gradientMap = source.gradientMap; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.alphaMap = source.alphaMap; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.fog = source.fog; - - return this; - - } - -} - -class MeshNormalMaterial extends Material { - - 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.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.flatShading = false; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.flatShading = source.flatShading; - - return this; - - } - -} - -class MeshLambertMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isMeshLambertMaterial = true; - - this.type = 'MeshLambertMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapRotation = new Euler(); - 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 ); - - } - - copy( source ) { - - super.copy( source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapRotation.copy( source.envMapRotation ); - 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 MeshDepthMaterial extends Material { - - 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 ); - - } - - 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 ) { - - super(); - - this.isMeshDistanceMaterial = true; - - this.type = 'MeshDistanceMaterial'; - - this.map = null; - - this.alphaMap = null; - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - return this; - - } - -} - -class MeshMatcapMaterial extends Material { - - constructor( parameters ) { - - super(); - - this.isMeshMatcapMaterial = true; - - this.defines = { 'MATCAP': '' }; - - this.type = 'MeshMatcapMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - - this.matcap = null; - - this.map = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.alphaMap = null; - - this.flatShading = false; - - this.fog = true; - - this.setValues( parameters ); - - } - - - copy( source ) { - - super.copy( source ); - - this.defines = { 'MATCAP': '' }; - - this.color.copy( source.color ); - - this.matcap = source.matcap; - - this.map = source.map; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.alphaMap = source.alphaMap; - - this.flatShading = source.flatShading; - - this.fog = source.fog; - - return this; - - } - -} - -class LineDashedMaterial extends LineBasicMaterial { - - constructor( parameters ) { - - super(); - - this.isLineDashedMaterial = true; - - this.type = 'LineDashedMaterial'; - - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; - - this.setValues( parameters ); - - } - - copy( source ) { - - super.copy( source ); - - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; - - return this; - - } - -} - -// 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 - - } - - return Array.prototype.slice.call( array ); // create Array - -} - -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 ]; - - } - - const n = times.length; - const result = new Array( n ); - for ( let i = 0; i !== n; ++ i ) result[ i ] = i; - - result.sort( compareTime ); - - return result; - -} - -// uses the array previously returned by 'getKeyframeOrder' to sort data -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 ]; - - } - - } - - 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 ++ ]; - - } - - if ( key === undefined ) return; // no data - - let value = key[ valuePropertyName ]; - if ( value === undefined ) return; // no data - - if ( Array.isArray( value ) ) { - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push.apply( values, value ); // push all elements - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else if ( value.toArray !== undefined ) { - - // ...assume THREE.Math-ish - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - value.toArray( values, values.length ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else { - - // otherwise push as-is - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push( value ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } - -} - -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 ]; - const valueSize = track.getValueSize(); - - const times = []; - const values = []; - - for ( let j = 0; j < track.times.length; ++ j ) { - - const frame = track.times[ j ] * fps; - - if ( frame < startFrame || frame >= endFrame ) continue; - - times.push( track.times[ j ] ); - - for ( let k = 0; k < valueSize; ++ k ) { - - values.push( track.values[ j * valueSize + k ] ); - - } - - } - - if ( times.length === 0 ) continue; - - track.times = 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 ]; - - } - - } - - // shift all tracks such that clip begins at t=0 - - for ( let i = 0; i < clip.tracks.length; ++ i ) { - - clip.tracks[ i ].shift( - 1 * minStartTime ); - - } - - clip.resetDuration(); - - return clip; - -} - -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 ]; - const referenceTrackType = referenceTrack.ValueTypeName; - - // Skip this track if it's non-numeric - if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; - - // Find the track in the target clip whose name and type matches the reference track - const targetTrack = targetClip.tracks.find( function ( track ) { - - return track.name === referenceTrack.name - && track.ValueTypeName === referenceTrackType; - - } ); - - if ( targetTrack === undefined ) continue; - - let referenceOffset = 0; - const referenceValueSize = referenceTrack.getValueSize(); - - if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { - - referenceOffset = referenceValueSize / 3; - - } - - let targetOffset = 0; - const targetValueSize = targetTrack.getValueSize(); - - if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { - - targetOffset = targetValueSize / 3; - - } - - const lastIndex = referenceTrack.times.length - 1; - let referenceValue; - - // Find the value to subtract out of the track - if ( referenceTime <= referenceTrack.times[ 0 ] ) { - - // Reference frame is earlier than the first keyframe, so just use the first keyframe - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; - referenceValue = referenceTrack.values.slice( 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 = referenceTrack.values.slice( startIndex, endIndex ); - - } else { - - // Interpolate to the reference value - const interpolant = referenceTrack.createInterpolant(); - const startIndex = referenceOffset; - const endIndex = referenceValueSize - referenceOffset; - interpolant.evaluate( referenceTime ); - referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex ); - - } - - // Conjugate the quaternion - if ( referenceTrackType === 'quaternion' ) { - - const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); - referenceQuat.toArray( referenceValue ); - - } - - // Subtract the reference value from all of the track values - - const numTimes = targetTrack.times.length; - for ( let j = 0; j < numTimes; ++ j ) { - - const valueStart = j * targetValueSize + targetOffset; - - if ( referenceTrackType === 'quaternion' ) { - - // Multiply the conjugate for quaternion track types - Quaternion.multiplyQuaternionsFlat( - targetTrack.values, - valueStart, - referenceValue, - 0, - targetTrack.values, - valueStart - ); - - } else { - - const valueEnd = targetValueSize - targetOffset * 2; - - // Subtract each value for all other numeric track types - for ( let k = 0; k < valueEnd; ++ k ) { - - targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; - - } - - } - - } - - } - - targetClip.blendMode = AdditiveAnimationBlendMode; - - return targetClip; - -} - -const AnimationUtils = { - convertArray: convertArray, - isTypedArray: isTypedArray, - getKeyframeOrder: getKeyframeOrder, - sortedArray: sortedArray, - flattenJSON: flattenJSON, - subclip: subclip, - makeClipAdditive: makeClipAdditive -}; - -/** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: - * - * http://www.oodesign.com/template-method-pattern.html - * - */ - -class Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; - - this.resultBuffer = resultBuffer !== undefined ? - resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; - - this.settings = null; - this.DefaultSettings_ = {}; - - } - - evaluate( t ) { - - const pp = this.parameterPositions; - let i1 = this._cachedIndex, - t1 = pp[ i1 ], - t0 = pp[ i1 - 1 ]; - - validate_interval: { - - seek: { - - let right; - - linear_scan: { - - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { - - for ( let giveUpAt = i1 + 2; ; ) { - - if ( t1 === undefined ) { - - if ( t < t0 ) break forward_scan; - - // after end - - i1 = pp.length; - this._cachedIndex = i1; - return this.copySampleValue_( i1 - 1 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t0 = t1; - t1 = pp[ ++ i1 ]; - - if ( t < t1 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; - - } - - //- slower code: - //- if ( t < t0 || t0 === undefined ) { - if ( ! ( t >= t0 ) ) { - - // looping? - - const t1global = pp[ 1 ]; - - if ( t < t1global ) { - - i1 = 2; // + 1, using the scan for the details - t0 = t1global; - - } - - // linear reverse scan - - for ( let giveUpAt = i1 - 2; ; ) { - - if ( t0 === undefined ) { - - // before start - - this._cachedIndex = 0; - return this.copySampleValue_( 0 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t1 = t0; - t0 = pp[ -- i1 - 1 ]; - - if ( t >= t0 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; - - } - - // the interval is valid - - break validate_interval; - - } // linear scan - - // binary search - - while ( i1 < right ) { - - const mid = ( i1 + right ) >>> 1; - - if ( t < pp[ mid ] ) { - - right = mid; - - } else { - - i1 = mid + 1; - - } - - } - - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; - - // check boundary cases, again - - if ( t0 === undefined ) { - - this._cachedIndex = 0; - return this.copySampleValue_( 0 ); - - } - - if ( t1 === undefined ) { - - i1 = pp.length; - this._cachedIndex = i1; - return this.copySampleValue_( i1 - 1 ); - - } - - } // seek - - this._cachedIndex = i1; - - this.intervalChanged_( i1, t0, t1 ); - - } // validate_interval - - return this.interpolate_( i1, t0, t, t1 ); - - } - - getSettings_() { - - return this.settings || this.DefaultSettings_; - - } - - copySampleValue_( index ) { - - // copies a sample value to the result buffer - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = values[ offset + i ]; - - } - - return result; - - } - - // Template methods for derived classes: - - interpolate_( /* i1, t0, t, t1 */ ) { - - throw new Error( 'call to abstract method' ); - // implementations shall return this.resultBuffer - - } - - intervalChanged_( /* i1, t0, t1 */ ) { - - // empty - - } - -} - -/** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - */ - -class CubicInterpolant extends Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - this._weightPrev = - 0; - this._offsetPrev = - 0; - this._weightNext = - 0; - this._offsetNext = - 0; - - this.DefaultSettings_ = { - - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - - }; - - } - - intervalChanged_( i1, t0, t1 ) { - - const pp = this.parameterPositions; - let iPrev = i1 - 2, - iNext = i1 + 1, - - tPrev = pp[ iPrev ], - tNext = pp[ iNext ]; - - if ( tPrev === undefined ) { - - switch ( this.getSettings_().endingStart ) { - - case ZeroSlopeEnding: - - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iPrev = pp.length - 2; - tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; - - } - - } - - if ( tNext === undefined ) { - - switch ( this.getSettings_().endingEnd ) { - - case ZeroSlopeEnding: - - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iNext = 1; - tNext = t1 + pp[ 1 ] - pp[ 0 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; - - } - - } - - const halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; - - this._weightPrev = halfDt / ( t0 - tPrev ); - this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - o1 = i1 * stride, o0 = o1 - stride, - oP = this._offsetPrev, oN = this._offsetNext, - wP = this._weightPrev, wN = this._weightNext, - - p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; - - // evaluate polynomials - - const sP = - wP * ppp + 2 * wP * pp - wP * p; - const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; - const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - const sN = wN * ppp - wN * pp; - - // combine data linearly - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = - sP * values[ oP + i ] + - s0 * values[ o0 + i ] + - s1 * values[ o1 + i ] + - sN * values[ oN + i ]; - - } - - return result; - - } - -} - -class LinearInterpolant extends Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - offset1 = i1 * stride, - offset0 = offset1 - stride, - - weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; - - for ( let i = 0; i !== stride; ++ i ) { - - result[ i ] = - values[ offset0 + i ] * weight0 + - values[ offset1 + i ] * weight1; - - } - - return result; - - } - -} - -/** - * - * Interpolant that evaluates to the sample value at the position preceding - * the parameter. - */ - -class DiscreteInterpolant extends Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - interpolate_( i1 /*, t0, t, t1 */ ) { - - return this.copySampleValue_( i1 - 1 ); - - } - -} - -class KeyframeTrack { - - constructor( name, times, values, interpolation ) { - - if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); - if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); - - this.name = name; - - this.times = 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 ) { - - const trackType = track.constructor; - - let json; - - // derived classes can define a static toJSON method - if ( trackType.toJSON !== this.toJSON ) { - - json = trackType.toJSON( track ); - - } else { - - // by default, we assume the data can be serialized as-is - json = { - - 'name': track.name, - 'times': convertArray( track.times, Array ), - 'values': convertArray( track.values, Array ) - - }; - - const interpolation = track.getInterpolation(); - - if ( interpolation !== track.DefaultInterpolation ) { - - json.interpolation = interpolation; - - } - - } - - json.type = track.ValueTypeName; // mandatory - - return json; - - } - - InterpolantFactoryMethodDiscrete( result ) { - - return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - - InterpolantFactoryMethodLinear( result ) { - - return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - - InterpolantFactoryMethodSmooth( result ) { - - return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - - setInterpolation( interpolation ) { - - let factoryMethod; - - switch ( interpolation ) { - - case InterpolateDiscrete: - - factoryMethod = this.InterpolantFactoryMethodDiscrete; - - break; - - case InterpolateLinear: - - factoryMethod = this.InterpolantFactoryMethodLinear; - - break; - - case InterpolateSmooth: - - factoryMethod = this.InterpolantFactoryMethodSmooth; - - break; - - } - - if ( factoryMethod === undefined ) { - - const message = 'unsupported interpolation for ' + - this.ValueTypeName + ' keyframe track named ' + this.name; - - if ( this.createInterpolant === undefined ) { - - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { - - this.setInterpolation( this.DefaultInterpolation ); - - } else { - - throw new Error( message ); // fatal, in this case - - } - - } - - console.warn( 'THREE.KeyframeTrack:', message ); - return this; - - } - - this.createInterpolant = factoryMethod; - - return this; - - } - - getInterpolation() { - - switch ( this.createInterpolant ) { - - case this.InterpolantFactoryMethodDiscrete: - - return InterpolateDiscrete; - - case this.InterpolantFactoryMethodLinear: - - return InterpolateLinear; - - case this.InterpolantFactoryMethodSmooth: - - return InterpolateSmooth; - - } - - } - - getValueSize() { - - return this.values.length / this.times.length; - - } - - // move all keyframes either forwards or backwards in time - shift( timeOffset ) { - - if ( timeOffset !== 0.0 ) { - - const times = this.times; - - for ( let i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] += timeOffset; - - } - - } - - return this; - - } - - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale( timeScale ) { - - if ( timeScale !== 1.0 ) { - - const times = this.times; - - for ( let i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] *= timeScale; - - } - - } - - return this; - - } - - // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. - // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values - trim( startTime, endTime ) { - - const times = this.times, - nKeys = times.length; - - let from = 0, - to = nKeys - 1; - - while ( from !== nKeys && times[ from ] < startTime ) { - - ++ from; - - } - - while ( to !== - 1 && times[ to ] > endTime ) { - - -- to; - - } - - ++ to; // inclusive -> exclusive bound - - if ( from !== 0 || to !== nKeys ) { - - // empty tracks are forbidden, so keep at least one keyframe - if ( from >= to ) { - - to = Math.max( to, 1 ); - from = to - 1; - - } - - const stride = this.getValueSize(); - this.times = times.slice( from, to ); - this.values = this.values.slice( from * stride, to * stride ); - - } - - return this; - - } - - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate() { - - let valid = true; - - const valueSize = this.getValueSize(); - if ( valueSize - Math.floor( valueSize ) !== 0 ) { - - console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); - valid = false; - - } - - const times = this.times, - values = this.values, - - nKeys = times.length; - - if ( nKeys === 0 ) { - - console.error( 'THREE.KeyframeTrack: Track is empty.', this ); - valid = false; - - } - - let prevTime = null; - - for ( let i = 0; i !== nKeys; i ++ ) { - - const currTime = times[ i ]; - - if ( typeof currTime === 'number' && isNaN( currTime ) ) { - - console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; - - } - - if ( prevTime !== null && prevTime > currTime ) { - - console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; - - } - - prevTime = currTime; - - } - - if ( values !== undefined ) { - - if ( 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 = this.times.slice(), - values = this.values.slice(), - stride = this.getValueSize(), - - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - - lastIndex = times.length - 1; - - let writeIndex = 1; - - for ( let i = 1; i < lastIndex; ++ i ) { - - let keep = false; - - const time = times[ i ]; - const timeNext = times[ i + 1 ]; - - // remove adjacent keyframes scheduled at the same time - - if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { - - if ( ! smoothInterpolation ) { - - // remove unnecessary keyframes same as their neighbors - - const offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; - - for ( let j = 0; j !== stride; ++ j ) { - - const value = values[ offset + j ]; - - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { - - keep = true; - break; - - } - - } - - } else { - - keep = true; - - } - - } - - // in-place compaction - - if ( keep ) { - - if ( i !== writeIndex ) { - - times[ writeIndex ] = times[ i ]; - - const readOffset = i * stride, - writeOffset = writeIndex * stride; - - for ( let j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - } - - ++ writeIndex; - - } - - } - - // flush last keyframe (compaction looks ahead) - - if ( lastIndex > 0 ) { - - times[ writeIndex ] = times[ lastIndex ]; - - for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - ++ writeIndex; - - } - - if ( writeIndex !== times.length ) { - - this.times = times.slice( 0, writeIndex ); - this.values = values.slice( 0, writeIndex * stride ); - - } else { - - this.times = times; - this.values = values; - - } - - return this; - - } - - clone() { - - const times = this.times.slice(); - const values = this.values.slice(); - - const TypedKeyframeTrack = this.constructor; - const track = new TypedKeyframeTrack( this.name, times, values ); - - // Interpolant argument to constructor is not saved, so copy the factory method directly. - track.createInterpolant = this.createInterpolant; - - return track; - - } - -} - -KeyframeTrack.prototype.TimeBufferType = Float32Array; -KeyframeTrack.prototype.ValueBufferType = Float32Array; -KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; - -/** - * A Track of Boolean keyframe values. - */ -class BooleanKeyframeTrack extends KeyframeTrack { - - // No interpolation parameter because only InterpolateDiscrete is valid. - constructor( name, times, values ) { - - super( name, times, values ); - - } - -} - -BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; -BooleanKeyframeTrack.prototype.ValueBufferType = Array; -BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; -BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - -/** - * A Track of keyframe values that represent color. - */ -class ColorKeyframeTrack extends KeyframeTrack {} - -ColorKeyframeTrack.prototype.ValueTypeName = 'color'; - -/** - * A Track of numeric keyframe values. - */ -class NumberKeyframeTrack extends KeyframeTrack {} - -NumberKeyframeTrack.prototype.ValueTypeName = 'number'; - -/** - * Spherical linear unit quaternion interpolant. - */ - -class QuaternionLinearInterpolant extends Interpolant { - - constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - super( parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - interpolate_( i1, t0, t, t1 ) { - - const result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - alpha = ( t - t0 ) / ( t1 - t0 ); - - let offset = i1 * stride; - - for ( let end = offset + stride; offset !== end; offset += 4 ) { - - Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); - - } - - return result; - - } - -} - -/** - * A Track of quaternion keyframe values. - */ -class QuaternionKeyframeTrack extends KeyframeTrack { - - InterpolantFactoryMethodLinear( result ) { - - return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - } - -} - -QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; -// ValueBufferType is inherited -// DefaultInterpolation is inherited; -QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - -/** - * A Track that interpolates Strings - */ -class StringKeyframeTrack extends KeyframeTrack { - - // No interpolation parameter because only InterpolateDiscrete is valid. - constructor( name, times, values ) { - - super( name, times, values ); - - } - -} - -StringKeyframeTrack.prototype.ValueTypeName = 'string'; -StringKeyframeTrack.prototype.ValueBufferType = Array; -StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; -StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; -StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - -/** - * A Track of vectored keyframe values. - */ -class VectorKeyframeTrack extends KeyframeTrack {} - -VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; - -class AnimationClip { - - constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) { - - this.name = name; - this.tracks = tracks; - this.duration = duration; - this.blendMode = blendMode; - - this.uuid = generateUUID(); - - // this means it should figure out its duration by scanning the tracks - if ( this.duration < 0 ) { - - this.resetDuration(); - - } - - } - - - static parse( json ) { - - const tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); - - for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) { - - tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); - - } - - const clip = new this( json.name, json.duration, tracks, json.blendMode ); - clip.uuid = json.uuid; - - return clip; - - } - - static toJSON( clip ) { - - const tracks = [], - clipTracks = clip.tracks; - - const json = { - - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks, - 'uuid': clip.uuid, - 'blendMode': clip.blendMode - - }; - - for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { - - tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); - - } - - return json; - - } - - static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { - - const numMorphTargets = morphTargetSequence.length; - const tracks = []; - - for ( let i = 0; i < numMorphTargets; i ++ ) { - - let times = []; - let values = []; - - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); - - values.push( 0, 1, 0 ); - - const order = 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 ] ); - - } - - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); - - } - - return new this( name, - 1, tracks ); - - } - - static findByName( objectOrClipArray, name ) { - - let clipArray = objectOrClipArray; - - if ( ! Array.isArray( objectOrClipArray ) ) { - - const o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; - - } - - for ( let i = 0; i < clipArray.length; i ++ ) { - - if ( clipArray[ i ].name === name ) { - - return clipArray[ i ]; - - } - - } - - return null; - - } - - static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { - - const animationToMorphTargets = {}; - - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - const pattern = /^([\w-]*?)([\d]+)$/; - - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 - for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { - - const morphTarget = morphTargets[ i ]; - const parts = morphTarget.name.match( pattern ); - - if ( parts && parts.length > 1 ) { - - const name = parts[ 1 ]; - - let animationMorphTargets = animationToMorphTargets[ name ]; - - if ( ! animationMorphTargets ) { - - animationToMorphTargets[ name ] = animationMorphTargets = []; - - } - - animationMorphTargets.push( morphTarget ); - - } - - } - - const clips = []; - - for ( const name in animationToMorphTargets ) { - - clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); - - } - - return clips; - - } - - // parse the animation.hierarchy format - static parseAnimation( animation, bones ) { - - if ( ! animation ) { - - console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); - return null; - - } - - const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { - - // only return track if there are actually keys. - if ( animationKeys.length !== 0 ) { - - const times = []; - const values = []; - - flattenJSON( animationKeys, times, values, propertyName ); - - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { - - destTracks.push( new trackType( trackName, times, values ) ); - - } - - } - - }; - - const tracks = []; - - const clipName = animation.name || 'default'; - const fps = animation.fps || 30; - const blendMode = animation.blendMode; - - // automatic length determination in AnimationClip. - let duration = animation.length || - 1; - - const hierarchyTracks = animation.hierarchy || []; - - for ( let h = 0; h < hierarchyTracks.length; h ++ ) { - - const animationKeys = hierarchyTracks[ h ].keys; - - // skip empty tracks - if ( ! animationKeys || animationKeys.length === 0 ) continue; - - // process morph targets - if ( animationKeys[ 0 ].morphTargets ) { - - // figure out all morph targets used in this track - const morphTargetNames = {}; - - let k; - - for ( k = 0; k < animationKeys.length; k ++ ) { - - if ( animationKeys[ k ].morphTargets ) { - - for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { - - morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; - - } - - } - - } - - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( const morphTargetName in morphTargetNames ) { - - const times = []; - const values = []; - - for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { - - const animationKey = animationKeys[ k ]; - - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); - - } - - tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); - - } - - duration = morphTargetNames.length * fps; - - } else { - - // ...assume skeletal animation - - const boneName = '.bones[' + bones[ h ].name + ']'; - - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); - - addNonemptyTrack( - QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); - - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); - - } - - } - - if ( tracks.length === 0 ) { - - return null; - - } - - const clip = new this( clipName, duration, tracks, blendMode ); - - return clip; - - } - - resetDuration() { - - const tracks = this.tracks; - let duration = 0; - - for ( let i = 0, n = tracks.length; i !== n; ++ i ) { - - const track = this.tracks[ i ]; - - duration = Math.max( duration, track.times[ track.times.length - 1 ] ); - - } - - this.duration = duration; - - return this; - - } - - trim() { - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].trim( 0, this.duration ); - - } - - return this; - - } - - validate() { - - let valid = true; - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - valid = valid && this.tracks[ i ].validate(); - - } - - return valid; - - } - - optimize() { - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].optimize(); - - } - - return this; - - } - - clone() { - - const tracks = []; - - for ( let i = 0; i < this.tracks.length; i ++ ) { - - tracks.push( this.tracks[ i ].clone() ); - - } - - return new this.constructor( this.name, this.duration, tracks, this.blendMode ); - - } - - toJSON() { - - return this.constructor.toJSON( this ); - - } - -} - -function getTrackTypeForValueTypeName( typeName ) { - - switch ( typeName.toLowerCase() ) { - - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': - - return NumberKeyframeTrack; - - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': - - return VectorKeyframeTrack; - - case 'color': - - return ColorKeyframeTrack; - - case 'quaternion': - - return QuaternionKeyframeTrack; - - case 'bool': - case 'boolean': - - return BooleanKeyframeTrack; - - case 'string': - - return StringKeyframeTrack; - - } - - throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); - -} - -function parseKeyframeTrack( json ) { - - if ( json.type === undefined ) { - - throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); - - } - - const trackType = getTrackTypeForValueTypeName( json.type ); - - if ( json.times === undefined ) { - - const times = [], values = []; - - flattenJSON( json.keys, times, values, 'value' ); - - json.times = times; - json.values = values; - - } - - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { - - return trackType.parse( json ); - - } else { - - // by default, we assume a constructor compatible with the base - return new trackType( json.name, json.times, json.values, json.interpolation ); - - } - -} - -const Cache = { - - enabled: false, - - files: {}, - - add: function ( key, file ) { - - if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Adding key:', key ); - - this.files[ key ] = file; - - }, - - get: function ( key ) { - - if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Checking key:', key ); - - return this.files[ key ]; - - }, - - remove: function ( key ) { - - delete this.files[ key ]; - - }, - - clear: function () { - - this.files = {}; - - } - -}; - -class LoadingManager { - - constructor( onLoad, onProgress, onError ) { - - const scope = this; - - let isLoading = false; - let itemsLoaded = 0; - let itemsTotal = 0; - let urlModifier = undefined; - const handlers = []; - - // Refer to #5689 for the reason why we don't set .onStart - // in the constructor - - this.onStart = undefined; - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; - - this.itemStart = function ( url ) { - - itemsTotal ++; - - if ( isLoading === false ) { - - if ( scope.onStart !== undefined ) { - - scope.onStart( url, itemsLoaded, itemsTotal ); - - } - - } - - isLoading = true; - - }; - - this.itemEnd = function ( url ) { - - itemsLoaded ++; - - if ( scope.onProgress !== undefined ) { - - scope.onProgress( url, itemsLoaded, itemsTotal ); - - } - - if ( itemsLoaded === itemsTotal ) { - - isLoading = false; - - if ( scope.onLoad !== undefined ) { - - scope.onLoad(); - - } - - } - - }; - - this.itemError = function ( url ) { - - if ( scope.onError !== undefined ) { - - scope.onError( url ); - - } - - }; - - this.resolveURL = function ( url ) { - - if ( urlModifier ) { - - return urlModifier( url ); - - } - - return url; - - }; - - this.setURLModifier = function ( transform ) { - - urlModifier = transform; - - return this; - - }; - - this.addHandler = function ( regex, loader ) { - - handlers.push( regex, loader ); - - return this; - - }; - - this.removeHandler = function ( regex ) { - - const index = handlers.indexOf( regex ); - - if ( index !== - 1 ) { - - handlers.splice( index, 2 ); - - } - - return this; - - }; - - this.getHandler = function ( file ) { - - for ( let i = 0, l = handlers.length; i < l; i += 2 ) { - - const regex = handlers[ i ]; - const loader = handlers[ i + 1 ]; - - if ( regex.global ) regex.lastIndex = 0; // see #17920 - - if ( regex.test( file ) ) { - - return loader; - - } - - } - - return null; - - }; - - } - -} - -const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); - -class Loader { - - constructor( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - this.crossOrigin = 'anonymous'; - this.withCredentials = false; - this.path = ''; - this.resourcePath = ''; - this.requestHeader = {}; - - } - - load( /* url, onLoad, onProgress, onError */ ) {} - - loadAsync( url, onProgress ) { - - const scope = this; - - return new Promise( function ( resolve, reject ) { - - scope.load( url, resolve, onProgress, reject ); - - } ); - - } - - parse( /* data */ ) {} - - setCrossOrigin( crossOrigin ) { - - this.crossOrigin = crossOrigin; - return this; - - } - - setWithCredentials( value ) { - - this.withCredentials = value; - return this; - - } - - setPath( path ) { - - this.path = path; - return this; - - } - - setResourcePath( resourcePath ) { - - this.resourcePath = resourcePath; - return this; - - } - - setRequestHeader( requestHeader ) { - - this.requestHeader = requestHeader; - return this; - - } - -} - -Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT'; - -const loading = {}; - -class HttpError extends Error { - - 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 ); - - return cached; - - } - - // Check if request is duplicate - - if ( loading[ url ] !== undefined ) { - - loading[ url ].push( { - - onLoad: onLoad, - onProgress: onProgress, - onError: onError - - } ); - - return; - - } - - // Initialise array for duplicate requests - loading[ url ] = []; - - loading[ url ].push( { - onLoad: onLoad, - onProgress: onProgress, - onError: onError, - } ); - - // create request - 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( 'X-File-Size' ) || response.headers.get( 'Content-Length' ); - 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(); - - } - - }, ( e ) => { - - controller.error( e ); - - } ); - - } - - } - - } ); - - 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 ) { - - this.mimeType = value; - return this; - - } - -} - -class AnimationLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - 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 ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - parse( json ) { - - const animations = []; - - for ( let i = 0; i < json.length; i ++ ) { - - const clip = AnimationClip.parse( json[ i ] ); - - animations.push( clip ); - - } - - return animations; - - } - -} - -/** - * Abstract Base class to block based textures loader (dds, pvr, ...) - * - * Sub classes have to implement the parse() method which will be used in load(). - */ - -class CompressedTextureLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - 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 ); - - let loaded = 0; - - 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; - - texture.image = images; - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, onProgress, onError ); - - } - - 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 ) { - - 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; - - } - - } - - texture.image = images; - - } else { - - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; - - } - - if ( texDatas.mipmapCount === 1 ) { - - texture.minFilter = LinearFilter; - - } - - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - }, onProgress, onError ); - - } - - return texture; - - } - -} - -class ImageLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( url, onLoad, onProgress, onError ) { - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const scope = this; - - const cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - const image = createElementNS( 'img' ); - - function onImageLoad() { - - removeEventListeners(); - - Cache.add( url, this ); - - if ( onLoad ) onLoad( this ); - - scope.manager.itemEnd( url ); - - } - - function onImageError( event ) { - - removeEventListeners(); - - 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.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 ); - - image.src = url; - - return image; - - } - -} - -class CubeTextureLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( urls, onLoad, onProgress, onError ) { - - const texture = new CubeTexture(); - texture.colorSpace = SRGBColorSpace; - - const loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - let loaded = 0; - - function loadTexture( i ) { - - loader.load( urls[ i ], function ( image ) { - - texture.images[ i ] = image; - - loaded ++; - - if ( loaded === 6 ) { - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, undefined, onError ); - - } - - for ( let i = 0; i < urls.length; ++ i ) { - - loadTexture( i ); - - } - - return texture; - - } - -} - -/** - * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) - * - * Sub classes have to implement the parse() method which will be used in load(). - */ - -class DataTextureLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - 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 ) { - - let texData; - - try { - - texData = scope.parse( buffer ); - - } catch ( error ) { - - if ( onError !== undefined ) { - - onError( error ); - - } else { - - console.error( error ); - return; - - } - - } - - if ( texData.image !== undefined ) { - - texture.image = texData.image; - - } 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.colorSpace !== undefined ) { - - texture.colorSpace = texData.colorSpace; - - } - - if ( texData.flipY !== undefined ) { - - texture.flipY = texData.flipY; - - } - - if ( texData.format !== undefined ) { - - texture.format = texData.format; - - } - - if ( texData.type !== undefined ) { - - texture.type = texData.type; - - } - - if ( texData.mipmaps !== undefined ) { - - texture.mipmaps = texData.mipmaps; - texture.minFilter = LinearMipmapLinearFilter; // presumably... - - } - - if ( texData.mipmapCount === 1 ) { - - texture.minFilter = LinearFilter; - - } - - if ( texData.generateMipmaps !== undefined ) { - - texture.generateMipmaps = texData.generateMipmaps; - - } - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture, texData ); - - }, onProgress, onError ); - - - return texture; - - } - -} - -class TextureLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( url, onLoad, onProgress, onError ) { - - const texture = new Texture(); - - const loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - loader.load( url, function ( image ) { - - texture.image = image; - texture.needsUpdate = true; - - if ( onLoad !== undefined ) { - - onLoad( texture ); - - } - - }, onProgress, onError ); - - return texture; - - } - -} - -class Light extends Object3D { - - constructor( color, intensity = 1 ) { - - super(); - - this.isLight = true; - - this.type = 'Light'; - - 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 ); - this.intensity = source.intensity; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; - - if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); - - if ( this.distance !== undefined ) data.object.distance = this.distance; - if ( this.angle !== undefined ) data.object.angle = this.angle; - if ( this.decay !== undefined ) data.object.decay = this.decay; - if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; - - if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); - if ( this.target !== undefined ) data.object.target = this.target.uuid; - - return data; - - } - -} - -class HemisphereLight extends Light { - - constructor( skyColor, groundColor, intensity ) { - - super( skyColor, intensity ); - - this.isHemisphereLight = true; - - this.type = 'HemisphereLight'; - - this.position.copy( Object3D.DEFAULT_UP ); - this.updateMatrix(); - - this.groundColor = new Color( groundColor ); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.groundColor.copy( source.groundColor ); - - return this; - - } - -} - -const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4(); -const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3(); -const _lookTarget$1 = /*@__PURE__*/ new Vector3(); - -class LightShadow { - - constructor( camera ) { - - this.camera = camera; - - this.intensity = 1; - - this.bias = 0; - this.normalBias = 0; - this.radius = 1; - this.blurSamples = 8; - - this.mapSize = new Vector2( 512, 512 ); - - this.map = null; - this.mapPass = null; - this.matrix = new Matrix4(); - - this.autoUpdate = true; - this.needsUpdate = false; - - this._frustum = new Frustum(); - this._frameExtents = new Vector2( 1, 1 ); - - this._viewportCount = 1; - - this._viewports = [ - - new Vector4( 0, 0, 1, 1 ) - - ]; - - } - - getViewportCount() { - - return this._viewportCount; - - } - - getFrustum() { - - return this._frustum; - - } - - updateMatrices( light ) { - - const shadowCamera = this.camera; - const shadowMatrix = this.matrix; - - _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld ); - shadowCamera.position.copy( _lightPositionWorld$1 ); - - _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld ); - shadowCamera.lookAt( _lookTarget$1 ); - shadowCamera.updateMatrixWorld(); - - _projScreenMatrix$2.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); - this._frustum.setFromProjectionMatrix( _projScreenMatrix$2 ); - - 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$2 ); - - } - - getViewport( viewportIndex ) { - - return this._viewports[ viewportIndex ]; - - } - - getFrameExtents() { - - return this._frameExtents; - - } - - dispose() { - - if ( this.map ) { - - this.map.dispose(); - - } - - if ( this.mapPass ) { - - this.mapPass.dispose(); - - } - - } - - copy( source ) { - - this.camera = source.camera.clone(); - - this.intensity = source.intensity; - - this.bias = source.bias; - this.radius = source.radius; - - this.mapSize.copy( source.mapSize ); - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - toJSON() { - - const object = {}; - - if ( this.intensity !== 1 ) object.intensity = this.intensity; - if ( this.bias !== 0 ) object.bias = this.bias; - if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; - if ( this.radius !== 1 ) object.radius = this.radius; - if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); - - object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; - - return object; - - } - -} - -class SpotLightShadow extends LightShadow { - - constructor() { - - super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); - - this.isSpotLightShadow = true; - - this.focus = 1; - - } - - updateMatrices( light ) { - - const camera = this.camera; - - const fov = RAD2DEG * 2 * light.angle * this.focus; - const aspect = this.mapSize.width / this.mapSize.height; - const far = light.distance || camera.far; - - if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { - - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); - - } - - super.updateMatrices( light ); - - } - - copy( source ) { - - super.copy( source ); - - this.focus = source.focus; - - return this; - - } - -} - -class SpotLight extends Light { - - 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.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 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 ); - - 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$1 = /*@__PURE__*/ new Matrix4(); -const _lightPositionWorld = /*@__PURE__*/ new Vector3(); -const _lookTarget = /*@__PURE__*/ new Vector3(); - -class PointLightShadow extends LightShadow { - - constructor() { - - super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); - - this.isPointLightShadow = true; - - this._frameExtents = new Vector2( 4, 2 ); - - this._viewportCount = 6; - - this._viewports = [ - // These viewports map a cube-map onto a 2D texture with the - // following orientation: - // - // xzXZ - // y Y - // - // X - Positive x direction - // x - Negative x direction - // Y - Positive y direction - // y - Negative y direction - // Z - Positive z direction - // z - Negative z direction - - // positive X - new Vector4( 2, 1, 1, 1 ), - // negative X - new Vector4( 0, 1, 1, 1 ), - // positive Z - new Vector4( 3, 1, 1, 1 ), - // negative Z - new Vector4( 1, 1, 1, 1 ), - // positive Y - new Vector4( 3, 0, 1, 1 ), - // negative Y - new Vector4( 1, 0, 1, 1 ) - ]; - - this._cubeDirections = [ - new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), - new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) - ]; - - this._cubeUps = [ - new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), - new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) - ]; - - } - - updateMatrices( light, viewportIndex = 0 ) { - - const camera = this.camera; - const shadowMatrix = this.matrix; - - const far = light.distance || camera.far; - - if ( far !== camera.far ) { - - camera.far = far; - camera.updateProjectionMatrix(); - - } - - _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - camera.position.copy( _lightPositionWorld ); - - _lookTarget.copy( camera.position ); - _lookTarget.add( this._cubeDirections[ viewportIndex ] ); - camera.up.copy( this._cubeUps[ viewportIndex ] ); - camera.lookAt( _lookTarget ); - camera.updateMatrixWorld(); - - shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); - - _projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 ); - - } - -} - -class PointLight extends Light { - - 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 the light's intensity (in candela) from the desired luminous power (in lumens) - this.intensity = power / ( 4 * Math.PI ); - - } - - dispose() { - - this.shadow.dispose(); - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.distance = source.distance; - this.decay = source.decay; - - this.shadow = source.shadow.clone(); - - return this; - - } - -} - -class OrthographicCamera extends Camera { - - 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 ); - - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; - - this.zoom = source.zoom; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - return this; - - } - - setViewOffset( fullWidth, fullHeight, x, y, width, height ) { - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - } - - clearViewOffset() { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - } - - updateProjectionMatrix() { - - const dx = ( this.right - this.left ) / ( 2 * this.zoom ); - const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); - const cx = ( this.right + this.left ) / 2; - const cy = ( this.top + this.bottom ) / 2; - - let left = cx - dx; - let right = cx + dx; - let top = cy + dy; - let bottom = cy - dy; - - if ( this.view !== null && this.view.enabled ) { - - const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; - const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; - - left += scaleW * this.view.offsetX; - right = left + scaleW * this.view.width; - top -= scaleH * this.view.offsetY; - bottom = top - scaleH * this.view.height; - - } - - this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem ); - - this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.zoom = this.zoom; - data.object.left = this.left; - data.object.right = this.right; - data.object.top = this.top; - data.object.bottom = this.bottom; - data.object.near = this.near; - data.object.far = this.far; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - return data; - - } - -} - -class DirectionalLightShadow extends LightShadow { - - constructor() { - - super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); - - this.isDirectionalLightShadow = true; - - } - -} - -class DirectionalLight extends Light { - - constructor( color, intensity ) { - - super( color, intensity ); - - this.isDirectionalLight = true; - - this.type = 'DirectionalLight'; - - 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 ); - - this.target = source.target.clone(); - this.shadow = source.shadow.clone(); - - return this; - - } - -} - -class AmbientLight extends Light { - - 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 ); - - 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 the light's intensity (in nits) from the desired luminous power (in lumens) - this.intensity = power / ( this.width * this.height * Math.PI ); - - } - - copy( source ) { - - super.copy( source ); - - this.width = source.width; - this.height = source.height; - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.width = this.width; - data.object.height = this.height; - - return data; - - } - -} - -/** - * Primary reference: - * https://graphics.stanford.edu/papers/envmap/envmap.pdf - * - * Secondary reference: - * https://www.ppsloan.org/publications/StupidSH36.pdf - */ - -// 3-band SH defined by 9 coefficients - -class SphericalHarmonics3 { - - constructor() { - - this.isSphericalHarmonics3 = true; - - this.coefficients = []; - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients.push( new Vector3() ); - - } - - } - - set( coefficients ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].copy( coefficients[ i ] ); - - } - - return this; - - } - - zero() { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].set( 0, 0, 0 ); - - } - - return this; - - } - - // get the radiance in the direction of the normal - // target is a Vector3 - getAt( normal, target ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - const coeff = this.coefficients; - - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); - - // band 1 - target.addScaledVector( coeff[ 1 ], 0.488603 * y ); - target.addScaledVector( coeff[ 2 ], 0.488603 * z ); - target.addScaledVector( coeff[ 3 ], 0.488603 * x ); - - // band 2 - target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); - target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); - target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); - target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); - target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); - - return target; - - } - - // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal - // target is a Vector3 - // https://graphics.stanford.edu/papers/envmap/envmap.pdf - getIrradianceAt( normal, target ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - const coeff = this.coefficients; - - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 - - // band 1 - target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 - target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); - target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); - - // band 2 - target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 - target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); - target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 - target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); - target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 - - return target; - - } - - add( sh ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].add( sh.coefficients[ i ] ); - - } - - return this; - - } - - addScaledSH( sh, s ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); - - } - - return this; - - } - - scale( s ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].multiplyScalar( s ); - - } - - return this; - - } - - lerp( sh, alpha ) { - - for ( let i = 0; i < 9; i ++ ) { - - this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); - - } - - return this; - - } - - equals( sh ) { - - for ( let i = 0; i < 9; i ++ ) { - - if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { - - return false; - - } - - } - - return true; - - } - - copy( sh ) { - - return this.set( sh.coefficients ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - - fromArray( array, offset = 0 ) { - - const coefficients = this.coefficients; - - for ( let i = 0; i < 9; i ++ ) { - - coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); - - } - - return this; - - } - - toArray( array = [], offset = 0 ) { - - const coefficients = this.coefficients; - - for ( let i = 0; i < 9; i ++ ) { - - coefficients[ i ].toArray( array, offset + ( i * 3 ) ); - - } - - return array; - - } - - // evaluate the basis functions - // shBasis is an Array[ 9 ] - static getBasisAt( normal, shBasis ) { - - // normal is assumed to be unit length - - const x = normal.x, y = normal.y, z = normal.z; - - // band 0 - shBasis[ 0 ] = 0.282095; - - // band 1 - shBasis[ 1 ] = 0.488603 * y; - shBasis[ 2 ] = 0.488603 * z; - shBasis[ 3 ] = 0.488603 * x; - - // band 2 - shBasis[ 4 ] = 1.092548 * x * y; - shBasis[ 5 ] = 1.092548 * y * z; - shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); - shBasis[ 7 ] = 1.092548 * x * z; - shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); - - } - -} - -class LightProbe extends Light { - - 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 ); - - return this; - - } - - fromJSON( json ) { - - this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON(); - this.sh.fromArray( json.sh ); - - return this; - - } - - toJSON( meta ) { - - const data = super.toJSON( meta ); - - data.object.sh = this.sh.toArray(); - - return data; - - } - -} - -class MaterialLoader extends Loader { - - constructor( manager ) { - - super( manager ); - this.textures = {}; - - } - - 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 ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - 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.dispersion !== undefined ) material.dispersion = json.dispersion; - 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.anisotropy !== undefined ) material.anisotropy = json.anisotropy; - if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation; - 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.alphaHash !== undefined ) material.alphaHash = json.alphaHash; - if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc; - 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.blendSrc !== undefined ) material.blendSrc = json.blendSrc; - if ( json.blendDst !== undefined ) material.blendDst = json.blendDst; - if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation; - if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha; - if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha; - if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha; - if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor ); - if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha; - 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.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; - - 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 !== undefined ) 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.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass; - - 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 ) { - - case 't': - material.uniforms[ name ].value = getTexture( uniform.value ); - break; - - case 'c': - material.uniforms[ name ].value = new Color().setHex( uniform.value ); - break; - - case 'v2': - material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); - break; - - case 'v3': - material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); - break; - - case 'v4': - material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); - break; - - case 'm3': - material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); - break; - - case 'm4': - material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); - break; - - default: - 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.lights !== undefined ) material.lights = json.lights; - if ( json.clipping !== undefined ) material.clipping = json.clipping; - - // for PointsMaterial - - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - - // maps - - if ( json.map !== undefined ) material.map = getTexture( json.map ); - if ( json.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 ) { - - // 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.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation ); - 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.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap ); - - if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap ); - if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap ); - - return material; - - } - - setTextures( value ) { - - this.textures = value; - return this; - - } - - static createMaterialFromType( type ) { - - const materialLib = { - ShadowMaterial, - SpriteMaterial, - RawShaderMaterial, - ShaderMaterial, - PointsMaterial, - MeshPhysicalMaterial, - MeshStandardMaterial, - MeshPhongMaterial, - MeshToonMaterial, - MeshNormalMaterial, - MeshLambertMaterial, - MeshDepthMaterial, - MeshDistanceMaterial, - MeshBasicMaterial, - MeshMatcapMaterial, - LineDashedMaterial, - LineBasicMaterial, - Material - }; - - return new materialLib[ type ](); - - } - -} - -class LoaderUtils { - - static decodeText( array ) { // @deprecated, r165 - - console.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' ); - - if ( typeof TextDecoder !== 'undefined' ) { - - return new TextDecoder().decode( array ); - - } - - // Avoid the String.fromCharCode.apply(null, array) shortcut, which - // throws a "maximum call stack size exceeded" error for large arrays. - - let s = ''; - - for ( let i = 0, il = array.length; i < il; i ++ ) { - - // Implicitly assumes little-endian. - s += String.fromCharCode( array[ i ] ); - - } - - try { - - // merges multi-byte utf-8 characters. - - return decodeURIComponent( escape( s ) ); - - } catch ( e ) { // see #16358 - - return s; - - } - - } - - static extractUrlBase( url ) { - - const index = url.lastIndexOf( '/' ); - - if ( index === - 1 ) return './'; - - return url.slice( 0, index + 1 ); - - } - - static resolveURL( url, path ) { - - // Invalid URL - if ( typeof url !== 'string' || url === '' ) return ''; - - // Host Relative URL - if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) { - - path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' ); - - } - - // Absolute URL http://,https://,// - if ( /^(https?:)?\/\//i.test( url ) ) return url; - - // Data URI - if ( /^data:.*,.*$/i.test( url ) ) return url; - - // Blob 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 ); - - 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 ); - - } - - 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 ) { - - try { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - parse( json ) { - - const interleavedBufferMap = {}; - const arrayBufferMap = {}; - - 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 ); - ib.uuid = interleavedBuffer.uuid; - - interleavedBufferMap[ uuid ] = ib; - - return ib; - - } - - 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; - - 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 ) ); - - } - - const attributes = json.data.attributes; - - 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 ); - - } else { - - const typedArray = getTypedArray( attribute.type, attribute.array ); - const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; - bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); - - } - - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); - - geometry.setAttribute( key, bufferAttribute ); - - } - - const morphAttributes = json.data.morphAttributes; - - 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 ]; - let bufferAttribute; - - 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 ); - - } - - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - array.push( bufferAttribute ); - - } - - geometry.morphAttributes[ key ] = array; - - } - - } - - const morphTargetsRelative = json.data.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 ); - - } - - } - - const boundingSphere = json.data.boundingSphere; - - if ( boundingSphere !== undefined ) { - - const center = new Vector3(); - - if ( boundingSphere.center !== undefined ) { - - center.fromArray( boundingSphere.center ); - - } - - geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); - - } - - if ( json.name ) geometry.name = json.name; - if ( json.userData ) geometry.userData = json.userData; - - return geometry; - - } - -} - -class ObjectLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - 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 ) { - - 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 ); - - 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 ); - return; - - } - - scope.parse( json, onLoad ); - - }, onProgress, onError ); - - } - - async loadAsync( url, onProgress ) { - - const scope = this; - - 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 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 ); - this.bindLightTargets( object ); - - // - - if ( onLoad !== undefined ) { - - let hasImages = false; - - for ( const uuid in images ) { - - if ( images[ uuid ].data instanceof HTMLImageElement ) { - - hasImages = true; - break; - - } - - } - - 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 ); - this.bindLightTargets( object ); - - return object; - - } - - 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; - - } - - } - - return shapes; - - } - - parseSkeletons( json, object ) { - - const skeletons = {}; - const bones = {}; - - // generate bone lookup table - - 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; - - } - - } - - return skeletons; - - } - - parseGeometries( json, shapes ) { - - const geometries = {}; - - if ( json !== undefined ) { - - const bufferGeometryLoader = new BufferGeometryLoader(); - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - let geometry; - const data = json[ i ]; - - switch ( data.type ) { - - case 'BufferGeometry': - case 'InstancedBufferGeometry': - - geometry = bufferGeometryLoader.parse( data ); - break; - - default: - - if ( data.type in Geometries$1 ) { - - geometry = Geometries$1[ data.type ].fromJSON( data, shapes ); - - } else { - - console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` ); - - } - - } - - geometry.uuid = data.uuid; - - if ( data.name !== undefined ) geometry.name = data.name; - if ( data.userData !== undefined ) geometry.userData = data.userData; - - geometries[ data.uuid ] = geometry; - - } - - } - - return geometries; - - } - - parseMaterials( json, textures ) { - - const cache = {}; // MultiMaterial - const materials = {}; - - 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 ); - - } - - materials[ data.uuid ] = cache[ data.uuid ]; - - } - - } - - return materials; - - } - - 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; - - } - - } - - return animations; - - } - - 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 ); - - }, undefined, function () { - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } ); - - } - - function deserializeImage( image ) { - - if ( typeof image === 'string' ) { - - const url = image; - - const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; - - return loadImage( path ); - - } else { - - if ( image.data ) { - - return { - 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 ]; - const url = image.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 ); - - } else { - - // special case: handle array of data textures for cube textures - - imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); - - } - - } - - } - - images[ image.uuid ] = new Source( imageArray ); - - } else { - - // load single image - - const deserializedImage = deserializeImage( image.url ); - images[ image.uuid ] = new Source( deserializedImage ); - - - } - - } - - } - - return images; - - } - - async parseImagesAsync( json ) { - - const scope = this; - const images = {}; - - let loader; - - 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 ); - - } else { - - if ( image.data ) { - - return { - 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 ]; - const url = image.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 ); - - } else { - - // special case: handle array of data textures for cube textures - - imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); - - } - - } - - } - - images[ image.uuid ] = new Source( imageArray ); - - } else { - - // load single image - - 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 ]; - - } - - 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 ( images[ data.image ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); - - } - - const source = images[ data.image ]; - const image = source.data; - - let texture; - - if ( Array.isArray( image ) ) { - - texture = new CubeTexture(); - - if ( image.length === 6 ) texture.needsUpdate = true; - - } else { - - if ( image && image.data ) { - - texture = new DataTexture(); - - } else { - - texture = new Texture(); - - } - - 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.channel !== undefined ) texture.channel = data.channel; - - 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.internalFormat !== undefined ) texture.internalFormat = data.internalFormat; - if ( data.type !== undefined ) texture.type = data.type; - if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace; - - 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.compareFunction !== undefined ) texture.compareFunction = data.compareFunction; - - if ( data.userData !== undefined ) texture.userData = data.userData; - - textures[ data.uuid ] = texture; - - } - - } - - return textures; - - } - - parseObject( data, geometries, materials, textures, animations ) { - - let object; - - function getGeometry( name ) { - - if ( geometries[ name ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); - - } - - return geometries[ name ]; - - } - - function getMaterial( name ) { - - if ( name === undefined ) return undefined; - - if ( Array.isArray( name ) ) { - - 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 ); - - } - - array.push( materials[ uuid ] ); - - } - - return array; - - } - - if ( materials[ name ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', name ); - - } - - return materials[ name ]; - - } - - function getTexture( uuid ) { - - if ( textures[ uuid ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined texture', uuid ); - - } - - return textures[ uuid ]; - - } - - let geometry, material; - - switch ( data.type ) { - - case 'Scene': - - object = new Scene(); - - if ( data.background !== undefined ) { - - if ( Number.isInteger( data.background ) ) { - - object.background = new Color( data.background ); - - } else { - - object.background = getTexture( data.background ); - - } - - } - - 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.name !== '' ) { - - object.fog.name = data.fog.name; - - } - - } - - if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; - if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; - if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation ); - - if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity; - if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation ); - - break; - - case 'PerspectiveCamera': - - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); - - if ( data.focus !== undefined ) object.focus = data.focus; - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; - if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - - break; - - case 'OrthographicCamera': - - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); - - 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 ); - - break; - - case 'DirectionalLight': - - object = new DirectionalLight( data.color, data.intensity ); - object.target = data.target || ''; - - break; - - case 'PointLight': - - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); - - break; - - case 'RectAreaLight': - - object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); - - break; - - case 'SpotLight': - - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); - object.target = data.target || ''; - - break; - - case 'HemisphereLight': - - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); - - break; - - case 'LightProbe': - - 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; - - break; - - case 'Mesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - - object = new Mesh( geometry, material ); - - break; - - case 'InstancedMesh': - - 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 ); - - break; - - case 'BatchedMesh': - - geometry = getGeometry( data.geometry ); - material = getMaterial( data.material ); - - object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material ); - object.geometry = geometry; - object.perObjectFrustumCulled = data.perObjectFrustumCulled; - object.sortObjects = data.sortObjects; - - object._drawRanges = data.drawRanges; - object._reservedRanges = data.reservedRanges; - - object._visibility = data.visibility; - object._active = data.active; - object._bounds = data.bounds.map( bound => { - - const box = new Box3(); - box.min.fromArray( bound.boxMin ); - box.max.fromArray( bound.boxMax ); - - const sphere = new Sphere(); - sphere.radius = bound.sphereRadius; - sphere.center.fromArray( bound.sphereCenter ); - - return { - boxInitialized: bound.boxInitialized, - box: box, - - sphereInitialized: bound.sphereInitialized, - sphere: sphere - }; - - } ); - - object._maxInstanceCount = data.maxInstanceCount; - object._maxVertexCount = data.maxVertexCount; - object._maxIndexCount = data.maxIndexCount; - - object._geometryInitialized = data.geometryInitialized; - object._geometryCount = data.geometryCount; - - object._matricesTexture = getTexture( data.matricesTexture.uuid ); - if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid ); - - break; - - case 'LOD': - - object = new LOD(); - - break; - - case 'Line': - - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'LineLoop': - - object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'LineSegments': - - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'PointCloud': - case 'Points': - - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'Sprite': - - object = new Sprite( getMaterial( data.material ) ); - - break; - - case 'Group': - - object = new Group(); - - break; - - 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 ); - - } 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.up !== undefined ) object.up.fromArray( data.up ); - - if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; - if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; - - if ( data.shadow ) { - - if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity; - 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 ) ); - - } - - } - - 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 ] ); - - } - - } - - 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 ); - - } - - } - - } - - 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 ); - - } else { - - child.bind( skeleton, child.bindMatrix ); - - } - - } - - } ); - - } - - bindLightTargets( object ) { - - object.traverse( function ( child ) { - - if ( child.isDirectionalLight || child.isSpotLight ) { - - const uuid = child.target; - - const target = object.getObjectByProperty( 'uuid', uuid ); - - if ( target !== undefined ) { - - child.target = target; - - } else { - - child.target = new Object3D(); - - } - - } - - } ); - - } - -} - -const TEXTURE_MAPPING = { - UVMapping: UVMapping, - CubeReflectionMapping: CubeReflectionMapping, - CubeRefractionMapping: CubeRefractionMapping, - EquirectangularReflectionMapping: EquirectangularReflectionMapping, - EquirectangularRefractionMapping: EquirectangularRefractionMapping, - CubeUVReflectionMapping: CubeUVReflectionMapping -}; - -const TEXTURE_WRAPPING = { - RepeatWrapping: RepeatWrapping, - ClampToEdgeWrapping: ClampToEdgeWrapping, - MirroredRepeatWrapping: MirroredRepeatWrapping -}; - -const TEXTURE_FILTER = { - NearestFilter: NearestFilter, - NearestMipmapNearestFilter: NearestMipmapNearestFilter, - NearestMipmapLinearFilter: NearestMipmapLinearFilter, - LinearFilter: LinearFilter, - LinearMipmapNearestFilter: LinearMipmapNearestFilter, - LinearMipmapLinearFilter: LinearMipmapLinearFilter -}; - -class ImageBitmapLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - this.isImageBitmapLoader = true; - - if ( typeof createImageBitmap === 'undefined' ) { - - console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); - - } - - if ( typeof fetch === 'undefined' ) { - - console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); - - } - - this.options = { premultiplyAlpha: 'none' }; - - } - - setOptions( options ) { - - this.options = options; - - return this; - - } - - load( url, onLoad, onProgress, onError ) { - - if ( url === undefined ) url = ''; - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - const scope = this; - - const cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - // If cached is a promise, wait for it to resolve - if ( cached.then ) { - - cached.then( imageBitmap => { - - if ( onLoad ) onLoad( imageBitmap ); - - scope.manager.itemEnd( url ); - - } ).catch( e => { - - if ( onError ) onError( e ); - - } ); - return; - - } - - // If cached is not a promise (i.e., it's already an imageBitmap) - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - const fetchOptions = {}; - fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; - fetchOptions.headers = this.requestHeader; - - const promise = 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 ); - - return imageBitmap; - - } ).catch( function ( e ) { - - if ( onError ) onError( e ); - - Cache.remove( url ); - - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - - } ); - - Cache.add( url, promise ); - scope.manager.itemStart( url ); - - } - -} - -let _context; - -class AudioContext { - - static getContext() { - - if ( _context === undefined ) { - - _context = new ( window.AudioContext || window.webkitAudioContext )(); - - } - - return _context; - - } - - static setContext( value ) { - - _context = value; - - } - -} - -class AudioLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - } - - load( url, onLoad, onProgress, onError ) { - - const scope = this; - - const loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.setPath( this.path ); - loader.setRequestHeader( this.requestHeader ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( buffer ) { - - try { - - // Create a copy of the buffer. The `decodeAudioData` method - // detaches the buffer when complete, preventing reuse. - const bufferCopy = buffer.slice( 0 ); - - const context = AudioContext.getContext(); - context.decodeAudioData( bufferCopy, function ( audioBuffer ) { - - onLoad( audioBuffer ); - - } ).catch( handleError ); - - } catch ( e ) { - - handleError( e ); - - } - - }, onProgress, onError ); - - function handleError( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - scope.manager.itemError( url ); - - } - - } - -} - -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.matrixAutoUpdate = false; - - this.cameraR = new PerspectiveCamera(); - this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; - - this._cache = { - focus: null, - fov: null, - aspect: null, - near: null, - far: null, - zoom: null, - eyeSep: null - }; - - } - - 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 ) { - - 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; - - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ - - _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; - let xmin, xmax; - - // translate xOffset - - _eyeLeft.elements[ 12 ] = - eyeSepHalf; - _eyeRight.elements[ 12 ] = eyeSepHalf; - - // for left eye - - 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 ); - - // for right eye - - 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 ); - - } - - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); - - } - -} - -class ArrayCamera extends PerspectiveCamera { - - constructor( array = [] ) { - - super(); - - this.isArrayCamera = true; - - this.cameras = array; - - } - -} - -class Clock { - - 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 ) { - - this.start(); - return 0; - - } - - if ( this.running ) { - - const newTime = now(); - - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; - - this.elapsedTime += diff; - - } - - return diff; - - } - -} - -function now() { - - 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(); - -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.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 ); - 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 ); - - } else { - - this.gain.disconnect( this.context.destination ); - - } - - this.filter = value; - 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 ); - - return this; - - } - - 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 ) { - - // 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 ); - - } 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 ); - - } - - } - -} - -class Audio extends Object3D { - - constructor( listener ) { - - super(); - - this.type = 'Audio'; - - this.listener = listener; - this.context = listener.context; - - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); - - this.autoplay = false; - - this.buffer = null; - this.detune = 0; - this.loop = false; - this.loopStart = 0; - this.loopEnd = 0; - this.offset = 0; - this.duration = undefined; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.source = null; - this.sourceType = 'empty'; - - this._startedAt = 0; - this._progress = 0; - this._connected = false; - - this.filters = []; - - } - - getOutput() { - - return this.gain; - - } - - setNodeSource( audioNode ) { - - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); - - return this; - - } - - setMediaElementSource( mediaElement ) { - - this.hasPlaybackControl = false; - this.sourceType = 'mediaNode'; - this.source = this.context.createMediaElementSource( mediaElement ); - this.connect(); - - return this; - - } - - setMediaStreamSource( mediaStream ) { - - this.hasPlaybackControl = false; - this.sourceType = 'mediaStreamNode'; - this.source = this.context.createMediaStreamSource( mediaStream ); - this.connect(); - - return this; - - } - - setBuffer( audioBuffer ) { - - this.buffer = audioBuffer; - this.sourceType = 'buffer'; - - if ( this.autoplay ) this.play(); - - return this; - - } - - play( delay = 0 ) { - - if ( this.isPlaying === true ) { - - console.warn( 'THREE.Audio: Audio is already playing.' ); - return; - - } - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this._startedAt = this.context.currentTime + delay; - - const source = this.context.createBufferSource(); - source.buffer = this.buffer; - source.loop = this.loop; - source.loopStart = this.loopStart; - source.loopEnd = this.loopEnd; - source.onended = this.onEnded.bind( this ); - source.start( this._startedAt, this._progress + this.offset, this.duration ); - - this.isPlaying = true; - - this.source = source; - - this.setDetune( this.detune ); - this.setPlaybackRate( this.playbackRate ); - - return this.connect(); - - } - - pause() { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - if ( this.isPlaying === true ) { - - // update current progress - - this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; - - if ( this.loop === true ) { - - // ensure _progress does not exceed duration with looped audios - - this._progress = this._progress % ( this.duration || this.buffer.duration ); - - } - - this.source.stop(); - this.source.onended = null; - - this.isPlaying = false; - - } - - return this; - - } - - stop() { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this._progress = 0; - - if ( this.source !== null ) { - - this.source.stop(); - this.source.onended = null; - - } - - this.isPlaying = false; - - return this; - - } - - connect() { - - if ( this.filters.length > 0 ) { - - this.source.connect( this.filters[ 0 ] ); - - for ( let i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].connect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); - - } else { - - this.source.connect( this.getOutput() ); - - } - - this._connected = true; - - return this; - - } - - disconnect() { - - if ( this._connected === false ) { - - return; - - } - - if ( this.filters.length > 0 ) { - - this.source.disconnect( this.filters[ 0 ] ); - - for ( let i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); - - } else { - - this.source.disconnect( this.getOutput() ); - - } - - this._connected = false; - - return this; - - } - - getFilters() { - - return this.filters; - - } - - setFilters( value ) { - - if ( ! value ) value = []; - - if ( this._connected === true ) { - - this.disconnect(); - this.filters = value.slice(); - this.connect(); - - } else { - - this.filters = value.slice(); - - } - - return this; - - } - - setDetune( value ) { - - this.detune = value; - - if ( this.isPlaying === true && this.source.detune !== undefined ) { - - this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); - - } - - return this; - - } - - getDetune() { - - return this.detune; - - } - - getFilter() { - - return this.getFilters()[ 0 ]; - - } - - setFilter( filter ) { - - return this.setFilters( filter ? [ filter ] : [] ); - - } - - setPlaybackRate( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.playbackRate = value; - - if ( this.isPlaying === true ) { - - this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); - - } - - return this; - - } - - getPlaybackRate() { - - return this.playbackRate; - - } - - onEnded() { - - this.isPlaying = false; - - } - - getLoop() { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; - - } - - return this.loop; - - } - - setLoop( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.loop = value; - - if ( this.isPlaying === true ) { - - this.source.loop = this.loop; - - } - - return this; - - } - - setLoopStart( value ) { - - this.loopStart = value; - - return this; - - } - - setLoopEnd( value ) { - - this.loopEnd = value; - - return this; - - } - - getVolume() { - - return this.gain.gain.value; - - } - - setVolume( value ) { - - this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); - - return this; - - } - -} - -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 ); - - this.panner = this.context.createPanner(); - this.panner.panningModel = 'HRTF'; - this.panner.connect( this.gain ); - - } - - connect() { - - super.connect(); - - this.panner.connect( this.gain ); - - } - - disconnect() { - - super.disconnect(); - - this.panner.disconnect( this.gain ); - - } - - getOutput() { - - return this.panner; - - } - - getRefDistance() { - - return this.panner.refDistance; - - } - - setRefDistance( value ) { - - this.panner.refDistance = value; - - return this; - - } - - getRolloffFactor() { - - return this.panner.rolloffFactor; - - } - - setRolloffFactor( value ) { - - this.panner.rolloffFactor = value; - - return this; - - } - - getDistanceModel() { - - return this.panner.distanceModel; - - } - - setDistanceModel( value ) { - - this.panner.distanceModel = value; - - return this; - - } - - getMaxDistance() { - - return this.panner.maxDistance; - - } - - setMaxDistance( value ) { - - this.panner.maxDistance = value; - - return this; - - } - - 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 ); - - const panner = this.panner; - - 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 ); - - } else { - - panner.setPosition( _position.x, _position.y, _position.z ); - panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); - - } - - } - -} - -class AudioAnalyser { - - 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 ); - - } - - - getFrequencyData() { - - 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 ]; - - } - - return value / data.length; - - } - -} - -class PropertyMixer { - - constructor( binding, typeName, valueSize ) { - - this.binding = binding; - this.valueSize = valueSize; - - let mixFunction, - mixFunctionAdditive, - setIdentity; - - // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] - // - // interpolators can use .buffer as their .result - // the data then goes to 'incoming' - // - // 'accu0' and 'accu1' are used frame-interleaved for - // the cumulative result and are compared to detect - // changes - // - // 'orig' stores the original state of the property - // - // 'add' is used for additive cumulative results - // - // 'work' is optional and is only present for quaternion types. It is used - // to store intermediate quaternion multiplication results - - switch ( typeName ) { - - case 'quaternion': - mixFunction = this._slerp; - mixFunctionAdditive = this._slerpAdditive; - setIdentity = this._setAdditiveIdentityQuaternion; - - this.buffer = new Float64Array( valueSize * 6 ); - this._workIndex = 5; - break; - - case 'string': - case 'bool': - mixFunction = this._select; - - // Use the regular mix function and for additive on these types, - // additive is not relevant for non-numeric types - mixFunctionAdditive = this._select; - - setIdentity = this._setAdditiveIdentityOther; - - this.buffer = new Array( valueSize * 5 ); - break; - - default: - mixFunction = this._lerp; - mixFunctionAdditive = this._lerpAdditive; - setIdentity = this._setAdditiveIdentityNumeric; - - this.buffer = new Float64Array( valueSize * 5 ); - - } - - this._mixBufferRegion = mixFunction; - this._mixBufferRegionAdditive = mixFunctionAdditive; - this._setIdentity = setIdentity; - this._origIndex = 3; - this._addIndex = 4; - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - this.useCount = 0; - this.referenceCount = 0; - - } - - // accumulate data in the 'incoming' region into 'accu' - accumulate( accuIndex, weight ) { - - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place - - const buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride; - - let currentWeight = this.cumulativeWeight; - - if ( currentWeight === 0 ) { - - // accuN := incoming * weight - - for ( let i = 0; i !== stride; ++ i ) { - - buffer[ offset + i ] = buffer[ i ]; - - } - - currentWeight = weight; - - } else { - - // accuN := accuN + incoming * weight - - currentWeight += weight; - const mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); - - } - - this.cumulativeWeight = currentWeight; - - } - - // accumulate data in the 'incoming' region into 'add' - accumulateAdditive( weight ) { - - const buffer = this.buffer, - stride = this.valueSize, - offset = stride * this._addIndex; - - if ( this.cumulativeWeightAdditive === 0 ) { - - // add = identity - - this._setIdentity(); - - } - - // add := add + incoming * weight - - this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride ); - this.cumulativeWeightAdditive += weight; - - } - - // apply the state of 'accu' to the binding when accus differ - apply( accuIndex ) { - - const stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, - - weight = this.cumulativeWeight, - weightAdditive = this.cumulativeWeightAdditive, - - binding = this.binding; - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - if ( weight < 1 ) { - - // accuN := accuN + original * ( 1 - cumulativeWeight ) - - const originalValueOffset = stride * this._origIndex; - - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); - - } - - if ( weightAdditive > 0 ) { - - // accuN := accuN + additive accuN - - this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); - - } - - for ( let i = stride, e = stride + stride; i !== e; ++ i ) { - - if ( buffer[ i ] !== buffer[ i + stride ] ) { - - // value has changed -> update scene graph - - binding.setValue( buffer, offset ); - break; - - } - - } - - } - - // remember the state of the bound property and copy it to both accus - saveOriginalState() { - - const binding = this.binding; - - const buffer = this.buffer, - stride = this.valueSize, - - originalValueOffset = stride * this._origIndex; - - binding.getValue( buffer, originalValueOffset ); - - // accu[0..1] := orig -- initially detect changes against the original - for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { - - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - - } - - // Add to identity for additive - this._setIdentity(); - - this.cumulativeWeight = 0; - this.cumulativeWeightAdditive = 0; - - } - - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState() { - - const originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); - - } - - _setAdditiveIdentityNumeric() { - - const startIndex = this._addIndex * this.valueSize; - const endIndex = startIndex + this.valueSize; - - for ( let i = startIndex; i < endIndex; i ++ ) { - - this.buffer[ i ] = 0; - - } - - } - - _setAdditiveIdentityQuaternion() { - - this._setAdditiveIdentityNumeric(); - this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; - - } - - _setAdditiveIdentityOther() { - - const startIndex = this._origIndex * this.valueSize; - const targetIndex = this._addIndex * this.valueSize; - - for ( let i = 0; i < this.valueSize; i ++ ) { - - this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; - - } - - } - - - // mix functions - - _select( buffer, dstOffset, srcOffset, t, stride ) { - - if ( t >= 0.5 ) { - - for ( let i = 0; i !== stride; ++ i ) { - - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; - - } - - } - - } - - _slerp( buffer, dstOffset, srcOffset, t ) { - - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); - - } - - _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { - - const workOffset = this._workIndex * stride; - - // Store result in intermediate buffer offset - Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); - - // Slerp to the intermediate result - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); - - } - - _lerp( buffer, dstOffset, srcOffset, t, stride ) { - - const s = 1 - t; - - for ( let i = 0; i !== stride; ++ i ) { - - const j = dstOffset + i; - - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; - - } - - } - - _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { - - for ( let i = 0; i !== stride; ++ i ) { - - const j = dstOffset + i; - - buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; - - } - - } - -} - -// Characters [].:/ are reserved for track binding syntax. -const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; -const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); - -// Attempts to allow node names from any language. ES5's `\w` regexp matches -// only latin characters, and the unicode \p{L} is not yet supported. So -// instead, we exclude reserved characters and match everything else. -const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; -const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; - -// Parent directories, delimited by '/' or ':'. Currently unused, but must -// be matched to parse the rest of the track name. -const _directoryRe = /*@__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 ); - -// 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 ); - -// 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' ]; - -class Composite { - - constructor( targetGroup, path, optionalParsedPath ) { - - const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); - - this._targetGroup = targetGroup; - this._bindings = targetGroup.subscribe_( path, parsedPath ); - - } - - getValue( array, offset ) { - - this.bind(); // bind all binding - - const firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; - - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); - - } - - setValue( array, offset ) { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].setValue( array, offset ); - - } - - } - - bind() { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].bind(); - - } - - } - - unbind() { - - const bindings = this._bindings; - - for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].unbind(); - - } - - } - -} - -// Note: This class uses a State pattern on a per-method basis: -// 'bind' sets 'this.getValue' / 'setValue' and shadows the -// prototype version of these methods with one that represents -// the bound state. When the property is not found, the methods -// become no-ops. -class PropertyBinding { - - constructor( rootNode, path, parsedPath ) { - - this.path = path; - this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); - - this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ); - - this.rootNode = rootNode; - - // initial state of these methods that calls 'bind' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; - - } - - - static create( root, path, parsedPath ) { - - if ( ! ( root && root.isAnimationObjectGroup ) ) { - - return new PropertyBinding( root, path, parsedPath ); - - } else { - - return new PropertyBinding.Composite( root, path, parsedPath ); - - } - - } - - /** - * Replaces spaces with underscores and removes unsupported characters from - * node names, to ensure compatibility with parseTrackName(). - * - * @param {string} name Node name to be sanitized. - * @return {string} - */ - static sanitizeNodeName( name ) { - - return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); - - } - - static parseTrackName( trackName ) { - - const matches = _trackRe.exec( trackName ); - - if ( matches === 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 ] - }; - - const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); - - if ( lastDot !== undefined && lastDot !== - 1 ) { - - const objectName = results.nodeName.substring( lastDot + 1 ); - - // Object names must be checked against an allowlist. Otherwise, there - // is no way to parse 'foo.bar.baz': 'baz' must be a property, but - // 'bar' could be the objectName, or part of a nodeName (which can - // include '.' characters). - if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { - - results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; - - } - - } - - if ( results.propertyName === null || results.propertyName.length === 0 ) { - - throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); - - } - - return results; - - } - - static findNode( root, nodeName ) { - - if ( nodeName === 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 ) { - - return bone; - - } - - } - - // search into node subtree. - if ( root.children ) { - - const searchNodeSubtree = function ( children ) { - - for ( let i = 0; i < children.length; i ++ ) { - - const childNode = children[ i ]; - - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - - return childNode; - - } - - const result = searchNodeSubtree( childNode.children ); - - if ( result ) return result; - - } - - return null; - - }; - - const subTreeNode = searchNodeSubtree( root.children ); - - if ( subTreeNode ) { - - return subTreeNode; - - } - - } - - return null; - - } - - // these are used to "bind" a nonexistent property - _getValue_unavailable() {} - _setValue_unavailable() {} - - // Getters - - _getValue_direct( buffer, offset ) { - - buffer[ offset ] = this.targetObject[ this.propertyName ]; - - } - - _getValue_array( buffer, offset ) { - - const source = this.resolvedProperty; - - for ( let i = 0, n = source.length; i !== n; ++ i ) { - - buffer[ offset ++ ] = source[ i ]; - - } - - } - - _getValue_arrayElement( buffer, offset ) { - - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - - } - - _getValue_toArray( buffer, offset ) { - - this.resolvedProperty.toArray( buffer, offset ); - - } - - // Direct - - _setValue_direct( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - - } - - _setValue_direct_setNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - } - - _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - // EntireArray - - _setValue_array( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - } - - _setValue_array_setNeedsUpdate( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.needsUpdate = true; - - } - - _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - - const dest = this.resolvedProperty; - - for ( let i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - // ArrayElement - - _setValue_arrayElement( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - - } - - _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - } - - _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - // HasToFromArray - - _setValue_fromArray( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - - } - - _setValue_fromArray_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; - - } - - _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - _getValue_unbound( targetArray, offset ) { - - this.bind(); - this.getValue( targetArray, offset ); - - } - - _setValue_unbound( sourceArray, offset ) { - - this.bind(); - this.setValue( sourceArray, offset ); - - } - - // create getter / setter pair for a property in the scene graph - bind() { - - let targetObject = this.node; - const parsedPath = this.parsedPath; - - const objectName = parsedPath.objectName; - const propertyName = parsedPath.propertyName; - let propertyIndex = parsedPath.propertyIndex; - - if ( ! targetObject ) { - - targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ); - - this.node = targetObject; - - } - - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; - - // ensure there is a value node - if ( ! targetObject ) { - - console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' ); - return; - - } - - if ( objectName ) { - - let objectIndex = parsedPath.objectIndex; - - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { - - case 'materials': - - if ( ! targetObject.material ) { - - console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; - - } - - if ( ! targetObject.material.materials ) { - - console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; - - } - - targetObject = targetObject.material.materials; - - break; - - case 'bones': - - if ( ! targetObject.skeleton ) { - - console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; - - } - - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. - - targetObject = targetObject.skeleton.bones; - - // support resolving morphTarget names into indices. - for ( let i = 0; i < targetObject.length; i ++ ) { - - if ( targetObject[ i ].name === objectIndex ) { - - objectIndex = i; - break; - - } - - } - - break; - - case 'map': - - 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 ); - return; - - } - - 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 ); - return; - - } - - targetObject = targetObject[ objectName ]; - - } - - - if ( objectIndex !== undefined ) { - - if ( targetObject[ objectIndex ] === undefined ) { - - console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; - - } - - targetObject = targetObject[ objectIndex ]; - - } - - } - - // resolve property - const nodeProperty = targetObject[ propertyName ]; - - if ( nodeProperty === undefined ) { - - const nodeName = parsedPath.nodeName; - - console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + - '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; - - } - - // determine versioning scheme - let versioning = this.Versioning.None; - - this.targetObject = targetObject; - - if ( targetObject.needsUpdate !== undefined ) { // material - - versioning = this.Versioning.NeedsUpdate; - - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - - versioning = this.Versioning.MatrixWorldNeedsUpdate; - - } - - // determine how the property gets bound - let bindingType = this.BindingType.Direct; - - if ( propertyIndex !== undefined ) { - - // access a sub element of the property array (only primitives are supported right now) - - if ( propertyName === 'morphTargetInfluences' ) { - - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - - // support resolving morphTarget names into indices. - if ( ! targetObject.geometry ) { - - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; - - } - - if ( ! targetObject.geometry.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 ]; - - } - - } - - bindingType = this.BindingType.ArrayElement; - - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; - - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - - // must use copy for Object3D.Euler/Quaternion - - bindingType = this.BindingType.HasFromToArray; - - this.resolvedProperty = nodeProperty; - - } else if ( Array.isArray( nodeProperty ) ) { - - bindingType = this.BindingType.EntireArray; - - this.resolvedProperty = nodeProperty; - - } else { - - this.propertyName = propertyName; - - } - - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - - } - - unbind() { - - this.node = null; - - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; - - } - -} - -PropertyBinding.Composite = Composite; - -PropertyBinding.prototype.BindingType = { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 -}; - -PropertyBinding.prototype.Versioning = { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 -}; - -PropertyBinding.prototype.GetterByBindingType = [ - - PropertyBinding.prototype._getValue_direct, - PropertyBinding.prototype._getValue_array, - PropertyBinding.prototype._getValue_arrayElement, - PropertyBinding.prototype._getValue_toArray, - -]; - -PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ - - [ - // Direct - PropertyBinding.prototype._setValue_direct, - PropertyBinding.prototype._setValue_direct_setNeedsUpdate, - PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, - - ], [ - - // EntireArray - - PropertyBinding.prototype._setValue_array, - PropertyBinding.prototype._setValue_array_setNeedsUpdate, - PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, - - ], [ - - // ArrayElement - PropertyBinding.prototype._setValue_arrayElement, - PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, - PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, - - ], [ - - // HasToFromArray - PropertyBinding.prototype._setValue_fromArray, - PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, - PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, - - ] - -]; - -/** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - */ - -class AnimationObjectGroup { - - constructor() { - - this.isAnimationObjectGroup = true; - - this.uuid = generateUUID(); - - // cached objects followed by the active ones - 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; - - } - - 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 ], - uuid = object.uuid; - let index = indicesByUUID[ uuid ]; - - if ( index === undefined ) { - - // unknown object -> add it to the ACTIVE region - - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); - - // accounting is done, now do the same for all bindings - - for ( 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 ]; - - // 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; - - // 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 ) { - - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist - - binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); - - } - - bindingsForPath[ firstActiveIndex ] = binding; - - } - - } else if ( objects[ index ] !== knownObject ) { - - console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + - 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); - - } // else the object is already where we want it to be - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - } - - remove() { - - 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 ], - uuid = object.uuid, - 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; - - // 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 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 ], - uuid = object.uuid, - 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 ]; - - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; - - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( 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; - - } - - 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 ]; - bindingsForPath.pop(); - - } - - } // cached or active - - } // if object is known - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - } - - // Internal interface used by befriended PropertyBinding.Composite: - - 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 ]; - const bindings = this._bindings; - - 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 ); - - 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 ); - - } - - return bindingsForPath; - - } - - 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 ) { - - 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; - bindings.pop(); - - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); - - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); - - } - - } - -} - -class AnimationAction { - - constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { - - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot; - this.blendMode = blendMode; - - const tracks = clip.tracks, - nTracks = tracks.length, - interpolants = new Array( nTracks ); - - const interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; - - for ( let i = 0; i !== nTracks; ++ i ) { - - const interpolant = tracks[ i ].createInterpolant( null ); - interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; - - } - - this._interpolantSettings = interpolantSettings; - - this._interpolants = interpolants; // bound by the mixer - - // inside: PropertyMixer (managed by the mixer) - this._propertyBindings = new Array( nTracks ); - - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager - - this._timeScaleInterpolant = null; - this._weightInterpolant = null; - - this.loop = LoopRepeat; - this._loopCount = - 1; - - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action - this._startTime = null; - - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; - - this.timeScale = 1; - this._effectiveTimeScale = 1; - - this.weight = 1; - this._effectiveWeight = 1; - - this.repetitions = Infinity; // no. of repetitions when looping - - this.paused = false; // true -> zero effective time scale - this.enabled = true; // false -> zero effective weight - - this.clampWhenFinished = false;// keep feeding the last frame? - - this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate - this.zeroSlopeAtEnd = true;// clips for start, loop and end - - } - - // State & Scheduling - - play() { - - this._mixer._activateAction( this ); - - return this; - - } - - stop() { - - this._mixer._deactivateAction( this ); - - return this.reset(); - - } - - reset() { - - this.paused = false; - this.enabled = true; - - this.time = 0; // restart clip - this._loopCount = - 1;// forget previous loops - this._startTime = null;// forget scheduling - - return this.stopFading().stopWarping(); - - } - - isRunning() { - - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); - - } - - // return true when play has been called - isScheduled() { - - return this._mixer._isActiveAction( this ); - - } - - startAt( time ) { - - this._startTime = time; - - return this; - - } - - setLoop( mode, repetitions ) { - - this.loop = mode; - this.repetitions = repetitions; - - return this; - - } - - // Weight - - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing - setEffectiveWeight( weight ) { - - this.weight = weight; - - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; - - return this.stopFading(); - - } - - // return the weight considering fading and .enabled - getEffectiveWeight() { - - return this._effectiveWeight; - - } - - fadeIn( duration ) { - - return this._scheduleFading( duration, 0, 1 ); - - } - - fadeOut( duration ) { - - return this._scheduleFading( duration, 1, 0 ); - - } - - crossFadeFrom( fadeOutAction, duration, warp ) { - - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); - - if ( warp ) { - - const fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, - - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; - - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); - - } - - return this; - - } - - crossFadeTo( fadeInAction, duration, warp ) { - - return fadeInAction.crossFadeFrom( this, duration, warp ); - - } - - stopFading() { - - const weightInterpolant = this._weightInterpolant; - - if ( weightInterpolant !== null ) { - - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); - - } - - return this; - - } - - // Time Scale Control - - // set the time scale stopping any scheduled warping - // although .paused = true yields an effective time scale of zero, this - // method does *not* change .paused, because it would be confusing - setEffectiveTimeScale( timeScale ) { - - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 : timeScale; - - return this.stopWarping(); - - } - - // return the time scale considering warping and .paused - getEffectiveTimeScale() { - - return this._effectiveTimeScale; - - } - - setDuration( duration ) { - - this.timeScale = this._clip.duration / duration; - - return this.stopWarping(); - - } - - syncWith( action ) { - - this.time = action.time; - this.timeScale = action.timeScale; - - return this.stopWarping(); - - } - - halt( duration ) { - - return this.warp( this._effectiveTimeScale, 0, duration ); - - } - - warp( startTimeScale, endTimeScale, duration ) { - - const mixer = this._mixer, - now = mixer.time, - timeScale = this.timeScale; - - let interpolant = this._timeScaleInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; - - } - - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - times[ 1 ] = now + duration; - - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; - - return this; - - } - - stopWarping() { - - const timeScaleInterpolant = this._timeScaleInterpolant; - - if ( timeScaleInterpolant !== null ) { - - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - - } - - return this; - - } - - // Object Accessors - - getMixer() { - - return this._mixer; - - } - - getClip() { - - return this._clip; - - } - - getRoot() { - - return this._localRoot || this._mixer._root; - - } - - // Interna - - _update( time, deltaTime, timeDirection, accuIndex ) { - - // called by the mixer - - if ( ! this.enabled ) { - - // call ._updateWeight() to update ._effectiveWeight - - this._updateWeight( time ); - return; - - } - - const startTime = this._startTime; - - if ( startTime !== null ) { - - // check for scheduled start of action - - const timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { - - 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 ); - - // note: _updateTime may disable the action resulting in - // an effective weight of 0 - - const weight = this._updateWeight( time ); - - if ( weight > 0 ) { - - const interpolants = this._interpolants; - const propertyMixers = this._propertyBindings; - - switch ( this.blendMode ) { - - case AdditiveAnimationBlendMode: - - for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulateAdditive( weight ); - - } - - break; - - case NormalAnimationBlendMode: - default: - - for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); - - } - - } - - } - - } - - _updateWeight( time ) { - - let weight = 0; - - if ( this.enabled ) { - - weight = this.weight; - const interpolant = this._weightInterpolant; - - if ( interpolant !== null ) { - - const interpolantValue = interpolant.evaluate( time )[ 0 ]; - - weight *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopFading(); - - if ( interpolantValue === 0 ) { - - // faded out, disable - this.enabled = false; - - } - - } - - } - - } - - this._effectiveWeight = weight; - return weight; - - } - - _updateTimeScale( time ) { - - let timeScale = 0; - - if ( ! this.paused ) { - - timeScale = this.timeScale; - - const interpolant = this._timeScaleInterpolant; - - if ( interpolant !== null ) { - - const interpolantValue = interpolant.evaluate( time )[ 0 ]; - - timeScale *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopWarping(); - - if ( timeScale === 0 ) { - - // motion has halted, pause - this.paused = true; - - } else { - - // warp done - apply final time scale - this.timeScale = timeScale; - - } - - } - - } - - } - - this._effectiveTimeScale = timeScale; - return timeScale; - - } - - _updateTime( deltaTime ) { - - const duration = this._clip.duration; - const loop = this.loop; - - let time = this.time + deltaTime; - let loopCount = this._loopCount; - - const pingPong = ( loop === LoopPingPong ); - - if ( deltaTime === 0 ) { - - if ( loopCount === - 1 ) return time; - - return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; - - } - - if ( loop === LoopOnce ) { - - if ( loopCount === - 1 ) { - - // just started - - this._loopCount = 0; - this._setEndings( true, true, false ); - - } - - handle_stop: { - - if ( time >= duration ) { - - time = duration; - - } else if ( time < 0 ) { - - time = 0; - - } else { - - this.time = time; - - break handle_stop; - - } - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? - 1 : 1 - } ); - - } - - } else { // repetitive Repeat or PingPong - - if ( loopCount === - 1 ) { - - // just started - - if ( deltaTime >= 0 ) { - - loopCount = 0; - - this._setEndings( true, this.repetitions === 0, pingPong ); - - } else { - - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 - - this._setEndings( this.repetitions === 0, true, pingPong ); - - } - - } - - if ( time >= duration || time < 0 ) { - - // wrap around - - const loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; - - loopCount += Math.abs( loopDelta ); - - const pending = this.repetitions - loopCount; - - if ( pending <= 0 ) { - - // have to stop (switch state, clamp time, fire event) - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - time = deltaTime > 0 ? duration : 0; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : - 1 - } ); - - } else { - - // keep running - - if ( pending === 1 ) { - - // entering the last round - - const atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); - - } else { - - this._setEndings( false, false, pingPong ); - - } - - this._loopCount = loopCount; - - this.time = time; - - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); - - } - - } else { - - this.time = time; - - } - - if ( pingPong && ( loopCount & 1 ) === 1 ) { - - // invert time for the "pong round" - - return duration - time; - - } - - } - - return time; - - } - - _setEndings( atStart, atEnd, pingPong ) { - - const settings = this._interpolantSettings; - - if ( pingPong ) { - - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; - - } else { - - // assuming for LoopOnce atStart == atEnd == true - - if ( atStart ) { - - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingStart = WrapAroundEnding; - - } - - if ( atEnd ) { - - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingEnd = WrapAroundEnding; - - } - - } - - } - - _scheduleFading( duration, weightNow, weightThen ) { - - const mixer = this._mixer, now = mixer.time; - let interpolant = this._weightInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; - - } - - const times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - values[ 0 ] = weightNow; - times[ 1 ] = now + duration; - values[ 1 ] = weightThen; - - return this; - - } - -} - -const _controlInterpolantsResultBuffer = new Float32Array( 1 ); - - -class AnimationMixer extends EventDispatcher { - - constructor( root ) { - - super(); - - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; - this.time = 0; - this.timeScale = 1.0; - - } - - _bindAction( action, prototypeAction ) { - - const root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, - bindings = action._propertyBindings, - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName; - - let bindingsByName = bindingsByRoot[ rootUuid ]; - - if ( bindingsByName === undefined ) { - - bindingsByName = {}; - bindingsByRoot[ rootUuid ] = bindingsByName; - - } - - for ( let i = 0; i !== nTracks; ++ i ) { - - const track = tracks[ i ], - trackName = track.name; - - let binding = bindingsByName[ trackName ]; - - if ( binding !== undefined ) { - - ++ binding.referenceCount; - bindings[ i ] = binding; - - } else { - - binding = bindings[ i ]; - - if ( binding !== undefined ) { - - // existing binding, make sure the cache knows - - if ( binding._cacheIndex === null ) { - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - } - - continue; - - } - - const path = prototypeAction && prototypeAction. - _propertyBindings[ i ].binding.parsedPath; - - binding = new PropertyMixer( - PropertyBinding.create( root, trackName, path ), - track.ValueTypeName, track.getValueSize() ); - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - bindings[ i ] = binding; - - } - - interpolants[ i ].resultBuffer = binding.buffer; - - } - - } - - _activateAction( action ) { - - if ( ! this._isActiveAction( action ) ) { - - if ( action._cacheIndex === null ) { - - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind - - const rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, - actionsForClip = this._actionsByClip[ clipUuid ]; - - this._bindAction( action, - actionsForClip && actionsForClip.knownActions[ 0 ] ); - - this._addInactiveAction( action, clipUuid, rootUuid ); - - } - - const bindings = action._propertyBindings; - - // increment reference counts / sort out state - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( binding.useCount ++ === 0 ) { - - this._lendBinding( binding ); - binding.saveOriginalState(); - - } - - } - - this._lendAction( action ); - - } - - } - - _deactivateAction( action ) { - - if ( this._isActiveAction( action ) ) { - - const bindings = action._propertyBindings; - - // decrement reference counts / sort out state - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( -- binding.useCount === 0 ) { - - binding.restoreOriginalState(); - this._takeBackBinding( binding ); - - } - - } - - this._takeBackAction( action ); - - } - - } - - // Memory manager - - _initMemoryManager() { - - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; - - this._actionsByClip = {}; - // inside: - // { - // knownActions: Array< AnimationAction > - used as prototypes - // actionByRoot: AnimationAction - lookup - // } - - - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; - - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - - - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; - - const scope = this; - - this.stats = { - - actions: { - get total() { - - return scope._actions.length; - - }, - get inUse() { - - return scope._nActiveActions; - - } - }, - bindings: { - get total() { - - return scope._bindings.length; - - }, - get inUse() { - - return scope._nActiveBindings; - - } - }, - controlInterpolants: { - get total() { - - return scope._controlInterpolants.length; - - }, - get inUse() { - - return scope._nActiveControlInterpolants; - - } - } - - }; - - } - - // Memory management for AnimationAction objects - - _isActiveAction( action ) { - - const index = action._cacheIndex; - return index !== null && index < this._nActiveActions; - - } - - _addInactiveAction( action, clipUuid, rootUuid ) { - - const actions = this._actions, - actionsByClip = this._actionsByClip; - - let actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip === undefined ) { - - actionsForClip = { - - knownActions: [ action ], - actionByRoot: {} - - }; - - action._byClipCacheIndex = 0; - - actionsByClip[ clipUuid ] = actionsForClip; - - } else { - - const knownActions = actionsForClip.knownActions; - - action._byClipCacheIndex = knownActions.length; - knownActions.push( action ); - - } - - action._cacheIndex = actions.length; - actions.push( action ); - - actionsForClip.actionByRoot[ rootUuid ] = action; - - } - - _removeInactiveAction( action ) { - - const actions = this._actions, - lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - action._cacheIndex = null; - - - const clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, - - lastKnownAction = - knownActionsForClip[ knownActionsForClip.length - 1 ], - - byClipCacheIndex = action._byClipCacheIndex; - - lastKnownAction._byClipCacheIndex = byClipCacheIndex; - knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); - - action._byClipCacheIndex = null; - - - const actionByRoot = actionsForClip.actionByRoot, - rootUuid = ( action._localRoot || this._root ).uuid; - - delete actionByRoot[ rootUuid ]; - - if ( knownActionsForClip.length === 0 ) { - - delete actionsByClip[ clipUuid ]; - - } - - this._removeInactiveBindingsForAction( action ); - - } - - _removeInactiveBindingsForAction( action ) { - - const bindings = action._propertyBindings; - - for ( let i = 0, n = bindings.length; i !== n; ++ i ) { - - const binding = bindings[ i ]; - - if ( -- binding.referenceCount === 0 ) { - - this._removeInactiveBinding( binding ); - - } - - } - - } - - _lendAction( action ) { - - // [ active actions | inactive actions ] - // [ active actions >| inactive actions ] - // s a - // <-swap-> - // a s - - const actions = this._actions, - prevIndex = action._cacheIndex, - - lastActiveIndex = this._nActiveActions ++, - - firstInactiveAction = actions[ lastActiveIndex ]; - - action._cacheIndex = lastActiveIndex; - actions[ lastActiveIndex ] = action; - - firstInactiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = firstInactiveAction; - - } - - _takeBackAction( action ) { - - // [ active actions | inactive actions ] - // [ active actions |< inactive actions ] - // a s - // <-swap-> - // s a - - const actions = this._actions, - prevIndex = action._cacheIndex, - - firstInactiveIndex = -- this._nActiveActions, - - lastActiveAction = actions[ firstInactiveIndex ]; - - action._cacheIndex = firstInactiveIndex; - actions[ firstInactiveIndex ] = action; - - lastActiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = lastActiveAction; - - } - - // Memory management for PropertyMixer objects - - _addInactiveBinding( binding, rootUuid, trackName ) { - - const bindingsByRoot = this._bindingsByRootAndName, - bindings = this._bindings; - - let bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName === undefined ) { - - bindingByName = {}; - bindingsByRoot[ rootUuid ] = bindingByName; - - } - - bindingByName[ trackName ] = binding; - - binding._cacheIndex = bindings.length; - bindings.push( binding ); - - } - - _removeInactiveBinding( binding ) { - - const bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], - - lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; - - lastInactiveBinding._cacheIndex = cacheIndex; - bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); - - delete bindingByName[ trackName ]; - - if ( Object.keys( bindingByName ).length === 0 ) { - - delete bindingsByRoot[ rootUuid ]; - - } - - } - - _lendBinding( binding ) { - - const bindings = this._bindings, - prevIndex = binding._cacheIndex, - - lastActiveIndex = this._nActiveBindings ++, - - firstInactiveBinding = bindings[ lastActiveIndex ]; - - binding._cacheIndex = lastActiveIndex; - bindings[ lastActiveIndex ] = binding; - - firstInactiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = firstInactiveBinding; - - } - - _takeBackBinding( binding ) { - - const bindings = this._bindings, - prevIndex = binding._cacheIndex, - - firstInactiveIndex = -- this._nActiveBindings, - - lastActiveBinding = bindings[ firstInactiveIndex ]; - - binding._cacheIndex = firstInactiveIndex; - bindings[ firstInactiveIndex ] = binding; - - lastActiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = lastActiveBinding; - - } - - - // Memory management of Interpolants for weight and time scale - - _lendControlInterpolant() { - - const interpolants = this._controlInterpolants, - lastActiveIndex = this._nActiveControlInterpolants ++; - - let interpolant = interpolants[ lastActiveIndex ]; - - if ( interpolant === undefined ) { - - interpolant = new LinearInterpolant( - new Float32Array( 2 ), new Float32Array( 2 ), - 1, _controlInterpolantsResultBuffer ); - - interpolant.__cacheIndex = lastActiveIndex; - interpolants[ lastActiveIndex ] = interpolant; - - } - - return interpolant; - - } - - _takeBackControlInterpolant( interpolant ) { - - const interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, - - firstInactiveIndex = -- this._nActiveControlInterpolants, - - lastActiveInterpolant = interpolants[ firstInactiveIndex ]; - - interpolant.__cacheIndex = firstInactiveIndex; - interpolants[ firstInactiveIndex ] = interpolant; - - lastActiveInterpolant.__cacheIndex = prevIndex; - interpolants[ prevIndex ] = lastActiveInterpolant; - - } - - // return an action for a clip optionally using a custom root target - // object (this method allocates a lot of dynamic memory in case a - // previously unknown clip/root combination is specified) - clipAction( clip, optionalRoot, blendMode ) { - - const root = optionalRoot || this._root, - rootUuid = root.uuid; - - let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; - - const clipUuid = clipObject !== null ? clipObject.uuid : clip; - - const actionsForClip = this._actionsByClip[ clipUuid ]; - let prototypeAction = null; - - if ( blendMode === undefined ) { - - if ( clipObject !== null ) { - - blendMode = clipObject.blendMode; - - } else { - - blendMode = NormalAnimationBlendMode; - - } - - } - - if ( actionsForClip !== undefined ) { - - const existingAction = actionsForClip.actionByRoot[ rootUuid ]; - - if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { - - return existingAction; - - } - - // we know the clip, so we don't have to parse all - // the bindings again but can just copy - prototypeAction = actionsForClip.knownActions[ 0 ]; - - // also, take the clip from the prototype action - if ( clipObject === null ) - clipObject = prototypeAction._clip; - - } - - // clip must be known when specified via string - if ( clipObject === null ) return null; - - // allocate all resources required to run it - const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); - - this._bindAction( newAction, prototypeAction ); - - // and make the action known to the memory manager - this._addInactiveAction( newAction, clipUuid, rootUuid ); - - return newAction; - - } - - // get an existing action - existingAction( clip, optionalRoot ) { - - const root = optionalRoot || this._root, - rootUuid = root.uuid, - - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, - - clipUuid = clipObject ? clipObject.uuid : clip, - - actionsForClip = this._actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - return actionsForClip.actionByRoot[ rootUuid ] || null; - - } - - return null; - - } - - // deactivates all previously scheduled actions - stopAllAction() { - - const actions = this._actions, - nActions = this._nActiveActions; - - for ( let i = nActions - 1; i >= 0; -- i ) { - - actions[ i ].stop(); - - } - - return this; - - } - - // advance the time and update apply the animation - update( deltaTime ) { - - deltaTime *= this.timeScale; - - const actions = this._actions, - nActions = this._nActiveActions, - - time = this.time += deltaTime, - timeDirection = Math.sign( deltaTime ), - - accuIndex = this._accuIndex ^= 1; - - // run active actions - - for ( let i = 0; i !== nActions; ++ i ) { - - const action = actions[ i ]; - - action._update( time, deltaTime, timeDirection, accuIndex ); - - } - - // update scene graph - - const bindings = this._bindings, - nBindings = this._nActiveBindings; - - for ( let i = 0; i !== nBindings; ++ i ) { - - bindings[ i ].apply( accuIndex ); - - } - - return this; - - } - - // Allows you to seek to a specific time in an animation. - setTime( timeInSeconds ) { - - this.time = 0; // Zero out time attribute for AnimationMixer object; - for ( let i = 0; i < this._actions.length; i ++ ) { - - this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. - - } - - return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. - - } - - // return this mixer's root target object - getRoot() { - - return this._root; - - } - - // free all resources specific to a particular clip - uncacheClip( clip ) { - - const actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away - - const actionsToRemove = actionsForClip.knownActions; - - for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { - - const action = actionsToRemove[ i ]; - - this._deactivateAction( action ); - - const cacheIndex = action._cacheIndex, - lastInactiveAction = actions[ actions.length - 1 ]; - - action._cacheIndex = null; - action._byClipCacheIndex = null; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - this._removeInactiveBindingsForAction( action ); - - } - - delete actionsByClip[ clipUuid ]; - - } - - } - - // free all resources specific to a particular root target object - uncacheRoot( root ) { - - const rootUuid = root.uuid, - actionsByClip = this._actionsByClip; - - for ( const clipUuid in actionsByClip ) { - - const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, - action = actionByRoot[ rootUuid ]; - - if ( action !== undefined ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - - const bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName !== undefined ) { - - for ( const trackName in bindingByName ) { - - const binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); - - } - - } - - } - - // remove a targeted clip from the cache - uncacheAction( clip, optionalRoot ) { - - const action = this.existingAction( clip, optionalRoot ); - - if ( action !== null ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - -} - -let Uniform$1 = class Uniform { - - constructor( value ) { - - this.value = value; - - } - - clone() { - - return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); - - } - -}; - -let _id$8 = 0; - -let UniformsGroup$1 = class UniformsGroup extends EventDispatcher { - - constructor() { - - super(); - - this.isUniformsGroup = true; - - Object.defineProperty( this, 'id', { value: _id$8 ++ } ); - - this.name = ''; - - this.usage = StaticDrawUsage; - this.uniforms = []; - - } - - add( uniform ) { - - this.uniforms.push( uniform ); - - return this; - - } - - remove( uniform ) { - - const index = this.uniforms.indexOf( uniform ); - - if ( index !== - 1 ) this.uniforms.splice( index, 1 ); - - return this; - - } - - setName( name ) { - - this.name = name; - - return this; - - } - - setUsage( value ) { - - this.usage = value; - - return this; - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - return this; - - } - - 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 ++ ) { - - const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ]; - - for ( let j = 0; j < uniforms.length; j ++ ) { - - this.uniforms.push( uniforms[ j ].clone() ); - - } - - } - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -}; - -class InstancedInterleavedBuffer extends InterleavedBuffer { - - constructor( array, stride, meshPerAttribute = 1 ) { - - super( array, stride ); - - this.isInstancedInterleavedBuffer = true; - - this.meshPerAttribute = meshPerAttribute; - - } - - copy( source ) { - - super.copy( source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - } - - clone( data ) { - - const ib = super.clone( data ); - - ib.meshPerAttribute = this.meshPerAttribute; - - return ib; - - } - - toJSON( data ) { - - const json = super.toJSON( data ); - - json.isInstancedInterleavedBuffer = true; - json.meshPerAttribute = this.meshPerAttribute; - - return json; - - } - -} - -class GLBufferAttribute { - - 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 ++; - - } - - setBuffer( buffer ) { - - this.buffer = buffer; - - return this; - - } - - setType( type, elementSize ) { - - this.type = type; - this.elementSize = elementSize; - - return this; - - } - - setItemSize( itemSize ) { - - this.itemSize = itemSize; - - return this; - - } - - setCount( count ) { - - this.count = count; - - return this; - - } - -} - -const _matrix = /*@__PURE__*/ new Matrix4(); - -class Raycaster { - - constructor( origin, direction, near = 0, far = Infinity ) { - - this.ray = new Ray( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) - - this.near = near; - this.far = far; - this.camera = null; - this.layers = new Layers(); - - this.params = { - Mesh: {}, - Line: { threshold: 1 }, - LOD: {}, - Points: { threshold: 1 }, - Sprite: {} - }; - - } - - set( origin, direction ) { - - // direction is assumed to be normalized (for accurate distance calculations) - - this.ray.set( origin, direction ); - - } - - setFromCamera( coords, camera ) { - - if ( camera.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 ); - this.camera = camera; - - } else { - - console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); - - } - - } - - setFromXRController( controller ) { - - _matrix.identity().extractRotation( controller.matrixWorld ); - - this.ray.origin.setFromMatrixPosition( controller.matrixWorld ); - this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix ); - - return this; - - } - - intersectObject( object, recursive = true, intersects = [] ) { - - intersect( object, this, intersects, recursive ); - - intersects.sort( ascSort ); - - return intersects; - - } - - intersectObjects( objects, recursive = true, intersects = [] ) { - - for ( let i = 0, l = objects.length; i < l; i ++ ) { - - intersect( objects[ i ], this, intersects, recursive ); - - } - - intersects.sort( ascSort ); - - return intersects; - - } - -} - -function ascSort( a, b ) { - - return a.distance - b.distance; - -} - -function intersect( object, raycaster, intersects, recursive ) { - - let propagate = true; - - if ( object.layers.test( raycaster.layers ) ) { - - const result = object.raycast( raycaster, intersects ); - - if ( result === false ) propagate = false; - - } - - if ( propagate === true && recursive === true ) { - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - intersect( children[ i ], raycaster, intersects, true ); - - } - - } - -} - -/** - * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system - * - * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up. - * theta (the azimuthal angle) is measured from the positive z-axis. - */ -class Spherical { - - constructor( radius = 1, phi = 0, theta = 0 ) { - - this.radius = radius; - this.phi = phi; // polar angle - this.theta = theta; // azimuthal angle - - return this; - - } - - set( radius, phi, theta ) { - - this.radius = radius; - this.phi = phi; - this.theta = theta; - - return this; - - } - - copy( other ) { - - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; - - return this; - - } - - // restrict phi to be between EPS and PI-EPS - makeSafe() { - - const EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); - - return this; - - } - - setFromVector3( v ) { - - return this.setFromCartesianCoords( v.x, v.y, v.z ); - - } - - setFromCartesianCoords( x, y, z ) { - - this.radius = Math.sqrt( x * x + y * y + z * z ); - - if ( this.radius === 0 ) { - - this.theta = 0; - this.phi = 0; - - } else { - - this.theta = Math.atan2( x, z ); - this.phi = Math.acos( clamp$1( y / this.radius, - 1, 1 ) ); - - } - - return this; - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -/** - * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system - */ - -class Cylindrical { - - 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 ) { - - this.radius = radius; - this.theta = theta; - this.y = y; - - return this; - - } - - 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 ); - - } - - 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 ); - - } - -} - -class Matrix2 { - - constructor( n11, n12, n21, n22 ) { - - Matrix2.prototype.isMatrix2 = true; - - this.elements = [ - 1, 0, - 0, 1, - ]; - - if ( n11 !== undefined ) { - - this.set( n11, n12, n21, n22 ); - - } - - } - - identity() { - - this.set( - 1, 0, - 0, 1, - ); - - return this; - - } - - fromArray( array, offset = 0 ) { - - for ( let i = 0; i < 4; i ++ ) { - - this.elements[ i ] = array[ i + offset ]; - - } - - return this; - - } - - set( n11, n12, n21, n22 ) { - - const te = this.elements; - - te[ 0 ] = n11; te[ 2 ] = n12; - te[ 1 ] = n21; te[ 3 ] = n22; - - return this; - - } - -} - -const _vector$4 = /*@__PURE__*/ new Vector2(); - -class Box2 { - - 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 ); - - return this; - - } - - setFromPoints( points ) { - - this.makeEmpty(); - - for ( let i = 0, il = points.length; i < il; i ++ ) { - - this.expandByPoint( points[ i ] ); - - } - - return this; - - } - - setFromCenterAndSize( center, size ) { - - const halfSize = _vector$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 ); - - } - - 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; - - 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 ); - - } - - 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 ); - - } - - expandByPoint( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - - } - - expandByVector( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - - } - - expandByScalar( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - - } - - containsPoint( point ) { - - return point.x >= this.min.x && point.x <= this.max.x && - point.y >= this.min.y && point.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 ) { - - // 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 ) - ); - - } - - 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; - - } - - clampPoint( point, target ) { - - return target.copy( point ).clamp( this.min, this.max ); - - } - - distanceToPoint( point ) { - - return this.clampPoint( point, _vector$4 ).distanceTo( point ); - - } - - intersect( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); - - if ( this.isEmpty() ) this.makeEmpty(); - - return this; - - } - - union( box ) { - - this.min.min( box.min ); - this.max.max( box.max ); - - return this; - - } - - translate( offset ) { - - this.min.add( offset ); - this.max.add( offset ); - - return this; - - } - - equals( box ) { - - return box.min.equals( this.min ) && box.max.equals( this.max ); - - } - -} - -const _startP = /*@__PURE__*/ new Vector3(); -const _startEnd = /*@__PURE__*/ new Vector3(); - -class Line3 { - - constructor( start = new Vector3(), end = new Vector3() ) { - - this.start = start; - this.end = 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 ); - - return this; - - } - - getCenter( target ) { - - return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); - - } - - delta( target ) { - - return target.subVectors( this.end, this.start ); - - } - - distanceSq() { - - return this.start.distanceToSquared( this.end ); - - } - - distance() { - - return this.start.distanceTo( this.end ); - - } - - 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 ); - - let t = startEnd_startP / startEnd2; - - if ( clampToLine ) { - - t = clamp$1( t, 0, 1 ); - - } - - return t; - - } - - 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 ); - - return this; - - } - - equals( line ) { - - return line.start.equals( this.start ) && line.end.equals( this.end ); - - } - - clone() { - - return new this.constructor().copy( this ); - - } - -} - -const _vector$3 = /*@__PURE__*/ new Vector3(); - -class SpotLightHelper extends Object3D { - - constructor( light, color ) { - - super(); - - this.light = light; - - 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 ); - - this.update(); - - } - - dispose() { - - this.cone.geometry.dispose(); - this.cone.material.dispose(); - - } - - update() { - - this.light.updateWorldMatrix( true, false ); - this.light.target.updateWorldMatrix( true, false ); - - // update the local matrix based on the parent and light target transforms - if ( this.parent ) { - - this.parent.updateWorldMatrix( true ); - - this.matrix - .copy( this.parent.matrixWorld ) - .invert() - .multiply( this.light.matrixWorld ); - - } else { - - this.matrix.copy( this.light.matrixWorld ); - - } - - this.matrixWorld.copy( this.light.matrixWorld ); - - 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 ); - - } else { - - this.cone.material.color.copy( this.light.color ); - - } - - } - -} - -const _vector$2 = /*@__PURE__*/ new Vector3(); -const _boneMatrix = /*@__PURE__*/ new Matrix4(); -const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); - - -class SkeletonHelper extends LineSegments { - - constructor( object ) { - - const bones = getBoneList( object ); - - const geometry = new BufferGeometry(); - - const vertices = []; - const colors = []; - - const color1 = new Color( 0, 0, 1 ); - const color2 = new Color( 0, 1, 0 ); - - for ( let i = 0; i < bones.length; i ++ ) { - - const bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - vertices.push( 0, 0, 0 ); - vertices.push( 0, 0, 0 ); - colors.push( color1.r, color1.g, color1.b ); - colors.push( color2.r, color2.g, color2.b ); - - } - - } - - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); - - super( geometry, material ); - - this.isSkeletonHelper = true; - - this.type = 'SkeletonHelper'; - - this.root = object; - this.bones = bones; - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - - } - - updateMatrixWorld( force ) { - - const bones = this.bones; - - const geometry = this.geometry; - const position = geometry.getAttribute( 'position' ); - - _matrixWorldInv.copy( this.root.matrixWorld ).invert(); - - for ( let i = 0, j = 0; i < bones.length; i ++ ) { - - const bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); - _vector$2.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); - - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); - _vector$2.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); - - j += 2; - - } - - } - - geometry.getAttribute( 'position' ).needsUpdate = true; - - super.updateMatrixWorld( force ); - - } - - dispose() { - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - - -function getBoneList( object ) { - - const boneList = []; - - if ( object.isBone === true ) { - - boneList.push( object ); - - } - - 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 ); - - 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 ); - */ - - } - - dispose() { - - this.geometry.dispose(); - this.material.dispose(); - - } - - update() { - - this.light.updateWorldMatrix( true, false ); - - if ( this.color !== undefined ) { - - this.material.color.set( this.color ); - - } else { - - 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; - this.lightDistance.scale.set( d, d, d ); - - } - */ - - } - -} - -const _vector$1 = /*@__PURE__*/ new Vector3(); -const _color1 = /*@__PURE__*/ new Color(); -const _color2 = /*@__PURE__*/ new Color(); - -class HemisphereLightHelper extends Object3D { - - 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 ) ); - - this.update(); - - } - - 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 ); - - } 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 ); - - } - - colors.needsUpdate = true; - - } - - 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 ); - - const center = divisions / 2; - const step = size / divisions; - const halfSize = size / 2; - - const vertices = [], colors = []; - - for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { - - vertices.push( - halfSize, 0, k, halfSize, 0, k ); - vertices.push( k, 0, - halfSize, k, 0, halfSize ); - - const color = i === center ? color1 : color2; - - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - - } - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'GridHelper'; - - } - - 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 ); - - 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 ); - - } - - } - - // 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 ++ ) { - - // 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 ); - - // 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 ); - - } - - } - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'PolarGridHelper'; - - } - - dispose() { - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - -const _v1 = /*@__PURE__*/ new Vector3(); -const _v2 = /*@__PURE__*/ new Vector3(); -const _v3 = /*@__PURE__*/ new Vector3(); - -class DirectionalLightHelper extends Object3D { - - 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; - - 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 = new BufferGeometry(); - 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 ); - - } else { - - this.lightPlane.material.color.copy( this.light.color ); - this.targetLine.material.color.copy( this.light.color ); - - } - - this.targetLine.lookAt( _v2 ); - this.targetLine.scale.z = _v3.length(); - - } - -} - -const _vector = /*@__PURE__*/ new Vector3(); -const _camera$1 = /*@__PURE__*/ new Camera(); - -/** - * - shows frustum, line of sight and up of the camera - * - suitable for fast updates - * - based on frustum visualization in lightgl.js shadowmap example - * https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html - */ - -class CameraHelper extends LineSegments { - - constructor( camera ) { - - const geometry = new BufferGeometry(); - 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' ); - - // far - - 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' ); - - // cone - - addLine( 'p', 'n1' ); - addLine( 'p', 'n2' ); - addLine( 'p', 'n3' ); - addLine( 'p', 'n4' ); - - // up - - addLine( 'u1', 'u2' ); - addLine( 'u2', 'u3' ); - addLine( 'u3', 'u1' ); - - // target - - 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 ); - - this.type = 'CameraHelper'; - - this.camera = camera; - 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 ); - - } - - setColors( frustum, cone, up, target, cross ) { - - const geometry = this.geometry; - - 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 - - // 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 - - // 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 - - // 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 - - // 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 - - // 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 - - // 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( 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; - - // we need just camera projection matrix inverse - // world matrix must be identity - - _camera$1.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); - - // center / target - - setPoint( 'c', pointMap, geometry, _camera$1, 0, 0, - 1 ); - setPoint( 't', pointMap, geometry, _camera$1, 0, 0, 1 ); - - // near - - setPoint( 'n1', pointMap, geometry, _camera$1, - w, - h, - 1 ); - setPoint( 'n2', pointMap, geometry, _camera$1, w, - h, - 1 ); - setPoint( 'n3', pointMap, geometry, _camera$1, - w, h, - 1 ); - setPoint( 'n4', pointMap, geometry, _camera$1, w, h, - 1 ); - - // far - - setPoint( 'f1', pointMap, geometry, _camera$1, - w, - h, 1 ); - setPoint( 'f2', pointMap, geometry, _camera$1, w, - h, 1 ); - setPoint( 'f3', pointMap, geometry, _camera$1, - w, h, 1 ); - setPoint( 'f4', pointMap, geometry, _camera$1, w, h, 1 ); - - // up - - setPoint( 'u1', pointMap, geometry, _camera$1, w * 0.7, h * 1.1, - 1 ); - setPoint( 'u2', pointMap, geometry, _camera$1, - w * 0.7, h * 1.1, - 1 ); - setPoint( 'u3', pointMap, geometry, _camera$1, 0, h * 2, - 1 ); - - // cross - - setPoint( 'cf1', pointMap, geometry, _camera$1, - w, 0, 1 ); - setPoint( 'cf2', pointMap, geometry, _camera$1, w, 0, 1 ); - setPoint( 'cf3', pointMap, geometry, _camera$1, 0, - h, 1 ); - setPoint( 'cf4', pointMap, geometry, _camera$1, 0, h, 1 ); - - setPoint( 'cn1', pointMap, geometry, _camera$1, - w, 0, - 1 ); - setPoint( 'cn2', pointMap, geometry, _camera$1, w, 0, - 1 ); - setPoint( 'cn3', pointMap, geometry, _camera$1, 0, - h, - 1 ); - setPoint( 'cn4', pointMap, geometry, _camera$1, 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 ); - - } - - } - -} - -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 ); - - 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 } ) ); - - 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.' ); - - } - - if ( this.object !== undefined ) { - - _box.setFromObject( this.object ); - - } - - if ( _box.isEmpty() ) return; - - const min = _box.min; - const max = _box.max; - - /* - 5____4 - 1/___0/| - | 6__|_7 - 2/___3/ - - 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z - 4: max.x, max.y, min.z - 5: min.x, max.y, min.z - 6: min.x, min.y, min.z - 7: max.x, min.y, min.z - */ - - 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; - - position.needsUpdate = true; - - this.geometry.computeBoundingSphere(); - - } - - setFromObject( object ) { - - this.object = object; - this.update(); - - return this; - - } - - 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 ]; - - 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 } ) ); - - this.box = box; - - this.type = 'Box3Helper'; - - this.geometry.computeBoundingSphere(); - - } - - 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 ); - - } - - dispose() { - - this.geometry.dispose(); - this.material.dispose(); - - } - -} - -class PlaneHelper extends Line { - - 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 geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); - - 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 geometry2 = new BufferGeometry(); - 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 } ) ) ); - - } - - 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(); - - } - -} - -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 ) { - - super(); - - this.type = 'ArrowHelper'; - - 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 } ) ); - this.line.matrixAutoUpdate = 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 ); - - } - - setDirection( dir ) { - - // dir is assumed to be normalized - - if ( dir.y > 0.99999 ) { - - this.quaternion.set( 0, 0, 0, 1 ); - - } else if ( dir.y < - 0.99999 ) { - - this.quaternion.set( 1, 0, 0, 0 ); - - } else { - - _axis.set( dir.z, 0, - dir.x ).normalize(); - - 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 - this.line.updateMatrix(); - - 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 ); - - } - - 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 - ]; - - const geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - - super( geometry, material ); - - this.type = 'AxesHelper'; - - } - - 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 ); - - 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 ) { - - this.currentPath = new Path(); - this.subPaths.push( this.currentPath ); - this.currentPath.moveTo( x, y ); - - return this; - - } - - lineTo( x, y ) { - - this.currentPath.lineTo( x, y ); - - return this; - - } - - 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 ); - - return this; - - } - - splineThru( pts ) { - - this.currentPath.splineThru( pts ); - - return this; - - } - - toShapes( isCCW ) { - - function toShapesNoHoles( inSubpaths ) { - - const shapes = []; - - 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 ); - - } - - return shapes; - - } - - function isPointInsidePolygon( inPt, inPolygon ) { - - const polyLen = inPolygon.length; - - // inPt on polygon contour => immediate success or - // toggling of inside/outside at every single! intersection point of an edge - // with the horizontal line through inPt, left of inPt - // not counting lowerY endpoints of edges and whole edges on that line - let inside = false; - 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 ) { - - // not parallel - if ( edgeDy < 0 ) { - - edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; - edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; - - } - - if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; - - if ( inPt.y === edgeLowPt.y ) { - - if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! - - } else { - - 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 - // edge lies on the same horizontal line as inPt - if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || - ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! - // continue; - - } - - } - - return inside; - - } - - const isClockWise = ShapeUtils.isClockWise; - - const subPaths = this.subPaths; - if ( subPaths.length === 0 ) return []; - - let solid, tmpPath, tmpShape; - const shapes = []; - - if ( subPaths.length === 1 ) { - - tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return shapes; - - } - - let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); - holesFirst = isCCW ? ! holesFirst : holesFirst; - - // console.log("Holes first", holesFirst); - - const betterShapeHoles = []; - const newShapes = []; - 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 ]; - tmpPoints = tmpPath.getPoints(); - solid = isClockWise( tmpPoints ); - solid = isCCW ? ! solid : solid; - - if ( solid ) { - - if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; - - newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; - newShapes[ mainIdx ].s.curves = tmpPath.curves; - - if ( holesFirst ) mainIdx ++; - newShapeHoles[ mainIdx ] = []; - - //console.log('cw', i); - - } else { - - newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); - - //console.log('ccw', i); - - } - - } - - // only Holes? -> probably all Shapes with wrong orientation - if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); - - - if ( newShapes.length > 1 ) { - - 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 ++ ) { - - 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 ) { - - hole_unassigned = false; - betterShapeHoles[ s2Idx ].push( ho ); - - } else { - - ambiguous = true; - - } - - } - - } - - if ( hole_unassigned ) { - - betterShapeHoles[ sIdx ].push( ho ); - - } - - } - - } - - 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 ); - - } - - } - - //console.log("shape", shapes); - - return shapes; - - } - -} - -class WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162 - - constructor( width = 1, height = 1, count = 1, options = {} ) { - - console.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the "count" parameter to enable MRT.' ); - - super( width, height, { ...options, count } ); - - this.isWebGLMultipleRenderTargets = true; - - } - - get texture() { - - return this.textures; - - } - -} - -if ( self.GPUShaderStage === undefined ) { - - self.GPUShaderStage = { VERTEX: 1, FRAGMENT: 2, COMPUTE: 4 }; - -} - -// statics - -let isAvailable = navigator.gpu !== undefined; - - -if ( typeof window !== 'undefined' && isAvailable ) { - - isAvailable = await navigator.gpu.requestAdapter(); - -} - -class WebGPU { - - static isAvailable() { - - return Boolean( isAvailable ); - - } - - static getStaticAdapter() { - - return isAvailable; - - } - - static getErrorMessage() { - - const message = 'Your browser does not support WebGPU yet'; - - const element = document.createElement( 'div' ); - element.id = 'webgpumessage'; - element.style.fontFamily = 'monospace'; - element.style.fontSize = '13px'; - element.style.fontWeight = 'normal'; - element.style.textAlign = 'center'; - element.style.background = '#fff'; - element.style.color = '#000'; - element.style.padding = '1.5em'; - element.style.maxWidth = '400px'; - element.style.margin = '5em auto 0'; - - element.innerHTML = message; - - return element; - - } - -} - -class Animation { - - constructor( nodes, info ) { - - this.nodes = nodes; - this.info = info; - - this.animationLoop = null; - this.requestId = null; - - this._init(); - - } - - _init() { - - const update = ( time, frame ) => { - - this.requestId = self.requestAnimationFrame( update ); - - if ( this.info.autoReset === true ) this.info.reset(); - - this.nodes.nodeFrame.update(); - - this.info.frame = this.nodes.nodeFrame.frameId; - - if ( this.animationLoop !== null ) this.animationLoop( time, frame ); - - }; - - update(); - - } - - dispose() { - - self.cancelAnimationFrame( this.requestId ); - this.requestId = null; - - } - - setAnimationLoop( callback ) { - - this.animationLoop = callback; - - } - -} - -class ChainMap { - - constructor() { - - this.weakMap = new WeakMap(); - - } - - get( keys ) { - - let map = this.weakMap; - - for ( let i = 0; i < keys.length; i ++ ) { - - map = map.get( keys[ i ] ); - - if ( map === undefined ) return undefined; - - } - - return map.get( keys[ keys.length - 1 ] ); - - } - - set( keys, value ) { - - let map = this.weakMap; - - for ( let i = 0; i < keys.length; i ++ ) { - - const key = keys[ i ]; - - if ( map.has( key ) === false ) map.set( key, new WeakMap() ); - - map = map.get( key ); - - } - - return map.set( keys[ keys.length - 1 ], value ); - - } - - delete( keys ) { - - let map = this.weakMap; - - for ( let i = 0; i < keys.length; i ++ ) { - - map = map.get( keys[ i ] ); - - if ( map === undefined ) return false; - - } - - return map.delete( keys[ keys.length - 1 ] ); - - } - -} - -const _plane = /*@__PURE__*/ new Plane(); - -let _clippingContextVersion = 0; - -class ClippingContext { - - constructor() { - - this.version = ++ _clippingContextVersion; - - this.globalClippingCount = 0; - - this.localClippingCount = 0; - this.localClippingEnabled = false; - this.localClipIntersection = false; - - this.planes = []; - - this.parentVersion = 0; - this.viewNormalMatrix = new Matrix3(); - - } - - projectPlanes( source, offset ) { - - const l = source.length; - const planes = this.planes; - - for ( let i = 0; i < l; i ++ ) { - - _plane.copy( source[ i ] ).applyMatrix4( this.viewMatrix, this.viewNormalMatrix ); - - const v = planes[ offset + i ]; - const normal = _plane.normal; - - v.x = - normal.x; - v.y = - normal.y; - v.z = - normal.z; - v.w = _plane.constant; - - } - - } - - updateGlobal( renderer, camera ) { - - const rendererClippingPlanes = renderer.clippingPlanes; - this.viewMatrix = camera.matrixWorldInverse; - - this.viewNormalMatrix.getNormalMatrix( this.viewMatrix ); - - let update = false; - - if ( Array.isArray( rendererClippingPlanes ) && rendererClippingPlanes.length !== 0 ) { - - const l = rendererClippingPlanes.length; - - if ( l !== this.globalClippingCount ) { - - const planes = []; - - for ( let i = 0; i < l; i ++ ) { - - planes.push( new Vector4() ); - - } - - this.globalClippingCount = l; - this.planes = planes; - - update = true; - - } - - this.projectPlanes( rendererClippingPlanes, 0 ); - - } else if ( this.globalClippingCount !== 0 ) { - - this.globalClippingCount = 0; - this.planes = []; - update = true; - - } - - if ( renderer.localClippingEnabled !== this.localClippingEnabled ) { - - this.localClippingEnabled = renderer.localClippingEnabled; - update = true; - - } - - if ( update ) this.version = _clippingContextVersion ++; - - } - - update( parent, material ) { - - let update = false; - - if ( this !== parent && parent.version !== this.parentVersion ) { - - this.globalClippingCount = material.isShadowNodeMaterial ? 0 : parent.globalClippingCount; - this.localClippingEnabled = parent.localClippingEnabled; - this.planes = Array.from( parent.planes ); - this.parentVersion = parent.version; - this.viewMatrix = parent.viewMatrix; - this.viewNormalMatrix = parent.viewNormalMatrix; - - update = true; - - } - - if ( this.localClippingEnabled ) { - - const localClippingPlanes = material.clippingPlanes; - - if ( ( Array.isArray( localClippingPlanes ) && localClippingPlanes.length !== 0 ) ) { - - const l = localClippingPlanes.length; - const planes = this.planes; - const offset = this.globalClippingCount; - - if ( update || l !== this.localClippingCount ) { - - planes.length = offset + l; - - for ( let i = 0; i < l; i ++ ) { - - planes[ offset + i ] = new Vector4(); - - } - - this.localClippingCount = l; - update = true; - - } - - this.projectPlanes( localClippingPlanes, offset ); - - - } else if ( this.localClippingCount !== 0 ) { - - this.localClippingCount = 0; - update = true; - - } - - if ( this.localClipIntersection !== material.clipIntersection ) { - - this.localClipIntersection = material.clipIntersection; - update = true; - - } - - } - - if ( update ) this.version = _clippingContextVersion ++; - - } - -} - -let _id$7 = 0; - -function getKeys( obj ) { - - const keys = Object.keys( obj ); - - let proto = Object.getPrototypeOf( obj ); - - while ( proto ) { - - const descriptors = Object.getOwnPropertyDescriptors( proto ); - - for ( const key in descriptors ) { - - if ( descriptors[ key ] !== undefined ) { - - const descriptor = descriptors[ key ]; - - if ( descriptor && typeof descriptor.get === 'function' ) { - - keys.push( key ); - - } - - } - - } - - proto = Object.getPrototypeOf( proto ); - - } - - return keys; - -} - -class RenderObject { - - constructor( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext ) { - - this._nodes = nodes; - this._geometries = geometries; - - this.id = _id$7 ++; - - this.renderer = renderer; - this.object = object; - this.material = material; - this.scene = scene; - this.camera = camera; - this.lightsNode = lightsNode; - this.context = renderContext; - - this.geometry = object.geometry; - this.version = material.version; - - this.drawRange = null; - - this.attributes = null; - this.pipeline = null; - this.vertexBuffers = null; - - this.updateClipping( renderContext.clippingContext ); - - this.clippingContextVersion = this.clippingContext.version; - - this.initialNodesCacheKey = this.getDynamicCacheKey(); - this.initialCacheKey = this.getCacheKey(); - - this._nodeBuilderState = null; - this._bindings = null; - - this.onDispose = null; - - this.isRenderObject = true; - - this.onMaterialDispose = () => { - - this.dispose(); - - }; - - this.material.addEventListener( 'dispose', this.onMaterialDispose ); - - } - - updateClipping( parent ) { - - const material = this.material; - - let clippingContext = this.clippingContext; - - if ( Array.isArray( material.clippingPlanes ) ) { - - if ( clippingContext === parent || ! clippingContext ) { - - clippingContext = new ClippingContext(); - this.clippingContext = clippingContext; - - } - - clippingContext.update( parent, material ); - - } else if ( this.clippingContext !== parent ) { - - this.clippingContext = parent; - - } - - } - - get clippingNeedsUpdate() { - - if ( this.clippingContext.version === this.clippingContextVersion ) return false; - - this.clippingContextVersion = this.clippingContext.version; - - return true; - - } - - getNodeBuilderState() { - - return this._nodeBuilderState || ( this._nodeBuilderState = this._nodes.getForRender( this ) ); - - } - - getBindings() { - - return this._bindings || ( this._bindings = this.getNodeBuilderState().createBindings() ); - - } - - getIndex() { - - return this._geometries.getIndex( this ); - - } - - getChainArray() { - - return [ this.object, this.material, this.context, this.lightsNode ]; - - } - - getAttributes() { - - if ( this.attributes !== null ) return this.attributes; - - const nodeAttributes = this.getNodeBuilderState().nodeAttributes; - const geometry = this.geometry; - - const attributes = []; - const vertexBuffers = new Set(); - - for ( const nodeAttribute of nodeAttributes ) { - - const attribute = nodeAttribute.node && nodeAttribute.node.attribute ? nodeAttribute.node.attribute : geometry.getAttribute( nodeAttribute.name ); - - if ( attribute === undefined ) continue; - - attributes.push( attribute ); - - const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute; - vertexBuffers.add( bufferAttribute ); - - } - - this.attributes = attributes; - this.vertexBuffers = Array.from( vertexBuffers.values() ); - - return attributes; - - } - - getVertexBuffers() { - - if ( this.vertexBuffers === null ) this.getAttributes(); - - return this.vertexBuffers; - - } - - getMaterialCacheKey() { - - const { object, material } = this; - - let cacheKey = material.customProgramCacheKey(); - - for ( const property of getKeys( material ) ) { - - if ( /^(is[A-Z]|_)|^(visible|version|uuid|name|opacity|userData)$/.test( property ) ) continue; - - const value = material[ property ]; - - let valueKey; - - if ( value !== null ) { - - // some material values require a formatting - - const type = typeof value; - - if ( type === 'number' ) { - - valueKey = value !== 0 ? '1' : '0'; // Convert to on/off, important for clearcoat, transmission, etc - - } else if ( type === 'object' ) { - - valueKey = '{'; - - if ( value.isTexture ) { - - valueKey += value.mapping; - - } - - valueKey += '}'; - - } else { - - valueKey = String( value ); - - } - - } else { - - valueKey = String( value ); - - } - - cacheKey += /*property + ':' +*/ valueKey + ','; - - } - - cacheKey += this.clippingContextVersion + ','; - - if ( object.skeleton ) { - - cacheKey += object.skeleton.bones.length + ','; - - } - - if ( object.morphTargetInfluences ) { - - cacheKey += object.morphTargetInfluences.length + ','; - - } - - if ( object.isBatchedMesh ) { - - cacheKey += object._matricesTexture.uuid + ','; - - if ( object._colorsTexture !== null ) { - - cacheKey += object._colorsTexture.uuid + ','; - - } - - } - - if ( object.count > 1 ) { - - cacheKey += object.count + ','; - - } - - return cacheKey; - - } - - get needsUpdate() { - - return this.initialNodesCacheKey !== this.getDynamicCacheKey() || this.clippingNeedsUpdate; - - } - - getDynamicCacheKey() { - - // Environment Nodes Cache Key - - return this.object.receiveShadow + ',' + this._nodes.getCacheKey( this.scene, this.lightsNode ); - - } - - getCacheKey() { - - return this.getMaterialCacheKey() + ',' + this.getDynamicCacheKey(); - - } - - dispose() { - - this.material.removeEventListener( 'dispose', this.onMaterialDispose ); - - this.onDispose(); - - } - -} - -class RenderObjects { - - constructor( renderer, nodes, geometries, pipelines, bindings, info ) { - - this.renderer = renderer; - this.nodes = nodes; - this.geometries = geometries; - this.pipelines = pipelines; - this.bindings = bindings; - this.info = info; - - this.chainMaps = {}; - - } - - get( object, material, scene, camera, lightsNode, renderContext, passId ) { - - const chainMap = this.getChainMap( passId ); - const chainArray = [ object, material, renderContext, lightsNode ]; - - let renderObject = chainMap.get( chainArray ); - - if ( renderObject === undefined ) { - - renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, passId ); - - chainMap.set( chainArray, renderObject ); - - } else { - - renderObject.updateClipping( renderContext.clippingContext ); - - if ( renderObject.version !== material.version || renderObject.needsUpdate ) { - - if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) { - - renderObject.dispose(); - - renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, passId ); - - } else { - - renderObject.version = material.version; - - } - - } - - } - - return renderObject; - - } - - getChainMap( passId = 'default' ) { - - return this.chainMaps[ passId ] || ( this.chainMaps[ passId ] = new ChainMap() ); - - } - - dispose() { - - this.chainMaps = {}; - - } - - createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, passId ) { - - const chainMap = this.getChainMap( passId ); - - const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext ); - - renderObject.onDispose = () => { - - this.pipelines.delete( renderObject ); - this.bindings.delete( renderObject ); - this.nodes.delete( renderObject ); - - chainMap.delete( renderObject.getChainArray() ); - - }; - - return renderObject; - - } - - -} - -class DataMap { - - constructor() { - - this.data = new WeakMap(); - - } - - get( object ) { - - let map = this.data.get( object ); - - if ( map === undefined ) { - - map = {}; - this.data.set( object, map ); - - } - - return map; - - } - - delete( object ) { - - let map; - - if ( this.data.has( object ) ) { - - map = this.data.get( object ); - - this.data.delete( object ); - - } - - return map; - - } - - has( object ) { - - return this.data.has( object ); - - } - - dispose() { - - this.data = new WeakMap(); - - } - -} - -const AttributeType = { - VERTEX: 1, - INDEX: 2, - STORAGE: 4 -}; - -// size of a chunk in bytes (STD140 layout) - -const GPU_CHUNK_BYTES = 16; - -// @TODO: Move to src/constants.js - -const BlendColorFactor = 211; -const OneMinusBlendColorFactor = 212; - -class Attributes extends DataMap { - - constructor( backend ) { - - super(); - - this.backend = backend; - - } - - delete( attribute ) { - - const attributeData = super.delete( attribute ); - - if ( attributeData !== undefined ) { - - this.backend.destroyAttribute( attribute ); - - } - - return attributeData; - - } - - update( attribute, type ) { - - const data = this.get( attribute ); - - if ( data.version === undefined ) { - - if ( type === AttributeType.VERTEX ) { - - this.backend.createAttribute( attribute ); - - } else if ( type === AttributeType.INDEX ) { - - this.backend.createIndexAttribute( attribute ); - - } else if ( type === AttributeType.STORAGE ) { - - this.backend.createStorageAttribute( attribute ); - - } - - data.version = this._getBufferAttribute( attribute ).version; - - } else { - - const bufferAttribute = this._getBufferAttribute( attribute ); - - if ( data.version < bufferAttribute.version || bufferAttribute.usage === DynamicDrawUsage ) { - - this.backend.updateAttribute( attribute ); - - data.version = bufferAttribute.version; - - } - - } - - } - - _getBufferAttribute( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - return attribute; - - } - -} - -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; - -} - -function getWireframeVersion( geometry ) { - - return ( geometry.index !== null ) ? geometry.index.version : geometry.attributes.position.version; - -} - -function getWireframeIndex( geometry ) { - - const indices = []; - - const geometryIndex = geometry.index; - const geometryPosition = geometry.attributes.position; - - if ( geometryIndex !== null ) { - - const array = geometryIndex.array; - - 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; - - for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { - - const a = i + 0; - const b = i + 1; - const c = i + 2; - - indices.push( a, b, b, c, c, a ); - - } - - } - - const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); - attribute.version = getWireframeVersion( geometry ); - - return attribute; - -} - -class Geometries extends DataMap { - - constructor( attributes, info ) { - - super(); - - this.attributes = attributes; - this.info = info; - - this.wireframes = new WeakMap(); - - this.attributeCall = new WeakMap(); - - } - - has( renderObject ) { - - const geometry = renderObject.geometry; - - return super.has( geometry ) && this.get( geometry ).initialized === true; - - } - - updateForRender( renderObject ) { - - if ( this.has( renderObject ) === false ) this.initGeometry( renderObject ); - - this.updateAttributes( renderObject ); - - } - - initGeometry( renderObject ) { - - const geometry = renderObject.geometry; - const geometryData = this.get( geometry ); - - geometryData.initialized = true; - - this.info.memory.geometries ++; - - const onDispose = () => { - - this.info.memory.geometries --; - - const index = geometry.index; - const geometryAttributes = renderObject.getAttributes(); - - if ( index !== null ) { - - this.attributes.delete( index ); - - } - - for ( const geometryAttribute of geometryAttributes ) { - - this.attributes.delete( geometryAttribute ); - - } - - const wireframeAttribute = this.wireframes.get( geometry ); - - if ( wireframeAttribute !== undefined ) { - - this.attributes.delete( wireframeAttribute ); - - } - - geometry.removeEventListener( 'dispose', onDispose ); - - }; - - geometry.addEventListener( 'dispose', onDispose ); - - } - - updateAttributes( renderObject ) { - - const attributes = renderObject.getAttributes(); - - for ( const attribute of attributes ) { - - if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) { - - this.updateAttribute( attribute, AttributeType.STORAGE ); - - } else { - - this.updateAttribute( attribute, AttributeType.VERTEX ); - - } - - } - - const index = this.getIndex( renderObject ); - - if ( index !== null ) { - - this.updateAttribute( index, AttributeType.INDEX ); - - } - - } - - updateAttribute( attribute, type ) { - - const callId = this.info.render.calls; - - if ( ! attribute.isInterleavedBufferAttribute ) { - - if ( this.attributeCall.get( attribute ) !== callId ) { - - this.attributes.update( attribute, type ); - - this.attributeCall.set( attribute, callId ); - - } - - } else { - - if ( this.attributeCall.get( attribute ) === undefined ) { - - this.attributes.update( attribute, type ); - - this.attributeCall.set( attribute, callId ); - - } else if ( this.attributeCall.get( attribute.data ) !== callId ) { - - this.attributes.update( attribute, type ); - - this.attributeCall.set( attribute.data, callId ); - - this.attributeCall.set( attribute, callId ); - - } - - } - - } - - getIndex( renderObject ) { - - const { geometry, material } = renderObject; - - let index = geometry.index; - - if ( material.wireframe === true ) { - - const wireframes = this.wireframes; - - let wireframeAttribute = wireframes.get( geometry ); - - if ( wireframeAttribute === undefined ) { - - wireframeAttribute = getWireframeIndex( geometry ); - - wireframes.set( geometry, wireframeAttribute ); - - } else if ( wireframeAttribute.version !== getWireframeVersion( geometry ) ) { - - this.attributes.delete( wireframeAttribute ); - - wireframeAttribute = getWireframeIndex( geometry ); - - wireframes.set( geometry, wireframeAttribute ); - - } - - index = wireframeAttribute; - - } - - return index; - - } - -} - -class Info { - - constructor() { - - this.autoReset = true; - - this.frame = 0; - this.calls = 0; - - this.render = { - calls: 0, - frameCalls: 0, - drawCalls: 0, - triangles: 0, - points: 0, - lines: 0, - timestamp: 0, - previousFrameCalls: 0, - timestampCalls: 0 - }; - - this.compute = { - calls: 0, - frameCalls: 0, - timestamp: 0, - previousFrameCalls: 0, - timestampCalls: 0 - }; - - this.memory = { - geometries: 0, - textures: 0 - }; - - } - - update( object, count, instanceCount ) { - - this.render.drawCalls ++; - - if ( object.isMesh || object.isSprite ) { - - this.render.triangles += instanceCount * ( count / 3 ); - - } else if ( object.isPoints ) { - - this.render.points += instanceCount * count; - - } else if ( object.isLineSegments ) { - - this.render.lines += instanceCount * ( count / 2 ); - - } else if ( object.isLine ) { - - this.render.lines += instanceCount * ( count - 1 ); - - } else { - - console.error( 'THREE.WebGPUInfo: Unknown object type.' ); - - } - - } - - updateTimestamp( type, time ) { - - if ( this[ type ].timestampCalls === 0 ) { - - this[ type ].timestamp = 0; - - } - - - this[ type ].timestamp += time; - - this[ type ].timestampCalls ++; - - - if ( this[ type ].timestampCalls >= this[ type ].previousFrameCalls ) { - - this[ type ].timestampCalls = 0; - - } - - - } - - reset() { - - const previousRenderFrameCalls = this.render.frameCalls; - this.render.previousFrameCalls = previousRenderFrameCalls; - - const previousComputeFrameCalls = this.compute.frameCalls; - this.compute.previousFrameCalls = previousComputeFrameCalls; - - - this.render.drawCalls = 0; - this.render.frameCalls = 0; - this.compute.frameCalls = 0; - - this.render.triangles = 0; - this.render.points = 0; - this.render.lines = 0; - - - } - - dispose() { - - this.reset(); - - this.calls = 0; - - this.render.calls = 0; - this.compute.calls = 0; - - this.render.timestamp = 0; - this.compute.timestamp = 0; - this.memory.geometries = 0; - this.memory.textures = 0; - - } - -} - -class Pipeline { - - constructor( cacheKey ) { - - this.cacheKey = cacheKey; - - this.usedTimes = 0; - - } - -} - -class RenderPipeline extends Pipeline { - - constructor( cacheKey, vertexProgram, fragmentProgram ) { - - super( cacheKey ); - - this.vertexProgram = vertexProgram; - this.fragmentProgram = fragmentProgram; - - } - -} - -class ComputePipeline extends Pipeline { - - constructor( cacheKey, computeProgram ) { - - super( cacheKey ); - - this.computeProgram = computeProgram; - - this.isComputePipeline = true; - - } - -} - -let _id$6 = 0; - -class ProgrammableStage { - - constructor( code, type, transforms = null, attributes = null ) { - - this.id = _id$6 ++; - - this.code = code; - this.stage = type; - this.transforms = transforms; - this.attributes = attributes; - - this.usedTimes = 0; - - } - -} - -class Pipelines extends DataMap { - - constructor( backend, nodes ) { - - super(); - - this.backend = backend; - this.nodes = nodes; - - this.bindings = null; // set by the bindings - - this.caches = new Map(); - this.programs = { - vertex: new Map(), - fragment: new Map(), - compute: new Map() - }; - - } - - getForCompute( computeNode, bindings ) { - - const { backend } = this; - - const data = this.get( computeNode ); - - if ( this._needsComputeUpdate( computeNode ) ) { - - const previousPipeline = data.pipeline; - - if ( previousPipeline ) { - - previousPipeline.usedTimes --; - previousPipeline.computeProgram.usedTimes --; - - } - - // get shader - - const nodeBuilderState = this.nodes.getForCompute( computeNode ); - - // programmable stage - - let stageCompute = this.programs.compute.get( nodeBuilderState.computeShader ); - - if ( stageCompute === undefined ) { - - if ( previousPipeline && previousPipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.computeProgram ); - - stageCompute = new ProgrammableStage( nodeBuilderState.computeShader, 'compute', nodeBuilderState.transforms, nodeBuilderState.nodeAttributes ); - this.programs.compute.set( nodeBuilderState.computeShader, stageCompute ); - - backend.createProgram( stageCompute ); - - } - - // determine compute pipeline - - const cacheKey = this._getComputeCacheKey( computeNode, stageCompute ); - - let pipeline = this.caches.get( cacheKey ); - - if ( pipeline === undefined ) { - - if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline ); - - pipeline = this._getComputePipeline( computeNode, stageCompute, cacheKey, bindings ); - - } - - // keep track of all used times - - pipeline.usedTimes ++; - stageCompute.usedTimes ++; - - // - - data.version = computeNode.version; - data.pipeline = pipeline; - - } - - return data.pipeline; - - } - - getForRender( renderObject, promises = null ) { - - const { backend } = this; - - const data = this.get( renderObject ); - - if ( this._needsRenderUpdate( renderObject ) ) { - - const previousPipeline = data.pipeline; - - if ( previousPipeline ) { - - previousPipeline.usedTimes --; - previousPipeline.vertexProgram.usedTimes --; - previousPipeline.fragmentProgram.usedTimes --; - - } - - // get shader - - const nodeBuilderState = renderObject.getNodeBuilderState(); - - // programmable stages - - let stageVertex = this.programs.vertex.get( nodeBuilderState.vertexShader ); - - if ( stageVertex === undefined ) { - - if ( previousPipeline && previousPipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.vertexProgram ); - - stageVertex = new ProgrammableStage( nodeBuilderState.vertexShader, 'vertex' ); - this.programs.vertex.set( nodeBuilderState.vertexShader, stageVertex ); - - backend.createProgram( stageVertex ); - - } - - let stageFragment = this.programs.fragment.get( nodeBuilderState.fragmentShader ); - - if ( stageFragment === undefined ) { - - if ( previousPipeline && previousPipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.fragmentProgram ); - - stageFragment = new ProgrammableStage( nodeBuilderState.fragmentShader, 'fragment' ); - this.programs.fragment.set( nodeBuilderState.fragmentShader, stageFragment ); - - backend.createProgram( stageFragment ); - - } - - // determine render pipeline - - const cacheKey = this._getRenderCacheKey( renderObject, stageVertex, stageFragment ); - - let pipeline = this.caches.get( cacheKey ); - - if ( pipeline === undefined ) { - - if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline ); - - pipeline = this._getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises ); - - } else { - - renderObject.pipeline = pipeline; - - } - - // keep track of all used times - - pipeline.usedTimes ++; - stageVertex.usedTimes ++; - stageFragment.usedTimes ++; - - // - - data.pipeline = pipeline; - - } - - return data.pipeline; - - } - - delete( object ) { - - const pipeline = this.get( object ).pipeline; - - if ( pipeline ) { - - // pipeline - - pipeline.usedTimes --; - - if ( pipeline.usedTimes === 0 ) this._releasePipeline( pipeline ); - - // programs - - if ( pipeline.isComputePipeline ) { - - pipeline.computeProgram.usedTimes --; - - if ( pipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( pipeline.computeProgram ); - - } else { - - pipeline.fragmentProgram.usedTimes --; - pipeline.vertexProgram.usedTimes --; - - if ( pipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( pipeline.vertexProgram ); - if ( pipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( pipeline.fragmentProgram ); - - } - - } - - return super.delete( object ); - - } - - dispose() { - - super.dispose(); - - this.caches = new Map(); - this.programs = { - vertex: new Map(), - fragment: new Map(), - compute: new Map() - }; - - } - - updateForRender( renderObject ) { - - this.getForRender( renderObject ); - - } - - _getComputePipeline( computeNode, stageCompute, cacheKey, bindings ) { - - // check for existing pipeline - - cacheKey = cacheKey || this._getComputeCacheKey( computeNode, stageCompute ); - - let pipeline = this.caches.get( cacheKey ); - - if ( pipeline === undefined ) { - - pipeline = new ComputePipeline( cacheKey, stageCompute ); - - this.caches.set( cacheKey, pipeline ); - - this.backend.createComputePipeline( pipeline, bindings ); - - } - - return pipeline; - - } - - _getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises ) { - - // check for existing pipeline - - cacheKey = cacheKey || this._getRenderCacheKey( renderObject, stageVertex, stageFragment ); - - let pipeline = this.caches.get( cacheKey ); - - if ( pipeline === undefined ) { - - pipeline = new RenderPipeline( cacheKey, stageVertex, stageFragment ); - - this.caches.set( cacheKey, pipeline ); - - renderObject.pipeline = pipeline; - - this.backend.createRenderPipeline( renderObject, promises ); - - } - - return pipeline; - - } - - _getComputeCacheKey( computeNode, stageCompute ) { - - return computeNode.id + ',' + stageCompute.id; - - } - - _getRenderCacheKey( renderObject, stageVertex, stageFragment ) { - - return stageVertex.id + ',' + stageFragment.id + ',' + this.backend.getRenderCacheKey( renderObject ); - - } - - _releasePipeline( pipeline ) { - - this.caches.delete( pipeline.cacheKey ); - - } - - _releaseProgram( program ) { - - const code = program.code; - const stage = program.stage; - - this.programs[ stage ].delete( code ); - - } - - _needsComputeUpdate( computeNode ) { - - const data = this.get( computeNode ); - - return data.pipeline === undefined || data.version !== computeNode.version; - - } - - _needsRenderUpdate( renderObject ) { - - const data = this.get( renderObject ); - - return data.pipeline === undefined || this.backend.needsRenderUpdate( renderObject ); - - } - -} - -class Bindings extends DataMap { - - constructor( backend, nodes, textures, attributes, pipelines, info ) { - - super(); - - this.backend = backend; - this.textures = textures; - this.pipelines = pipelines; - this.attributes = attributes; - this.nodes = nodes; - this.info = info; - - this.pipelines.bindings = this; // assign bindings to pipelines - - } - - getForRender( renderObject ) { - - const bindings = renderObject.getBindings(); - - for ( const bindGroup of bindings ) { - - const groupData = this.get( bindGroup ); - - if ( groupData.bindGroup === undefined ) { - - // each object defines an array of bindings (ubos, textures, samplers etc.) - - this._init( bindGroup ); - - this.backend.createBindings( bindGroup, bindings ); - - groupData.bindGroup = bindGroup; - - } - - } - - return bindings; - - } - - getForCompute( computeNode ) { - - const bindings = this.nodes.getForCompute( computeNode ).bindings; - - for ( const bindGroup of bindings ) { - - const groupData = this.get( bindGroup ); - - if ( groupData.bindGroup === undefined ) { - - this._init( bindGroup ); - - this.backend.createBindings( bindGroup, bindings ); - - groupData.bindGroup = bindGroup; - - } - - } - - return bindings; - - } - - updateForCompute( computeNode ) { - - this._updateBindings( computeNode, this.getForCompute( computeNode ) ); - - } - - updateForRender( renderObject ) { - - this._updateBindings( renderObject, this.getForRender( renderObject ) ); - - } - - _updateBindings( object, bindings ) { - - for ( const bindGroup of bindings ) { - - this._update( object, bindGroup, bindings ); - - } - - } - - _init( bindGroup ) { - - for ( const binding of bindGroup.bindings ) { - - if ( binding.isSampledTexture ) { - - this.textures.updateTexture( binding.texture ); - - } else if ( binding.isStorageBuffer ) { - - const attribute = binding.attribute; - - this.attributes.update( attribute, AttributeType.STORAGE ); - - } - - } - - } - - _update( object, bindGroup, bindings ) { - - const { backend } = this; - - let needsBindingsUpdate = false; - - // iterate over all bindings and check if buffer updates or a new binding group is required - - for ( const binding of bindGroup.bindings ) { - - if ( binding.isNodeUniformsGroup ) { - - const updated = this.nodes.updateGroup( binding ); - - if ( ! updated ) continue; - - } - - if ( binding.isUniformBuffer ) { - - const updated = binding.update(); - - if ( updated ) { - - backend.updateBinding( binding ); - - } - - } else if ( binding.isSampler ) { - - binding.update(); - - } else if ( binding.isSampledTexture ) { - - const texture = binding.texture; - - if ( binding.needsBindingsUpdate ) needsBindingsUpdate = true; - - const updated = binding.update(); - - if ( updated ) { - - this.textures.updateTexture( binding.texture ); - - } - - const textureData = backend.get( binding.texture ); - - if ( backend.isWebGPUBackend === true && textureData.texture === undefined && textureData.externalTexture === undefined ) { - - // TODO: Remove this once we found why updated === false isn't bound to a texture in the WebGPU backend - console.error( 'Bindings._update: binding should be available:', binding, updated, binding.texture, binding.textureNode.value ); - - this.textures.updateTexture( binding.texture ); - needsBindingsUpdate = true; - - } - - if ( texture.isStorageTexture === true ) { - - const textureData = this.get( texture ); - - if ( binding.store === true ) { - - textureData.needsMipmap = true; - - } else if ( texture.generateMipmaps === true && this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) { - - this.backend.generateMipmaps( texture ); - - textureData.needsMipmap = false; - - } - - } - - } - - } - - if ( needsBindingsUpdate === true ) { - - const pipeline = this.pipelines.getForRender( object ); - - this.backend.updateBindings( bindGroup, bindings, pipeline ); - - } - - } - -} - -const NodeShaderStage = { - VERTEX: 'vertex', - FRAGMENT: 'fragment' -}; - -const NodeUpdateType = { - NONE: 'none', - FRAME: 'frame', - RENDER: 'render', - OBJECT: 'object' -}; - -const NodeType = { - BOOLEAN: 'bool', - INTEGER: 'int', - FLOAT: 'float', - VECTOR2: 'vec2', - VECTOR3: 'vec3', - VECTOR4: 'vec4', - MATRIX2: 'mat2', - MATRIX3: 'mat3', - MATRIX4: 'mat4' -}; - -const defaultShaderStages = [ 'fragment', 'vertex' ]; -const defaultBuildStages = [ 'setup', 'analyze', 'generate' ]; -const shaderStages = [ ...defaultShaderStages, 'compute' ]; -const vectorComponents = [ 'x', 'y', 'z', 'w' ]; - -function getCacheKey( object, force = false ) { - - let cacheKey = '{'; - - if ( object.isNode === true ) { - - cacheKey += object.id; - - } - - for ( const { property, childNode } of getNodeChildren( object ) ) { - - cacheKey += ',' + property.slice( 0, - 4 ) + ':' + childNode.getCacheKey( force ); - - } - - cacheKey += '}'; - - return cacheKey; - -} - -function* getNodeChildren( node, toJSON = false ) { - - for ( const property in node ) { - - // Ignore private properties. - if ( property.startsWith( '_' ) === true ) continue; - - const object = node[ property ]; - - if ( Array.isArray( object ) === true ) { - - for ( let i = 0; i < object.length; i ++ ) { - - const child = object[ i ]; - - if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) { - - yield { property, index: i, childNode: child }; - - } - - } - - } else if ( object && object.isNode === true ) { - - yield { property, childNode: object }; - - } else if ( typeof object === 'object' ) { - - for ( const subProperty in object ) { - - const child = object[ subProperty ]; - - if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) { - - yield { property, index: subProperty, childNode: child }; - - } - - } - - } - - } - -} - -function getValueType( value ) { - - if ( value === undefined || value === null ) return null; - - const typeOf = typeof value; - - if ( value.isNode === true ) { - - return 'node'; - - } else if ( typeOf === 'number' ) { - - return 'float'; - - } else if ( typeOf === 'boolean' ) { - - return 'bool'; - - } else if ( typeOf === 'string' ) { - - return 'string'; - - } else if ( typeOf === 'function' ) { - - return 'shader'; - - } else if ( value.isVector2 === true ) { - - return 'vec2'; - - } else if ( value.isVector3 === true ) { - - return 'vec3'; - - } else if ( value.isVector4 === true ) { - - return 'vec4'; - - } else if ( value.isMatrix3 === true ) { - - return 'mat3'; - - } else if ( value.isMatrix4 === true ) { - - return 'mat4'; - - } else if ( value.isColor === true ) { - - return 'color'; - - } else if ( value instanceof ArrayBuffer ) { - - return 'ArrayBuffer'; - - } - - return null; - -} - -function getValueFromType( type, ...params ) { - - const last4 = type ? type.slice( - 4 ) : undefined; - - if ( params.length === 1 ) { // ensure same behaviour as in NodeBuilder.format() - - if ( last4 === 'vec2' ) params = [ params[ 0 ], params[ 0 ] ]; - else if ( last4 === 'vec3' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ] ]; - else if ( last4 === 'vec4' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ], params[ 0 ] ]; - - } - - if ( type === 'color' ) { - - return new Color( ...params ); - - } else if ( last4 === 'vec2' ) { - - return new Vector2( ...params ); - - } else if ( last4 === 'vec3' ) { - - return new Vector3( ...params ); - - } else if ( last4 === 'vec4' ) { - - return new Vector4( ...params ); - - } else if ( last4 === 'mat3' ) { - - return new Matrix3( ...params ); - - } else if ( last4 === 'mat4' ) { - - return new Matrix4( ...params ); - - } else if ( type === 'bool' ) { - - return params[ 0 ] || false; - - } else if ( ( type === 'float' ) || ( type === 'int' ) || ( type === 'uint' ) ) { - - return params[ 0 ] || 0; - - } else if ( type === 'string' ) { - - return params[ 0 ] || ''; - - } else if ( type === 'ArrayBuffer' ) { - - return base64ToArrayBuffer( params[ 0 ] ); - - } - - return null; - -} - -function arrayBufferToBase64( arrayBuffer ) { - - let chars = ''; - - const array = new Uint8Array( arrayBuffer ); - - for ( let i = 0; i < array.length; i ++ ) { - - chars += String.fromCharCode( array[ i ] ); - - } - - return btoa( chars ); - -} - -function base64ToArrayBuffer( base64 ) { - - return Uint8Array.from( atob( base64 ), c => c.charCodeAt( 0 ) ).buffer; - -} - -var NodeUtils = /*#__PURE__*/Object.freeze({ - __proto__: null, - arrayBufferToBase64: arrayBufferToBase64, - base64ToArrayBuffer: base64ToArrayBuffer, - getCacheKey: getCacheKey, - getNodeChildren: getNodeChildren, - getValueFromType: getValueFromType, - getValueType: getValueType -}); - -const NodeClasses = new Map(); - -let _nodeId = 0; - -class Node extends EventDispatcher { - - constructor( nodeType = null ) { - - super(); - - this.nodeType = nodeType; - - this.updateType = NodeUpdateType.NONE; - this.updateBeforeType = NodeUpdateType.NONE; - this.updateAfterType = NodeUpdateType.NONE; - - this.uuid = MathUtils.generateUUID(); - - this.version = 0; - - this._cacheKey = null; - this._cacheKeyVersion = 0; - - this.global = false; - - this.isNode = true; - - Object.defineProperty( this, 'id', { value: _nodeId ++ } ); - - } - - set needsUpdate( value ) { - - if ( value === true ) { - - this.version ++; - - } - - } - - get type() { - - return this.constructor.type; - - } - - onUpdate( callback, updateType ) { - - this.updateType = updateType; - this.update = callback.bind( this.getSelf() ); - - return this; - - } - - onFrameUpdate( callback ) { - - return this.onUpdate( callback, NodeUpdateType.FRAME ); - - } - - onRenderUpdate( callback ) { - - return this.onUpdate( callback, NodeUpdateType.RENDER ); - - } - - onObjectUpdate( callback ) { - - return this.onUpdate( callback, NodeUpdateType.OBJECT ); - - } - - onReference( callback ) { - - this.updateReference = callback.bind( this.getSelf() ); - - return this; - - } - - getSelf() { - - // Returns non-node object. - - return this.self || this; - - } - - updateReference( /*state*/ ) { - - return this; - - } - - isGlobal( /*builder*/ ) { - - return this.global; - - } - - * getChildren() { - - for ( const { childNode } of getNodeChildren( this ) ) { - - yield childNode; - - } - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - - traverse( callback ) { - - callback( this ); - - for ( const childNode of this.getChildren() ) { - - childNode.traverse( callback ); - - } - - } - - getCacheKey( force = false ) { - - force = force || this.version !== this._cacheKeyVersion; - - if ( force === true || this._cacheKey === null ) { - - this._cacheKey = getCacheKey( this, force ); - this._cacheKeyVersion = this.version; - - } - - return this._cacheKey; - - } - - getHash( /*builder*/ ) { - - return this.uuid; - - } - - getUpdateType() { - - return this.updateType; - - } - - getUpdateBeforeType() { - - return this.updateBeforeType; - - } - - getUpdateAfterType() { - - return this.updateAfterType; - - } - - getElementType( builder ) { - - const type = this.getNodeType( builder ); - const elementType = builder.getElementType( type ); - - return elementType; - - } - - getNodeType( builder ) { - - const nodeProperties = builder.getNodeProperties( this ); - - if ( nodeProperties.outputNode ) { - - return nodeProperties.outputNode.getNodeType( builder ); - - } - - return this.nodeType; - - } - - getShared( builder ) { - - const hash = this.getHash( builder ); - const nodeFromHash = builder.getNodeFromHash( hash ); - - return nodeFromHash || this; - - } - - setup( builder ) { - - const nodeProperties = builder.getNodeProperties( this ); - - let index = 0; - - for ( const childNode of this.getChildren() ) { - - nodeProperties[ 'node' + index ++ ] = childNode; - - } - - // return a outputNode if exists - return null; - - } - - increaseUsage( builder ) { - - const nodeData = builder.getDataFromNode( this ); - nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1; - - return nodeData.usageCount; - - } - - analyze( builder ) { - - const usageCount = this.increaseUsage( builder ); - - if ( usageCount === 1 ) { - - // node flow children - - const nodeProperties = builder.getNodeProperties( this ); - - for ( const childNode of Object.values( nodeProperties ) ) { - - if ( childNode && childNode.isNode === true ) { - - childNode.build( builder ); - - } - - } - - } - - } - - generate( builder, output ) { - - const { outputNode } = builder.getNodeProperties( this ); - - if ( outputNode && outputNode.isNode === true ) { - - return outputNode.build( builder, output ); - - } - - } - - updateBefore( /*frame*/ ) { - - console.warn( 'Abstract function.' ); - - } - - updateAfter( /*frame*/ ) { - - console.warn( 'Abstract function.' ); - - } - - update( /*frame*/ ) { - - console.warn( 'Abstract function.' ); - - } - - build( builder, output = null ) { - - const refNode = this.getShared( builder ); - - if ( this !== refNode ) { - - return refNode.build( builder, output ); - - } - - builder.addNode( this ); - builder.addChain( this ); - - /* Build stages expected results: - - "setup" -> Node - - "analyze" -> null - - "generate" -> String - */ - let result = null; - - const buildStage = builder.getBuildStage(); - - if ( buildStage === 'setup' ) { - - this.updateReference( builder ); - - const properties = builder.getNodeProperties( this ); - - if ( properties.initialized !== true ) { - - const stackNodesBeforeSetup = builder.stack.nodes.length; - - properties.initialized = true; - properties.outputNode = this.setup( builder ); - - if ( properties.outputNode !== null && builder.stack.nodes.length !== stackNodesBeforeSetup ) { - - properties.outputNode = builder.stack; - - } - - for ( const childNode of Object.values( properties ) ) { - - if ( childNode && childNode.isNode === true ) { - - childNode.build( builder ); - - } - - } - - } - - } else if ( buildStage === 'analyze' ) { - - this.analyze( builder ); - - } else if ( buildStage === 'generate' ) { - - const isGenerateOnce = this.generate.length === 1; - - if ( isGenerateOnce ) { - - const type = this.getNodeType( builder ); - const nodeData = builder.getDataFromNode( this ); - - result = nodeData.snippet; - - if ( result === undefined ) { - - result = this.generate( builder ) || ''; - - nodeData.snippet = result; - - } - - result = builder.format( result, type, output ); - - } else { - - result = this.generate( builder, output ) || ''; - - } - - } - - builder.removeChain( this ); - - return result; - - } - - getSerializeChildren() { - - return getNodeChildren( this ); - - } - - serialize( json ) { - - const nodeChildren = this.getSerializeChildren(); - - const inputNodes = {}; - - for ( const { property, index, childNode } of nodeChildren ) { - - if ( index !== undefined ) { - - if ( inputNodes[ property ] === undefined ) { - - inputNodes[ property ] = Number.isInteger( index ) ? [] : {}; - - } - - inputNodes[ property ][ index ] = childNode.toJSON( json.meta ).uuid; - - } else { - - inputNodes[ property ] = childNode.toJSON( json.meta ).uuid; - - } - - } - - if ( Object.keys( inputNodes ).length > 0 ) { - - json.inputNodes = inputNodes; - - } - - } - - deserialize( json ) { - - if ( json.inputNodes !== undefined ) { - - const nodes = json.meta.nodes; - - for ( const property in json.inputNodes ) { - - if ( Array.isArray( json.inputNodes[ property ] ) ) { - - const inputArray = []; - - for ( const uuid of json.inputNodes[ property ] ) { - - inputArray.push( nodes[ uuid ] ); - - } - - this[ property ] = inputArray; - - } else if ( typeof json.inputNodes[ property ] === 'object' ) { - - const inputObject = {}; - - for ( const subProperty in json.inputNodes[ property ] ) { - - const uuid = json.inputNodes[ property ][ subProperty ]; - - inputObject[ subProperty ] = nodes[ uuid ]; - - } - - this[ property ] = inputObject; - - } else { - - const uuid = json.inputNodes[ property ]; - - this[ property ] = nodes[ uuid ]; - - } - - } - - } - - } - - toJSON( meta ) { - - const { uuid, type } = this; - const isRoot = ( meta === undefined || typeof meta === 'string' ); - - if ( isRoot ) { - - meta = { - textures: {}, - images: {}, - nodes: {} - }; - - } - - // serialize - - let data = meta.nodes[ uuid ]; - - if ( data === undefined ) { - - data = { - uuid, - type, - meta, - metadata: { - version: 4.6, - type: 'Node', - generator: 'Node.toJSON' - } - }; - - if ( isRoot !== true ) meta.nodes[ data.uuid ] = data; - - this.serialize( data ); - - delete data.meta; - - } - - // TODO: Copied from Object3D.toJSON - - function extractFromCache( cache ) { - - const values = []; - - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - - return values; - - } - - if ( isRoot ) { - - const textures = extractFromCache( meta.textures ); - const images = extractFromCache( meta.images ); - const nodes = extractFromCache( meta.nodes ); - - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; - if ( nodes.length > 0 ) data.nodes = nodes; - - } - - return data; - - } - -} - -function addNodeClass( type, nodeClass ) { - - if ( typeof nodeClass !== 'function' || ! type ) throw new Error( `Node class ${ type } is not a class` ); - if ( NodeClasses.has( type ) ) { - - console.warn( `Redefinition of node class ${ type }` ); - return; - - } - - NodeClasses.set( type, nodeClass ); - nodeClass.type = type; - -} - -function createNodeFromType( type ) { - - const Class = NodeClasses.get( type ); - - if ( Class !== undefined ) { - - return new Class(); - - } - -} - -class TempNode extends Node { - - constructor( type ) { - - super( type ); - - this.isTempNode = true; - - } - - hasDependencies( builder ) { - - return builder.getDataFromNode( this ).usageCount > 1; - - } - - build( builder, output ) { - - const buildStage = builder.getBuildStage(); - - if ( buildStage === 'generate' ) { - - const type = builder.getVectorType( this.getNodeType( builder, output ) ); - const nodeData = builder.getDataFromNode( this ); - - if ( nodeData.propertyName !== undefined ) { - - return builder.format( nodeData.propertyName, type, output ); - - } else if ( type !== 'void' && output !== 'void' && this.hasDependencies( builder ) ) { - - const snippet = super.build( builder, type ); - - const nodeVar = builder.getVarFromNode( this, null, type ); - const propertyName = builder.getPropertyName( nodeVar ); - - builder.addLineFlowCode( `${propertyName} = ${snippet}` ); - - nodeData.snippet = snippet; - nodeData.propertyName = propertyName; - - return builder.format( nodeData.propertyName, type, output ); - - } - - } - - return super.build( builder, output ); - - } - -} - -addNodeClass( 'TempNode', TempNode ); - -class ArrayElementNode extends Node { // @TODO: If extending from TempNode it breaks webgpu_compute - - constructor( node, indexNode ) { - - super(); - - this.node = node; - this.indexNode = indexNode; - - this.isArrayElementNode = true; - - } - - getNodeType( builder ) { - - return this.node.getElementType( builder ); - - } - - generate( builder ) { - - const nodeSnippet = this.node.build( builder ); - const indexSnippet = this.indexNode.build( builder, 'uint' ); - - return `${nodeSnippet}[ ${indexSnippet} ]`; - - } - -} - -addNodeClass( 'ArrayElementNode', ArrayElementNode ); - -class ConvertNode extends Node { - - constructor( node, convertTo ) { - - super(); - - this.node = node; - this.convertTo = convertTo; - - } - - getNodeType( builder ) { - - const requestType = this.node.getNodeType( builder ); - - let convertTo = null; - - for ( const overloadingType of this.convertTo.split( '|' ) ) { - - if ( convertTo === null || builder.getTypeLength( requestType ) === builder.getTypeLength( overloadingType ) ) { - - convertTo = overloadingType; - - } - - } - - return convertTo; - - } - - serialize( data ) { - - super.serialize( data ); - - data.convertTo = this.convertTo; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.convertTo = data.convertTo; - - } - - generate( builder, output ) { - - const node = this.node; - const type = this.getNodeType( builder ); - - const snippet = node.build( builder, type ); - - return builder.format( snippet, type, output ); - - } - -} - -addNodeClass( 'ConvertNode', ConvertNode ); - -class JoinNode extends TempNode { - - constructor( nodes = [], nodeType = null ) { - - super( nodeType ); - - this.nodes = nodes; - - } - - getNodeType( builder ) { - - if ( this.nodeType !== null ) { - - return builder.getVectorType( this.nodeType ); - - } - - return builder.getTypeFromLength( this.nodes.reduce( ( count, cur ) => count + builder.getTypeLength( cur.getNodeType( builder ) ), 0 ) ); - - } - - generate( builder, output ) { - - const type = this.getNodeType( builder ); - const nodes = this.nodes; - - const primitiveType = builder.getComponentType( type ); - - const snippetValues = []; - - for ( const input of nodes ) { - - let inputSnippet = input.build( builder ); - - const inputPrimitiveType = builder.getComponentType( input.getNodeType( builder ) ); - - if ( inputPrimitiveType !== primitiveType ) { - - inputSnippet = builder.format( inputSnippet, inputPrimitiveType, primitiveType ); - - } - - snippetValues.push( inputSnippet ); - - } - - const snippet = `${ builder.getType( type ) }( ${ snippetValues.join( ', ' ) } )`; - - return builder.format( snippet, type, output ); - - } - -} - -addNodeClass( 'JoinNode', JoinNode ); - -const stringVectorComponents = vectorComponents.join( '' ); - -class SplitNode extends Node { - - constructor( node, components = 'x' ) { - - super(); - - this.node = node; - this.components = components; - - this.isSplitNode = true; - - } - - getVectorLength() { - - let vectorLength = this.components.length; - - for ( const c of this.components ) { - - vectorLength = Math.max( vectorComponents.indexOf( c ) + 1, vectorLength ); - - } - - return vectorLength; - - } - - getComponentType( builder ) { - - return builder.getComponentType( this.node.getNodeType( builder ) ); - - } - - getNodeType( builder ) { - - return builder.getTypeFromLength( this.components.length, this.getComponentType( builder ) ); - - } - - generate( builder, output ) { - - const node = this.node; - const nodeTypeLength = builder.getTypeLength( node.getNodeType( builder ) ); - - let snippet = null; - - if ( nodeTypeLength > 1 ) { - - let type = null; - - const componentsLength = this.getVectorLength(); - - if ( componentsLength >= nodeTypeLength ) { - - // needed expand the input node - - type = builder.getTypeFromLength( this.getVectorLength(), this.getComponentType( builder ) ); - - } - - const nodeSnippet = node.build( builder, type ); - - if ( this.components.length === nodeTypeLength && this.components === stringVectorComponents.slice( 0, this.components.length ) ) { - - // unnecessary swizzle - - snippet = builder.format( nodeSnippet, type, output ); - - } else { - - snippet = builder.format( `${nodeSnippet}.${this.components}`, this.getNodeType( builder ), output ); - - } - - } else { - - // ignore .components if .node returns float/integer - - snippet = node.build( builder, output ); - - } - - return snippet; - - } - - serialize( data ) { - - super.serialize( data ); - - data.components = this.components; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.components = data.components; - - } - -} - -addNodeClass( 'SplitNode', SplitNode ); - -class SetNode extends TempNode { - - constructor( sourceNode, components, targetNode ) { - - super(); - - this.sourceNode = sourceNode; - this.components = components; - this.targetNode = targetNode; - - } - - getNodeType( builder ) { - - return this.sourceNode.getNodeType( builder ); - - } - - generate( builder ) { - - const { sourceNode, components, targetNode } = this; - - const sourceType = this.getNodeType( builder ); - const targetType = builder.getTypeFromLength( components.length ); - - const targetSnippet = targetNode.build( builder, targetType ); - const sourceSnippet = sourceNode.build( builder, sourceType ); - - const length = builder.getTypeLength( sourceType ); - const snippetValues = []; - - for ( let i = 0; i < length; i ++ ) { - - const component = vectorComponents[ i ]; - - if ( component === components[ 0 ] ) { - - snippetValues.push( targetSnippet ); - - i += components.length - 1; - - } else { - - snippetValues.push( sourceSnippet + '.' + component ); - - } - - } - - return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`; - - } - -} - -addNodeClass( 'SetNode', SetNode ); - -class InputNode extends Node { - - constructor( value, nodeType = null ) { - - super( nodeType ); - - this.isInputNode = true; - - this.value = value; - this.precision = null; - - } - - getNodeType( /*builder*/ ) { - - if ( this.nodeType === null ) { - - return getValueType( this.value ); - - } - - return this.nodeType; - - } - - getInputType( builder ) { - - return this.getNodeType( builder ); - - } - - setPrecision( precision ) { - - this.precision = precision; - - return this; - - } - - serialize( data ) { - - super.serialize( data ); - - data.value = this.value; - - if ( this.value && this.value.toArray ) data.value = this.value.toArray(); - - data.valueType = getValueType( this.value ); - data.nodeType = this.nodeType; - - if ( data.valueType === 'ArrayBuffer' ) data.value = arrayBufferToBase64( data.value ); - - data.precision = this.precision; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.nodeType = data.nodeType; - this.value = Array.isArray( data.value ) ? getValueFromType( data.valueType, ...data.value ) : data.value; - - this.precision = data.precision || null; - - if ( this.value && this.value.fromArray ) this.value = this.value.fromArray( data.value ); - - } - - generate( /*builder, output*/ ) { - - console.warn( 'Abstract function.' ); - - } - -} - -addNodeClass( 'InputNode', InputNode ); - -class ConstNode extends InputNode { - - constructor( value, nodeType = null ) { - - super( value, nodeType ); - - this.isConstNode = true; - - } - - generateConst( builder ) { - - return builder.generateConst( this.getNodeType( builder ), this.value ); - - } - - generate( builder, output ) { - - const type = this.getNodeType( builder ); - - return builder.format( this.generateConst( builder ), type, output ); - - } - -} - -addNodeClass( 'ConstNode', ConstNode ); - -// - -let currentStack = null; - -const NodeElements = new Map(); // @TODO: Currently only a few nodes are added, probably also add others - -function addNodeElement( name, nodeElement ) { - - if ( NodeElements.has( name ) ) { - - console.warn( `Redefinition of node element ${ name }` ); - return; - - } - - if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` ); - - NodeElements.set( name, nodeElement ); - -} - -const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' ); - -const shaderNodeHandler = { - - setup( NodeClosure, params ) { - - const inputs = params.shift(); - - return NodeClosure( nodeObjects( inputs ), ...params ); - - }, - - get( node, prop, nodeObj ) { - - if ( typeof prop === 'string' && node[ prop ] === undefined ) { - - if ( node.isStackNode !== true && prop === 'assign' ) { - - return ( ...params ) => { - - currentStack.assign( nodeObj, ...params ); - - return nodeObj; - - }; - - } else if ( NodeElements.has( prop ) ) { - - const nodeElement = NodeElements.get( prop ); - - return node.isStackNode ? ( ...params ) => nodeObj.add( nodeElement( ...params ) ) : ( ...params ) => nodeElement( nodeObj, ...params ); - - } else if ( prop === 'self' ) { - - return node; - - } else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) { - - const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) ); - - return node.isStackNode ? ( ...params ) => nodeObj.assign( params[ 0 ], nodeElement( ...params ) ) : ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) ); - - } else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) { - - // accessing properties ( swizzle ) - - prop = parseSwizzle( prop ); - - return nodeObject( new SplitNode( nodeObj, prop ) ); - - } else if ( /^set[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) { - - // set properties ( swizzle ) - - prop = parseSwizzle( prop.slice( 3 ).toLowerCase() ); - - // sort to xyzw sequence - - prop = prop.split( '' ).sort().join( '' ); - - return ( value ) => nodeObject( new SetNode( node, prop, value ) ); - - } else if ( prop === 'width' || prop === 'height' || prop === 'depth' ) { - - // accessing property - - if ( prop === 'width' ) prop = 'x'; - else if ( prop === 'height' ) prop = 'y'; - else if ( prop === 'depth' ) prop = 'z'; - - return nodeObject( new SplitNode( node, prop ) ); - - } else if ( /^\d+$/.test( prop ) === true ) { - - // accessing array - - return nodeObject( new ArrayElementNode( nodeObj, new ConstNode( Number( prop ), 'uint' ) ) ); - - } - - } - - return Reflect.get( node, prop, nodeObj ); - - }, - - set( node, prop, value, nodeObj ) { - - if ( typeof prop === 'string' && node[ prop ] === undefined ) { - - // setting properties - - if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true || prop === 'width' || prop === 'height' || prop === 'depth' || /^\d+$/.test( prop ) === true ) { - - nodeObj[ prop ].assign( value ); - - return true; - - } - - } - - return Reflect.set( node, prop, value, nodeObj ); - - } - -}; - -const nodeObjectsCacheMap = new WeakMap(); -const nodeBuilderFunctionsCacheMap = new WeakMap(); - -const ShaderNodeObject = function ( obj, altType = null ) { - - const type = getValueType( obj ); - - if ( type === 'node' ) { - - let nodeObject = nodeObjectsCacheMap.get( obj ); - - if ( nodeObject === undefined ) { - - nodeObject = new Proxy( obj, shaderNodeHandler ); - - nodeObjectsCacheMap.set( obj, nodeObject ); - nodeObjectsCacheMap.set( nodeObject, nodeObject ); - - } - - return nodeObject; - - } else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) { - - return nodeObject( getConstNode( obj, altType ) ); - - } else if ( type === 'shader' ) { - - return tslFn( obj ); - - } - - return obj; - -}; - -const ShaderNodeObjects = function ( objects, altType = null ) { - - for ( const name in objects ) { - - objects[ name ] = nodeObject( objects[ name ], altType ); - - } - - return objects; - -}; - -const ShaderNodeArray = function ( array, altType = null ) { - - const len = array.length; - - for ( let i = 0; i < len; i ++ ) { - - array[ i ] = nodeObject( array[ i ], altType ); - - } - - return array; - -}; - -const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) { - - const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node ); - - if ( scope === null ) { - - return ( ...params ) => { - - return assignNode( new NodeClass( ...nodeArray( params ) ) ); - - }; - - } else if ( factor !== null ) { - - factor = nodeObject( factor ); - - return ( ...params ) => { - - return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) ); - - }; - - } else { - - return ( ...params ) => { - - return assignNode( new NodeClass( scope, ...nodeArray( params ) ) ); - - }; - - } - -}; - -const ShaderNodeImmutable = function ( NodeClass, ...params ) { - - return nodeObject( new NodeClass( ...nodeArray( params ) ) ); - -}; - -class ShaderCallNodeInternal extends Node { - - constructor( shaderNode, inputNodes ) { - - super(); - - this.shaderNode = shaderNode; - this.inputNodes = inputNodes; - - } - - getNodeType( builder ) { - - const properties = builder.getNodeProperties( this ); - - if ( properties.outputNode === null ) { - - properties.outputNode = this.setupOutput( builder ); - - } - - return properties.outputNode.getNodeType( builder ); - - } - - call( builder ) { - - const { shaderNode, inputNodes } = this; - - if ( shaderNode.layout ) { - - let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor ); - - if ( functionNodesCacheMap === undefined ) { - - functionNodesCacheMap = new WeakMap(); - - nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap ); - - } - - let functionNode = functionNodesCacheMap.get( shaderNode ); - - if ( functionNode === undefined ) { - - functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) ); - - functionNodesCacheMap.set( shaderNode, functionNode ); - - } - - if ( builder.currentFunctionNode !== null ) { - - builder.currentFunctionNode.includes.push( functionNode ); - - } - - return nodeObject( functionNode.call( inputNodes ) ); - - } - - const jsFunc = shaderNode.jsFunc; - const outputNode = inputNodes !== null ? jsFunc( inputNodes, builder.stack, builder ) : jsFunc( builder.stack, builder ); - - return nodeObject( outputNode ); - - } - - setup( builder ) { - - const { outputNode } = builder.getNodeProperties( this ); - - return outputNode || this.setupOutput( builder ); - - } - - setupOutput( builder ) { - - builder.addStack(); - - builder.stack.outputNode = this.call( builder ); - - return builder.removeStack(); - - } - - generate( builder, output ) { - - const { outputNode } = builder.getNodeProperties( this ); - - if ( outputNode === null ) { - - // TSL: It's recommended to use `tslFn` in setup() pass. - - return this.call( builder ).build( builder, output ); - - } - - return super.generate( builder, output ); - - } - -} - -class ShaderNodeInternal extends Node { - - constructor( jsFunc ) { - - super(); - - this.jsFunc = jsFunc; - this.layout = null; - - this.global = true; - - } - - get isArrayInput() { - - return /^\((\s+)?\[/.test( this.jsFunc.toString() ); - - } - - setLayout( layout ) { - - this.layout = layout; - - return this; - - } - - call( inputs = null ) { - - nodeObjects( inputs ); - - return nodeObject( new ShaderCallNodeInternal( this, inputs ) ); - - } - - setup() { - - return this.call(); - - } - -} - -const bools = [ false, true ]; -const uints = [ 0, 1, 2, 3 ]; -const ints = [ - 1, - 2 ]; -const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ]; - -const boolsCacheMap = new Map(); -for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) ); - -const uintsCacheMap = new Map(); -for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) ); - -const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) ); -for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) ); - -const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) ); -for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) ); -for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) ); - -const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap }; - -const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] ); - -const getConstNode = ( value, type ) => { - - if ( constNodesCacheMap.has( value ) ) { - - return constNodesCacheMap.get( value ); - - } else if ( value.isNode === true ) { - - return value; - - } else { - - return new ConstNode( value, type ); - - } - -}; - -const safeGetNodeType = ( node ) => { - - try { - - return node.getNodeType(); - - } catch ( _ ) { - - return undefined; - - } - -}; - -const ConvertType = function ( type, cacheMap = null ) { - - return ( ...params ) => { - - if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) { - - params = [ getValueFromType( type, ...params ) ]; - - } - - if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) { - - return nodeObject( cacheMap.get( params[ 0 ] ) ); - - } - - if ( params.length === 1 ) { - - const node = getConstNode( params[ 0 ], type ); - if ( safeGetNodeType( node ) === type ) return nodeObject( node ); - return nodeObject( new ConvertNode( node, type ) ); - - } - - const nodes = params.map( param => getConstNode( param ) ); - return nodeObject( new JoinNode( nodes, type ) ); - - }; - -}; - -// exports - -const defined = ( value ) => value && value.value; - -// utils - -const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null; - -// shader node base - -function ShaderNode( jsFunc ) { - - return new Proxy( new ShaderNodeInternal( jsFunc ), shaderNodeHandler ); - -} - -const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType ); -const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType ); -const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType ); -const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params ); -const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params ); - -const tslFn = ( jsFunc ) => { - - const shaderNode = new ShaderNode( jsFunc ); - - const fn = ( ...params ) => { - - let inputs; - - nodeObjects( params ); - - if ( params[ 0 ] && params[ 0 ].isNode ) { - - inputs = [ ...params ]; - - } else { - - inputs = params[ 0 ]; - - } - - return shaderNode.call( inputs ); - - }; - - fn.shaderNode = shaderNode; - fn.setLayout = ( layout ) => { - - shaderNode.setLayout( layout ); - - return fn; - - }; - - return fn; - -}; - -addNodeClass( 'ShaderNode', ShaderNode ); - -// - -addNodeElement( 'toGlobal', ( node ) => { - - node.global = true; - - return node; - -} ); - -// - -const setCurrentStack = ( stack ) => { - - currentStack = stack; - -}; - -const getCurrentStack = () => currentStack; - -const If = ( ...params ) => currentStack.if( ...params ); - -function append( node ) { - - if ( currentStack ) currentStack.add( node ); - - return node; - -} - -addNodeElement( 'append', append ); - -// types -// @TODO: Maybe export from ConstNode.js? - -const color = new ConvertType( 'color' ); - -const float = new ConvertType( 'float', cacheMaps.float ); -const int = new ConvertType( 'int', cacheMaps.ints ); -const uint = new ConvertType( 'uint', cacheMaps.uint ); -const bool = new ConvertType( 'bool', cacheMaps.bool ); - -const vec2 = new ConvertType( 'vec2' ); -const ivec2 = new ConvertType( 'ivec2' ); -const uvec2 = new ConvertType( 'uvec2' ); -const bvec2 = new ConvertType( 'bvec2' ); - -const vec3 = new ConvertType( 'vec3' ); -const ivec3 = new ConvertType( 'ivec3' ); -const uvec3 = new ConvertType( 'uvec3' ); -const bvec3 = new ConvertType( 'bvec3' ); - -const vec4 = new ConvertType( 'vec4' ); -const ivec4 = new ConvertType( 'ivec4' ); -const uvec4 = new ConvertType( 'uvec4' ); -const bvec4 = new ConvertType( 'bvec4' ); - -const mat2 = new ConvertType( 'mat2' ); -const imat2 = new ConvertType( 'imat2' ); -const umat2 = new ConvertType( 'umat2' ); -const bmat2 = new ConvertType( 'bmat2' ); - -const mat3 = new ConvertType( 'mat3' ); -const imat3 = new ConvertType( 'imat3' ); -const umat3 = new ConvertType( 'umat3' ); -const bmat3 = new ConvertType( 'bmat3' ); - -const mat4 = new ConvertType( 'mat4' ); -const imat4 = new ConvertType( 'imat4' ); -const umat4 = new ConvertType( 'umat4' ); -const bmat4 = new ConvertType( 'bmat4' ); - -const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) ); -const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) ); - -addNodeElement( 'toColor', color ); -addNodeElement( 'toFloat', float ); -addNodeElement( 'toInt', int ); -addNodeElement( 'toUint', uint ); -addNodeElement( 'toBool', bool ); -addNodeElement( 'toVec2', vec2 ); -addNodeElement( 'toIvec2', ivec2 ); -addNodeElement( 'toUvec2', uvec2 ); -addNodeElement( 'toBvec2', bvec2 ); -addNodeElement( 'toVec3', vec3 ); -addNodeElement( 'toIvec3', ivec3 ); -addNodeElement( 'toUvec3', uvec3 ); -addNodeElement( 'toBvec3', bvec3 ); -addNodeElement( 'toVec4', vec4 ); -addNodeElement( 'toIvec4', ivec4 ); -addNodeElement( 'toUvec4', uvec4 ); -addNodeElement( 'toBvec4', bvec4 ); -addNodeElement( 'toMat2', mat2 ); -addNodeElement( 'toImat2', imat2 ); -addNodeElement( 'toUmat2', umat2 ); -addNodeElement( 'toBmat2', bmat2 ); -addNodeElement( 'toMat3', mat3 ); -addNodeElement( 'toImat3', imat3 ); -addNodeElement( 'toUmat3', umat3 ); -addNodeElement( 'toBmat3', bmat3 ); -addNodeElement( 'toMat4', mat4 ); -addNodeElement( 'toImat4', imat4 ); -addNodeElement( 'toUmat4', umat4 ); -addNodeElement( 'toBmat4', bmat4 ); - -// basic nodes -// HACK - we cannot export them from the corresponding files because of the cyclic dependency -const element = nodeProxy( ArrayElementNode ); -const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) ); -const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) ); - -addNodeElement( 'element', element ); -addNodeElement( 'convert', convert ); - -class AssignNode extends TempNode { - - constructor( targetNode, sourceNode ) { - - super(); - - this.targetNode = targetNode; - this.sourceNode = sourceNode; - - } - - hasDependencies() { - - return false; - - } - - getNodeType( builder, output ) { - - return output !== 'void' ? this.targetNode.getNodeType( builder ) : 'void'; - - } - - needsSplitAssign( builder ) { - - const { targetNode } = this; - - if ( builder.isAvailable( 'swizzleAssign' ) === false && targetNode.isSplitNode && targetNode.components.length > 1 ) { - - const targetLength = builder.getTypeLength( targetNode.node.getNodeType( builder ) ); - const assignDiferentVector = vectorComponents.join( '' ).slice( 0, targetLength ) !== targetNode.components; - - return assignDiferentVector; - - } - - return false; - - } - - generate( builder, output ) { - - const { targetNode, sourceNode } = this; - - const needsSplitAssign = this.needsSplitAssign( builder ); - - const targetType = targetNode.getNodeType( builder ); - - const target = targetNode.context( { assign: true } ).build( builder ); - const source = sourceNode.build( builder, targetType ); - - const sourceType = sourceNode.getNodeType( builder ); - - const nodeData = builder.getDataFromNode( this ); - - // - - let snippet; - - if ( nodeData.initialized === true ) { - - if ( output !== 'void' ) { - - snippet = target; - - } - - } else if ( needsSplitAssign ) { - - const sourceVar = builder.getVarFromNode( this, null, targetType ); - const sourceProperty = builder.getPropertyName( sourceVar ); - - builder.addLineFlowCode( `${ sourceProperty } = ${ source }` ); - - const targetRoot = targetNode.node.context( { assign: true } ).build( builder ); - - for ( let i = 0; i < targetNode.components.length; i ++ ) { - - const component = targetNode.components[ i ]; - - builder.addLineFlowCode( `${ targetRoot }.${ component } = ${ sourceProperty }[ ${ i } ]` ); - - } - - if ( output !== 'void' ) { - - snippet = target; - - } - - } else { - - snippet = `${ target } = ${ source }`; - - if ( output === 'void' || sourceType === 'void' ) { - - builder.addLineFlowCode( snippet ); - - if ( output !== 'void' ) { - - snippet = target; - - } - - } - - } - - nodeData.initialized = true; - - return builder.format( snippet, targetType, output ); - - } - -} - -const assign = nodeProxy( AssignNode ); - -addNodeClass( 'AssignNode', AssignNode ); - -addNodeElement( 'assign', assign ); - -class VaryingNode extends Node { - - constructor( node, name = null ) { - - super(); - - this.node = node; - this.name = name; - - this.isVaryingNode = true; - - } - - isGlobal() { - - return true; - - } - - getHash( builder ) { - - return this.name || super.getHash( builder ); - - } - - getNodeType( builder ) { - - // VaryingNode is auto type - - return this.node.getNodeType( builder ); - - } - - setupVarying( builder ) { - - const properties = builder.getNodeProperties( this ); - - let varying = properties.varying; - - if ( varying === undefined ) { - - const name = this.name; - const type = this.getNodeType( builder ); - - properties.varying = varying = builder.getVaryingFromNode( this, name, type ); - properties.node = this.node; - - } - - // this property can be used to check if the varying can be optimized for a variable - varying.needsInterpolation || ( varying.needsInterpolation = ( builder.shaderStage === 'fragment' ) ); - - return varying; - - } - - setup( builder ) { - - this.setupVarying( builder ); - - } - - analyze( builder ) { - - this.setupVarying( builder ); - - return this.node.analyze( builder ); - - } - - generate( builder ) { - - const properties = builder.getNodeProperties( this ); - const varying = this.setupVarying( builder ); - - if ( properties.propertyName === undefined ) { - - const type = this.getNodeType( builder ); - const propertyName = builder.getPropertyName( varying, NodeShaderStage.VERTEX ); - - // force node run in vertex stage - builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, this.node, type, propertyName ); - - properties.propertyName = propertyName; - - } - - return builder.getPropertyName( varying ); - - } - -} - -const varying = nodeProxy( VaryingNode ); - -addNodeElement( 'varying', varying ); - -addNodeClass( 'VaryingNode', VaryingNode ); - -class AttributeNode extends Node { - - constructor( attributeName, nodeType = null, defaultNode = null ) { - - super( nodeType ); - - this.defaultNode = defaultNode; - - this.global = true; - - this._attributeName = attributeName; - - } - - getHash( builder ) { - - return this.getAttributeName( builder ); - - } - - getNodeType( builder ) { - - let nodeType = super.getNodeType( builder ); - - if ( nodeType === null ) { - - const attributeName = this.getAttributeName( builder ); - - if ( builder.hasGeometryAttribute( attributeName ) ) { - - const attribute = builder.geometry.getAttribute( attributeName ); - - nodeType = builder.getTypeFromAttribute( attribute ); - - } else { - - nodeType = 'float'; - - } - - } - - return nodeType; - - } - - setAttributeName( attributeName ) { - - this._attributeName = attributeName; - - return this; - - } - - getAttributeName( /*builder*/ ) { - - return this._attributeName; - - } - - generate( builder ) { - - const attributeName = this.getAttributeName( builder ); - const nodeType = this.getNodeType( builder ); - const geometryAttribute = builder.hasGeometryAttribute( attributeName ); - - if ( geometryAttribute === true ) { - - const attribute = builder.geometry.getAttribute( attributeName ); - const attributeType = builder.getTypeFromAttribute( attribute ); - - const nodeAttribute = builder.getAttribute( attributeName, attributeType ); - - if ( builder.shaderStage === 'vertex' ) { - - return builder.format( nodeAttribute.name, attributeType, nodeType ); - - } else { - - const nodeVarying = varying( this ); - - return nodeVarying.build( builder, nodeType ); - - } - - } else { - - console.warn( `AttributeNode: Vertex attribute "${ attributeName }" not found on geometry.` ); - - const { defaultNode } = this; - - if ( defaultNode !== null ) { - - return defaultNode.build( builder, nodeType ); - - } else { - - return builder.generateConst( nodeType ); - - } - - } - - } - - serialize( data ) { - - super.serialize( data ); - - data.global = this.global; - data._attributeName = this._attributeName; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.global = data.global; - this._attributeName = data._attributeName; - - } - -} - -const attribute = ( name, nodeType, defaultNode ) => nodeObject( new AttributeNode( name, nodeType, nodeObject( defaultNode ) ) ); - -addNodeClass( 'AttributeNode', AttributeNode ); - -class BypassNode extends Node { - - constructor( returnNode, callNode ) { - - super(); - - this.isBypassNode = true; - - this.outputNode = returnNode; - this.callNode = callNode; - - } - - getNodeType( builder ) { - - return this.outputNode.getNodeType( builder ); - - } - - generate( builder ) { - - const snippet = this.callNode.build( builder, 'void' ); - - if ( snippet !== '' ) { - - builder.addLineFlowCode( snippet ); - - } - - return this.outputNode.build( builder ); - - } - -} - -const bypass = nodeProxy( BypassNode ); - -addNodeElement( 'bypass', bypass ); - -addNodeClass( 'BypassNode', BypassNode ); - -class CacheNode extends Node { - - constructor( node, parent = true ) { - - super(); - - this.node = node; - this.parent = parent; - - this.isCacheNode = true; - - } - - getNodeType( builder ) { - - return this.node.getNodeType( builder ); - - } - - build( builder, ...params ) { - - const previousCache = builder.getCache(); - const cache = builder.getCacheFromNode( this, parent ); - - builder.setCache( cache ); - - const data = this.node.build( builder, ...params ); - - builder.setCache( previousCache ); - - return data; - - } - -} - -const cache = ( node, ...params ) => nodeObject( new CacheNode( nodeObject( node ), ...params ) ); - -addNodeElement( 'cache', cache ); - -addNodeClass( 'CacheNode', CacheNode ); - -class ContextNode extends Node { - - constructor( node, context = {} ) { - - super(); - - this.isContextNode = true; - - this.node = node; - this.context = context; - - } - - getNodeType( builder ) { - - return this.node.getNodeType( builder ); - - } - - analyze( builder ) { - - this.node.build( builder ); - - } - - setup( builder ) { - - const previousContext = builder.getContext(); - - builder.setContext( { ...builder.context, ...this.context } ); - - const node = this.node.build( builder ); - - builder.setContext( previousContext ); - - return node; - - } - - generate( builder, output ) { - - const previousContext = builder.getContext(); - - builder.setContext( { ...builder.context, ...this.context } ); - - const snippet = this.node.build( builder, output ); - - builder.setContext( previousContext ); - - return snippet; - - } - -} - -const context = nodeProxy( ContextNode ); -const label = ( node, name ) => context( node, { label: name } ); - -addNodeElement( 'context', context ); -addNodeElement( 'label', label ); - -addNodeClass( 'ContextNode', ContextNode ); - -class IndexNode extends Node { - - constructor( scope ) { - - super( 'uint' ); - - this.scope = scope; - - this.isInstanceIndexNode = true; - - } - - generate( builder ) { - - const nodeType = this.getNodeType( builder ); - const scope = this.scope; - - let propertyName; - - if ( scope === IndexNode.VERTEX ) { - - propertyName = builder.getVertexIndex(); - - } else if ( scope === IndexNode.INSTANCE ) { - - propertyName = builder.getInstanceIndex(); - - } else if ( scope === IndexNode.DRAW ) { - - propertyName = builder.getDrawIndex(); - - } else { - - throw new Error( 'THREE.IndexNode: Unknown scope: ' + scope ); - - } - - let output; - - if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) { - - output = propertyName; - - } else { - - const nodeVarying = varying( this ); - - output = nodeVarying.build( builder, nodeType ); - - } - - return output; - - } - -} - -IndexNode.VERTEX = 'vertex'; -IndexNode.INSTANCE = 'instance'; -IndexNode.DRAW = 'draw'; - -const vertexIndex = nodeImmutable( IndexNode, IndexNode.VERTEX ); -const instanceIndex = nodeImmutable( IndexNode, IndexNode.INSTANCE ); -const drawIndex = nodeImmutable( IndexNode, IndexNode.DRAW ); - -addNodeClass( 'IndexNode', IndexNode ); - -class LightingModel { - - start( /*input, stack, builder*/ ) { } - - finish( /*input, stack, builder*/ ) { } - - direct( /*input, stack, builder*/ ) { } - - directRectArea( /*input, stack, builder*/ ) {} - - indirect( /*input, stack, builder*/ ) { } - - ambientOcclusion( /*input, stack, builder*/ ) { } - -} - -class VarNode extends Node { - - constructor( node, name = null ) { - - super(); - - this.node = node; - this.name = name; - - this.global = true; - - this.isVarNode = true; - - } - - getHash( builder ) { - - return this.name || super.getHash( builder ); - - } - - getNodeType( builder ) { - - return this.node.getNodeType( builder ); - - } - - generate( builder ) { - - const { node, name } = this; - - const nodeVar = builder.getVarFromNode( this, name, builder.getVectorType( this.getNodeType( builder ) ) ); - - const propertyName = builder.getPropertyName( nodeVar ); - - const snippet = node.build( builder, nodeVar.type ); - - builder.addLineFlowCode( `${propertyName} = ${snippet}` ); - - return propertyName; - - } - -} - -const temp = nodeProxy( VarNode ); - -addNodeElement( 'temp', temp ); // @TODO: Will be removed in the future -addNodeElement( 'toVar', ( ...params ) => temp( ...params ).append() ); - -addNodeClass( 'VarNode', VarNode ); - -class NodeAttribute { - - constructor( name, type, node = null ) { - - this.isNodeAttribute = true; - - this.name = name; - this.type = type; - this.node = node; - - } - -} - -class NodeUniform { - - constructor( name, type, node ) { - - this.isNodeUniform = true; - - this.name = name; - this.type = type; - this.node = node.getSelf(); - - } - - get value() { - - return this.node.value; - - } - - set value( val ) { - - this.node.value = val; - - } - - get id() { - - return this.node.id; - - } - - get groupNode() { - - return this.node.groupNode; - - } - -} - -class NodeVar { - - constructor( name, type ) { - - this.isNodeVar = true; - - this.name = name; - this.type = type; - - } - -} - -class NodeVarying extends NodeVar { - - constructor( name, type ) { - - super( name, type ); - - this.needsInterpolation = false; - - this.isNodeVarying = true; - - } - -} - -class NodeCode { - - constructor( name, type, code = '' ) { - - this.name = name; - this.type = type; - this.code = code; - - Object.defineProperty( this, 'isNodeCode', { value: true } ); - - } - -} - -class NodeKeywords { - - constructor() { - - this.keywords = []; - this.nodes = {}; - this.keywordsCallback = {}; - - } - - getNode( name ) { - - let node = this.nodes[ name ]; - - if ( node === undefined && this.keywordsCallback[ name ] !== undefined ) { - - node = this.keywordsCallback[ name ]( name ); - - this.nodes[ name ] = node; - - } - - return node; - - } - - addKeyword( name, callback ) { - - this.keywords.push( name ); - this.keywordsCallback[ name ] = callback; - - return this; - - } - - parse( code ) { - - const keywordNames = this.keywords; - - const regExp = new RegExp( `\\b${keywordNames.join( '\\b|\\b' )}\\b`, 'g' ); - - const codeKeywords = code.match( regExp ); - - const keywordNodes = []; - - if ( codeKeywords !== null ) { - - for ( const keyword of codeKeywords ) { - - const node = this.getNode( keyword ); - - if ( node !== undefined && keywordNodes.indexOf( node ) === - 1 ) { - - keywordNodes.push( node ); - - } - - } - - } - - return keywordNodes; - - } - - include( builder, code ) { - - const keywordNodes = this.parse( code ); - - for ( const keywordNode of keywordNodes ) { - - keywordNode.build( builder ); - - } - - } - -} - -let id$1 = 0; - -class NodeCache { - - constructor( parent = null ) { - - this.id = id$1 ++; - this.nodesData = new WeakMap(); - - this.parent = parent; - - } - - getData( node ) { - - let data = this.nodesData.get( node ); - - if ( data === undefined && this.parent !== null ) { - - data = this.parent.getData( node ); - - } - - return data; - - } - - setData( node, data ) { - - this.nodesData.set( node, data ); - - } - -} - -class PropertyNode extends Node { - - constructor( nodeType, name = null, varying = false ) { - - super( nodeType ); - - this.name = name; - this.varying = varying; - - this.isPropertyNode = true; - - } - - getHash( builder ) { - - return this.name || super.getHash( builder ); - - } - - isGlobal( /*builder*/ ) { - - return true; - - } - - generate( builder ) { - - let nodeVar; - - if ( this.varying === true ) { - - nodeVar = builder.getVaryingFromNode( this, this.name ); - nodeVar.needsInterpolation = true; - - } else { - - nodeVar = builder.getVarFromNode( this, this.name ); - - } - - return builder.getPropertyName( nodeVar ); - - } - -} - -const property = ( type, name ) => nodeObject( new PropertyNode( type, name ) ); -const varyingProperty = ( type, name ) => nodeObject( new PropertyNode( type, name, true ) ); - -const diffuseColor = nodeImmutable( PropertyNode, 'vec4', 'DiffuseColor' ); -const emissive = nodeImmutable( PropertyNode, 'vec3', 'EmissiveColor' ); -const roughness = nodeImmutable( PropertyNode, 'float', 'Roughness' ); -const metalness = nodeImmutable( PropertyNode, 'float', 'Metalness' ); -const clearcoat = nodeImmutable( PropertyNode, 'float', 'Clearcoat' ); -const clearcoatRoughness = nodeImmutable( PropertyNode, 'float', 'ClearcoatRoughness' ); -const sheen = nodeImmutable( PropertyNode, 'vec3', 'Sheen' ); -const sheenRoughness = nodeImmutable( PropertyNode, 'float', 'SheenRoughness' ); -const iridescence = nodeImmutable( PropertyNode, 'float', 'Iridescence' ); -const iridescenceIOR = nodeImmutable( PropertyNode, 'float', 'IridescenceIOR' ); -const iridescenceThickness = nodeImmutable( PropertyNode, 'float', 'IridescenceThickness' ); -const alphaT = nodeImmutable( PropertyNode, 'float', 'AlphaT' ); -const anisotropy = nodeImmutable( PropertyNode, 'float', 'Anisotropy' ); -const anisotropyT = nodeImmutable( PropertyNode, 'vec3', 'AnisotropyT' ); -const anisotropyB = nodeImmutable( PropertyNode, 'vec3', 'AnisotropyB' ); -const specularColor = nodeImmutable( PropertyNode, 'color', 'SpecularColor' ); -const specularF90 = nodeImmutable( PropertyNode, 'float', 'SpecularF90' ); -const shininess = nodeImmutable( PropertyNode, 'float', 'Shininess' ); -const output = nodeImmutable( PropertyNode, 'vec4', 'Output' ); -const dashSize = nodeImmutable( PropertyNode, 'float', 'dashSize' ); -const gapSize = nodeImmutable( PropertyNode, 'float', 'gapSize' ); -const pointWidth = nodeImmutable( PropertyNode, 'float', 'pointWidth' ); -const ior = nodeImmutable( PropertyNode, 'float', 'IOR' ); -const transmission = nodeImmutable( PropertyNode, 'float', 'Transmission' ); -const thickness = nodeImmutable( PropertyNode, 'float', 'Thickness' ); -const attenuationDistance = nodeImmutable( PropertyNode, 'float', 'AttenuationDistance' ); -const attenuationColor = nodeImmutable( PropertyNode, 'color', 'AttenuationColor' ); -const dispersion = nodeImmutable( PropertyNode, 'float', 'Dispersion' ); - -addNodeClass( 'PropertyNode', PropertyNode ); - -class ParameterNode extends PropertyNode { - - constructor( nodeType, name = null ) { - - super( nodeType, name ); - - this.isParameterNode = true; - - } - - getHash() { - - return this.uuid; - - } - - generate() { - - return this.name; - - } - -} - -const parameter = ( type, name ) => nodeObject( new ParameterNode( type, name ) ); - -addNodeClass( 'ParameterNode', ParameterNode ); - -class CodeNode extends Node { - - constructor( code = '', includes = [], language = '' ) { - - super( 'code' ); - - this.isCodeNode = true; - - this.code = code; - this.language = language; - - this.includes = includes; - - } - - isGlobal() { - - return true; - - } - - setIncludes( includes ) { - - this.includes = includes; - - return this; - - } - - getIncludes( /*builder*/ ) { - - return this.includes; - - } - - generate( builder ) { - - const includes = this.getIncludes( builder ); - - for ( const include of includes ) { - - include.build( builder ); - - } - - const nodeCode = builder.getCodeFromNode( this, this.getNodeType( builder ) ); - nodeCode.code = this.code; - - return nodeCode.code; - - } - - serialize( data ) { - - super.serialize( data ); - - data.code = this.code; - data.language = this.language; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.code = data.code; - this.language = data.language; - - } - -} - -const code = nodeProxy( CodeNode ); - -const js = ( src, includes ) => code( src, includes, 'js' ); -const wgsl = ( src, includes ) => code( src, includes, 'wgsl' ); -const glsl = ( src, includes ) => code( src, includes, 'glsl' ); - -addNodeClass( 'CodeNode', CodeNode ); - -class FunctionNode extends CodeNode { - - constructor( code = '', includes = [], language = '' ) { - - super( code, includes, language ); - - this.keywords = {}; - - } - - getNodeType( builder ) { - - return this.getNodeFunction( builder ).type; - - } - - getInputs( builder ) { - - return this.getNodeFunction( builder ).inputs; - - } - - getNodeFunction( builder ) { - - const nodeData = builder.getDataFromNode( this ); - - let nodeFunction = nodeData.nodeFunction; - - if ( nodeFunction === undefined ) { - - nodeFunction = builder.parser.parseFunction( this.code ); - - nodeData.nodeFunction = nodeFunction; - - } - - return nodeFunction; - - } - - generate( builder, output ) { - - super.generate( builder ); - - const nodeFunction = this.getNodeFunction( builder ); - - const name = nodeFunction.name; - const type = nodeFunction.type; - - const nodeCode = builder.getCodeFromNode( this, type ); - - if ( name !== '' ) { - - // use a custom property name - - nodeCode.name = name; - - } - - const propertyName = builder.getPropertyName( nodeCode ); - - let code = this.getNodeFunction( builder ).getCode( propertyName ); - - const keywords = this.keywords; - const keywordsProperties = Object.keys( keywords ); - - if ( keywordsProperties.length > 0 ) { - - for ( const property of keywordsProperties ) { - - const propertyRegExp = new RegExp( `\\b${property}\\b`, 'g' ); - const nodeProperty = keywords[ property ].build( builder, 'property' ); - - code = code.replace( propertyRegExp, nodeProperty ); - - } - - } - - nodeCode.code = code + '\n'; - - if ( output === 'property' ) { - - return propertyName; - - } else { - - return builder.format( `${ propertyName }()`, type, output ); - - } - - } - -} - -const nativeFn = ( code, includes = [], language = '' ) => { - - for ( let i = 0; i < includes.length; i ++ ) { - - const include = includes[ i ]; - - // TSL Function: glslFn, wgslFn - - if ( typeof include === 'function' ) { - - includes[ i ] = include.functionNode; - - } - - } - - const functionNode = nodeObject( new FunctionNode( code, includes, language ) ); - - const fn = ( ...params ) => functionNode.call( ...params ); - fn.functionNode = functionNode; - - return fn; - -}; - -const glslFn = ( code, includes ) => nativeFn( code, includes, 'glsl' ); -const wgslFn = ( code, includes ) => nativeFn( code, includes, 'wgsl' ); - -addNodeClass( 'FunctionNode', FunctionNode ); - -class UniformGroupNode extends Node { - - constructor( name, shared = false ) { - - super( 'string' ); - - this.name = name; - this.version = 0; - - this.shared = shared; - - this.isUniformGroup = true; - - } - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - serialize( data ) { - - super.serialize( data ); - - data.name = this.name; - data.version = this.version; - data.shared = this.shared; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.name = data.name; - this.version = data.version; - this.shared = data.shared; - - } - -} - -const uniformGroup = ( name ) => new UniformGroupNode( name ); -const sharedUniformGroup = ( name ) => new UniformGroupNode( name, true ); - -const frameGroup = sharedUniformGroup( 'frame' ); -const renderGroup = sharedUniformGroup( 'render' ); -const objectGroup = uniformGroup( 'object' ); - -addNodeClass( 'UniformGroupNode', UniformGroupNode ); - -class UniformNode extends InputNode { - - constructor( value, nodeType = null ) { - - super( value, nodeType ); - - this.isUniformNode = true; - - this.name = ''; - this.groupNode = objectGroup; - - } - - label( name ) { - - this.name = name; - - return this; - - } - - setGroup( group ) { - - this.groupNode = group; - - return this; - - } - - getGroup() { - - return this.groupNode; - - } - - getUniformHash( builder ) { - - return this.getHash( builder ); - - } - - onUpdate( callback, updateType ) { - - const self = this.getSelf(); - - callback = callback.bind( self ); - - return super.onUpdate( ( frame ) => { - - const value = callback( frame, self ); - - if ( value !== undefined ) { - - this.value = value; - - } - - }, updateType ); - - } - - generate( builder, output ) { - - const type = this.getNodeType( builder ); - - const hash = this.getUniformHash( builder ); - - let sharedNode = builder.getNodeFromHash( hash ); - - if ( sharedNode === undefined ) { - - builder.setHashNode( this, hash ); - - sharedNode = this; - - } - - const sharedNodeType = sharedNode.getInputType( builder ); - - const nodeUniform = builder.getUniformFromNode( sharedNode, sharedNodeType, builder.shaderStage, this.name || builder.context.label ); - const propertyName = builder.getPropertyName( nodeUniform ); - - if ( builder.context.label !== undefined ) delete builder.context.label; - - return builder.format( propertyName, type, output ); - - } - -} - -const uniform = ( arg1, arg2 ) => { - - const nodeType = getConstNodeType( arg2 || arg1 ); - - // @TODO: get ConstNode from .traverse() in the future - const value = ( arg1 && arg1.isNode === true ) ? ( arg1.node && arg1.node.value ) || arg1.value : arg1; - - return nodeObject( new UniformNode( value, nodeType ) ); - -}; - -addNodeClass( 'UniformNode', UniformNode ); - -const uv = ( index ) => attribute( 'uv' + ( index > 0 ? index : '' ), 'vec2' ); - -class TextureSizeNode extends Node { - - constructor( textureNode, levelNode = null ) { - - super( 'uvec2' ); - - this.isTextureSizeNode = true; - - this.textureNode = textureNode; - this.levelNode = levelNode; - - } - - generate( builder, output ) { - - const textureProperty = this.textureNode.build( builder, 'property' ); - const levelNode = this.levelNode.build( builder, 'int' ); - - return builder.format( `${ builder.getMethod( 'textureDimensions' ) }( ${ textureProperty }, ${ levelNode } )`, this.getNodeType( builder ), output ); - - } - -} - -const textureSize = nodeProxy( TextureSizeNode ); - -addNodeElement( 'textureSize', textureSize ); - -addNodeClass( 'TextureSizeNode', TextureSizeNode ); - -class OperatorNode extends TempNode { - - constructor( op, aNode, bNode, ...params ) { - - super(); - - if ( params.length > 0 ) { - - let finalOp = new OperatorNode( op, aNode, bNode ); - - for ( let i = 0; i < params.length - 1; i ++ ) { - - finalOp = new OperatorNode( op, finalOp, params[ i ] ); - - } - - aNode = finalOp; - bNode = params[ params.length - 1 ]; - - } - - this.op = op; - this.aNode = aNode; - this.bNode = bNode; - - } - - getNodeType( builder, output ) { - - const op = this.op; - - const aNode = this.aNode; - const bNode = this.bNode; - - const typeA = aNode.getNodeType( builder ); - const typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null; - - if ( typeA === 'void' || typeB === 'void' ) { - - return 'void'; - - } else if ( op === '%' ) { - - return typeA; - - } else if ( op === '~' || op === '&' || op === '|' || op === '^' || op === '>>' || op === '<<' ) { - - return builder.getIntegerType( typeA ); - - } else if ( op === '!' || op === '==' || op === '&&' || op === '||' || op === '^^' ) { - - return 'bool'; - - } else if ( op === '<' || op === '>' || op === '<=' || op === '>=' ) { - - const typeLength = output ? builder.getTypeLength( output ) : Math.max( builder.getTypeLength( typeA ), builder.getTypeLength( typeB ) ); - - return typeLength > 1 ? `bvec${ typeLength }` : 'bool'; - - } else { - - if ( typeA === 'float' && builder.isMatrix( typeB ) ) { - - return typeB; - - } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) { - - // matrix x vector - - return builder.getVectorFromMatrix( typeA ); - - } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) { - - // vector x matrix - - return builder.getVectorFromMatrix( typeB ); - - } else if ( builder.getTypeLength( typeB ) > builder.getTypeLength( typeA ) ) { - - // anytype x anytype: use the greater length vector - - return typeB; - - } - - return typeA; - - } - - } - - generate( builder, output ) { - - const op = this.op; - - const aNode = this.aNode; - const bNode = this.bNode; - - const type = this.getNodeType( builder, output ); - - let typeA = null; - let typeB = null; - - if ( type !== 'void' ) { - - typeA = aNode.getNodeType( builder ); - typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null; - - if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' ) { - - if ( builder.isVector( typeA ) ) { - - typeB = typeA; - - } else { - - typeA = typeB = 'float'; - - } - - } else if ( op === '>>' || op === '<<' ) { - - typeA = type; - typeB = builder.changeComponentType( typeB, 'uint' ); - - } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) { - - // matrix x vector - - typeB = builder.getVectorFromMatrix( typeA ); - - } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) { - - // vector x matrix - - typeA = builder.getVectorFromMatrix( typeB ); - - } else { - - // anytype x anytype - - typeA = typeB = type; - - } - - } else { - - typeA = typeB = type; - - } - - const a = aNode.build( builder, typeA ); - const b = typeof bNode !== 'undefined' ? bNode.build( builder, typeB ) : null; - - const outputLength = builder.getTypeLength( output ); - const fnOpSnippet = builder.getFunctionOperator( op ); - - if ( output !== 'void' ) { - - if ( op === '<' && outputLength > 1 ) { - - return builder.format( `${ builder.getMethod( 'lessThan' ) }( ${ a }, ${ b } )`, type, output ); - - } else if ( op === '<=' && outputLength > 1 ) { - - return builder.format( `${ builder.getMethod( 'lessThanEqual' ) }( ${ a }, ${ b } )`, type, output ); - - } else if ( op === '>' && outputLength > 1 ) { - - return builder.format( `${ builder.getMethod( 'greaterThan' ) }( ${ a }, ${ b } )`, type, output ); - - } else if ( op === '>=' && outputLength > 1 ) { - - return builder.format( `${ builder.getMethod( 'greaterThanEqual' ) }( ${ a }, ${ b } )`, type, output ); - - } else if ( op === '!' || op === '~' ) { - - return builder.format( `(${op}${a})`, typeA, output ); - - } else if ( fnOpSnippet ) { - - return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output ); - - } else { - - return builder.format( `( ${ a } ${ op } ${ b } )`, type, output ); - - } - - } else if ( typeA !== 'void' ) { - - if ( fnOpSnippet ) { - - return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output ); - - } else { - - return builder.format( `${ a } ${ op } ${ b }`, type, output ); - - } - - } - - } - - serialize( data ) { - - super.serialize( data ); - - data.op = this.op; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.op = data.op; - - } - -} - -const add = nodeProxy( OperatorNode, '+' ); -const sub = nodeProxy( OperatorNode, '-' ); -const mul = nodeProxy( OperatorNode, '*' ); -const div = nodeProxy( OperatorNode, '/' ); -const remainder = nodeProxy( OperatorNode, '%' ); -const equal = nodeProxy( OperatorNode, '==' ); -const notEqual = nodeProxy( OperatorNode, '!=' ); -const lessThan = nodeProxy( OperatorNode, '<' ); -const greaterThan = nodeProxy( OperatorNode, '>' ); -const lessThanEqual = nodeProxy( OperatorNode, '<=' ); -const greaterThanEqual = nodeProxy( OperatorNode, '>=' ); -const and = nodeProxy( OperatorNode, '&&' ); -const or = nodeProxy( OperatorNode, '||' ); -const not = nodeProxy( OperatorNode, '!' ); -const xor = nodeProxy( OperatorNode, '^^' ); -const bitAnd = nodeProxy( OperatorNode, '&' ); -const bitNot = nodeProxy( OperatorNode, '~' ); -const bitOr = nodeProxy( OperatorNode, '|' ); -const bitXor = nodeProxy( OperatorNode, '^' ); -const shiftLeft = nodeProxy( OperatorNode, '<<' ); -const shiftRight = nodeProxy( OperatorNode, '>>' ); - -addNodeElement( 'add', add ); -addNodeElement( 'sub', sub ); -addNodeElement( 'mul', mul ); -addNodeElement( 'div', div ); -addNodeElement( 'remainder', remainder ); -addNodeElement( 'equal', equal ); -addNodeElement( 'notEqual', notEqual ); -addNodeElement( 'lessThan', lessThan ); -addNodeElement( 'greaterThan', greaterThan ); -addNodeElement( 'lessThanEqual', lessThanEqual ); -addNodeElement( 'greaterThanEqual', greaterThanEqual ); -addNodeElement( 'and', and ); -addNodeElement( 'or', or ); -addNodeElement( 'not', not ); -addNodeElement( 'xor', xor ); -addNodeElement( 'bitAnd', bitAnd ); -addNodeElement( 'bitNot', bitNot ); -addNodeElement( 'bitOr', bitOr ); -addNodeElement( 'bitXor', bitXor ); -addNodeElement( 'shiftLeft', shiftLeft ); -addNodeElement( 'shiftRight', shiftRight ); - -addNodeClass( 'OperatorNode', OperatorNode ); - -class MathNode extends TempNode { - - constructor( method, aNode, bNode = null, cNode = null ) { - - super(); - - this.method = method; - - this.aNode = aNode; - this.bNode = bNode; - this.cNode = cNode; - - } - - getInputType( builder ) { - - const aType = this.aNode.getNodeType( builder ); - const bType = this.bNode ? this.bNode.getNodeType( builder ) : null; - const cType = this.cNode ? this.cNode.getNodeType( builder ) : null; - - const aLen = builder.isMatrix( aType ) ? 0 : builder.getTypeLength( aType ); - const bLen = builder.isMatrix( bType ) ? 0 : builder.getTypeLength( bType ); - const cLen = builder.isMatrix( cType ) ? 0 : builder.getTypeLength( cType ); - - if ( aLen > bLen && aLen > cLen ) { - - return aType; - - } else if ( bLen > cLen ) { - - return bType; - - } else if ( cLen > aLen ) { - - return cType; - - } - - return aType; - - } - - getNodeType( builder ) { - - const method = this.method; - - if ( method === MathNode.LENGTH || method === MathNode.DISTANCE || method === MathNode.DOT ) { - - return 'float'; - - } else if ( method === MathNode.CROSS ) { - - return 'vec3'; - - } else if ( method === MathNode.ALL ) { - - return 'bool'; - - } else if ( method === MathNode.EQUALS ) { - - return builder.changeComponentType( this.aNode.getNodeType( builder ), 'bool' ); - - } else if ( method === MathNode.MOD ) { - - return this.aNode.getNodeType( builder ); - - } else { - - return this.getInputType( builder ); - - } - - } - - generate( builder, output ) { - - const method = this.method; - - const type = this.getNodeType( builder ); - const inputType = this.getInputType( builder ); - - const a = this.aNode; - const b = this.bNode; - const c = this.cNode; - - const isWebGL = builder.renderer.isWebGLRenderer === true; - - if ( method === MathNode.TRANSFORM_DIRECTION ) { - - // dir can be either a direction vector or a normal vector - // upper-left 3x3 of matrix is assumed to be orthogonal - - let tA = a; - let tB = b; - - if ( builder.isMatrix( tA.getNodeType( builder ) ) ) { - - tB = vec4( vec3( tB ), 0.0 ); - - } else { - - tA = vec4( vec3( tA ), 0.0 ); - - } - - const mulNode = mul( tA, tB ).xyz; - - return normalize( mulNode ).build( builder, output ); - - } else if ( method === MathNode.NEGATE ) { - - return builder.format( '( - ' + a.build( builder, inputType ) + ' )', type, output ); - - } else if ( method === MathNode.ONE_MINUS ) { - - return sub( 1.0, a ).build( builder, output ); - - } else if ( method === MathNode.RECIPROCAL ) { - - return div( 1.0, a ).build( builder, output ); - - } else if ( method === MathNode.DIFFERENCE ) { - - return abs( sub( a, b ) ).build( builder, output ); - - } else { - - const params = []; - - if ( method === MathNode.CROSS || method === MathNode.MOD ) { - - params.push( - a.build( builder, type ), - b.build( builder, type ) - ); - - } else if ( method === MathNode.STEP ) { - - params.push( - a.build( builder, builder.getTypeLength( a.getNodeType( builder ) ) === 1 ? 'float' : inputType ), - b.build( builder, inputType ) - ); - - } else if ( ( isWebGL && ( method === MathNode.MIN || method === MathNode.MAX ) ) || method === MathNode.MOD ) { - - params.push( - a.build( builder, inputType ), - b.build( builder, builder.getTypeLength( b.getNodeType( builder ) ) === 1 ? 'float' : inputType ) - ); - - } else if ( method === MathNode.REFRACT ) { - - params.push( - a.build( builder, inputType ), - b.build( builder, inputType ), - c.build( builder, 'float' ) - ); - - } else if ( method === MathNode.MIX ) { - - params.push( - a.build( builder, inputType ), - b.build( builder, inputType ), - c.build( builder, builder.getTypeLength( c.getNodeType( builder ) ) === 1 ? 'float' : inputType ) - ); - - } else { - - params.push( a.build( builder, inputType ) ); - if ( b !== null ) params.push( b.build( builder, inputType ) ); - if ( c !== null ) params.push( c.build( builder, inputType ) ); - - } - - return builder.format( `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`, type, output ); - - } - - } - - serialize( data ) { - - super.serialize( data ); - - data.method = this.method; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.method = data.method; - - } - -} - -// 1 input - -MathNode.ALL = 'all'; -MathNode.ANY = 'any'; -MathNode.EQUALS = 'equals'; - -MathNode.RADIANS = 'radians'; -MathNode.DEGREES = 'degrees'; -MathNode.EXP = 'exp'; -MathNode.EXP2 = 'exp2'; -MathNode.LOG = 'log'; -MathNode.LOG2 = 'log2'; -MathNode.SQRT = 'sqrt'; -MathNode.INVERSE_SQRT = 'inversesqrt'; -MathNode.FLOOR = 'floor'; -MathNode.CEIL = 'ceil'; -MathNode.NORMALIZE = 'normalize'; -MathNode.FRACT = 'fract'; -MathNode.SIN = 'sin'; -MathNode.COS = 'cos'; -MathNode.TAN = 'tan'; -MathNode.ASIN = 'asin'; -MathNode.ACOS = 'acos'; -MathNode.ATAN = 'atan'; -MathNode.ABS = 'abs'; -MathNode.SIGN = 'sign'; -MathNode.LENGTH = 'length'; -MathNode.NEGATE = 'negate'; -MathNode.ONE_MINUS = 'oneMinus'; -MathNode.DFDX = 'dFdx'; -MathNode.DFDY = 'dFdy'; -MathNode.ROUND = 'round'; -MathNode.RECIPROCAL = 'reciprocal'; -MathNode.TRUNC = 'trunc'; -MathNode.FWIDTH = 'fwidth'; -MathNode.BITCAST = 'bitcast'; -MathNode.TRANSPOSE = 'transpose'; - -// 2 inputs - -MathNode.ATAN2 = 'atan2'; -MathNode.MIN = 'min'; -MathNode.MAX = 'max'; -MathNode.MOD = 'mod'; -MathNode.STEP = 'step'; -MathNode.REFLECT = 'reflect'; -MathNode.DISTANCE = 'distance'; -MathNode.DIFFERENCE = 'difference'; -MathNode.DOT = 'dot'; -MathNode.CROSS = 'cross'; -MathNode.POW = 'pow'; -MathNode.TRANSFORM_DIRECTION = 'transformDirection'; - -// 3 inputs - -MathNode.MIX = 'mix'; -MathNode.CLAMP = 'clamp'; -MathNode.REFRACT = 'refract'; -MathNode.SMOOTHSTEP = 'smoothstep'; -MathNode.FACEFORWARD = 'faceforward'; - -const EPSILON = float( 1e-6 ); -const INFINITY = float( 1e6 ); -const PI = float( Math.PI ); -const PI2 = float( Math.PI * 2 ); - -const all = nodeProxy( MathNode, MathNode.ALL ); -const any = nodeProxy( MathNode, MathNode.ANY ); -const equals = nodeProxy( MathNode, MathNode.EQUALS ); - -const radians = nodeProxy( MathNode, MathNode.RADIANS ); -const degrees = nodeProxy( MathNode, MathNode.DEGREES ); -const exp = nodeProxy( MathNode, MathNode.EXP ); -const exp2 = nodeProxy( MathNode, MathNode.EXP2 ); -const log = nodeProxy( MathNode, MathNode.LOG ); -const log2 = nodeProxy( MathNode, MathNode.LOG2 ); -const sqrt = nodeProxy( MathNode, MathNode.SQRT ); -const inverseSqrt = nodeProxy( MathNode, MathNode.INVERSE_SQRT ); -const floor = nodeProxy( MathNode, MathNode.FLOOR ); -const ceil = nodeProxy( MathNode, MathNode.CEIL ); -const normalize = nodeProxy( MathNode, MathNode.NORMALIZE ); -const fract = nodeProxy( MathNode, MathNode.FRACT ); -const sin = nodeProxy( MathNode, MathNode.SIN ); -const cos = nodeProxy( MathNode, MathNode.COS ); -const tan = nodeProxy( MathNode, MathNode.TAN ); -const asin = nodeProxy( MathNode, MathNode.ASIN ); -const acos = nodeProxy( MathNode, MathNode.ACOS ); -const atan = nodeProxy( MathNode, MathNode.ATAN ); -const abs = nodeProxy( MathNode, MathNode.ABS ); -const sign = nodeProxy( MathNode, MathNode.SIGN ); -const length = nodeProxy( MathNode, MathNode.LENGTH ); -const negate = nodeProxy( MathNode, MathNode.NEGATE ); -const oneMinus = nodeProxy( MathNode, MathNode.ONE_MINUS ); -const dFdx = nodeProxy( MathNode, MathNode.DFDX ); -const dFdy = nodeProxy( MathNode, MathNode.DFDY ); -const round = nodeProxy( MathNode, MathNode.ROUND ); -const reciprocal = nodeProxy( MathNode, MathNode.RECIPROCAL ); -const trunc = nodeProxy( MathNode, MathNode.TRUNC ); -const fwidth = nodeProxy( MathNode, MathNode.FWIDTH ); -const bitcast = nodeProxy( MathNode, MathNode.BITCAST ); -const transpose = nodeProxy( MathNode, MathNode.TRANSPOSE ); - -const atan2 = nodeProxy( MathNode, MathNode.ATAN2 ); -const min$1 = nodeProxy( MathNode, MathNode.MIN ); -const max$1 = nodeProxy( MathNode, MathNode.MAX ); -const mod = nodeProxy( MathNode, MathNode.MOD ); -const step = nodeProxy( MathNode, MathNode.STEP ); -const reflect = nodeProxy( MathNode, MathNode.REFLECT ); -const distance = nodeProxy( MathNode, MathNode.DISTANCE ); -const difference = nodeProxy( MathNode, MathNode.DIFFERENCE ); -const dot = nodeProxy( MathNode, MathNode.DOT ); -const cross = nodeProxy( MathNode, MathNode.CROSS ); -const pow = nodeProxy( MathNode, MathNode.POW ); -const pow2 = nodeProxy( MathNode, MathNode.POW, 2 ); -const pow3 = nodeProxy( MathNode, MathNode.POW, 3 ); -const pow4 = nodeProxy( MathNode, MathNode.POW, 4 ); -const transformDirection = nodeProxy( MathNode, MathNode.TRANSFORM_DIRECTION ); - -const cbrt = ( a ) => mul( sign( a ), pow( abs( a ), 1.0 / 3.0 ) ); -const lengthSq = ( a ) => dot( a, a ); -const mix = nodeProxy( MathNode, MathNode.MIX ); -const clamp = ( value, low = 0, high = 1 ) => nodeObject( new MathNode( MathNode.CLAMP, nodeObject( value ), nodeObject( low ), nodeObject( high ) ) ); -const saturate = ( value ) => clamp( value ); -const refract = nodeProxy( MathNode, MathNode.REFRACT ); -const smoothstep = nodeProxy( MathNode, MathNode.SMOOTHSTEP ); -const faceForward = nodeProxy( MathNode, MathNode.FACEFORWARD ); - -const rand = tslFn( ( [ uv ] ) => { - - const a = 12.9898, b = 78.233, c = 43758.5453; - const dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI ); - - return fract( sin( sn ).mul( c ) ); - -} ); - -const mixElement = ( t, e1, e2 ) => mix( e1, e2, t ); -const smoothstepElement = ( x, low, high ) => smoothstep( low, high, x ); - -addNodeElement( 'all', all ); -addNodeElement( 'any', any ); -addNodeElement( 'equals', equals ); - -addNodeElement( 'radians', radians ); -addNodeElement( 'degrees', degrees ); -addNodeElement( 'exp', exp ); -addNodeElement( 'exp2', exp2 ); -addNodeElement( 'log', log ); -addNodeElement( 'log2', log2 ); -addNodeElement( 'sqrt', sqrt ); -addNodeElement( 'inverseSqrt', inverseSqrt ); -addNodeElement( 'floor', floor ); -addNodeElement( 'ceil', ceil ); -addNodeElement( 'normalize', normalize ); -addNodeElement( 'fract', fract ); -addNodeElement( 'sin', sin ); -addNodeElement( 'cos', cos ); -addNodeElement( 'tan', tan ); -addNodeElement( 'asin', asin ); -addNodeElement( 'acos', acos ); -addNodeElement( 'atan', atan ); -addNodeElement( 'abs', abs ); -addNodeElement( 'sign', sign ); -addNodeElement( 'length', length ); -addNodeElement( 'lengthSq', lengthSq ); -addNodeElement( 'negate', negate ); -addNodeElement( 'oneMinus', oneMinus ); -addNodeElement( 'dFdx', dFdx ); -addNodeElement( 'dFdy', dFdy ); -addNodeElement( 'round', round ); -addNodeElement( 'reciprocal', reciprocal ); -addNodeElement( 'trunc', trunc ); -addNodeElement( 'fwidth', fwidth ); -addNodeElement( 'atan2', atan2 ); -addNodeElement( 'min', min$1 ); -addNodeElement( 'max', max$1 ); -addNodeElement( 'mod', mod ); -addNodeElement( 'step', step ); -addNodeElement( 'reflect', reflect ); -addNodeElement( 'distance', distance ); -addNodeElement( 'dot', dot ); -addNodeElement( 'cross', cross ); -addNodeElement( 'pow', pow ); -addNodeElement( 'pow2', pow2 ); -addNodeElement( 'pow3', pow3 ); -addNodeElement( 'pow4', pow4 ); -addNodeElement( 'transformDirection', transformDirection ); -addNodeElement( 'mix', mixElement ); -addNodeElement( 'clamp', clamp ); -addNodeElement( 'refract', refract ); -addNodeElement( 'smoothstep', smoothstepElement ); -addNodeElement( 'faceForward', faceForward ); -addNodeElement( 'difference', difference ); -addNodeElement( 'saturate', saturate ); -addNodeElement( 'cbrt', cbrt ); -addNodeElement( 'transpose', transpose ); -addNodeElement( 'rand', rand ); - -addNodeClass( 'MathNode', MathNode ); - -const sRGBToLinearShader = tslFn( ( inputs ) => { - - const { value } = inputs; - const { rgb } = value; - - const a = rgb.mul( 0.9478672986 ).add( 0.0521327014 ).pow( 2.4 ); - const b = rgb.mul( 0.0773993808 ); - const factor = rgb.lessThanEqual( 0.04045 ); - - const rgbResult = mix( a, b, factor ); - - return vec4( rgbResult, value.a ); - -} ); - -const LinearTosRGBShader = tslFn( ( inputs ) => { - - const { value } = inputs; - const { rgb } = value; - - const a = rgb.pow( 0.41666 ).mul( 1.055 ).sub( 0.055 ); - const b = rgb.mul( 12.92 ); - const factor = rgb.lessThanEqual( 0.0031308 ); - - const rgbResult = mix( a, b, factor ); - - return vec4( rgbResult, value.a ); - -} ); - -const getColorSpaceMethod = ( colorSpace ) => { - - let method = null; - - if ( colorSpace === LinearSRGBColorSpace ) { - - method = 'Linear'; - - } else if ( colorSpace === SRGBColorSpace ) { - - method = 'sRGB'; - - } - - return method; - -}; - -const getMethod = ( source, target ) => { - - return getColorSpaceMethod( source ) + 'To' + getColorSpaceMethod( target ); - -}; - -class ColorSpaceNode extends TempNode { - - constructor( method, node ) { - - super( 'vec4' ); - - this.method = method; - this.node = node; - - } - - setup() { - - const { method, node } = this; - - if ( method === ColorSpaceNode.LINEAR_TO_LINEAR ) - return node; - - return Methods[ method ]( { value: node } ); - - } - -} - -ColorSpaceNode.LINEAR_TO_LINEAR = 'LinearToLinear'; -ColorSpaceNode.LINEAR_TO_sRGB = 'LinearTosRGB'; -ColorSpaceNode.sRGB_TO_LINEAR = 'sRGBToLinear'; - -const Methods = { - [ ColorSpaceNode.LINEAR_TO_sRGB ]: LinearTosRGBShader, - [ ColorSpaceNode.sRGB_TO_LINEAR ]: sRGBToLinearShader -}; - -const linearToColorSpace = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( getMethod( LinearSRGBColorSpace, colorSpace ), nodeObject( node ) ) ); -const colorSpaceToLinear = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( getMethod( colorSpace, LinearSRGBColorSpace ), nodeObject( node ) ) ); - -const linearTosRGB = nodeProxy( ColorSpaceNode, ColorSpaceNode.LINEAR_TO_sRGB ); -const sRGBToLinear = nodeProxy( ColorSpaceNode, ColorSpaceNode.sRGB_TO_LINEAR ); - -addNodeElement( 'linearTosRGB', linearTosRGB ); -addNodeElement( 'sRGBToLinear', sRGBToLinear ); -addNodeElement( 'linearToColorSpace', linearToColorSpace ); -addNodeElement( 'colorSpaceToLinear', colorSpaceToLinear ); - -addNodeClass( 'ColorSpaceNode', ColorSpaceNode ); - -class ExpressionNode extends Node { - - constructor( snippet = '', nodeType = 'void' ) { - - super( nodeType ); - - this.snippet = snippet; - - } - - generate( builder, output ) { - - const type = this.getNodeType( builder ); - const snippet = this.snippet; - - if ( type === 'void' ) { - - builder.addLineFlowCode( snippet ); - - } else { - - return builder.format( `( ${ snippet } )`, type, output ); - - } - - } - -} - -const expression = nodeProxy( ExpressionNode ); - -addNodeClass( 'ExpressionNode', ExpressionNode ); - -class MaxMipLevelNode extends UniformNode { - - constructor( textureNode ) { - - super( 0 ); - - this._textureNode = textureNode; - - this.updateType = NodeUpdateType.FRAME; - - } - - get textureNode() { - - return this._textureNode; - - } - - get texture() { - - return this._textureNode.value; - - } - - update() { - - const texture = this.texture; - const images = texture.images; - const image = ( images && images.length > 0 ) ? ( ( images[ 0 ] && images[ 0 ].image ) || images[ 0 ] ) : texture.image; - - if ( image && image.width !== undefined ) { - - const { width, height } = image; - - this.value = Math.log2( Math.max( width, height ) ); - - } - - } - -} - -const maxMipLevel = nodeProxy( MaxMipLevelNode ); - -addNodeClass( 'MaxMipLevelNode', MaxMipLevelNode ); - -class TextureNode extends UniformNode { - - constructor( value, uvNode = null, levelNode = null, biasNode = null ) { - - super( value ); - - this.isTextureNode = true; - - this.uvNode = uvNode; - this.levelNode = levelNode; - this.biasNode = biasNode; - this.compareNode = null; - this.depthNode = null; - this.gradNode = null; - - this.sampler = true; - this.updateMatrix = false; - this.updateType = NodeUpdateType.NONE; - - this.referenceNode = null; - - this._value = value; - this._matrixUniform = null; - - this.setUpdateMatrix( uvNode === null ); - - } - - set value( value ) { - - if ( this.referenceNode ) { - - this.referenceNode.value = value; - - } else { - - this._value = value; - - } - - } - - get value() { - - return this.referenceNode ? this.referenceNode.value : this._value; - - } - - getUniformHash( /*builder*/ ) { - - return this.value.uuid; - - } - - getNodeType( /*builder*/ ) { - - if ( this.value.isDepthTexture === true ) return 'float'; - - if ( this.value.type === UnsignedIntType ) { - - return 'uvec4'; - - } else if ( this.value.type === IntType ) { - - return 'ivec4'; - - } - - return 'vec4'; - - } - - getInputType( /*builder*/ ) { - - return 'texture'; - - } - - getDefaultUV() { - - return uv( this.value.channel ); - - } - - updateReference( /*state*/ ) { - - return this.value; - - } - - getTransformedUV( uvNode ) { - - if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix ); - - return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy; - - - } - - setUpdateMatrix( value ) { - - this.updateMatrix = value; - this.updateType = value ? NodeUpdateType.FRAME : NodeUpdateType.NONE; - - return this; - - } - - setupUV( builder, uvNode ) { - - const texture = this.value; - - if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) { - - uvNode = uvNode.setY( uvNode.y.oneMinus() ); - - } - - return uvNode; - - } - - setup( builder ) { - - const properties = builder.getNodeProperties( this ); - properties.referenceNode = this.referenceNode; - - // - - let uvNode = this.uvNode; - - if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) { - - uvNode = builder.context.getUV( this ); - - } - - if ( ! uvNode ) uvNode = this.getDefaultUV(); - - if ( this.updateMatrix === true ) { - - uvNode = this.getTransformedUV( uvNode ); - - } - - uvNode = this.setupUV( builder, uvNode ); - - // - - let levelNode = this.levelNode; - - if ( levelNode === null && builder.context.getTextureLevel ) { - - levelNode = builder.context.getTextureLevel( this ); - - } - - // - - properties.uvNode = uvNode; - properties.levelNode = levelNode; - properties.biasNode = this.biasNode; - properties.compareNode = this.compareNode; - properties.gradNode = this.gradNode; - properties.depthNode = this.depthNode; - - } - - generateUV( builder, uvNode ) { - - return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' ); - - } - - generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ) { - - const texture = this.value; - - let snippet; - - if ( levelSnippet ) { - - snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet ); - - } else if ( biasSnippet ) { - - snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet ); - - } else if ( gradSnippet ) { - - snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet ); - - } else if ( compareSnippet ) { - - snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet ); - - } else if ( this.sampler === false ) { - - snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet ); - - } else { - - snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet ); - - } - - return snippet; - - } - - generate( builder, output ) { - - const properties = builder.getNodeProperties( this ); - - const texture = this.value; - - if ( ! texture || texture.isTexture !== true ) { - - throw new Error( 'TextureNode: Need a three.js texture.' ); - - } - - const textureProperty = super.generate( builder, 'property' ); - - if ( output === 'sampler' ) { - - return textureProperty + '_sampler'; - - } else if ( builder.isReference( output ) ) { - - return textureProperty; - - } else { - - const nodeData = builder.getDataFromNode( this ); - - let propertyName = nodeData.propertyName; - - if ( propertyName === undefined ) { - - const { uvNode, levelNode, biasNode, compareNode, depthNode, gradNode } = properties; - - const uvSnippet = this.generateUV( builder, uvNode ); - const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null; - const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null; - const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null; - const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null; - const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null; - - const nodeVar = builder.getVarFromNode( this ); - - propertyName = builder.getPropertyName( nodeVar ); - - const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ); - - builder.addLineFlowCode( `${propertyName} = ${snippet}` ); - - nodeData.snippet = snippet; - nodeData.propertyName = propertyName; - - } - - let snippet = propertyName; - const nodeType = this.getNodeType( builder ); - - if ( builder.needsColorSpaceToLinear( texture ) ) { - - snippet = colorSpaceToLinear( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType ); - - } - - return builder.format( snippet, nodeType, output ); - - } - - } - - setSampler( value ) { - - this.sampler = value; - - return this; - - } - - getSampler() { - - return this.sampler; - - } - - // @TODO: Move to TSL - - uv( uvNode ) { - - const textureNode = this.clone(); - textureNode.uvNode = nodeObject( uvNode ); - textureNode.referenceNode = this; - - return nodeObject( textureNode ); - - } - - blur( amountNode ) { - - const textureNode = this.clone(); - textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) ); - textureNode.referenceNode = this; - - return nodeObject( textureNode ); - - } - - level( levelNode ) { - - const textureNode = this.clone(); - textureNode.levelNode = nodeObject( levelNode ); - textureNode.referenceNode = this; - - return nodeObject( textureNode ); - - } - - size( levelNode ) { - - return textureSize( this, levelNode ); - - } - - bias( biasNode ) { - - const textureNode = this.clone(); - textureNode.biasNode = nodeObject( biasNode ); - textureNode.referenceNode = this; - - return nodeObject( textureNode ); - - } - - compare( compareNode ) { - - const textureNode = this.clone(); - textureNode.compareNode = nodeObject( compareNode ); - textureNode.referenceNode = this; - - return nodeObject( textureNode ); - - } - - grad( gradNodeX, gradNodeY ) { - - const textureNode = this.clone(); - textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ]; - - textureNode.referenceNode = this; - - return nodeObject( textureNode ); - - } - - depth( depthNode ) { - - const textureNode = this.clone(); - textureNode.depthNode = nodeObject( depthNode ); - textureNode.referenceNode = this; - - return nodeObject( textureNode ); - - } - - // -- - - serialize( data ) { - - super.serialize( data ); - - data.value = this.value.toJSON( data.meta ).uuid; - data.sampler = this.sampler; - data.updateMatrix = this.updateMatrix; - data.updateType = this.updateType; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.value = data.meta.textures[ data.value ]; - this.sampler = data.sampler; - this.updateMatrix = data.updateMatrix; - this.updateType = data.updateType; - - } - - update() { - - const texture = this.value; - const matrixUniform = this._matrixUniform; - - if ( matrixUniform !== null ) matrixUniform.value = texture.matrix; - - if ( texture.matrixAutoUpdate === true ) { - - texture.updateMatrix(); - - } - - } - - clone() { - - const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode ); - newNode.sampler = this.sampler; - - return newNode; - - } - -} - -const texture = nodeProxy( TextureNode ); -const textureLoad = ( ...params ) => texture( ...params ).setSampler( false ); - -//export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level ); - -const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' ); - -addNodeElement( 'texture', texture ); -//addNodeElement( 'textureLevel', textureLevel ); - -addNodeClass( 'TextureNode', TextureNode ); - -class BufferNode extends UniformNode { - - constructor( value, bufferType, bufferCount = 0 ) { - - super( value, bufferType ); - - this.isBufferNode = true; - - this.bufferType = bufferType; - this.bufferCount = bufferCount; - - } - - getElementType( builder ) { - - return this.getNodeType( builder ); - - } - - getInputType( /*builder*/ ) { - - return 'buffer'; - - } - -} - -const buffer = ( value, type, count ) => nodeObject( new BufferNode( value, type, count ) ); - -addNodeClass( 'BufferNode', BufferNode ); - -class UniformsElementNode extends ArrayElementNode { - - constructor( arrayBuffer, indexNode ) { - - super( arrayBuffer, indexNode ); - - this.isArrayBufferElementNode = true; - - } - - getNodeType( builder ) { - - return this.node.getElementType( builder ); - - } - - generate( builder ) { - - const snippet = super.generate( builder ); - const type = this.getNodeType(); - - return builder.format( snippet, 'vec4', type ); - - } - -} - -class UniformsNode extends BufferNode { - - constructor( value, elementType = null ) { - - super( null, 'vec4' ); - - this.array = value; - this.elementType = elementType; - - this._elementType = null; - this._elementLength = 0; - - this.updateType = NodeUpdateType.RENDER; - - this.isArrayBufferNode = true; - - } - - getElementType() { - - return this.elementType || this._elementType; - - } - - getElementLength() { - - return this._elementLength; - - } - - update( /*frame*/ ) { - - const { array, value } = this; - - const elementLength = this.getElementLength(); - const elementType = this.getElementType(); - - if ( elementLength === 1 ) { - - for ( let i = 0; i < array.length; i ++ ) { - - const index = i * 4; - - value[ index ] = array[ i ]; - - } - - } else if ( elementType === 'color' ) { - - for ( let i = 0; i < array.length; i ++ ) { - - const index = i * 4; - const vector = array[ i ]; - - value[ index ] = vector.r; - value[ index + 1 ] = vector.g; - value[ index + 2 ] = vector.b || 0; - //value[ index + 3 ] = vector.a || 0; - - } - - } else { - - for ( let i = 0; i < array.length; i ++ ) { - - const index = i * 4; - const vector = array[ i ]; - - value[ index ] = vector.x; - value[ index + 1 ] = vector.y; - value[ index + 2 ] = vector.z || 0; - value[ index + 3 ] = vector.w || 0; - - } - - } - - } - - setup( builder ) { - - const length = this.array.length; - - this._elementType = this.elementType === null ? getValueType( this.array[ 0 ] ) : this.elementType; - this._elementLength = builder.getTypeLength( this._elementType ); - - let arrayType = Float32Array; - - if ( this._elementType.charAt( 0 ) === 'i' ) arrayType = Int32Array; - else if ( this._elementType.charAt( 0 ) === 'u' ) arrayType = Uint32Array; - - this.value = new arrayType( length * 4 ); - this.bufferCount = length; - this.bufferType = builder.changeComponentType( 'vec4', builder.getComponentType( this._elementType ) ); - - return super.setup( builder ); - - } - - element( indexNode ) { - - return nodeObject( new UniformsElementNode( this, nodeObject( indexNode ) ) ); - - } - -} - -const uniforms = ( values, nodeType ) => nodeObject( new UniformsNode( values, nodeType ) ); - -addNodeClass( 'UniformsNode', UniformsNode ); - -class ReferenceElementNode extends ArrayElementNode { - - constructor( referenceNode, indexNode ) { - - super( referenceNode, indexNode ); - - this.referenceNode = referenceNode; - - this.isReferenceElementNode = true; - - } - - getNodeType() { - - return this.referenceNode.uniformType; - - } - - generate( builder ) { - - const snippet = super.generate( builder ); - const arrayType = this.referenceNode.getNodeType(); - const elementType = this.getNodeType(); - - return builder.format( snippet, arrayType, elementType ); - - } - -} - -class ReferenceNode extends Node { - - constructor( property, uniformType, object = null, count = null ) { - - super(); - - this.property = property; - this.uniformType = uniformType; - this.object = object; - this.count = count; - - this.properties = property.split( '.' ); - this.reference = object; - this.node = null; - - this.updateType = NodeUpdateType.OBJECT; - - } - - element( indexNode ) { - - return nodeObject( new ReferenceElementNode( this, nodeObject( indexNode ) ) ); - - } - - setNodeType( uniformType ) { - - let node = null; - - if ( this.count !== null ) { - - node = buffer( null, uniformType, this.count ); - - } else if ( Array.isArray( this.getValueFromReference() ) ) { - - node = uniforms( null, uniformType ); - - } else if ( uniformType === 'texture' ) { - - node = texture( null ); - - } else { - - node = uniform( null, uniformType ); - - } - - this.node = node; - - } - - getNodeType( builder ) { - - if ( this.node === null ) { - - this.updateValue(); - - } - - return this.node.getNodeType( builder ); - - } - - getValueFromReference( object = this.reference ) { - - const { properties } = this; - - let value = object[ properties[ 0 ] ]; - - for ( let i = 1; i < properties.length; i ++ ) { - - value = value[ properties[ i ] ]; - - } - - return value; - - } - - updateReference( state ) { - - this.reference = this.object !== null ? this.object : state.object; - - return this.reference; - - } - - setup() { - - this.updateValue(); - - return this.node; - - } - - update( /*frame*/ ) { - - this.updateValue(); - - } - - updateValue() { - - if ( this.node === null ) this.setNodeType( this.uniformType ); - - const value = this.getValueFromReference(); - - if ( Array.isArray( value ) ) { - - this.node.array = value; - - } else { - - this.node.value = value; - - } - - } - -} - -const reference = ( name, type, object ) => nodeObject( new ReferenceNode( name, type, object ) ); -const referenceBuffer = ( name, type, count, object ) => nodeObject( new ReferenceNode( name, type, object, count ) ); - -addNodeClass( 'ReferenceNode', ReferenceNode ); - -class MaterialReferenceNode extends ReferenceNode { - - constructor( property, inputType, material = null ) { - - super( property, inputType, material ); - - this.material = material; - - //this.updateType = NodeUpdateType.RENDER; - - } - - /*setNodeType( node ) { - - super.setNodeType( node ); - - this.node.groupNode = renderGroup; - - }*/ - - updateReference( state ) { - - this.reference = this.material !== null ? this.material : state.material; - - return this.reference; - - } - -} - -const materialReference = ( name, type, material ) => nodeObject( new MaterialReferenceNode( name, type, material ) ); - -addNodeClass( 'MaterialReferenceNode', MaterialReferenceNode ); - -const cameraGroup = /*#__PURE__*/ sharedUniformGroup( 'camera' ).onRenderUpdate( () => { - - cameraGroup.needsUpdate = true; - -} ); - -const cameraNear = /*#__PURE__*/ uniform( 'float' ).label( 'cameraNear' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.near ); -const cameraFar = /*#__PURE__*/ uniform( 'float' ).label( 'cameraFar' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.far ); -const cameraLogDepth = /*#__PURE__*/ uniform( 'float' ).label( 'cameraLogDepth' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); -const cameraProjectionMatrix = /*#__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix ); -const cameraProjectionMatrixInverse = /*#__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrixInverse' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse ); -const cameraViewMatrix = /*#__PURE__*/ uniform( 'mat4' ).label( 'cameraViewMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse ); -const cameraWorldMatrix = /*#__PURE__*/ uniform( 'mat4' ).label( 'cameraWorldMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorld ); -const cameraNormalMatrix = /*#__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix ); -const cameraPosition = /*#__PURE__*/ uniform( new Vector3() ).label( 'cameraPosition' ).setGroup( cameraGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) ); - -class Object3DNode extends Node { - - constructor( scope = Object3DNode.VIEW_MATRIX, object3d = null ) { - - super(); - - this.scope = scope; - this.object3d = object3d; - - this.updateType = NodeUpdateType.OBJECT; - - this._uniformNode = new UniformNode( null ); - - } - - getNodeType() { - - const scope = this.scope; - - if ( scope === Object3DNode.WORLD_MATRIX || scope === Object3DNode.VIEW_MATRIX ) { - - return 'mat4'; - - } else if ( scope === Object3DNode.NORMAL_MATRIX ) { - - return 'mat3'; - - } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) { - - return 'vec3'; - - } - - } - - update( frame ) { - - const object = this.object3d; - const uniformNode = this._uniformNode; - const scope = this.scope; - - if ( scope === Object3DNode.VIEW_MATRIX ) { - - uniformNode.value = object.modelViewMatrix; - - } else if ( scope === Object3DNode.NORMAL_MATRIX ) { - - uniformNode.value = object.normalMatrix; - - } else if ( scope === Object3DNode.WORLD_MATRIX ) { - - uniformNode.value = object.matrixWorld; - - } else if ( scope === Object3DNode.POSITION ) { - - uniformNode.value = uniformNode.value || new Vector3(); - - uniformNode.value.setFromMatrixPosition( object.matrixWorld ); - - } else if ( scope === Object3DNode.SCALE ) { - - uniformNode.value = uniformNode.value || new Vector3(); - - uniformNode.value.setFromMatrixScale( object.matrixWorld ); - - } else if ( scope === Object3DNode.DIRECTION ) { - - uniformNode.value = uniformNode.value || new Vector3(); - - object.getWorldDirection( uniformNode.value ); - - } else if ( scope === Object3DNode.VIEW_POSITION ) { - - const camera = frame.camera; - - uniformNode.value = uniformNode.value || new Vector3(); - uniformNode.value.setFromMatrixPosition( object.matrixWorld ); - - uniformNode.value.applyMatrix4( camera.matrixWorldInverse ); - - } - - } - - generate( builder ) { - - const scope = this.scope; - - if ( scope === Object3DNode.WORLD_MATRIX || scope === Object3DNode.VIEW_MATRIX ) { - - this._uniformNode.nodeType = 'mat4'; - - } else if ( scope === Object3DNode.NORMAL_MATRIX ) { - - this._uniformNode.nodeType = 'mat3'; - - } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) { - - this._uniformNode.nodeType = 'vec3'; - - } - - return this._uniformNode.build( builder ); - - } - - serialize( data ) { - - super.serialize( data ); - - data.scope = this.scope; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.scope = data.scope; - - } - -} - -Object3DNode.VIEW_MATRIX = 'viewMatrix'; -Object3DNode.NORMAL_MATRIX = 'normalMatrix'; -Object3DNode.WORLD_MATRIX = 'worldMatrix'; -Object3DNode.POSITION = 'position'; -Object3DNode.SCALE = 'scale'; -Object3DNode.VIEW_POSITION = 'viewPosition'; -Object3DNode.DIRECTION = 'direction'; - -const objectDirection = nodeProxy( Object3DNode, Object3DNode.DIRECTION ); -const objectViewMatrix = nodeProxy( Object3DNode, Object3DNode.VIEW_MATRIX ); -const objectNormalMatrix = nodeProxy( Object3DNode, Object3DNode.NORMAL_MATRIX ); -const objectWorldMatrix = nodeProxy( Object3DNode, Object3DNode.WORLD_MATRIX ); -const objectPosition = nodeProxy( Object3DNode, Object3DNode.POSITION ); -const objectScale = nodeProxy( Object3DNode, Object3DNode.SCALE ); -const objectViewPosition = nodeProxy( Object3DNode, Object3DNode.VIEW_POSITION ); - -addNodeClass( 'Object3DNode', Object3DNode ); - -class ModelNode extends Object3DNode { - - constructor( scope = ModelNode.VIEW_MATRIX ) { - - super( scope ); - - } - - update( frame ) { - - this.object3d = frame.object; - - super.update( frame ); - - } - -} - -const modelDirection = nodeImmutable( ModelNode, ModelNode.DIRECTION ); -const modelViewMatrix = nodeImmutable( ModelNode, ModelNode.VIEW_MATRIX ).label( 'modelViewMatrix' ).temp( 'ModelViewMatrix' ); -const modelNormalMatrix = nodeImmutable( ModelNode, ModelNode.NORMAL_MATRIX ); -const modelWorldMatrix = nodeImmutable( ModelNode, ModelNode.WORLD_MATRIX ); -const modelPosition = nodeImmutable( ModelNode, ModelNode.POSITION ); -const modelScale = nodeImmutable( ModelNode, ModelNode.SCALE ); -const modelViewPosition = nodeImmutable( ModelNode, ModelNode.VIEW_POSITION ); -const modelWorldMatrixInverse = uniform( new Matrix4() ).onObjectUpdate( ( { object }, self ) => self.value.copy( object.matrixWorld ).invert() ); - -addNodeClass( 'ModelNode', ModelNode ); - -const normalGeometry = /*#__PURE__*/ attribute( 'normal', 'vec3', vec3( 0, 1, 0 ) ); -const normalLocal = /*#__PURE__*/ normalGeometry.toVar( 'normalLocal' ); -const normalView = /*#__PURE__*/ varying( modelNormalMatrix.mul( normalLocal ), 'v_normalView' ).normalize().toVar( 'normalView' ); -const normalWorld = /*#__PURE__*/ varying( normalView.transformDirection( cameraViewMatrix ), 'v_normalWorld' ).normalize().toVar( 'normalWorld' ); -const transformedNormalView = /*#__PURE__*/ property( 'vec3', 'transformedNormalView' ); -const transformedNormalWorld = /*#__PURE__*/ transformedNormalView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedNormalWorld' ); -const transformedClearcoatNormalView = /*#__PURE__*/ property( 'vec3', 'transformedClearcoatNormalView' ); - -const _propertyCache = new Map(); - -class MaterialNode extends Node { - - constructor( scope ) { - - super(); - - this.scope = scope; - - } - - getCache( property, type ) { - - let node = _propertyCache.get( property ); - - if ( node === undefined ) { - - node = materialReference( property, type ); - - _propertyCache.set( property, node ); - - } - - return node; - - } - - getFloat( property ) { - - return this.getCache( property, 'float' ); - - } - - getColor( property ) { - - return this.getCache( property, 'color' ); - - } - - getTexture( property ) { - - return this.getCache( property === 'map' ? 'map' : property + 'Map', 'texture' ); - - } - - setup( builder ) { - - const material = builder.context.material; - const scope = this.scope; - - let node = null; - - if ( scope === MaterialNode.COLOR ) { - - const colorNode = this.getColor( scope ); - - if ( material.map && material.map.isTexture === true ) { - - node = colorNode.mul( this.getTexture( 'map' ) ); - - } else { - - node = colorNode; - - } - - } else if ( scope === MaterialNode.OPACITY ) { - - const opacityNode = this.getFloat( scope ); - - if ( material.alphaMap && material.alphaMap.isTexture === true ) { - - node = opacityNode.mul( this.getTexture( 'alpha' ) ); - - } else { - - node = opacityNode; - - } - - } else if ( scope === MaterialNode.SPECULAR_STRENGTH ) { - - if ( material.specularMap && material.specularMap.isTexture === true ) { - - node = this.getTexture( 'specular' ).r; - - } else { - - node = float( 1 ); - - } - - } else if ( scope === MaterialNode.SPECULAR_INTENSITY ) { - - const specularIntensity = this.getFloat( scope ); - - if ( material.specularMap ) { - - node = specularIntensity.mul( this.getTexture( scope ).a ); - - } else { - - node = specularIntensity; - - } - - } else if ( scope === MaterialNode.SPECULAR_COLOR ) { - - const specularColorNode = this.getColor( scope ); - - if ( material.specularColorMap && material.specularColorMap.isTexture === true ) { - - node = specularColorNode.mul( this.getTexture( scope ).rgb ); - - } else { - - node = specularColorNode; - - } - - } else if ( scope === MaterialNode.ROUGHNESS ) { // TODO: cleanup similar branches - - const roughnessNode = this.getFloat( scope ); - - if ( material.roughnessMap && material.roughnessMap.isTexture === true ) { - - node = roughnessNode.mul( this.getTexture( scope ).g ); - - } else { - - node = roughnessNode; - - } - - } else if ( scope === MaterialNode.METALNESS ) { - - const metalnessNode = this.getFloat( scope ); - - if ( material.metalnessMap && material.metalnessMap.isTexture === true ) { - - node = metalnessNode.mul( this.getTexture( scope ).b ); - - } else { - - node = metalnessNode; - - } - - } else if ( scope === MaterialNode.EMISSIVE ) { - - const emissiveIntensityNode = this.getFloat( 'emissiveIntensity' ); - const emissiveNode = this.getColor( scope ).mul( emissiveIntensityNode ); - - if ( material.emissiveMap && material.emissiveMap.isTexture === true ) { - - node = emissiveNode.mul( this.getTexture( scope ) ); - - } else { - - node = emissiveNode; - - } - - } else if ( scope === MaterialNode.NORMAL ) { - - if ( material.normalMap ) { - - node = this.getTexture( 'normal' ).normalMap( this.getCache( 'normalScale', 'vec2' ) ); - - } else if ( material.bumpMap ) { - - node = this.getTexture( 'bump' ).r.bumpMap( this.getFloat( 'bumpScale' ) ); - - } else { - - node = normalView; - - } - - } else if ( scope === MaterialNode.CLEARCOAT ) { - - const clearcoatNode = this.getFloat( scope ); - - if ( material.clearcoatMap && material.clearcoatMap.isTexture === true ) { - - node = clearcoatNode.mul( this.getTexture( scope ).r ); - - } else { - - node = clearcoatNode; - - } - - } else if ( scope === MaterialNode.CLEARCOAT_ROUGHNESS ) { - - const clearcoatRoughnessNode = this.getFloat( scope ); - - if ( material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true ) { - - node = clearcoatRoughnessNode.mul( this.getTexture( scope ).r ); - - } else { - - node = clearcoatRoughnessNode; - - } - - } else if ( scope === MaterialNode.CLEARCOAT_NORMAL ) { - - if ( material.clearcoatNormalMap ) { - - node = this.getTexture( scope ).normalMap( this.getCache( scope + 'Scale', 'vec2' ) ); - - } else { - - node = normalView; - - } - - } else if ( scope === MaterialNode.SHEEN ) { - - const sheenNode = this.getColor( 'sheenColor' ).mul( this.getFloat( 'sheen' ) ); // Move this mul() to CPU - - if ( material.sheenColorMap && material.sheenColorMap.isTexture === true ) { - - node = sheenNode.mul( this.getTexture( 'sheenColor' ).rgb ); - - } else { - - node = sheenNode; - - } - - } else if ( scope === MaterialNode.SHEEN_ROUGHNESS ) { - - const sheenRoughnessNode = this.getFloat( scope ); - - if ( material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true ) { - - node = sheenRoughnessNode.mul( this.getTexture( scope ).a ); - - } else { - - node = sheenRoughnessNode; - - } - - node = node.clamp( 0.07, 1.0 ); - - } else if ( scope === MaterialNode.ANISOTROPY ) { - - if ( material.anisotropyMap && material.anisotropyMap.isTexture === true ) { - - const anisotropyPolar = this.getTexture( scope ); - const anisotropyMat = mat2( materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x ); - - node = anisotropyMat.mul( anisotropyPolar.rg.mul( 2.0 ).sub( vec2( 1.0 ) ).normalize().mul( anisotropyPolar.b ) ); - - } else { - - node = materialAnisotropyVector; - - } - - } else if ( scope === MaterialNode.IRIDESCENCE_THICKNESS ) { - - const iridescenceThicknessMaximum = reference( '1', 'float', material.iridescenceThicknessRange ); - - if ( material.iridescenceThicknessMap ) { - - const iridescenceThicknessMinimum = reference( '0', 'float', material.iridescenceThicknessRange ); - - node = iridescenceThicknessMaximum.sub( iridescenceThicknessMinimum ).mul( this.getTexture( scope ).g ).add( iridescenceThicknessMinimum ); - - } else { - - node = iridescenceThicknessMaximum; - - } - - } else if ( scope === MaterialNode.TRANSMISSION ) { - - const transmissionNode = this.getFloat( scope ); - - if ( material.transmissionMap ) { - - node = transmissionNode.mul( this.getTexture( scope ).r ); - - } else { - - node = transmissionNode; - - } - - } else if ( scope === MaterialNode.THICKNESS ) { - - const thicknessNode = this.getFloat( scope ); - - if ( material.thicknessMap ) { - - node = thicknessNode.mul( this.getTexture( scope ).g ); - - } else { - - node = thicknessNode; - - } - - } else if ( scope === MaterialNode.IOR ) { - - node = this.getFloat( scope ); - - } else if ( scope === MaterialNode.REFRACTION_RATIO ) { - - node = this.getFloat( scope ); - - } else if ( scope === MaterialNode.LIGHT_MAP ) { - - node = this.getTexture( scope ).rgb.mul( this.getFloat( 'lightMapIntensity' ) ); - - } else if ( scope === MaterialNode.AO_MAP ) { - - node = this.getTexture( scope ).r.sub( 1.0 ).mul( this.getFloat( 'aoMapIntensity' ) ).add( 1.0 ); - - } else { - - const outputType = this.getNodeType( builder ); - - node = this.getCache( scope, outputType ); - - } - - return node; - - } - -} - -MaterialNode.ALPHA_TEST = 'alphaTest'; -MaterialNode.COLOR = 'color'; -MaterialNode.OPACITY = 'opacity'; -MaterialNode.SHININESS = 'shininess'; -MaterialNode.SPECULAR = 'specular'; -MaterialNode.SPECULAR_STRENGTH = 'specularStrength'; -MaterialNode.SPECULAR_INTENSITY = 'specularIntensity'; -MaterialNode.SPECULAR_COLOR = 'specularColor'; -MaterialNode.REFLECTIVITY = 'reflectivity'; -MaterialNode.ROUGHNESS = 'roughness'; -MaterialNode.METALNESS = 'metalness'; -MaterialNode.NORMAL = 'normal'; -MaterialNode.CLEARCOAT = 'clearcoat'; -MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness'; -MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal'; -MaterialNode.EMISSIVE = 'emissive'; -MaterialNode.ROTATION = 'rotation'; -MaterialNode.SHEEN = 'sheen'; -MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness'; -MaterialNode.ANISOTROPY = 'anisotropy'; -MaterialNode.IRIDESCENCE = 'iridescence'; -MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR'; -MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness'; -MaterialNode.IOR = 'ior'; -MaterialNode.TRANSMISSION = 'transmission'; -MaterialNode.THICKNESS = 'thickness'; -MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance'; -MaterialNode.ATTENUATION_COLOR = 'attenuationColor'; -MaterialNode.LINE_SCALE = 'scale'; -MaterialNode.LINE_DASH_SIZE = 'dashSize'; -MaterialNode.LINE_GAP_SIZE = 'gapSize'; -MaterialNode.LINE_WIDTH = 'linewidth'; -MaterialNode.LINE_DASH_OFFSET = 'dashOffset'; -MaterialNode.POINT_WIDTH = 'pointWidth'; -MaterialNode.DISPERSION = 'dispersion'; -MaterialNode.LIGHT_MAP = 'light'; -MaterialNode.AO_MAP = 'ao'; -MaterialNode.REFRACTION_RATIO = 'refractionRatio'; - -const materialAlphaTest = nodeImmutable( MaterialNode, MaterialNode.ALPHA_TEST ); -const materialColor = nodeImmutable( MaterialNode, MaterialNode.COLOR ); -const materialShininess = nodeImmutable( MaterialNode, MaterialNode.SHININESS ); -const materialEmissive = nodeImmutable( MaterialNode, MaterialNode.EMISSIVE ); -const materialOpacity = nodeImmutable( MaterialNode, MaterialNode.OPACITY ); -const materialSpecular = nodeImmutable( MaterialNode, MaterialNode.SPECULAR ); - -const materialSpecularIntensity = nodeImmutable( MaterialNode, MaterialNode.SPECULAR_INTENSITY ); -const materialSpecularColor = nodeImmutable( MaterialNode, MaterialNode.SPECULAR_COLOR ); - -const materialSpecularStrength = nodeImmutable( MaterialNode, MaterialNode.SPECULAR_STRENGTH ); -const materialReflectivity = nodeImmutable( MaterialNode, MaterialNode.REFLECTIVITY ); -const materialRoughness = nodeImmutable( MaterialNode, MaterialNode.ROUGHNESS ); -const materialMetalness = nodeImmutable( MaterialNode, MaterialNode.METALNESS ); -const materialNormal = nodeImmutable( MaterialNode, MaterialNode.NORMAL ); -const materialClearcoat = nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT ); -const materialClearcoatRoughness = nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS ); -const materialClearcoatNormal = nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_NORMAL ); -const materialRotation = nodeImmutable( MaterialNode, MaterialNode.ROTATION ); -const materialSheen = nodeImmutable( MaterialNode, MaterialNode.SHEEN ); -const materialSheenRoughness = nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS ); -const materialAnisotropy = nodeImmutable( MaterialNode, MaterialNode.ANISOTROPY ); -const materialIridescence = nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE ); -const materialIridescenceIOR = nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_IOR ); -const materialIridescenceThickness = nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS ); -const materialTransmission = nodeImmutable( MaterialNode, MaterialNode.TRANSMISSION ); -const materialThickness = nodeImmutable( MaterialNode, MaterialNode.THICKNESS ); -const materialIOR = nodeImmutable( MaterialNode, MaterialNode.IOR ); -const materialAttenuationDistance = nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_DISTANCE ); -const materialAttenuationColor = nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_COLOR ); -const materialLineScale = nodeImmutable( MaterialNode, MaterialNode.LINE_SCALE ); -const materialLineDashSize = nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_SIZE ); -const materialLineGapSize = nodeImmutable( MaterialNode, MaterialNode.LINE_GAP_SIZE ); -const materialLineWidth = nodeImmutable( MaterialNode, MaterialNode.LINE_WIDTH ); -const materialLineDashOffset = nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_OFFSET ); -const materialPointWidth = nodeImmutable( MaterialNode, MaterialNode.POINT_WIDTH ); -const materialDispersion = nodeImmutable( MaterialNode, MaterialNode.DISPERSION ); -const materialLightMap = nodeImmutable( MaterialNode, MaterialNode.LIGHT_MAP ); -const materialAOMap = nodeImmutable( MaterialNode, MaterialNode.AO_MAP ); -const materialRefractionRatio = nodeImmutable( MaterialNode, MaterialNode.REFRACTION_RATIO ); -const materialAnisotropyVector = uniform( new Vector2() ).onReference( function ( frame ) { - - return frame.material; - -} ).onRenderUpdate( function ( { material } ) { - - this.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) ); - -} ); - -addNodeClass( 'MaterialNode', MaterialNode ); - -const positionGeometry = /*#__PURE__*/ attribute( 'position', 'vec3' ); -const positionLocal = /*#__PURE__*/ positionGeometry.toVar( 'positionLocal' ); -const positionWorld = /*#__PURE__*/ varying( modelWorldMatrix.mul( positionLocal ).xyz, 'v_positionWorld' ); -const positionWorldDirection = /*#__PURE__*/ varying( positionLocal.transformDirection( modelWorldMatrix ), 'v_positionWorldDirection' ).normalize().toVar( 'positionWorldDirection' ); -const positionView = /*#__PURE__*/ varying( modelViewMatrix.mul( positionLocal ).xyz, 'v_positionView' ); -const positionViewDirection = /*#__PURE__*/ varying( positionView.negate(), 'v_positionViewDirection' ).normalize().toVar( 'positionViewDirection' ); - -class ModelViewProjectionNode extends TempNode { - - constructor( positionNode = null ) { - - super( 'vec4' ); - - this.positionNode = positionNode; - - } - - setup( builder ) { - - if ( builder.shaderStage === 'fragment' ) { - - return varying( builder.context.mvp ); - - } - - const position = this.positionNode || positionLocal; - - return cameraProjectionMatrix.mul( modelViewMatrix ).mul( position ); - - } - -} - -const modelViewProjection = nodeProxy( ModelViewProjectionNode ); - -addNodeClass( 'ModelViewProjectionNode', ModelViewProjectionNode ); - -class BufferAttributeNode extends InputNode { - - constructor( value, bufferType = null, bufferStride = 0, bufferOffset = 0 ) { - - super( value, bufferType ); - - this.isBufferNode = true; - - this.bufferType = bufferType; - this.bufferStride = bufferStride; - this.bufferOffset = bufferOffset; - - this.usage = StaticDrawUsage; - this.instanced = false; - - this.attribute = null; - - this.global = true; - - if ( value && value.isBufferAttribute === true ) { - - this.attribute = value; - this.usage = value.usage; - this.instanced = value.isInstancedBufferAttribute; - - } - - } - - getHash( builder ) { - - if ( this.bufferStride === 0 && this.bufferOffset === 0 ) { - - let bufferData = builder.globalCache.getData( this.value ); - - if ( bufferData === undefined ) { - - bufferData = { - node: this - }; - - builder.globalCache.setData( this.value, bufferData ); - - } - - return bufferData.node.uuid; - - } - - return this.uuid; - - } - - getNodeType( builder ) { - - if ( this.bufferType === null ) { - - this.bufferType = builder.getTypeFromAttribute( this.attribute ); - - } - - return this.bufferType; - - } - - setup( builder ) { - - if ( this.attribute !== null ) return; - - const type = this.getNodeType( builder ); - const array = this.value; - const itemSize = builder.getTypeLength( type ); - const stride = this.bufferStride || itemSize; - const offset = this.bufferOffset; - - const buffer = array.isInterleavedBuffer === true ? array : new InterleavedBuffer( array, stride ); - const bufferAttribute = new InterleavedBufferAttribute( buffer, itemSize, offset ); - - buffer.setUsage( this.usage ); - - this.attribute = bufferAttribute; - this.attribute.isInstancedBufferAttribute = this.instanced; // @TODO: Add a possible: InstancedInterleavedBufferAttribute - - } - - generate( builder ) { - - const nodeType = this.getNodeType( builder ); - - const nodeAttribute = builder.getBufferAttributeFromNode( this, nodeType ); - const propertyName = builder.getPropertyName( nodeAttribute ); - - let output = null; - - if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) { - - this.name = propertyName; - - output = propertyName; - - } else { - - const nodeVarying = varying( this ); - - output = nodeVarying.build( builder, nodeType ); - - } - - return output; - - } - - getInputType( /*builder*/ ) { - - return 'bufferAttribute'; - - } - - setUsage( value ) { - - this.usage = value; - - if ( this.attribute && this.attribute.isBufferAttribute === true ) { - - this.attribute.usage = value; - - } - - return this; - - } - - setInstanced( value ) { - - this.instanced = value; - - return this; - - } - -} - -const bufferAttribute = ( array, type, stride, offset ) => nodeObject( new BufferAttributeNode( array, type, stride, offset ) ); -const dynamicBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setUsage( DynamicDrawUsage ); - -const instancedBufferAttribute = ( array, type, stride, offset ) => bufferAttribute( array, type, stride, offset ).setInstanced( true ); -const instancedDynamicBufferAttribute = ( array, type, stride, offset ) => dynamicBufferAttribute( array, type, stride, offset ).setInstanced( true ); - -addNodeElement( 'toAttribute', ( bufferNode ) => bufferAttribute( bufferNode.value ) ); - -addNodeClass( 'BufferAttributeNode', BufferAttributeNode ); - -class InstanceNode extends Node { - - constructor( instanceMesh ) { - - super( 'void' ); - - this.instanceMesh = instanceMesh; - - this.instanceMatrixNode = null; - - this.instanceColorNode = null; - - this.updateType = NodeUpdateType.FRAME; - - this.buffer = null; - this.bufferColor = null; - - } - - setup( /*builder*/ ) { - - let instanceMatrixNode = this.instanceMatrixNode; - let instanceColorNode = this.instanceColorNode; - - const instanceMesh = this.instanceMesh; - - if ( instanceMatrixNode === null ) { - - const instanceAttribute = instanceMesh.instanceMatrix; - - // Both WebGPU and WebGL backends have UBO max limited to 64kb. Matrix count number bigger than 1000 ( 16 * 4 * 1000 = 64kb ) will fallback to attribute. - - if ( instanceMesh.count <= 1000 ) { - - instanceMatrixNode = buffer( instanceAttribute.array, 'mat4', instanceMesh.count ).element( instanceIndex ); - - } else { - - const buffer = new InstancedInterleavedBuffer( instanceAttribute.array, 16, 1 ); - - this.buffer = buffer; - - const bufferFn = instanceAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute; - - const instanceBuffers = [ - // F.Signature -> bufferAttribute( array, type, stride, offset ) - bufferFn( buffer, 'vec4', 16, 0 ), - bufferFn( buffer, 'vec4', 16, 4 ), - bufferFn( buffer, 'vec4', 16, 8 ), - bufferFn( buffer, 'vec4', 16, 12 ) - ]; - - instanceMatrixNode = mat4( ...instanceBuffers ); - - } - - this.instanceMatrixNode = instanceMatrixNode; - - } - - const instanceColorAttribute = instanceMesh.instanceColor; - - if ( instanceColorAttribute && instanceColorNode === null ) { - - const buffer = new InstancedBufferAttribute( instanceColorAttribute.array, 3 ); - - const bufferFn = instanceColorAttribute.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute; - - this.bufferColor = buffer; - - instanceColorNode = vec3( bufferFn( buffer, 'vec3', 3, 0 ) ); - - this.instanceColorNode = instanceColorNode; - - } - - // POSITION - - const instancePosition = instanceMatrixNode.mul( positionLocal ).xyz; - - // NORMAL - - const m = mat3( instanceMatrixNode ); - - const transformedNormal = normalLocal.div( vec3( m[ 0 ].dot( m[ 0 ] ), m[ 1 ].dot( m[ 1 ] ), m[ 2 ].dot( m[ 2 ] ) ) ); - - const instanceNormal = m.mul( transformedNormal ).xyz; - - // ASSIGNS - - positionLocal.assign( instancePosition ); - normalLocal.assign( instanceNormal ); - - // COLOR - - if ( this.instanceColorNode !== null ) { - - varyingProperty( 'vec3', 'vInstanceColor' ).assign( this.instanceColorNode ); - - } - - } - - update( /*frame*/ ) { - - if ( this.instanceMesh.instanceMatrix.usage !== DynamicDrawUsage && this.buffer != null && this.instanceMesh.instanceMatrix.version !== this.buffer.version ) { - - this.buffer.version = this.instanceMesh.instanceMatrix.version; - - } - - if ( this.instanceMesh.instanceColor && this.instanceMesh.instanceColor.usage !== DynamicDrawUsage && this.bufferColor != null && this.instanceMesh.instanceColor.version !== this.bufferColor.version ) { - - this.bufferColor.version = this.instanceMesh.instanceColor.version; - - } - - } - -} - -const instance = nodeProxy( InstanceNode ); - -addNodeClass( 'InstanceNode', InstanceNode ); - -const tangentGeometry = /*#__PURE__*/ tslFn( ( stack, builder ) => { - - if ( builder.geometry.hasAttribute( 'tangent' ) === false ) { - - builder.geometry.computeTangents(); - - } - - return attribute( 'tangent', 'vec4' ); - -} )(); - -const tangentLocal = /*#__PURE__*/ tangentGeometry.xyz.toVar( 'tangentLocal' ); -const tangentView = /*#__PURE__*/ varying( modelViewMatrix.mul( vec4( tangentLocal, 0 ) ).xyz, 'v_tangentView' ).normalize().toVar( 'tangentView' ); -const tangentWorld = /*#__PURE__*/ varying( tangentView.transformDirection( cameraViewMatrix ), 'v_tangentWorld' ).normalize().toVar( 'tangentWorld' ); -const transformedTangentView = /*#__PURE__*/ tangentView.toVar( 'transformedTangentView' ); -const transformedTangentWorld = /*#__PURE__*/ transformedTangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedTangentWorld' ); - -class BatchNode extends Node { - - constructor( batchMesh ) { - - super( 'void' ); - - this.batchMesh = batchMesh; - - - this.instanceColorNode = null; - - this.batchingIdNode = null; - - } - - setup( builder ) { - - // POSITION - - if ( this.batchingIdNode === null ) { - - if ( builder.getDrawIndex() === null ) { - - this.batchingIdNode = instanceIndex; - - } else { - - this.batchingIdNode = drawIndex; - - } - - } - - const getIndirectIndex = tslFn( ( [ id ] ) => { - - const size = textureSize( textureLoad( this.batchMesh._indirectTexture ), 0 ); - const x = int( id ).remainder( int( size ) ); - const y = int( id ).div( int( size ) ); - return textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x; - - } ).setLayout( { - name: 'getIndirectIndex', - type: 'uint', - inputs: [ - { name: 'id', type: 'int' } - ] - } ); - - const matriceTexture = this.batchMesh._matricesTexture; - - const size = textureSize( textureLoad( matriceTexture ), 0 ); - const j = float( getIndirectIndex( int( this.batchingIdNode ) ) ).mul( 4 ).toVar(); - - const x = int( j.mod( size ) ); - const y = int( j ).div( int( size ) ); - const batchingMatrix = mat4( - textureLoad( matriceTexture, ivec2( x, y ) ), - textureLoad( matriceTexture, ivec2( x.add( 1 ), y ) ), - textureLoad( matriceTexture, ivec2( x.add( 2 ), y ) ), - textureLoad( matriceTexture, ivec2( x.add( 3 ), y ) ) - ); - - const bm = mat3( batchingMatrix ); - - positionLocal.assign( batchingMatrix.mul( positionLocal ) ); - - const transformedNormal = normalLocal.div( vec3( bm[ 0 ].dot( bm[ 0 ] ), bm[ 1 ].dot( bm[ 1 ] ), bm[ 2 ].dot( bm[ 2 ] ) ) ); - - const batchingNormal = bm.mul( transformedNormal ).xyz; - - normalLocal.assign( batchingNormal ); - - if ( builder.hasGeometryAttribute( 'tangent' ) ) { - - tangentLocal.mulAssign( bm ); - - } - - } - -} - -const batch = nodeProxy( BatchNode ); - -addNodeClass( 'batch', BatchNode ); - -class SkinningNode extends Node { - - constructor( skinnedMesh, useReference = false ) { - - super( 'void' ); - - this.skinnedMesh = skinnedMesh; - this.useReference = useReference; - - this.updateType = NodeUpdateType.OBJECT; - - // - - this.skinIndexNode = attribute( 'skinIndex', 'uvec4' ); - this.skinWeightNode = attribute( 'skinWeight', 'vec4' ); - - let bindMatrixNode, bindMatrixInverseNode, boneMatricesNode; - - if ( useReference ) { - - bindMatrixNode = reference( 'bindMatrix', 'mat4' ); - bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' ); - boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length ); - - } else { - - bindMatrixNode = uniform( skinnedMesh.bindMatrix, 'mat4' ); - bindMatrixInverseNode = uniform( skinnedMesh.bindMatrixInverse, 'mat4' ); - boneMatricesNode = buffer( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length ); - - } - - this.bindMatrixNode = bindMatrixNode; - this.bindMatrixInverseNode = bindMatrixInverseNode; - this.boneMatricesNode = boneMatricesNode; - - } - - setup( builder ) { - - const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode, boneMatricesNode } = this; - - const boneMatX = boneMatricesNode.element( skinIndexNode.x ); - const boneMatY = boneMatricesNode.element( skinIndexNode.y ); - const boneMatZ = boneMatricesNode.element( skinIndexNode.z ); - const boneMatW = boneMatricesNode.element( skinIndexNode.w ); - - // POSITION - - const skinVertex = bindMatrixNode.mul( positionLocal ); - - const skinned = add( - boneMatX.mul( skinWeightNode.x ).mul( skinVertex ), - boneMatY.mul( skinWeightNode.y ).mul( skinVertex ), - boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ), - boneMatW.mul( skinWeightNode.w ).mul( skinVertex ) - ); - - const skinPosition = bindMatrixInverseNode.mul( skinned ).xyz; - - // NORMAL - - let skinMatrix = add( - skinWeightNode.x.mul( boneMatX ), - skinWeightNode.y.mul( boneMatY ), - skinWeightNode.z.mul( boneMatZ ), - skinWeightNode.w.mul( boneMatW ) - ); - - skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode ); - - const skinNormal = skinMatrix.transformDirection( normalLocal ).xyz; - - // ASSIGNS - - positionLocal.assign( skinPosition ); - normalLocal.assign( skinNormal ); - - if ( builder.hasGeometryAttribute( 'tangent' ) ) { - - tangentLocal.assign( skinNormal ); - - } - - } - - generate( builder, output ) { - - if ( output !== 'void' ) { - - return positionLocal.build( builder, output ); - - } - - } - - update( frame ) { - - const object = this.useReference ? frame.object : this.skinnedMesh; - - object.skeleton.update(); - - } - -} - -const skinning = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh ) ); -const skinningReference = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh, true ) ); - -addNodeClass( 'SkinningNode', SkinningNode ); - -class LoopNode extends Node { - - constructor( params = [] ) { - - super(); - - this.params = params; - - } - - getVarName( index ) { - - return String.fromCharCode( 'i'.charCodeAt() + index ); - - } - - getProperties( builder ) { - - const properties = builder.getNodeProperties( this ); - - if ( properties.stackNode !== undefined ) return properties; - - // - - const inputs = {}; - - for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) { - - const param = this.params[ i ]; - - const name = ( param.isNode !== true && param.name ) || this.getVarName( i ); - const type = ( param.isNode !== true && param.type ) || 'int'; - - inputs[ name ] = expression( name, type ); - - } - - const stack = builder.addStack(); // TODO: cache() it - - properties.returnsNode = this.params[ this.params.length - 1 ]( inputs, stack, builder ); - properties.stackNode = stack; - - builder.removeStack(); - - return properties; - - } - - getNodeType( builder ) { - - const { returnsNode } = this.getProperties( builder ); - - return returnsNode ? returnsNode.getNodeType( builder ) : 'void'; - - } - - setup( builder ) { - - // setup properties - - this.getProperties( builder ); - - } - - generate( builder ) { - - const properties = this.getProperties( builder ); - - const params = this.params; - const stackNode = properties.stackNode; - - for ( let i = 0, l = params.length - 1; i < l; i ++ ) { - - const param = params[ i ]; - - let start = null, end = null, name = null, type = null, condition = null, update = null; - - if ( param.isNode ) { - - type = 'int'; - name = this.getVarName( i ); - start = '0'; - end = param.build( builder, type ); - condition = '<'; - - } else { - - type = param.type || 'int'; - name = param.name || this.getVarName( i ); - start = param.start; - end = param.end; - condition = param.condition; - update = param.update; - - if ( typeof start === 'number' ) start = start.toString(); - else if ( start && start.isNode ) start = start.build( builder, type ); - - if ( typeof end === 'number' ) end = end.toString(); - else if ( end && end.isNode ) end = end.build( builder, type ); - - if ( start !== undefined && end === undefined ) { - - start = start + ' - 1'; - end = '0'; - condition = '>='; - - } else if ( end !== undefined && start === undefined ) { - - start = '0'; - condition = '<'; - - } - - if ( condition === undefined ) { - - if ( Number( start ) > Number( end ) ) { - - condition = '>='; - - } else { - - condition = '<'; - - } - - } - - } - - const internalParam = { start, end, condition }; - - // - - const startSnippet = internalParam.start; - const endSnippet = internalParam.end; - - let declarationSnippet = ''; - let conditionalSnippet = ''; - let updateSnippet = ''; - - if ( ! update ) { - - if ( type === 'int' || type === 'uint' ) { - - if ( condition.includes( '<' ) ) update = '++'; - else update = '--'; - - } else { - - if ( condition.includes( '<' ) ) update = '+= 1.'; - else update = '-= 1.'; - - } - - } - - declarationSnippet += builder.getVar( type, name ) + ' = ' + startSnippet; - - conditionalSnippet += name + ' ' + condition + ' ' + endSnippet; - updateSnippet += name + ' ' + update; - - const forSnippet = `for ( ${ declarationSnippet }; ${ conditionalSnippet }; ${ updateSnippet } )`; - - builder.addFlowCode( ( i === 0 ? '\n' : '' ) + builder.tab + forSnippet + ' {\n\n' ).addFlowTab(); - - } - - const stackSnippet = stackNode.build( builder, 'void' ); - - const returnsSnippet = properties.returnsNode ? properties.returnsNode.build( builder ) : ''; - - builder.removeFlowTab().addFlowCode( '\n' + builder.tab + stackSnippet ); - - for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) { - - builder.addFlowCode( ( i === 0 ? '' : builder.tab ) + '}\n\n' ).removeFlowTab(); - - } - - builder.addFlowTab(); - - return returnsSnippet; - - } - -} - -const loop = ( ...params ) => nodeObject( new LoopNode( nodeArray( params, 'int' ) ) ).append(); -const Continue = () => expression( 'continue' ).append(); -const Break = () => expression( 'break' ).append(); - -addNodeElement( 'loop', ( returns, ...params ) => bypass( returns, loop( ...params ) ) ); - -addNodeClass( 'LoopNode', LoopNode ); - -const _morphTextures = new WeakMap(); -const _morphVec4 = /*@__PURE__*/ new Vector4(); - -const getMorph = tslFn( ( { bufferMap, influence, stride, width, depth, offset } ) => { - - const texelIndex = int( vertexIndex ).mul( stride ).add( offset ); - - const y = texelIndex.div( width ); - const x = texelIndex.sub( y.mul( width ) ); - - const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth ); - - return bufferAttrib.mul( influence ); - -} ); - -function getEntry( geometry ) { - - const hasMorphPosition = geometry.morphAttributes.position !== undefined; - const hasMorphNormals = geometry.morphAttributes.normal !== undefined; - const hasMorphColors = geometry.morphAttributes.color !== undefined; - - // 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 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; - - let width = geometry.attributes.position.count * vertexDataCount; - let height = 1; - - const maxTextureSize = 4096; // @TODO: Use 'capabilities.maxTextureSize' - - if ( width > maxTextureSize ) { - - height = Math.ceil( width / maxTextureSize ); - width = maxTextureSize; - - } - - const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); - - const bufferTexture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); - bufferTexture.type = FloatType; - bufferTexture.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 ]; - - const offset = width * height * 4 * i; - - for ( let j = 0; j < morphTarget.count; j ++ ) { - - const stride = j * vertexDataStride; - - if ( hasMorphPosition === true ) { - - _morphVec4.fromBufferAttribute( morphTarget, j ); - - buffer[ offset + stride + 0 ] = _morphVec4.x; - buffer[ offset + stride + 1 ] = _morphVec4.y; - buffer[ offset + stride + 2 ] = _morphVec4.z; - buffer[ offset + stride + 3 ] = 0; - - } - - if ( hasMorphNormals === true ) { - - _morphVec4.fromBufferAttribute( morphNormal, j ); - - buffer[ offset + stride + 4 ] = _morphVec4.x; - buffer[ offset + stride + 5 ] = _morphVec4.y; - buffer[ offset + stride + 6 ] = _morphVec4.z; - buffer[ offset + stride + 7 ] = 0; - - } - - if ( hasMorphColors === true ) { - - _morphVec4.fromBufferAttribute( morphColor, j ); - - buffer[ offset + stride + 8 ] = _morphVec4.x; - buffer[ offset + stride + 9 ] = _morphVec4.y; - buffer[ offset + stride + 10 ] = _morphVec4.z; - buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? _morphVec4.w : 1; - - } - - } - - } - - entry = { - count: morphTargetsCount, - texture: bufferTexture, - stride: vertexDataCount, - size: new Vector2( width, height ) - }; - - _morphTextures.set( geometry, entry ); - - function disposeTexture() { - - bufferTexture.dispose(); - - _morphTextures.delete( geometry ); - - geometry.removeEventListener( 'dispose', disposeTexture ); - - } - - geometry.addEventListener( 'dispose', disposeTexture ); - - } - - return entry; - -} - - -class MorphNode extends Node { - - constructor( mesh ) { - - super( 'void' ); - - this.mesh = mesh; - this.morphBaseInfluence = uniform( 1 ); - - this.updateType = NodeUpdateType.OBJECT; - - } - - setup( builder ) { - - const { geometry } = builder; - - const hasMorphPosition = geometry.morphAttributes.position !== undefined; - const hasMorphNormals = geometry.morphAttributes.normal !== undefined; - - const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; - const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; - - // nodes - - const { texture: bufferMap, stride, size } = getEntry( geometry ); - - if ( hasMorphPosition === true ) positionLocal.mulAssign( this.morphBaseInfluence ); - if ( hasMorphNormals === true ) normalLocal.mulAssign( this.morphBaseInfluence ); - - const width = int( size.width ); - - loop( morphTargetsCount, ( { i } ) => { - - const influence = float( 0 ).toVar(); - - if ( this.mesh.count > 1 && ( this.mesh.morphTexture !== null && this.mesh.morphTexture !== undefined ) ) { - - influence.assign( textureLoad( this.mesh.morphTexture, ivec2( int( i ).add( 1 ), int( instanceIndex ) ) ).r ); - - } else { - - influence.assign( reference( 'morphTargetInfluences', 'float' ).element( i ).toVar() ); - - } - - if ( hasMorphPosition === true ) { - - positionLocal.addAssign( getMorph( { - bufferMap, - influence, - stride, - width, - depth: i, - offset: int( 0 ) - } ) ); - - } - - if ( hasMorphNormals === true ) { - - normalLocal.addAssign( getMorph( { - bufferMap, - influence, - stride, - width, - depth: i, - offset: int( 1 ) - } ) ); - - } - - } ); - - } - - update() { - - const morphBaseInfluence = this.morphBaseInfluence; - - if ( this.mesh.geometry.morphTargetsRelative ) { - - morphBaseInfluence.value = 1; - - } else { - - morphBaseInfluence.value = 1 - this.mesh.morphTargetInfluences.reduce( ( a, b ) => a + b, 0 ); - - } - - } - -} - -const morphReference = nodeProxy( MorphNode ); - -addNodeClass( 'MorphNode', MorphNode ); - -const reflectView = /*#__PURE__*/ positionViewDirection.negate().reflect( transformedNormalView ); -const refractView = /*#__PURE__*/ positionViewDirection.negate().refract( transformedNormalView, materialRefractionRatio ); - -const reflectVector = /*#__PURE__*/ reflectView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' ); -const refractVector = /*#__PURE__*/ refractView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' ); - -class CubeTextureNode extends TextureNode { - - constructor( value, uvNode = null, levelNode = null, biasNode = null ) { - - super( value, uvNode, levelNode, biasNode ); - - this.isCubeTextureNode = true; - - } - - getInputType( /*builder*/ ) { - - return 'cubeTexture'; - - } - - getDefaultUV() { - - const texture = this.value; - - if ( texture.mapping === CubeReflectionMapping ) { - - return reflectVector; - - } else if ( texture.mapping === CubeRefractionMapping ) { - - return refractVector; - - } else { - - console.error( 'THREE.CubeTextureNode: Mapping "%s" not supported.', texture.mapping ); - - return vec3( 0, 0, 0 ); - - } - - } - - setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for CubeTextureNode - - setupUV( builder, uvNode ) { - - const texture = this.value; - - if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem || ! texture.isRenderTargetTexture ) { - - return vec3( uvNode.x.negate(), uvNode.yz ); - - } else { - - return uvNode; - - } - - } - - generateUV( builder, cubeUV ) { - - return cubeUV.build( builder, 'vec3' ); - - } - -} - -const cubeTexture = nodeProxy( CubeTextureNode ); - -addNodeElement( 'cubeTexture', cubeTexture ); - -addNodeClass( 'CubeTextureNode', CubeTextureNode ); - -class LightingNode extends Node { - - constructor() { - - super( 'vec3' ); - - this.isLightingNode = true; - - } - - generate( /*builder*/ ) { - - console.warn( 'Abstract function.' ); - - } - -} - -addNodeClass( 'LightingNode', LightingNode ); - -const BasicShadowMap = tslFn( ( { depthTexture, shadowCoord } ) => { - - return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z ); - -} ); - -const PCFShadowMap = tslFn( ( { depthTexture, shadowCoord, shadow } ) => { - - const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare ); - - const mapSize = reference( 'mapSize', 'vec2', shadow ); - const radius = reference( 'radius', 'float', shadow ); - - const texelSize = vec2( 1 ).div( mapSize ); - const dx0 = texelSize.x.negate().mul( radius ); - const dy0 = texelSize.y.negate().mul( radius ); - const dx1 = texelSize.x.mul( radius ); - const dy1 = texelSize.y.mul( radius ); - const dx2 = dx0.div( 2 ); - const dy2 = dy0.div( 2 ); - const dx3 = dx1.div( 2 ); - const dy3 = dy1.div( 2 ); - - return add( - depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy, shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ), - depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z ) - ).mul( 1 / 17 ); - -} ); - -const PCFSoftShadowMap = tslFn( ( { depthTexture, shadowCoord, shadow } ) => { - - const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare ); - - const mapSize = reference( 'mapSize', 'vec2', shadow ); - - const texelSize = vec2( 1 ).div( mapSize ); - const dx = texelSize.x; - const dy = texelSize.y; - - const uv = shadowCoord.xy; - const f = fract( uv.mul( mapSize ).add( 0.5 ) ); - uv.subAssign( f.mul( texelSize ) ); - - return add( - depthCompare( uv, shadowCoord.z ), - depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ), - depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ), - depthCompare( uv.add( texelSize ), shadowCoord.z ), - mix( - depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ), - depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ), - f.x - ), - mix( - depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ), - depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ), - f.x - ), - mix( - depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ), - depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ), - f.y - ), - mix( - depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ), - depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ), - f.y - ), - mix( - mix( - depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ), - depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ), - f.x - ), - mix( - depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ), - depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ), - f.x - ), - f.y - ) - ).mul( 1 / 9 ); - -} ); - -const shadowFilterLib = [ BasicShadowMap, PCFShadowMap, PCFSoftShadowMap ]; - -// - -let overrideMaterial = null; - -class AnalyticLightNode extends LightingNode { - - constructor( light = null ) { - - super(); - - this.updateType = NodeUpdateType.FRAME; - - this.light = light; - - this.color = new Color(); - this.colorNode = uniform( this.color ); - - this.baseColorNode = null; - - this.shadowMap = null; - this.shadowNode = null; - this.shadowColorNode = null; - - this.isAnalyticLightNode = true; - - } - - getCacheKey() { - - return super.getCacheKey() + '-' + ( this.light.id + '-' + ( this.light.castShadow ? '1' : '0' ) ); - - } - - getHash() { - - return this.light.uuid; - - } - - setupShadow( builder ) { - - const { object, renderer } = builder; - - let shadowColorNode = this.shadowColorNode; - - if ( shadowColorNode === null ) { - - if ( overrideMaterial === null ) { - - overrideMaterial = builder.createNodeMaterial(); - overrideMaterial.fragmentNode = vec4( 0, 0, 0, 1 ); - overrideMaterial.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.fragmentNode unintentionally when using material.shadowNode - - } - - const depthTexture = new DepthTexture(); - depthTexture.compareFunction = LessCompare; - - const shadow = this.light.shadow; - const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height ); - shadowMap.depthTexture = depthTexture; - - shadow.camera.updateProjectionMatrix(); - - // - - const shadowIntensity = reference( 'intensity', 'float', shadow ); - const bias = reference( 'bias', 'float', shadow ); - const normalBias = reference( 'normalBias', 'float', shadow ); - - const position = object.material.shadowPositionNode || positionWorld; - - let shadowCoord = uniform( shadow.matrix ).mul( position.add( normalWorld.mul( normalBias ) ) ); - shadowCoord = shadowCoord.xyz.div( shadowCoord.w ); - - let coordZ = shadowCoord.z.add( bias ); - - if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) { - - coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Convertion [ 0, 1 ] to [ - 1, 1 ] - - } - - shadowCoord = vec3( - shadowCoord.x, - shadowCoord.y.oneMinus(), // follow webgpu standards - coordZ - ); - - const frustumTest = shadowCoord.x.greaterThanEqual( 0 ) - .and( shadowCoord.x.lessThanEqual( 1 ) ) - .and( shadowCoord.y.greaterThanEqual( 0 ) ) - .and( shadowCoord.y.lessThanEqual( 1 ) ) - .and( shadowCoord.z.lessThanEqual( 1 ) ); - - // - - const filterFn = shadow.filterNode || shadowFilterLib[ renderer.shadowMap.type ] || null; - - if ( filterFn === null ) { - - throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' ); - - } - - const shadowNode = frustumTest.cond( filterFn( { depthTexture, shadowCoord, shadow } ), float( 1 ) ); - - this.shadowMap = shadowMap; - - this.shadowNode = shadowNode; - this.shadowColorNode = shadowColorNode = this.colorNode.mul( mix( 1, shadowNode, shadowIntensity ) ); - - this.baseColorNode = this.colorNode; - - } - - // - - this.colorNode = shadowColorNode; - - this.updateBeforeType = NodeUpdateType.RENDER; - - } - - setup( builder ) { - - this.colorNode = this.baseColorNode || this.colorNode; - - if ( this.light.castShadow ) { - - if ( builder.object.receiveShadow ) { - - this.setupShadow( builder ); - - } - - } else if ( this.shadowNode !== null ) { - - this.disposeShadow(); - - } - - } - - updateShadow( frame ) { - - const { shadowMap, light } = this; - const { renderer, scene, camera } = frame; - - const currentOverrideMaterial = scene.overrideMaterial; - - scene.overrideMaterial = overrideMaterial; - - shadowMap.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height ); - - light.shadow.updateMatrices( light ); - light.shadow.camera.layers.mask = camera.layers.mask; - - const currentRenderTarget = renderer.getRenderTarget(); - const currentRenderObjectFunction = renderer.getRenderObjectFunction(); - - renderer.setRenderObjectFunction( ( object, ...params ) => { - - if ( object.castShadow === true ) { - - renderer.renderObject( object, ...params ); - - } - - } ); - - renderer.setRenderTarget( shadowMap ); - renderer.render( scene, light.shadow.camera ); - - renderer.setRenderTarget( currentRenderTarget ); - renderer.setRenderObjectFunction( currentRenderObjectFunction ); - - scene.overrideMaterial = currentOverrideMaterial; - - } - - disposeShadow() { - - this.shadowMap.dispose(); - this.shadowMap = null; - - this.shadowNode = null; - this.shadowColorNode = null; - - this.baseColorNode = null; - - this.updateBeforeType = NodeUpdateType.NONE; - - } - - updateBefore( frame ) { - - this.updateShadow( frame ); - - } - - update( /*frame*/ ) { - - const { light } = this; - - this.color.copy( light.color ).multiplyScalar( light.intensity ); - - } - -} - -addNodeClass( 'AnalyticLightNode', AnalyticLightNode ); - -const LightNodes = new WeakMap(); - -const sortLights = ( lights ) => { - - return lights.sort( ( a, b ) => a.id - b.id ); - -}; - -class LightsNode extends Node { - - constructor( lightNodes = [] ) { - - super( 'vec3' ); - - this.totalDiffuseNode = vec3().temp( 'totalDiffuse' ); - this.totalSpecularNode = vec3().temp( 'totalSpecular' ); - - this.outgoingLightNode = vec3().temp( 'outgoingLight' ); - - this.lightNodes = lightNodes; - - this._hash = null; - - } - - get hasLight() { - - return this.lightNodes.length > 0; - - } - - getHash() { - - if ( this._hash === null ) { - - const hash = []; - - for ( const lightNode of this.lightNodes ) { - - hash.push( lightNode.getHash() ); - - } - - this._hash = 'lights-' + hash.join( ',' ); - - } - - return this._hash; - - } - - analyze( builder ) { - - const properties = builder.getDataFromNode( this ); - - for ( const node of properties.nodes ) { - - node.build( builder ); - - } - - } - - setup( builder ) { - - const context = builder.context; - const lightingModel = context.lightingModel; - - let outgoingLightNode = this.outgoingLightNode; - - if ( lightingModel ) { - - const { lightNodes, totalDiffuseNode, totalSpecularNode } = this; - - context.outgoingLight = outgoingLightNode; - - const stack = builder.addStack(); - - // - - const properties = builder.getDataFromNode( this ); - properties.nodes = stack.nodes; - - // - - lightingModel.start( context, stack, builder ); - - // lights - - for ( const lightNode of lightNodes ) { - - lightNode.build( builder ); - - } - - // - - lightingModel.indirect( context, stack, builder ); - - // - - const { backdrop, backdropAlpha } = context; - const { directDiffuse, directSpecular, indirectDiffuse, indirectSpecular } = context.reflectedLight; - - let totalDiffuse = directDiffuse.add( indirectDiffuse ); - - if ( backdrop !== null ) { - - if ( backdropAlpha !== null ) { - - totalDiffuse = vec3( backdropAlpha.mix( totalDiffuse, backdrop ) ); - - } else { - - totalDiffuse = vec3( backdrop ); - - } - - context.material.transparent = true; - - } - - totalDiffuseNode.assign( totalDiffuse ); - totalSpecularNode.assign( directSpecular.add( indirectSpecular ) ); - - outgoingLightNode.assign( totalDiffuseNode.add( totalSpecularNode ) ); - - // - - lightingModel.finish( context, stack, builder ); - - // - - outgoingLightNode = outgoingLightNode.bypass( builder.removeStack() ); - - } - - return outgoingLightNode; - - } - - _getLightNodeById( id ) { - - for ( const lightNode of this.lightNodes ) { - - if ( lightNode.isAnalyticLightNode && lightNode.light.id === id ) { - - return lightNode; - - } - - } - - return null; - - } - - fromLights( lights = [] ) { - - const lightNodes = []; - - lights = sortLights( lights ); - - for ( const light of lights ) { - - let lightNode = this._getLightNodeById( light.id ); - - if ( lightNode === null ) { - - const lightClass = light.constructor; - const lightNodeClass = LightNodes.has( lightClass ) ? LightNodes.get( lightClass ) : AnalyticLightNode; - - lightNode = nodeObject( new lightNodeClass( light ) ); - - } - - lightNodes.push( lightNode ); - - } - - this.lightNodes = lightNodes; - this._hash = null; - - return this; - - } - -} - -const lights = ( lights ) => nodeObject( new LightsNode().fromLights( lights ) ); -const lightsNode = nodeProxy( LightsNode ); - -function addLightNode( lightClass, lightNodeClass ) { - - if ( LightNodes.has( lightClass ) ) { - - console.warn( `Redefinition of light node ${ lightNodeClass.type }` ); - return; - - } - - if ( typeof lightClass !== 'function' ) throw new Error( `Light ${ lightClass.name } is not a class` ); - if ( typeof lightNodeClass !== 'function' || ! lightNodeClass.type ) throw new Error( `Light node ${ lightNodeClass.type } is not a class` ); - - LightNodes.set( lightClass, lightNodeClass ); - -} - -class AONode extends LightingNode { - - constructor( aoNode = null ) { - - super(); - - this.aoNode = aoNode; - - } - - setup( builder ) { - - builder.context.ambientOcclusion.mulAssign( this.aoNode ); - - } - -} - -addNodeClass( 'AONode', AONode ); - -class LightingContextNode extends ContextNode { - - constructor( node, lightingModel = null, backdropNode = null, backdropAlphaNode = null ) { - - super( node ); - - this.lightingModel = lightingModel; - this.backdropNode = backdropNode; - this.backdropAlphaNode = backdropAlphaNode; - - this._context = null; - - } - - getContext() { - - const { backdropNode, backdropAlphaNode } = this; - - const directDiffuse = vec3().temp( 'directDiffuse' ), - directSpecular = vec3().temp( 'directSpecular' ), - indirectDiffuse = vec3().temp( 'indirectDiffuse' ), - indirectSpecular = vec3().temp( 'indirectSpecular' ); - - const reflectedLight = { - directDiffuse, - directSpecular, - indirectDiffuse, - indirectSpecular - }; - - const context = { - radiance: vec3().temp( 'radiance' ), - irradiance: vec3().temp( 'irradiance' ), - iblIrradiance: vec3().temp( 'iblIrradiance' ), - ambientOcclusion: float( 1 ).temp( 'ambientOcclusion' ), - reflectedLight, - backdrop: backdropNode, - backdropAlpha: backdropAlphaNode - }; - - return context; - - } - - setup( builder ) { - - this.context = this._context || ( this._context = this.getContext() ); - this.context.lightingModel = this.lightingModel || builder.context.lightingModel; - - return super.setup( builder ); - - } - -} - -const lightingContext = nodeProxy( LightingContextNode ); - -addNodeElement( 'lightingContext', lightingContext ); - -addNodeClass( 'LightingContextNode', LightingContextNode ); - -class IrradianceNode extends LightingNode { - - constructor( node ) { - - super(); - - this.node = node; - - } - - setup( builder ) { - - builder.context.irradiance.addAssign( this.node ); - - } - -} - -addNodeClass( 'IrradianceNode', IrradianceNode ); - -let resolution, viewportResult; - -class ViewportNode extends Node { - - constructor( scope ) { - - super(); - - this.scope = scope; - - this.isViewportNode = true; - - } - - getNodeType() { - - if ( this.scope === ViewportNode.VIEWPORT ) return 'vec4'; - else if ( this.scope === ViewportNode.COORDINATE ) return 'vec3'; - else return 'vec2'; - - } - - getUpdateType() { - - let updateType = NodeUpdateType.NONE; - - if ( this.scope === ViewportNode.RESOLUTION || this.scope === ViewportNode.VIEWPORT ) { - - updateType = NodeUpdateType.RENDER; - - } - - this.updateType = updateType; - - return updateType; - - } - - update( { renderer } ) { - - if ( this.scope === ViewportNode.VIEWPORT ) { - - renderer.getViewport( viewportResult ); - - } else { - - renderer.getDrawingBufferSize( resolution ); - - } - - } - - setup( /*builder*/ ) { - - const scope = this.scope; - - let output = null; - - if ( scope === ViewportNode.RESOLUTION ) { - - output = uniform( resolution || ( resolution = new Vector2() ) ); - - } else if ( scope === ViewportNode.VIEWPORT ) { - - output = uniform( viewportResult || ( viewportResult = new Vector4() ) ); - - } else { - - output = viewportCoordinate.div( viewportResolution ); - - let outX = output.x; - let outY = output.y; - - if ( /bottom/i.test( scope ) ) outY = outY.oneMinus(); - if ( /right/i.test( scope ) ) outX = outX.oneMinus(); - - output = vec2( outX, outY ); - - } - - return output; - - } - - generate( builder ) { - - if ( this.scope === ViewportNode.COORDINATE ) { - - let coord = builder.getFragCoord(); - - if ( builder.isFlipY() ) { - - // follow webgpu standards - - const resolution = builder.getNodeProperties( viewportResolution ).outputNode.build( builder ); - - coord = `${ builder.getType( 'vec3' ) }( ${ coord }.x, ${ resolution }.y - ${ coord }.y, ${ coord }.z )`; - - } - - return coord; - - } - - return super.generate( builder ); - - } - -} - -ViewportNode.COORDINATE = 'coordinate'; -ViewportNode.RESOLUTION = 'resolution'; -ViewportNode.VIEWPORT = 'viewport'; -ViewportNode.TOP_LEFT = 'topLeft'; -ViewportNode.BOTTOM_LEFT = 'bottomLeft'; -ViewportNode.TOP_RIGHT = 'topRight'; -ViewportNode.BOTTOM_RIGHT = 'bottomRight'; - -const viewportCoordinate = nodeImmutable( ViewportNode, ViewportNode.COORDINATE ); -const viewportResolution = nodeImmutable( ViewportNode, ViewportNode.RESOLUTION ); -const viewport = nodeImmutable( ViewportNode, ViewportNode.VIEWPORT ); -const viewportTopLeft = nodeImmutable( ViewportNode, ViewportNode.TOP_LEFT ); -const viewportBottomLeft = nodeImmutable( ViewportNode, ViewportNode.BOTTOM_LEFT ); -const viewportTopRight = nodeImmutable( ViewportNode, ViewportNode.TOP_RIGHT ); -const viewportBottomRight = nodeImmutable( ViewportNode, ViewportNode.BOTTOM_RIGHT ); - -addNodeClass( 'ViewportNode', ViewportNode ); - -const _size$7 = /*@__PURE__*/ new Vector2(); - -class ViewportTextureNode extends TextureNode { - - constructor( uvNode = viewportTopLeft, levelNode = null, framebufferTexture = null ) { - - if ( framebufferTexture === null ) { - - framebufferTexture = new FramebufferTexture(); - framebufferTexture.minFilter = LinearMipmapLinearFilter; - - } - - super( framebufferTexture, uvNode, levelNode ); - - this.generateMipmaps = false; - - this.isOutputTextureNode = true; - - this.updateBeforeType = NodeUpdateType.FRAME; - - } - - updateBefore( frame ) { - - const renderer = frame.renderer; - renderer.getDrawingBufferSize( _size$7 ); - - // - - const framebufferTexture = this.value; - - if ( framebufferTexture.image.width !== _size$7.width || framebufferTexture.image.height !== _size$7.height ) { - - framebufferTexture.image.width = _size$7.width; - framebufferTexture.image.height = _size$7.height; - framebufferTexture.needsUpdate = true; - - } - - // - - const currentGenerateMipmaps = framebufferTexture.generateMipmaps; - framebufferTexture.generateMipmaps = this.generateMipmaps; - - renderer.copyFramebufferToTexture( framebufferTexture ); - - framebufferTexture.generateMipmaps = currentGenerateMipmaps; - - } - - clone() { - - const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value ); - viewportTextureNode.generateMipmaps = this.generateMipmaps; - - return viewportTextureNode; - - } - -} - -const viewportTexture = nodeProxy( ViewportTextureNode ); -const viewportMipTexture = nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } ); - -addNodeElement( 'viewportTexture', viewportTexture ); -addNodeElement( 'viewportMipTexture', viewportMipTexture ); - -addNodeClass( 'ViewportTextureNode', ViewportTextureNode ); - -let sharedDepthbuffer = null; - -class ViewportDepthTextureNode extends ViewportTextureNode { - - constructor( uvNode = viewportTopLeft, levelNode = null ) { - - if ( sharedDepthbuffer === null ) { - - sharedDepthbuffer = new DepthTexture(); - - } - - super( uvNode, levelNode, sharedDepthbuffer ); - - } - -} - -const viewportDepthTexture = nodeProxy( ViewportDepthTextureNode ); - -addNodeElement( 'viewportDepthTexture', viewportDepthTexture ); - -addNodeClass( 'ViewportDepthTextureNode', ViewportDepthTextureNode ); - -class ViewportDepthNode extends Node { - - constructor( scope, valueNode = null ) { - - super( 'float' ); - - this.scope = scope; - this.valueNode = valueNode; - - this.isViewportDepthNode = true; - - } - - generate( builder ) { - - const { scope } = this; - - if ( scope === ViewportDepthNode.DEPTH ) { - - return builder.getFragDepth(); - - } - - return super.generate( builder ); - - } - - setup( { camera } ) { - - const { scope } = this; - const texture = this.valueNode; - - let node = null; - - if ( scope === ViewportDepthNode.DEPTH ) { - - if ( texture !== null ) { - - node = depthBase().assign( texture ); - - } else { - - if ( camera.isPerspectiveCamera ) { - - node = viewZToPerspectiveDepth( positionView.z, cameraNear, cameraFar ); - - } else { - - node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar ); - - } - - } - - } else if ( scope === ViewportDepthNode.LINEAR_DEPTH ) { - - if ( texture !== null ) { - - if ( camera.isPerspectiveCamera ) { - - const viewZ = perspectiveDepthToViewZ( texture, cameraNear, cameraFar ); - - node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar ); - - } else { - - node = texture; - - } - - } else { - - node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar ); - - } - - } - - return node; - - } - -} - -// NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera - -// -near maps to 0; -far maps to 1 -const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) ); - -// maps orthographic depth in [ 0, 1 ] to viewZ -const orthographicDepthToViewZ = ( depth, near, far ) => near.sub( far ).mul( depth ).sub( near ); - -// NOTE: https://twitter.com/gonnavis/status/1377183786949959682 - -// -near maps to 0; -far maps to 1 -const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) ); - -// maps perspective depth in [ 0, 1 ] to viewZ -const perspectiveDepthToViewZ = ( depth, near, far ) => near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) ); - -ViewportDepthNode.DEPTH = 'depth'; -ViewportDepthNode.LINEAR_DEPTH = 'linearDepth'; - -const depthBase = nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH ); - -const depth = nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH ); -const linearDepth = nodeProxy( ViewportDepthNode, ViewportDepthNode.LINEAR_DEPTH ); -const viewportLinearDepth = linearDepth( viewportDepthTexture() ); - -depth.assign = ( value ) => depthBase( value ); - -addNodeClass( 'ViewportDepthNode', ViewportDepthNode ); - -class ClippingNode extends Node { - - constructor( scope = ClippingNode.DEFAULT ) { - - super(); - - this.scope = scope; - - } - - setup( builder ) { - - super.setup( builder ); - - const clippingContext = builder.clippingContext; - const { localClipIntersection, localClippingCount, globalClippingCount } = clippingContext; - - const numClippingPlanes = globalClippingCount + localClippingCount; - const numUnionClippingPlanes = localClipIntersection ? numClippingPlanes - localClippingCount : numClippingPlanes; - - if ( this.scope === ClippingNode.ALPHA_TO_COVERAGE ) { - - return this.setupAlphaToCoverage( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes ); - - } else { - - return this.setupDefault( clippingContext.planes, numClippingPlanes, numUnionClippingPlanes ); - - } - - } - - setupAlphaToCoverage( planes, numClippingPlanes, numUnionClippingPlanes ) { - - return tslFn( () => { - - const clippingPlanes = uniforms( planes ); - - const distanceToPlane = property( 'float', 'distanceToPlane' ); - const distanceGradient = property( 'float', 'distanceToGradient' ); - - const clipOpacity = property( 'float', 'clipOpacity' ); - - clipOpacity.assign( 1 ); - - let plane; - - loop( numUnionClippingPlanes, ( { i } ) => { - - plane = clippingPlanes.element( i ); - - distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) ); - distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) ); - - clipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ) ); - - clipOpacity.equal( 0.0 ).discard(); - - } ); - - if ( numUnionClippingPlanes < numClippingPlanes ) { - - const unionClipOpacity = property( 'float', 'unionclipOpacity' ); - - unionClipOpacity.assign( 1 ); - - loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => { - - plane = clippingPlanes.element( i ); - - distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) ); - distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) ); - - unionClipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ).oneMinus() ); - - } ); - - clipOpacity.mulAssign( unionClipOpacity.oneMinus() ); - - } - - diffuseColor.a.mulAssign( clipOpacity ); - - diffuseColor.a.equal( 0.0 ).discard(); - - } )(); - - } - - setupDefault( planes, numClippingPlanes, numUnionClippingPlanes ) { - - return tslFn( () => { - - const clippingPlanes = uniforms( planes ); - - let plane; - - loop( numUnionClippingPlanes, ( { i } ) => { - - plane = clippingPlanes.element( i ); - positionView.dot( plane.xyz ).greaterThan( plane.w ).discard(); - - } ); - - if ( numUnionClippingPlanes < numClippingPlanes ) { - - const clipped = property( 'bool', 'clipped' ); - - clipped.assign( true ); - - loop( { start: numUnionClippingPlanes, end: numClippingPlanes }, ( { i } ) => { - - plane = clippingPlanes.element( i ); - clipped.assign( positionView.dot( plane.xyz ).greaterThan( plane.w ).and( clipped ) ); - - } ); - - clipped.discard(); - - } - - } )(); - - } - -} - -ClippingNode.ALPHA_TO_COVERAGE = 'alphaToCoverage'; -ClippingNode.DEFAULT = 'default'; - -const clipping = () => nodeObject( new ClippingNode() ); - -const clippingAlpha = () => nodeObject( new ClippingNode( ClippingNode.ALPHA_TO_COVERAGE ) ); - -class FrontFacingNode extends Node { - - constructor() { - - super( 'bool' ); - - this.isFrontFacingNode = true; - - } - - generate( builder ) { - - const { renderer, material } = builder; - - if ( renderer.coordinateSystem === WebGLCoordinateSystem ) { - - if ( material.side === BackSide ) { - - return 'false'; - - } - - } - - return builder.getFrontFacing(); - - } - -} - -const frontFacing = nodeImmutable( FrontFacingNode ); -const faceDirection = float( frontFacing ).mul( 2.0 ).sub( 1.0 ); - -addNodeClass( 'FrontFacingNode', FrontFacingNode ); - -const NodeMaterials = new Map(); - -class NodeMaterial extends Material { - - constructor() { - - super(); - - this.isNodeMaterial = true; - - this.type = this.constructor.type; - - this.forceSinglePass = false; - - this.fog = true; - this.lights = false; - this.normals = true; - - this.lightsNode = null; - this.envNode = null; - this.aoNode = null; - - this.colorNode = null; - this.normalNode = null; - this.opacityNode = null; - this.backdropNode = null; - this.backdropAlphaNode = null; - this.alphaTestNode = null; - - this.positionNode = null; - - this.depthNode = null; - this.shadowNode = null; - this.shadowPositionNode = null; - - this.outputNode = null; - this.mrtNode = null; - - this.fragmentNode = null; - this.vertexNode = null; - - } - - customProgramCacheKey() { - - return this.type + getCacheKey( this ); - - } - - build( builder ) { - - this.setup( builder ); - - } - - setup( builder ) { - - // < VERTEX STAGE > - - builder.addStack(); - - builder.stack.outputNode = this.vertexNode || this.setupPosition( builder ); - - builder.addFlow( 'vertex', builder.removeStack() ); - - // < FRAGMENT STAGE > - - builder.addStack(); - - let resultNode; - - const clippingNode = this.setupClipping( builder ); - - if ( this.depthWrite === true ) this.setupDepth( builder ); - - if ( this.fragmentNode === null ) { - - if ( this.normals === true ) this.setupNormal( builder ); - - this.setupDiffuseColor( builder ); - this.setupVariants( builder ); - - const outgoingLightNode = this.setupLighting( builder ); - - if ( clippingNode !== null ) builder.stack.add( clippingNode ); - - // force unsigned floats - useful for RenderTargets - - const basicOutput = vec4( outgoingLightNode, diffuseColor.a ).max( 0 ); - - resultNode = this.setupOutput( builder, basicOutput ); - - // OUTPUT NODE - - output.assign( resultNode ); - - // - - if ( this.outputNode !== null ) resultNode = this.outputNode; - - // MRT - - const renderTarget = builder.renderer.getRenderTarget(); - - if ( renderTarget !== null ) { - - const mrt = builder.renderer.getMRT(); - const materialMRT = this.mrtNode; - - if ( mrt !== null ) { - - resultNode = mrt; - - if ( materialMRT !== null ) { - - resultNode = mrt.merge( materialMRT ); - - } - - } else if ( materialMRT !== null ) { - - resultNode = materialMRT; - - } - - } - - } else { - - let fragmentNode = this.fragmentNode; - - if ( fragmentNode.isOutputStructNode !== true ) { - - fragmentNode = vec4( fragmentNode ); - - } - - resultNode = this.setupOutput( builder, fragmentNode ); - - } - - builder.stack.outputNode = resultNode; - - builder.addFlow( 'fragment', builder.removeStack() ); - - } - - setupClipping( builder ) { - - if ( builder.clippingContext === null ) return null; - - const { globalClippingCount, localClippingCount } = builder.clippingContext; - - let result = null; - - if ( globalClippingCount || localClippingCount ) { - - if ( this.alphaToCoverage ) { - - // to be added to flow when the color/alpha value has been determined - result = clippingAlpha(); - - } else { - - builder.stack.add( clipping() ); - - } - - } - - return result; - - } - - setupDepth( builder ) { - - const { renderer } = builder; - - // Depth - - let depthNode = this.depthNode; - - if ( depthNode === null && renderer.logarithmicDepthBuffer === true ) { - - const fragDepth = modelViewProjection().w.add( 1 ); - - depthNode = fragDepth.log2().mul( cameraLogDepth ).mul( 0.5 ); - - } - - if ( depthNode !== null ) { - - depth.assign( depthNode ).append(); - - } - - } - - setupPosition( builder ) { - - const { object } = builder; - const geometry = object.geometry; - - builder.addStack(); - - // Vertex - - if ( geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color ) { - - morphReference( object ).append(); - - } - - if ( object.isSkinnedMesh === true ) { - - skinningReference( object ).append(); - - } - - if ( this.displacementMap ) { - - const displacementMap = materialReference( 'displacementMap', 'texture' ); - const displacementScale = materialReference( 'displacementScale', 'float' ); - const displacementBias = materialReference( 'displacementBias', 'float' ); - - positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) ); - - } - - if ( object.isBatchedMesh ) { - - batch( object ).append(); - - } - - if ( ( object.instanceMatrix && object.instanceMatrix.isInstancedBufferAttribute === true ) ) { - - instance( object ).append(); - - } - - if ( this.positionNode !== null ) { - - positionLocal.assign( this.positionNode ); - - } - - const mvp = modelViewProjection(); - - builder.context.vertex = builder.removeStack(); - builder.context.mvp = mvp; - - return mvp; - - } - - setupDiffuseColor( { object, geometry } ) { - - let colorNode = this.colorNode ? vec4( this.colorNode ) : materialColor; - - // VERTEX COLORS - - if ( this.vertexColors === true && geometry.hasAttribute( 'color' ) ) { - - colorNode = vec4( colorNode.xyz.mul( attribute( 'color', 'vec3' ) ), colorNode.a ); - - } - - // Instanced colors - - if ( object.instanceColor ) { - - const instanceColor = varyingProperty( 'vec3', 'vInstanceColor' ); - - colorNode = instanceColor.mul( colorNode ); - - } - - // COLOR - - diffuseColor.assign( colorNode ); - - // OPACITY - - const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity; - diffuseColor.a.assign( diffuseColor.a.mul( opacityNode ) ); - - // ALPHA TEST - - if ( this.alphaTestNode !== null || this.alphaTest > 0 ) { - - const alphaTestNode = this.alphaTestNode !== null ? float( this.alphaTestNode ) : materialAlphaTest; - - diffuseColor.a.lessThanEqual( alphaTestNode ).discard(); - - } - - if ( this.transparent === false && this.blending === NormalBlending && this.alphaToCoverage === false ) { - - diffuseColor.a.assign( 1.0 ); - - } - - } - - setupVariants( /*builder*/ ) { - - // Interface function. - - } - - - setupOutgoingLight() { - - return ( this.lights === true ) ? vec3( 0 ) : diffuseColor.rgb; - - } - - setupNormal() { - - // NORMAL VIEW - - if ( this.flatShading === true ) { - - const normalNode = positionView.dFdx().cross( positionView.dFdy() ).normalize(); - - transformedNormalView.assign( normalNode.mul( faceDirection ) ); - - } else { - - const normalNode = this.normalNode ? vec3( this.normalNode ) : materialNormal; - - transformedNormalView.assign( normalNode.mul( faceDirection ) ); - - } - - } - - setupEnvironment( builder ) { - - let node = null; - - if ( this.envNode ) { - - node = this.envNode; - - } else if ( this.envMap ) { - - node = this.envMap.isCubeTexture ? cubeTexture( this.envMap ) : texture( this.envMap ); - - } else if ( builder.environmentNode ) { - - node = builder.environmentNode; - - } - - return node; - - } - - setupLightMap( builder ) { - - let node = null; - - if ( builder.material.lightMap ) { - - node = new IrradianceNode( materialLightMap ); - - } - - return node; - - } - - setupLights( builder ) { - - const materialLightsNode = []; - - // - - const envNode = this.setupEnvironment( builder ); - - if ( envNode && envNode.isLightingNode ) { - - materialLightsNode.push( envNode ); - - } - - const lightMapNode = this.setupLightMap( builder ); - - if ( lightMapNode && lightMapNode.isLightingNode ) { - - materialLightsNode.push( lightMapNode ); - - } - - if ( this.aoNode !== null || builder.material.aoMap ) { - - const aoNode = this.aoNode !== null ? this.aoNode : materialAOMap; - - materialLightsNode.push( new AONode( aoNode ) ); - - } - - let lightsN = this.lightsNode || builder.lightsNode; - - if ( materialLightsNode.length > 0 ) { - - lightsN = lightsNode( [ ...lightsN.lightNodes, ...materialLightsNode ] ); - - } - - return lightsN; - - } - - setupLightingModel( /*builder*/ ) { - - // Interface function. - - } - - setupLighting( builder ) { - - const { material } = builder; - const { backdropNode, backdropAlphaNode, emissiveNode } = this; - - // OUTGOING LIGHT - - const lights = this.lights === true || this.lightsNode !== null; - - const lightsNode = lights ? this.setupLights( builder ) : null; - - let outgoingLightNode = this.setupOutgoingLight( builder ); - - if ( lightsNode && lightsNode.hasLight !== false ) { - - const lightingModel = this.setupLightingModel( builder ); - - outgoingLightNode = lightingContext( lightsNode, lightingModel, backdropNode, backdropAlphaNode ); - - } else if ( backdropNode !== null ) { - - outgoingLightNode = vec3( backdropAlphaNode !== null ? mix( outgoingLightNode, backdropNode, backdropAlphaNode ) : backdropNode ); - - } - - // EMISSIVE - - if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) { - - emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) ); - - outgoingLightNode = outgoingLightNode.add( emissive ); - - } - - return outgoingLightNode; - - } - - setupOutput( builder, outputNode ) { - - // FOG - - if ( this.fog === true ) { - - const fogNode = builder.fogNode; - - if ( fogNode ) outputNode = vec4( fogNode.mix( outputNode.rgb, fogNode.colorNode ), outputNode.a ); - - } - - return outputNode; - - } - - setDefaultValues( material ) { - - // This approach is to reuse the native refreshUniforms* - // and turn available the use of features like transmission and environment in core - - for ( const property in material ) { - - const value = material[ property ]; - - if ( this[ property ] === undefined ) { - - this[ property ] = value; - - if ( value && value.clone ) this[ property ] = value.clone(); - - } - - } - - const descriptors = Object.getOwnPropertyDescriptors( material.constructor.prototype ); - - for ( const key in descriptors ) { - - if ( Object.getOwnPropertyDescriptor( this.constructor.prototype, key ) === undefined && - descriptors[ key ].get !== undefined ) { - - Object.defineProperty( this.constructor.prototype, key, descriptors[ key ] ); - - } - - } - - } - - toJSON( meta ) { - - const isRoot = ( meta === undefined || typeof meta === 'string' ); - - if ( isRoot ) { - - meta = { - textures: {}, - images: {}, - nodes: {} - }; - - } - - const data = Material.prototype.toJSON.call( this, meta ); - const nodeChildren = getNodeChildren( this ); - - data.inputNodes = {}; - - for ( const { property, childNode } of nodeChildren ) { - - data.inputNodes[ property ] = childNode.toJSON( meta ).uuid; - - } - - // TODO: Copied from Object3D.toJSON - - function extractFromCache( cache ) { - - const values = []; - - for ( const key in cache ) { - - const data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - - return values; - - } - - if ( isRoot ) { - - const textures = extractFromCache( meta.textures ); - const images = extractFromCache( meta.images ); - const nodes = extractFromCache( meta.nodes ); - - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; - if ( nodes.length > 0 ) data.nodes = nodes; - - } - - return data; - - } - - copy( source ) { - - this.lightsNode = source.lightsNode; - this.envNode = source.envNode; - - this.colorNode = source.colorNode; - this.normalNode = source.normalNode; - this.opacityNode = source.opacityNode; - this.backdropNode = source.backdropNode; - this.backdropAlphaNode = source.backdropAlphaNode; - this.alphaTestNode = source.alphaTestNode; - - this.positionNode = source.positionNode; - - this.depthNode = source.depthNode; - this.shadowNode = source.shadowNode; - this.shadowPositionNode = source.shadowPositionNode; - - this.outputNode = source.outputNode; - this.mrtNode = source.mrtNode; - - this.fragmentNode = source.fragmentNode; - this.vertexNode = source.vertexNode; - - return super.copy( source ); - - } - - static fromMaterial( material ) { - - if ( material.isNodeMaterial === true ) { // is already a node material - - return material; - - } - - const type = material.type.replace( 'Material', 'NodeMaterial' ); - - const nodeMaterial = createNodeMaterialFromType( type ); - - if ( nodeMaterial === undefined ) { - - throw new Error( `NodeMaterial: Material "${ material.type }" is not compatible.` ); - - } - - for ( const key in material ) { - - nodeMaterial[ key ] = material[ key ]; - - } - - return nodeMaterial; - - } - -} - -function addNodeMaterial( type, nodeMaterial ) { - - if ( typeof nodeMaterial !== 'function' || ! type ) throw new Error( `Node material ${ type } is not a class` ); - if ( NodeMaterials.has( type ) ) { - - console.warn( `Redefinition of node material ${ type }` ); - return; - - } - - NodeMaterials.set( type, nodeMaterial ); - nodeMaterial.type = type; - -} - -function createNodeMaterialFromType( type ) { - - const Material = NodeMaterials.get( type ); - - if ( Material !== undefined ) { - - return new Material(); - - } - -} - -addNodeMaterial( 'NodeMaterial', NodeMaterial ); - -class Uniform { - - constructor( name, value ) { - - this.name = name; - this.value = value; - - this.boundary = 0; // used to build the uniform buffer according to the STD140 layout - this.itemSize = 0; - - this.offset = 0; // this property is set by WebGPUUniformsGroup and marks the start position in the uniform buffer - - } - - setValue( value ) { - - this.value = value; - - } - - getValue() { - - return this.value; - - } - -} - -class NumberUniform extends Uniform { - - constructor( name, value = 0 ) { - - super( name, value ); - - this.isNumberUniform = true; - - this.boundary = 4; - this.itemSize = 1; - - } - -} - -class Vector2Uniform extends Uniform { - - constructor( name, value = new Vector2() ) { - - super( name, value ); - - this.isVector2Uniform = true; - - this.boundary = 8; - this.itemSize = 2; - - } - -} - -class Vector3Uniform extends Uniform { - - constructor( name, value = new Vector3() ) { - - super( name, value ); - - this.isVector3Uniform = true; - - this.boundary = 16; - this.itemSize = 3; - - } - -} - -class Vector4Uniform extends Uniform { - - constructor( name, value = new Vector4() ) { - - super( name, value ); - - this.isVector4Uniform = true; - - this.boundary = 16; - this.itemSize = 4; - - } - -} - -class ColorUniform extends Uniform { - - constructor( name, value = new Color() ) { - - super( name, value ); - - this.isColorUniform = true; - - this.boundary = 16; - this.itemSize = 3; - - } - -} - -class Matrix3Uniform extends Uniform { - - constructor( name, value = new Matrix3() ) { - - super( name, value ); - - this.isMatrix3Uniform = true; - - this.boundary = 48; - this.itemSize = 12; - - } - -} - -class Matrix4Uniform extends Uniform { - - constructor( name, value = new Matrix4() ) { - - super( name, value ); - - this.isMatrix4Uniform = true; - - this.boundary = 64; - this.itemSize = 16; - - } - -} - -class NumberNodeUniform extends NumberUniform { - - constructor( nodeUniform ) { - - super( nodeUniform.name, nodeUniform.value ); - - this.nodeUniform = nodeUniform; - - } - - getValue() { - - return this.nodeUniform.value; - - } - -} - -class Vector2NodeUniform extends Vector2Uniform { - - constructor( nodeUniform ) { - - super( nodeUniform.name, nodeUniform.value ); - - this.nodeUniform = nodeUniform; - - } - - getValue() { - - return this.nodeUniform.value; - - } - -} - -class Vector3NodeUniform extends Vector3Uniform { - - constructor( nodeUniform ) { - - super( nodeUniform.name, nodeUniform.value ); - - this.nodeUniform = nodeUniform; - - } - - getValue() { - - return this.nodeUniform.value; - - } - -} - -class Vector4NodeUniform extends Vector4Uniform { - - constructor( nodeUniform ) { - - super( nodeUniform.name, nodeUniform.value ); - - this.nodeUniform = nodeUniform; - - } - - getValue() { - - return this.nodeUniform.value; - - } - -} - -class ColorNodeUniform extends ColorUniform { - - constructor( nodeUniform ) { - - super( nodeUniform.name, nodeUniform.value ); - - this.nodeUniform = nodeUniform; - - } - - getValue() { - - return this.nodeUniform.value; - - } - -} - -class Matrix3NodeUniform extends Matrix3Uniform { - - constructor( nodeUniform ) { - - super( nodeUniform.name, nodeUniform.value ); - - this.nodeUniform = nodeUniform; - - } - - getValue() { - - return this.nodeUniform.value; - - } - -} - -class Matrix4NodeUniform extends Matrix4Uniform { - - constructor( nodeUniform ) { - - super( nodeUniform.name, nodeUniform.value ); - - this.nodeUniform = nodeUniform; - - } - - getValue() { - - return this.nodeUniform.value; - - } - -} - -class CondNode extends Node { - - constructor( condNode, ifNode, elseNode = null ) { - - super(); - - this.condNode = condNode; - - this.ifNode = ifNode; - this.elseNode = elseNode; - - } - - getNodeType( builder ) { - - const ifType = this.ifNode.getNodeType( builder ); - - if ( this.elseNode !== null ) { - - const elseType = this.elseNode.getNodeType( builder ); - - if ( builder.getTypeLength( elseType ) > builder.getTypeLength( ifType ) ) { - - return elseType; - - } - - } - - return ifType; - - } - - setup( builder ) { - - const properties = builder.getNodeProperties( this ); - properties.condNode = this.condNode.cache(); - properties.ifNode = this.ifNode.cache(); - properties.elseNode = this.elseNode ? this.elseNode.cache() : null; - - } - - generate( builder, output ) { - - const type = this.getNodeType( builder ); - - const nodeData = builder.getDataFromNode( this ); - - if ( nodeData.nodeProperty !== undefined ) { - - return nodeData.nodeProperty; - - } - - const { condNode, ifNode, elseNode } = builder.getNodeProperties( this ); - - const needsOutput = output !== 'void'; - const nodeProperty = needsOutput ? property( type ).build( builder ) : ''; - - nodeData.nodeProperty = nodeProperty; - - const nodeSnippet = condNode.build( builder, 'bool' ); - - builder.addFlowCode( `\n${ builder.tab }if ( ${ nodeSnippet } ) {\n\n` ).addFlowTab(); - - let ifSnippet = ifNode.build( builder, type ); - - if ( ifSnippet ) { - - if ( needsOutput ) { - - ifSnippet = nodeProperty + ' = ' + ifSnippet + ';'; - - } else { - - ifSnippet = 'return ' + ifSnippet + ';'; - - } - - } - - builder.removeFlowTab().addFlowCode( builder.tab + '\t' + ifSnippet + '\n\n' + builder.tab + '}' ); - - if ( elseNode !== null ) { - - builder.addFlowCode( ' else {\n\n' ).addFlowTab(); - - let elseSnippet = elseNode.build( builder, type ); - - if ( elseSnippet ) { - - if ( needsOutput ) { - - elseSnippet = nodeProperty + ' = ' + elseSnippet + ';'; - - } else { - - elseSnippet = 'return ' + elseSnippet + ';'; - - } - - } - - builder.removeFlowTab().addFlowCode( builder.tab + '\t' + elseSnippet + '\n\n' + builder.tab + '}\n\n' ); - - } else { - - builder.addFlowCode( '\n\n' ); - - } - - return builder.format( nodeProperty, type, output ); - - } - -} - -const cond = nodeProxy( CondNode ); - -addNodeElement( 'cond', cond ); - -addNodeClass( 'CondNode', CondNode ); - -class StackNode extends Node { - - constructor( parent = null ) { - - super(); - - this.nodes = []; - this.outputNode = null; - - this.parent = parent; - - this._currentCond = null; - - this.isStackNode = true; - - } - - getNodeType( builder ) { - - return this.outputNode ? this.outputNode.getNodeType( builder ) : 'void'; - - } - - add( node ) { - - this.nodes.push( node ); - - return this; - - } - - if( boolNode, method ) { - - const methodNode = new ShaderNode( method ); - this._currentCond = cond( boolNode, methodNode ); - - return this.add( this._currentCond ); - - } - - elseif( boolNode, method ) { - - const methodNode = new ShaderNode( method ); - const ifNode = cond( boolNode, methodNode ); - - this._currentCond.elseNode = ifNode; - this._currentCond = ifNode; - - return this; - - } - - else( method ) { - - this._currentCond.elseNode = new ShaderNode( method ); - - return this; - - } - - build( builder, ...params ) { - - const previousStack = getCurrentStack(); - - setCurrentStack( this ); - - for ( const node of this.nodes ) { - - node.build( builder, 'void' ); - - } - - setCurrentStack( previousStack ); - - return this.outputNode ? this.outputNode.build( builder, ...params ) : super.build( builder, ...params ); - - } - -} - -const stack = nodeProxy( StackNode ); - -addNodeClass( 'StackNode', StackNode ); - -class EquirectUVNode extends TempNode { - - constructor( dirNode = positionWorldDirection ) { - - super( 'vec2' ); - - this.dirNode = dirNode; - - } - - setup() { - - const dir = this.dirNode; - - const u = dir.z.atan2( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 ); - const v = dir.y.clamp( - 1.0, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 ); - - return vec2( u, v ); - - } - -} - -const equirectUV = nodeProxy( EquirectUVNode ); - -addNodeClass( 'EquirectUVNode', EquirectUVNode ); - -// @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget - -class CubeRenderTarget extends WebGLCubeRenderTarget { - - constructor( size = 1, options = {} ) { - - super( size, options ); - - this.isCubeRenderTarget = true; - - } - - fromEquirectangularTexture( renderer, texture$1 ) { - - const currentMinFilter = texture$1.minFilter; - const currentGenerateMipmaps = texture$1.generateMipmaps; - - texture$1.generateMipmaps = true; - - this.texture.type = texture$1.type; - this.texture.colorSpace = texture$1.colorSpace; - - this.texture.generateMipmaps = texture$1.generateMipmaps; - this.texture.minFilter = texture$1.minFilter; - this.texture.magFilter = texture$1.magFilter; - - const geometry = new BoxGeometry( 5, 5, 5 ); - - const uvNode = equirectUV( positionWorldDirection ); - - const material = createNodeMaterialFromType( 'MeshBasicNodeMaterial' ); - material.colorNode = texture( texture$1, uvNode, 0 ); - material.side = BackSide; - material.blending = NoBlending; - - const mesh = new Mesh( geometry, material ); - - const scene = new Scene(); - scene.add( mesh ); - - // Avoid blurred poles - if ( texture$1.minFilter === LinearMipmapLinearFilter ) texture$1.minFilter = LinearFilter; - - const camera = new CubeCamera( 1, 10, this ); - camera.update( renderer, scene ); - - texture$1.minFilter = currentMinFilter; - texture$1.currentGenerateMipmaps = currentGenerateMipmaps; - - mesh.geometry.dispose(); - mesh.material.dispose(); - - return this; - - } - -} - -// These defines must match with PMREMGenerator - -const cubeUV_r0 = float( 1.0 ); -const cubeUV_m0 = float( - 2.0 ); -const cubeUV_r1 = float( 0.8 ); -const cubeUV_m1 = float( - 1.0 ); -const cubeUV_r4 = float( 0.4 ); -const cubeUV_m4 = float( 2.0 ); -const cubeUV_r5 = float( 0.305 ); -const cubeUV_m5 = float( 3.0 ); -const cubeUV_r6 = float( 0.21 ); -const cubeUV_m6 = float( 4.0 ); - -const cubeUV_minMipLevel = float( 4.0 ); -const cubeUV_minTileSize = float( 16.0 ); - -// These shader functions convert between the UV coordinates of a single face of -// a cubemap, the 0-5 integer index of a cube face, and the direction vector for -// sampling a textureCube (not generally normalized ). - -const getFace = tslFn( ( [ direction ] ) => { - - const absDirection = vec3( abs( direction ) ).toVar(); - const face = float( - 1.0 ).toVar(); - - If( absDirection.x.greaterThan( absDirection.z ), () => { - - If( absDirection.x.greaterThan( absDirection.y ), () => { - - face.assign( cond( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) ); - - } ).else( () => { - - face.assign( cond( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) ); - - } ); - - } ).else( () => { - - If( absDirection.z.greaterThan( absDirection.y ), () => { - - face.assign( cond( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) ); - - } ).else( () => { - - face.assign( cond( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) ); - - } ); - - } ); - - return face; - -} ).setLayout( { - name: 'getFace', - type: 'float', - inputs: [ - { name: 'direction', type: 'vec3' } - ] -} ); - -// RH coordinate system; PMREM face-indexing convention -const getUV = tslFn( ( [ direction, face ] ) => { - - const uv = vec2().toVar(); - - If( face.equal( 0.0 ), () => { - - uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x - - } ).elseif( face.equal( 1.0 ), () => { - - uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y - - } ).elseif( face.equal( 2.0 ), () => { - - uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z - - } ).elseif( face.equal( 3.0 ), () => { - - uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x - - } ).elseif( face.equal( 4.0 ), () => { - - uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y - - } ).else( () => { - - uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z - - } ); - - return mul( 0.5, uv.add( 1.0 ) ); - -} ).setLayout( { - name: 'getUV', - type: 'vec2', - inputs: [ - { name: 'direction', type: 'vec3' }, - { name: 'face', type: 'float' } - ] -} ); - -const roughnessToMip = tslFn( ( [ roughness ] ) => { - - const mip = float( 0.0 ).toVar(); - - If( roughness.greaterThanEqual( cubeUV_r1 ), () => { - - mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) ); - - } ).elseif( roughness.greaterThanEqual( cubeUV_r4 ), () => { - - mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) ); - - } ).elseif( roughness.greaterThanEqual( cubeUV_r5 ), () => { - - mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) ); - - } ).elseif( roughness.greaterThanEqual( cubeUV_r6 ), () => { - - mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) ); - - } ).else( () => { - - mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25 - - } ); - - return mip; - -} ).setLayout( { - name: 'roughnessToMip', - type: 'float', - inputs: [ - { name: 'roughness', type: 'float' } - ] -} ); - -// RH coordinate system; PMREM face-indexing convention -const getDirection = tslFn( ( [ uv_immutable, face ] ) => { - - const uv = uv_immutable.toVar(); - uv.assign( mul( 2.0, uv ).sub( 1.0 ) ); - const direction = vec3( uv, 1.0 ).toVar(); - - If( face.equal( 0.0 ), () => { - - direction.assign( direction.zyx ); // ( 1, v, u ) pos x - - } ).elseif( face.equal( 1.0 ), () => { - - direction.assign( direction.xzy ); - direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y - - } ).elseif( face.equal( 2.0 ), () => { - - direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z - - } ).elseif( face.equal( 3.0 ), () => { - - direction.assign( direction.zyx ); - direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x - - } ).elseif( face.equal( 4.0 ), () => { - - direction.assign( direction.xzy ); - direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y - - } ).elseif( face.equal( 5.0 ), () => { - - direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS - - } ); - - return direction; - -} ).setLayout( { - name: 'getDirection', - type: 'vec3', - inputs: [ - { name: 'uv', type: 'vec2' }, - { name: 'face', type: 'float' } - ] -} ); - -// - -const textureCubeUV = tslFn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => { - - const roughness = float( roughness_immutable ); - const sampleDir = vec3( sampleDir_immutable ); - - const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP ); - const mipF = fract( mip ); - const mipInt = floor( mip ); - const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar(); - - If( mipF.notEqual( 0.0 ), () => { - - const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar(); - - color0.assign( mix( color0, color1, mipF ) ); - - } ); - - return color0; - -} ); - -const bilinearCubeUV = tslFn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => { - - const mipInt = float( mipInt_immutable ).toVar(); - const direction = vec3( direction_immutable ); - const face = float( getFace( direction ) ).toVar(); - const filterInt = float( max$1( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar(); - mipInt.assign( max$1( mipInt, cubeUV_minMipLevel ) ); - const faceSize = float( exp2( mipInt ) ).toVar(); - const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar(); - - If( face.greaterThan( 2.0 ), () => { - - uv.y.addAssign( faceSize ); - face.subAssign( 3.0 ); - - } ); - - uv.x.addAssign( face.mul( faceSize ) ); - uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) ); - uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) ); - uv.x.mulAssign( CUBEUV_TEXEL_WIDTH ); - uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT ); - - return envMap.uv( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering - -} ); - -const getSample = tslFn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => { - - const cosTheta = cos( theta ); - - // Rodrigues' axis-angle rotation - const sampleDirection = outputDirection.mul( cosTheta ) - .add( axis.cross( outputDirection ).mul( sin( theta ) ) ) - .add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) ); - - return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ); - -} ); - -const blur = tslFn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => { - - const axis = vec3( cond( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar(); - - If( all( axis.equals( vec3( 0.0 ) ) ), () => { - - axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) ); - - } ); - - axis.assign( normalize( axis ) ); - - const gl_FragColor = vec3().toVar(); - gl_FragColor.addAssign( weights.element( int( 0 ) ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) ); - - loop( { start: int( 1 ), end: n }, ( { i } ) => { - - If( i.greaterThanEqual( samples ), () => { - - Break(); - - } ); - - const theta = float( dTheta.mul( float( i ) ) ).toVar(); - gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) ); - gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) ); - - } ); - - return vec4( gl_FragColor, 1 ); - -} ); - -const LOD_MIN = 4; - -// The standard deviations (radians) associated with the extra mips. These are -// 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 ]; - -// 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( - 1, 1, 1, - 1, 0, 1 ); -const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 ); -const _clearColor$2 = /*@__PURE__*/ new Color(); -let _oldTarget = null; -let _oldActiveCubeFace = 0; -let _oldActiveMipmapLevel = 0; - -// Golden Ratio -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( - PHI, INV_PHI, 0 ), - /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ), - /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ), - /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ), - /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ), - /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ), - /*@__PURE__*/ new Vector3( - 1, 1, - 1 ), - /*@__PURE__*/ new Vector3( 1, 1, - 1 ), - /*@__PURE__*/ new Vector3( - 1, 1, 1 ), - /*@__PURE__*/ new Vector3( 1, 1, 1 ) -]; - -// - -// WebGPU Face indices -const _faceLib = [ - 3, 1, 5, - 0, 4, 2 -]; - -const direction = getDirection( uv(), attribute( 'faceIndex' ) ).normalize(); -const outputDirection = vec3( direction.x, direction.y.negate(), direction.z ); - -/** - * This class generates a Prefiltered, Mipmapped Radiance Environment Map - * (PMREM) from a cubeMap environment texture. This allows different levels of - * blur to be quickly accessed based on material roughness. It is packed into a - * special CubeUV format that allows us to perform custom interpolation so that - * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap - * chain, it only goes down to the LOD_MIN level (above), and then creates extra - * even more filtered 'mips' at the same LOD_MIN resolution, associated with - * higher roughness levels. In this way we maintain resolution to smoothly - * interpolate diffuse lighting while limiting sampling computation. - * - * Paper: Fast, Accurate Image-Based Lighting - * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view -*/ - -class PMREMGenerator { - - constructor( renderer ) { - - this._renderer = renderer; - this._pingPongRenderTarget = null; - - this._lodMax = 0; - this._cubeSize = 0; - this._lodPlanes = []; - this._sizeLods = []; - this._sigmas = []; - this._lodMeshes = []; - - this._blurMaterial = null; - this._cubemapMaterial = null; - this._equirectMaterial = null; - this._backgroundBox = null; - - } - - /** - * Generates a PMREM from a supplied Scene, which can be faster than using an - * image if networking bandwidth is low. Optional sigma specifies a blur radius - * in radians to be applied to the scene before PMREM generation. Optional near - * 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 ) { - - _oldTarget = this._renderer.getRenderTarget(); - _oldActiveCubeFace = this._renderer.getActiveCubeFace(); - _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); - - 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._applyPMREM( cubeUVRenderTarget ); - - this._cleanup( cubeUVRenderTarget ); - - return cubeUVRenderTarget; - - } - - /** - * Generates a PMREM from an equirectangular texture, which can be either LDR - * 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 ); - - } - - /** - * Generates a PMREM from an cubemap texture, which can be either LDR - * 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 ); - - } - - /** - * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during - * your texture's network fetch for increased concurrency. - */ - compileCubemapShader() { - - if ( this._cubemapMaterial === null ) { - - this._cubemapMaterial = _getCubemapMaterial(); - this._compileMaterial( this._cubemapMaterial ); - - } - - } - - /** - * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during - * your texture's network fetch for increased concurrency. - */ - compileEquirectangularShader() { - - if ( this._equirectMaterial === null ) { - - this._equirectMaterial = _getEquirectMaterial(); - this._compileMaterial( this._equirectMaterial ); - - } - - } - - /** - * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, - * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on - * 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._backgroundBox !== null ) { - - this._backgroundBox.geometry.dispose(); - this._backgroundBox.material.dispose(); - - } - - } - - // private interface - - _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(); - - } - - } - - _cleanup( outputTarget ) { - - this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel ); - outputTarget.scissorTest = false; - _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 ); - - } - - _oldTarget = this._renderer.getRenderTarget(); - _oldActiveCubeFace = this._renderer.getActiveCubeFace(); - _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); - - const cubeUVRenderTarget = renderTarget || this._allocateTargets(); - this._textureToCubeUV( texture, cubeUVRenderTarget ); - this._applyPMREM( cubeUVRenderTarget ); - this._cleanup( cubeUVRenderTarget ); - - return cubeUVRenderTarget; - - } - - _allocateTargets() { - - const width = 3 * Math.max( this._cubeSize, 16 * 7 ); - const height = 4 * this._cubeSize; - - const params = { - magFilter: LinearFilter, - minFilter: LinearFilter, - generateMipmaps: false, - type: HalfFloatType, - format: RGBAFormat, - colorSpace: LinearSRGBColorSpace, - //depthBuffer: false - }; - - const cubeUVRenderTarget = _createRenderTarget( width, height, params ); - - if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) { - - if ( this._pingPongRenderTarget !== null ) { - - this._dispose(); - - } - - this._pingPongRenderTarget = _createRenderTarget( width, height, params ); - - const { _lodMax } = this; - ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas, lodMeshes: this._lodMeshes } = _createPlanes( _lodMax ) ); - - this._blurMaterial = _getBlurShader( _lodMax, width, height ); - - } - - return cubeUVRenderTarget; - - } - - _compileMaterial( material ) { - - const tmpMesh = this._lodMeshes[ 0 ]; - tmpMesh.material = material; - - this._renderer.compile( tmpMesh, _flatCamera ); - - } - - _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) { - - const cubeCamera = _cubeCamera; - cubeCamera.near = near; - cubeCamera.far = far; - - // px, py, pz, nx, ny, nz - const upSign = [ - 1, 1, - 1, - 1, - 1, - 1 ]; - const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ]; - - const renderer = this._renderer; - - const originalAutoClear = renderer.autoClear; - - renderer.getClearColor( _clearColor$2 ); - - renderer.autoClear = false; - - let backgroundBox = this._backgroundBox; - - if ( backgroundBox === null ) { - - const backgroundMaterial = new MeshBasicMaterial( { - name: 'PMREM.Background', - side: BackSide, - depthWrite: false, - depthTest: false - } ); - - backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial ); - - } - - let useSolidColor = false; - const background = scene.background; - - if ( background ) { - - if ( background.isColor ) { - - backgroundBox.material.color.copy( background ); - scene.background = null; - useSolidColor = true; - - } - - } else { - - backgroundBox.material.color.copy( _clearColor$2 ); - useSolidColor = true; - - } - - renderer.setRenderTarget( cubeUVRenderTarget ); - - renderer.clear(); - - if ( useSolidColor ) { - - renderer.render( backgroundBox, cubeCamera ); - - } - - 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 ); - - } else { - - 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.render( scene, cubeCamera ); - - } - - renderer.autoClear = originalAutoClear; - scene.background = background; - - } - - _textureToCubeUV( texture, cubeUVRenderTarget ) { - - const renderer = this._renderer; - - const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ); - - if ( isCubeTexture ) { - - if ( this._cubemapMaterial === null ) { - - this._cubemapMaterial = _getCubemapMaterial( texture ); - - } - - } else { - - if ( this._equirectMaterial === null ) { - - this._equirectMaterial = _getEquirectMaterial( texture ); - - } - - } - - const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial; - material.fragmentNode.value = texture; - - const mesh = this._lodMeshes[ 0 ]; - mesh.material = material; - - const size = this._cubeSize; - - _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size ); - - renderer.setRenderTarget( cubeUVRenderTarget ); - renderer.render( mesh, _flatCamera ); - - } - - _applyPMREM( cubeUVRenderTarget ) { - - const renderer = this._renderer; - const autoClear = renderer.autoClear; - renderer.autoClear = false; - const n = this._lodPlanes.length; - - for ( let i = 1; i < n; i ++ ) { - - const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] ); - - const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ]; - - this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis ); - - } - - renderer.autoClear = autoClear; - - } - - /** - * This is a two-pass Gaussian blur for a cubemap. Normally this is done - * vertically and horizontally, but this breaks down on a cube. Here we apply - * the blur latitudinally (around the poles), and then longitudinally (towards - * 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 ) { - - const pingPongRenderTarget = this._pingPongRenderTarget; - - 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 ) { - - const renderer = this._renderer; - const blurMaterial = this._blurMaterial; - - 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 = this._lodMeshes[ lodOut ]; - blurMesh.material = 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 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 weights = []; - let sum = 0; - - 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 ) { - - sum += weight; - - } else if ( i < samples ) { - - sum += 2 * weight; - - } - - } - - for ( let i = 0; i < weights.length; i ++ ) { - - weights[ i ] = weights[ i ] / sum; - - } - - targetIn.texture.frame = ( targetIn.texture.frame || 0 ) + 1; - - blurUniforms.envMap.value = targetIn.texture; - blurUniforms.samples.value = samples; - blurUniforms.weights.array = weights; - blurUniforms.latitudinal.value = direction === 'latitudinal' ? 1 : 0; - - 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 ); - - } - -} - -function _createPlanes( lodMax ) { - - const lodPlanes = []; - const sizeLods = []; - const sigmas = []; - const lodMeshes = []; - - 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 ); - let sigma = 1.0 / sizeLod; - - 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; - const max = 1 + texelSize; - 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 - ]; - - const faceIdx = _faceLib[ face ]; - position.set( coordinates, positionSize * vertices * faceIdx ); - uv.set( uv1, uvSize * vertices * faceIdx ); - const fill = [ faceIdx, faceIdx, faceIdx, faceIdx, faceIdx, faceIdx ]; - faceIndex.set( fill, faceIndexSize * vertices * faceIdx ); - - } - - 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 ); - lodMeshes.push( new Mesh( planes, null ) ); - - if ( lod > LOD_MIN ) { - - lod --; - - } - - } - - return { lodPlanes, sizeLods, sigmas, lodMeshes }; - -} - -function _createRenderTarget( width, height, params ) { - - const cubeUVRenderTarget = new RenderTarget( width, height, params ); - cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; - cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; - cubeUVRenderTarget.texture.isPMREMTexture = true; - cubeUVRenderTarget.scissorTest = true; - return cubeUVRenderTarget; - -} - -function _setViewport( target, x, y, width, height ) { - - const viewY = target.height - height - y; - - target.viewport.set( x, viewY, width, height ); - target.scissor.set( x, viewY, width, height ); - -} - -function _getMaterial() { - - const material = new NodeMaterial(); - material.depthTest = false; - material.depthWrite = false; - material.blending = NoBlending; - - return material; - -} - -function _getBlurShader( lodMax, width, height ) { - - const weights = uniforms( new Array( MAX_SAMPLES ).fill( 0 ) ); - const poleAxis = uniform( new Vector3( 0, 1, 0 ) ); - const dTheta = uniform( 0 ); - const n = float( MAX_SAMPLES ); - const latitudinal = uniform( 0 ); // false, bool - const samples = uniform( 1 ); // int - const envMap = texture( null ); - const mipInt = uniform( 0 ); // int - const CUBEUV_TEXEL_WIDTH = float( 1 / width ); - const CUBEUV_TEXEL_HEIGHT = float( 1 / height ); - const CUBEUV_MAX_MIP = float( lodMax ); - - const materialUniforms = { - n, - latitudinal, - weights, - poleAxis, - outputDirection, - dTheta, - samples, - envMap, - mipInt, - CUBEUV_TEXEL_WIDTH, - CUBEUV_TEXEL_HEIGHT, - CUBEUV_MAX_MIP - }; - - const material = _getMaterial(); - material.uniforms = materialUniforms; // TODO: Move to outside of the material - material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ) } ); - - return material; - -} - -function _getCubemapMaterial( envTexture ) { - - const material = _getMaterial(); - material.fragmentNode = cubeTexture( envTexture, outputDirection ); - - return material; - -} - -function _getEquirectMaterial( envTexture ) { - - const material = _getMaterial(); - material.fragmentNode = texture( envTexture, equirectUV( outputDirection ), 0 ); - - return material; - -} - -let _id$5 = 0; - -class BindGroup { - - constructor( name = '', bindings = [] ) { - - this.name = name; - this.bindings = bindings; - - this.id = _id$5 ++; - - } - -} - -const rendererCache = new WeakMap(); - -const typeFromLength = new Map( [ - [ 2, 'vec2' ], - [ 3, 'vec3' ], - [ 4, 'vec4' ], - [ 9, 'mat3' ], - [ 16, 'mat4' ] -] ); - -const typeFromArray = new Map( [ - [ Int8Array, 'int' ], - [ Int16Array, 'int' ], - [ Int32Array, 'int' ], - [ Uint8Array, 'uint' ], - [ Uint16Array, 'uint' ], - [ Uint32Array, 'uint' ], - [ Float32Array, 'float' ] -] ); - -const toFloat = ( value ) => { - - value = Number( value ); - - return value + ( value % 1 ? '' : '.0' ); - -}; - -class NodeBuilder { - - constructor( object, renderer, parser ) { - - this.object = object; - this.material = ( object && object.material ) || null; - this.geometry = ( object && object.geometry ) || null; - this.renderer = renderer; - this.parser = parser; - this.scene = null; - this.camera = null; - - this.nodes = []; - this.updateNodes = []; - this.updateBeforeNodes = []; - this.updateAfterNodes = []; - this.hashNodes = {}; - - this.lightsNode = null; - this.environmentNode = null; - this.fogNode = null; - - this.clippingContext = null; - - this.vertexShader = null; - this.fragmentShader = null; - this.computeShader = null; - - this.flowNodes = { vertex: [], fragment: [], compute: [] }; - this.flowCode = { vertex: '', fragment: '', compute: '' }; - this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 }; - this.structs = { vertex: [], fragment: [], compute: [], index: 0 }; - this.bindings = { vertex: {}, fragment: {}, compute: {} }; - this.bindingsIndexes = {}; - this.bindGroups = null; - this.attributes = []; - this.bufferAttributes = []; - this.varyings = []; - this.codes = {}; - this.vars = {}; - this.flow = { code: '' }; - this.chaining = []; - this.stack = stack(); - this.stacks = []; - this.tab = '\t'; - - this.instanceBindGroups = true; - - this.currentFunctionNode = null; - - this.context = { - keywords: new NodeKeywords(), - material: this.material - }; - - this.cache = new NodeCache(); - this.globalCache = this.cache; - - this.flowsData = new WeakMap(); - - this.shaderStage = null; - this.buildStage = null; - - } - - getBingGroupsCache() { - - let bindGroupsCache = rendererCache.get( this.renderer ); - - if ( bindGroupsCache === undefined ) { - - bindGroupsCache = new ChainMap(); - - rendererCache.set( this.renderer, bindGroupsCache ); - - } - - return bindGroupsCache; - - } - - createRenderTarget( width, height, options ) { - - return new RenderTarget( width, height, options ); - - } - - createCubeRenderTarget( size, options ) { - - return new CubeRenderTarget( size, options ); - - } - - createPMREMGenerator() { - - // TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support - - return new PMREMGenerator( this.renderer ); - - } - - includes( node ) { - - return this.nodes.includes( node ); - - } - - _getBindGroup( groupName, bindings ) { - - const bindGroupsCache = this.getBingGroupsCache(); - - // - - const bindingsArray = []; - - let sharedGroup = true; - - for ( const binding of bindings ) { - - bindingsArray.push( binding ); - - sharedGroup = sharedGroup && binding.groupNode.shared !== true; - - } - - // - - let bindGroup; - - if ( sharedGroup ) { - - bindGroup = bindGroupsCache.get( bindingsArray ); - - if ( bindGroup === undefined ) { - - bindGroup = new BindGroup( groupName, bindingsArray ); - bindGroupsCache.set( bindingsArray, bindGroup ); - - } - - } else { - - bindGroup = new BindGroup( groupName, bindingsArray ); - - } - - return bindGroup; - - } - - getBindGroupArray( groupName, shaderStage ) { - - const bindings = this.bindings[ shaderStage ]; - - let bindGroup = bindings[ groupName ]; - - if ( bindGroup === undefined ) { - - if ( this.bindingsIndexes[ groupName ] === undefined ) { - - this.bindingsIndexes[ groupName ] = { binding: 0, group: Object.keys( this.bindingsIndexes ).length }; - - } - - bindings[ groupName ] = bindGroup = []; - - } - - return bindGroup; - - } - - getBindings() { - - let bindingsGroups = this.bindGroups; - - if ( bindingsGroups === null ) { - - const groups = {}; - const bindings = this.bindings; - - for ( const shaderStage of shaderStages ) { - - for ( const groupName in bindings[ shaderStage ] ) { - - const uniforms = bindings[ shaderStage ][ groupName ]; - - const groupUniforms = groups[ groupName ] || ( groups[ groupName ] = [] ); - groupUniforms.push( ...uniforms ); - - } - - } - - bindingsGroups = []; - - for ( const groupName in groups ) { - - const group = groups[ groupName ]; - - const bindingsGroup = this._getBindGroup( groupName, group ); - - bindingsGroups.push( bindingsGroup ); - - } - - this.bindGroups = bindingsGroups; - - } - - return bindingsGroups; - - } - - setHashNode( node, hash ) { - - this.hashNodes[ hash ] = node; - - } - - addNode( node ) { - - if ( this.nodes.includes( node ) === false ) { - - this.nodes.push( node ); - - this.setHashNode( node, node.getHash( this ) ); - - } - - } - - buildUpdateNodes() { - - for ( const node of this.nodes ) { - - const updateType = node.getUpdateType(); - const updateBeforeType = node.getUpdateBeforeType(); - const updateAfterType = node.getUpdateAfterType(); - - if ( updateType !== NodeUpdateType.NONE ) { - - this.updateNodes.push( node.getSelf() ); - - } - - if ( updateBeforeType !== NodeUpdateType.NONE ) { - - this.updateBeforeNodes.push( node ); - - } - - if ( updateAfterType !== NodeUpdateType.NONE ) { - - this.updateAfterNodes.push( node ); - - } - - } - - } - - get currentNode() { - - return this.chaining[ this.chaining.length - 1 ]; - - } - - isFilteredTexture( texture ) { - - return ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter || - texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ); - - } - - addChain( node ) { - - /* - if ( this.chaining.indexOf( node ) !== - 1 ) { - - console.warn( 'Recursive node: ', node ); - - } - */ - - this.chaining.push( node ); - - } - - removeChain( node ) { - - const lastChain = this.chaining.pop(); - - if ( lastChain !== node ) { - - throw new Error( 'NodeBuilder: Invalid node chaining!' ); - - } - - } - - getMethod( method ) { - - return method; - - } - - getNodeFromHash( hash ) { - - return this.hashNodes[ hash ]; - - } - - addFlow( shaderStage, node ) { - - this.flowNodes[ shaderStage ].push( node ); - - return node; - - } - - setContext( context ) { - - this.context = context; - - } - - getContext() { - - return this.context; - - } - - getSharedContext() { - - ({ ...this.context }); - - return this.context; - - } - - setCache( cache ) { - - this.cache = cache; - - } - - getCache() { - - return this.cache; - - } - - getCacheFromNode( node, parent = true ) { - - const data = this.getDataFromNode( node ); - if ( data.cache === undefined ) data.cache = new NodeCache( parent ? this.getCache() : null ); - - return data.cache; - - } - - isAvailable( /*name*/ ) { - - return false; - - } - - getVertexIndex() { - - console.warn( 'Abstract function.' ); - - } - - getInstanceIndex() { - - console.warn( 'Abstract function.' ); - - } - - getDrawIndex() { - - console.warn( 'Abstract function.' ); - - } - - getFrontFacing() { - - console.warn( 'Abstract function.' ); - - } - - getFragCoord() { - - console.warn( 'Abstract function.' ); - - } - - isFlipY() { - - return false; - - } - - generateTexture( /* texture, textureProperty, uvSnippet */ ) { - - console.warn( 'Abstract function.' ); - - } - - generateTextureLod( /* texture, textureProperty, uvSnippet, levelSnippet */ ) { - - console.warn( 'Abstract function.' ); - - } - - generateConst( type, value = null ) { - - if ( value === null ) { - - if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0; - else if ( type === 'bool' ) value = false; - else if ( type === 'color' ) value = new Color(); - else if ( type === 'vec2' ) value = new Vector2(); - else if ( type === 'vec3' ) value = new Vector3(); - else if ( type === 'vec4' ) value = new Vector4(); - - } - - if ( type === 'float' ) return toFloat( value ); - if ( type === 'int' ) return `${ Math.round( value ) }`; - if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u'; - if ( type === 'bool' ) return value ? 'true' : 'false'; - if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`; - - const typeLength = this.getTypeLength( type ); - - const componentType = this.getComponentType( type ); - - const generateConst = value => this.generateConst( componentType, value ); - - if ( typeLength === 2 ) { - - return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`; - - } else if ( typeLength === 3 ) { - - return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`; - - } else if ( typeLength === 4 ) { - - return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`; - - } else if ( typeLength > 4 && value && ( value.isMatrix3 || value.isMatrix4 ) ) { - - return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`; - - } else if ( typeLength > 4 ) { - - return `${ this.getType( type ) }()`; - - } - - throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` ); - - } - - getType( type ) { - - if ( type === 'color' ) return 'vec3'; - - return type; - - } - - hasGeometryAttribute( name ) { - - return this.geometry && this.geometry.getAttribute( name ) !== undefined; - - } - - getAttribute( name, type ) { - - const attributes = this.attributes; - - // find attribute - - for ( const attribute of attributes ) { - - if ( attribute.name === name ) { - - return attribute; - - } - - } - - // create a new if no exist - - const attribute = new NodeAttribute( name, type ); - - attributes.push( attribute ); - - return attribute; - - } - - getPropertyName( node/*, shaderStage*/ ) { - - return node.name; - - } - - isVector( type ) { - - return /vec\d/.test( type ); - - } - - isMatrix( type ) { - - return /mat\d/.test( type ); - - } - - isReference( type ) { - - return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D'; - - } - - needsColorSpaceToLinear( /*texture*/ ) { - - return false; - - } - - getComponentTypeFromTexture( texture ) { - - const type = texture.type; - - if ( texture.isDataTexture ) { - - if ( type === IntType ) return 'int'; - if ( type === UnsignedIntType ) return 'uint'; - - } - - return 'float'; - - } - - getElementType( type ) { - - if ( type === 'mat2' ) return 'vec2'; - if ( type === 'mat3' ) return 'vec3'; - if ( type === 'mat4' ) return 'vec4'; - - return this.getComponentType( type ); - - } - - getComponentType( type ) { - - type = this.getVectorType( type ); - - if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type; - - const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type ); - - if ( componentType === null ) return null; - - if ( componentType[ 1 ] === 'b' ) return 'bool'; - if ( componentType[ 1 ] === 'i' ) return 'int'; - if ( componentType[ 1 ] === 'u' ) return 'uint'; - - return 'float'; - - } - - getVectorType( type ) { - - if ( type === 'color' ) return 'vec3'; - if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4'; - - return type; - - } - - getTypeFromLength( length, componentType = 'float' ) { - - if ( length === 1 ) return componentType; - - const baseType = typeFromLength.get( length ); - const prefix = componentType === 'float' ? '' : componentType[ 0 ]; - - return prefix + baseType; - - } - - getTypeFromArray( array ) { - - return typeFromArray.get( array.constructor ); - - } - - getTypeFromAttribute( attribute ) { - - let dataAttribute = attribute; - - if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data; - - const array = dataAttribute.array; - const itemSize = attribute.itemSize; - const normalized = attribute.normalized; - - let arrayType; - - if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) { - - arrayType = this.getTypeFromArray( array ); - - } - - return this.getTypeFromLength( itemSize, arrayType ); - - } - - getTypeLength( type ) { - - const vecType = this.getVectorType( type ); - const vecNum = /vec([2-4])/.exec( vecType ); - - if ( vecNum !== null ) return Number( vecNum[ 1 ] ); - if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1; - if ( /mat2/.test( type ) === true ) return 4; - if ( /mat3/.test( type ) === true ) return 9; - if ( /mat4/.test( type ) === true ) return 16; - - return 0; - - } - - getVectorFromMatrix( type ) { - - return type.replace( 'mat', 'vec' ); - - } - - changeComponentType( type, newComponentType ) { - - return this.getTypeFromLength( this.getTypeLength( type ), newComponentType ); - - } - - getIntegerType( type ) { - - const componentType = this.getComponentType( type ); - - if ( componentType === 'int' || componentType === 'uint' ) return type; - - return this.changeComponentType( type, 'int' ); - - } - - addStack() { - - this.stack = stack( this.stack ); - - this.stacks.push( getCurrentStack() || this.stack ); - setCurrentStack( this.stack ); - - return this.stack; - - } - - removeStack() { - - const lastStack = this.stack; - this.stack = lastStack.parent; - - setCurrentStack( this.stacks.pop() ); - - return lastStack; - - } - - getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) { - - cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache; - - let nodeData = cache.getData( node ); - - if ( nodeData === undefined ) { - - nodeData = {}; - - cache.setData( node, nodeData ); - - } - - if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {}; - - return nodeData[ shaderStage ]; - - } - - getNodeProperties( node, shaderStage = 'any' ) { - - const nodeData = this.getDataFromNode( node, shaderStage ); - - return nodeData.properties || ( nodeData.properties = { outputNode: null } ); - - } - - getBufferAttributeFromNode( node, type ) { - - const nodeData = this.getDataFromNode( node ); - - let bufferAttribute = nodeData.bufferAttribute; - - if ( bufferAttribute === undefined ) { - - const index = this.uniforms.index ++; - - bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node ); - - this.bufferAttributes.push( bufferAttribute ); - - nodeData.bufferAttribute = bufferAttribute; - - } - - return bufferAttribute; - - } - - getStructTypeFromNode( node, shaderStage = this.shaderStage ) { - - const nodeData = this.getDataFromNode( node, shaderStage ); - - if ( nodeData.structType === undefined ) { - - const index = this.structs.index ++; - - node.name = `StructType${ index }`; - this.structs[ shaderStage ].push( node ); - - nodeData.structType = node; - - } - - return node; - - } - - getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) { - - const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache ); - - let nodeUniform = nodeData.uniform; - - if ( nodeUniform === undefined ) { - - const index = this.uniforms.index ++; - - nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node ); - - this.uniforms[ shaderStage ].push( nodeUniform ); - - nodeData.uniform = nodeUniform; - - } - - return nodeUniform; - - } - - getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage ) { - - const nodeData = this.getDataFromNode( node, shaderStage ); - - let nodeVar = nodeData.variable; - - if ( nodeVar === undefined ) { - - const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] ); - - if ( name === null ) name = 'nodeVar' + vars.length; - - nodeVar = new NodeVar( name, type ); - - vars.push( nodeVar ); - - nodeData.variable = nodeVar; - - } - - return nodeVar; - - } - - getVaryingFromNode( node, name = null, type = node.getNodeType( this ) ) { - - const nodeData = this.getDataFromNode( node, 'any' ); - - let nodeVarying = nodeData.varying; - - if ( nodeVarying === undefined ) { - - const varyings = this.varyings; - const index = varyings.length; - - if ( name === null ) name = 'nodeVarying' + index; - - nodeVarying = new NodeVarying( name, type ); - - varyings.push( nodeVarying ); - - nodeData.varying = nodeVarying; - - } - - return nodeVarying; - - } - - getCodeFromNode( node, type, shaderStage = this.shaderStage ) { - - const nodeData = this.getDataFromNode( node ); - - let nodeCode = nodeData.code; - - if ( nodeCode === undefined ) { - - const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] ); - const index = codes.length; - - nodeCode = new NodeCode( 'nodeCode' + index, type ); - - codes.push( nodeCode ); - - nodeData.code = nodeCode; - - } - - return nodeCode; - - } - - addLineFlowCode( code ) { - - if ( code === '' ) return this; - - code = this.tab + code; - - if ( ! /;\s*$/.test( code ) ) { - - code = code + ';\n'; - - } - - this.flow.code += code; - - return this; - - } - - addFlowCode( code ) { - - this.flow.code += code; - - return this; - - } - - addFlowTab() { - - this.tab += '\t'; - - return this; - - } - - removeFlowTab() { - - this.tab = this.tab.slice( 0, - 1 ); - - return this; - - } - - getFlowData( node/*, shaderStage*/ ) { - - return this.flowsData.get( node ); - - } - - flowNode( node ) { - - const output = node.getNodeType( this ); - - const flowData = this.flowChildNode( node, output ); - - this.flowsData.set( node, flowData ); - - return flowData; - - } - - buildFunctionNode( shaderNode ) { - - const fn = new FunctionNode(); - - const previous = this.currentFunctionNode; - - this.currentFunctionNode = fn; - - fn.code = this.buildFunctionCode( shaderNode ); - - this.currentFunctionNode = previous; - - return fn; - - } - - flowShaderNode( shaderNode ) { - - const layout = shaderNode.layout; - - let inputs; - - if ( shaderNode.isArrayInput ) { - - inputs = []; - - for ( const input of layout.inputs ) { - - inputs.push( new ParameterNode( input.type, input.name ) ); - - } - - } else { - - inputs = {}; - - for ( const input of layout.inputs ) { - - inputs[ input.name ] = new ParameterNode( input.type, input.name ); - - } - - } - - // - - shaderNode.layout = null; - - const callNode = shaderNode.call( inputs ); - const flowData = this.flowStagesNode( callNode, layout.type ); - - shaderNode.layout = layout; - - return flowData; - - } - - flowStagesNode( node, output = null ) { - - const previousFlow = this.flow; - const previousVars = this.vars; - const previousCache = this.cache; - const previousBuildStage = this.buildStage; - const previousStack = this.stack; - - const flow = { - code: '' - }; - - this.flow = flow; - this.vars = {}; - this.cache = new NodeCache(); - this.stack = stack(); - - for ( const buildStage of defaultBuildStages ) { - - this.setBuildStage( buildStage ); - - flow.result = node.build( this, output ); - - } - - flow.vars = this.getVars( this.shaderStage ); - - this.flow = previousFlow; - this.vars = previousVars; - this.cache = previousCache; - this.stack = previousStack; - - this.setBuildStage( previousBuildStage ); - - return flow; - - } - - getFunctionOperator() { - - return null; - - } - - flowChildNode( node, output = null ) { - - const previousFlow = this.flow; - - const flow = { - code: '' - }; - - this.flow = flow; - - flow.result = node.build( this, output ); - - this.flow = previousFlow; - - return flow; - - } - - flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) { - - const previousShaderStage = this.shaderStage; - - this.setShaderStage( shaderStage ); - - const flowData = this.flowChildNode( node, output ); - - if ( propertyName !== null ) { - - flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`; - - } - - this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code; - - this.setShaderStage( previousShaderStage ); - - return flowData; - - } - - getAttributesArray() { - - return this.attributes.concat( this.bufferAttributes ); - - } - - getAttributes( /*shaderStage*/ ) { - - console.warn( 'Abstract function.' ); - - } - - getVaryings( /*shaderStage*/ ) { - - console.warn( 'Abstract function.' ); - - } - - getVar( type, name ) { - - return `${ this.getType( type ) } ${ name }`; - - } - - getVars( shaderStage ) { - - let snippet = ''; - - const vars = this.vars[ shaderStage ]; - - if ( vars !== undefined ) { - - for ( const variable of vars ) { - - snippet += `${ this.getVar( variable.type, variable.name ) }; `; - - } - - } - - return snippet; - - } - - getUniforms( /*shaderStage*/ ) { - - console.warn( 'Abstract function.' ); - - } - - getCodes( shaderStage ) { - - const codes = this.codes[ shaderStage ]; - - let code = ''; - - if ( codes !== undefined ) { - - for ( const nodeCode of codes ) { - - code += nodeCode.code + '\n'; - - } - - } - - return code; - - } - - getHash() { - - return this.vertexShader + this.fragmentShader + this.computeShader; - - } - - setShaderStage( shaderStage ) { - - this.shaderStage = shaderStage; - - } - - getShaderStage() { - - return this.shaderStage; - - } - - setBuildStage( buildStage ) { - - this.buildStage = buildStage; - - } - - getBuildStage() { - - return this.buildStage; - - } - - buildCode() { - - console.warn( 'Abstract function.' ); - - } - - build() { - - const { object, material } = this; - - - if ( material !== null ) { - - NodeMaterial.fromMaterial( material ).build( this ); - - } else { - - this.addFlow( 'compute', object ); - - } - - // setup() -> stage 1: create possible new nodes and returns an output reference node - // analyze() -> stage 2: analyze nodes to possible optimization and validation - // generate() -> stage 3: generate shader - - for ( const buildStage of defaultBuildStages ) { - - this.setBuildStage( buildStage ); - - if ( this.context.vertex && this.context.vertex.isNode ) { - - this.flowNodeFromShaderStage( 'vertex', this.context.vertex ); - - } - - for ( const shaderStage of shaderStages ) { - - this.setShaderStage( shaderStage ); - - const flowNodes = this.flowNodes[ shaderStage ]; - - for ( const node of flowNodes ) { - - if ( buildStage === 'generate' ) { - - this.flowNode( node ); - - } else { - - node.build( this ); - - } - - } - - } - - } - - this.setBuildStage( null ); - this.setShaderStage( null ); - - // stage 4: build code for a specific output - - this.buildCode(); - this.buildUpdateNodes(); - - return this; - - } - - getNodeUniform( uniformNode, type ) { - - if ( type === 'float' || type === 'int' || type === 'uint' ) return new NumberNodeUniform( uniformNode ); - if ( type === 'vec2' || type === 'ivec2' || type === 'uvec2' ) return new Vector2NodeUniform( uniformNode ); - if ( type === 'vec3' || type === 'ivec3' || type === 'uvec3' ) return new Vector3NodeUniform( uniformNode ); - if ( type === 'vec4' || type === 'ivec4' || type === 'uvec4' ) return new Vector4NodeUniform( uniformNode ); - if ( type === 'color' ) return new ColorNodeUniform( uniformNode ); - if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode ); - if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode ); - - throw new Error( `Uniform "${type}" not declared.` ); - - } - - createNodeMaterial( type = 'NodeMaterial' ) { - - // TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support - - return createNodeMaterialFromType( type ); - - } - - format( snippet, fromType, toType ) { - - fromType = this.getVectorType( fromType ); - toType = this.getVectorType( toType ); - - if ( fromType === toType || toType === null || this.isReference( toType ) ) { - - return snippet; - - } - - const fromTypeLength = this.getTypeLength( fromType ); - const toTypeLength = this.getTypeLength( toType ); - - if ( fromTypeLength === 16 && toTypeLength === 9 ) { - - return `${ this.getType( toType ) }(${ snippet }[0].xyz, ${ snippet }[1].xyz, ${ snippet }[2].xyz)`; - - } - - if ( fromTypeLength === 9 && toTypeLength === 4 ) { - - return `${ this.getType( toType ) }(${ snippet }[0].xy, ${ snippet }[1].xy)`; - - } - - - if ( fromTypeLength > 4 ) { // fromType is matrix-like - - // @TODO: ignore for now - - return snippet; - - } - - if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown - - // @TODO: ignore for now - - return snippet; - - } - - if ( fromTypeLength === toTypeLength ) { - - return `${ this.getType( toType ) }( ${ snippet } )`; - - } - - if ( fromTypeLength > toTypeLength ) { - - return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType ); - - } - - if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like - - return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`; - - } - - if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like - - return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`; - - } - - if ( fromTypeLength === 1 && toTypeLength > 1 && fromType !== this.getComponentType( toType ) ) { // fromType is float-like - - // convert a number value to vector type, e.g: - // vec3( 1u ) -> vec3( float( 1u ) ) - - snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`; - - } - - return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like - - } - - getSignature() { - - return `// Three.js r${ REVISION } - Node System\n`; - - } - -} - -class NodeFrame { - - constructor() { - - this.time = 0; - this.deltaTime = 0; - - this.frameId = 0; - this.renderId = 0; - - this.startTime = null; - - this.updateMap = new WeakMap(); - this.updateBeforeMap = new WeakMap(); - this.updateAfterMap = new WeakMap(); - - this.renderer = null; - this.material = null; - this.camera = null; - this.object = null; - this.scene = null; - - } - - _getMaps( referenceMap, nodeRef ) { - - let maps = referenceMap.get( nodeRef ); - - if ( maps === undefined ) { - - maps = { - renderMap: new WeakMap(), - frameMap: new WeakMap() - }; - - referenceMap.set( nodeRef, maps ); - - } - - return maps; - - } - - updateBeforeNode( node ) { - - const updateType = node.getUpdateBeforeType(); - const reference = node.updateReference( this ); - - if ( updateType === NodeUpdateType.FRAME ) { - - const { frameMap } = this._getMaps( this.updateBeforeMap, reference ); - - if ( frameMap.get( reference ) !== this.frameId ) { - - if ( node.updateBefore( this ) !== false ) { - - frameMap.set( reference, this.frameId ); - - } - - } - - } else if ( updateType === NodeUpdateType.RENDER ) { - - const { renderMap } = this._getMaps( this.updateBeforeMap, reference ); - - if ( renderMap.get( reference ) !== this.renderId ) { - - if ( node.updateBefore( this ) !== false ) { - - renderMap.set( reference, this.renderId ); - - } - - } - - } else if ( updateType === NodeUpdateType.OBJECT ) { - - node.updateBefore( this ); - - } - - } - - updateAfterNode( node ) { - - const updateType = node.getUpdateAfterType(); - const reference = node.updateReference( this ); - - if ( updateType === NodeUpdateType.FRAME ) { - - const { frameMap } = this._getMaps( this.updateAfterMap, reference ); - - if ( frameMap.get( reference ) !== this.frameId ) { - - if ( node.updateAfter( this ) !== false ) { - - frameMap.set( reference, this.frameId ); - - } - - } - - } else if ( updateType === NodeUpdateType.RENDER ) { - - const { renderMap } = this._getMaps( this.updateAfterMap, reference ); - - if ( renderMap.get( reference ) !== this.renderId ) { - - if ( node.updateAfter( this ) !== false ) { - - renderMap.set( reference, this.renderId ); - - } - - } - - } else if ( updateType === NodeUpdateType.OBJECT ) { - - node.updateAfter( this ); - - } - - } - - updateNode( node ) { - - const updateType = node.getUpdateType(); - const reference = node.updateReference( this ); - - if ( updateType === NodeUpdateType.FRAME ) { - - const { frameMap } = this._getMaps( this.updateMap, reference ); - - if ( frameMap.get( reference ) !== this.frameId ) { - - if ( node.update( this ) !== false ) { - - frameMap.set( reference, this.frameId ); - - } - - } - - } else if ( updateType === NodeUpdateType.RENDER ) { - - const { renderMap } = this._getMaps( this.updateMap, reference ); - - if ( renderMap.get( reference ) !== this.renderId ) { - - if ( node.update( this ) !== false ) { - - renderMap.set( reference, this.renderId ); - - } - - } - - } else if ( updateType === NodeUpdateType.OBJECT ) { - - node.update( this ); - - } - - } - - update() { - - this.frameId ++; - - if ( this.lastTime === undefined ) this.lastTime = performance.now(); - - this.deltaTime = ( performance.now() - this.lastTime ) / 1000; - - this.lastTime = performance.now(); - - this.time += this.deltaTime; - - } - -} - -class NodeFunctionInput { - - constructor( type, name, count = null, qualifier = '', isConst = false ) { - - this.type = type; - this.name = name; - this.count = count; - this.qualifier = qualifier; - this.isConst = isConst; - - } - -} - -NodeFunctionInput.isNodeFunctionInput = true; - -class StructTypeNode extends Node { - - constructor( types ) { - - super(); - - this.types = types; - this.isStructTypeNode = true; - - } - - getMemberTypes() { - - return this.types; - - } - -} - -addNodeClass( 'StructTypeNode', StructTypeNode ); - -class OutputStructNode extends Node { - - constructor( ...members ) { - - super(); - - this.members = members; - - this.isOutputStructNode = true; - - } - - setup( builder ) { - - super.setup( builder ); - - const members = this.members; - const types = []; - - for ( let i = 0; i < members.length; i ++ ) { - - types.push( members[ i ].getNodeType( builder ) ); - - } - - this.nodeType = builder.getStructTypeFromNode( new StructTypeNode( types ) ).name; - - } - - generate( builder, output ) { - - const propertyName = builder.getOutputStructName(); - const members = this.members; - - const structPrefix = propertyName !== '' ? propertyName + '.' : ''; - - for ( let i = 0; i < members.length; i ++ ) { - - const snippet = members[ i ].build( builder, output ); - - builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }` ); - - } - - return propertyName; - - } - -} - -const outputStruct = nodeProxy( OutputStructNode ); - -addNodeClass( 'OutputStructNode', OutputStructNode ); - -function getTextureIndex( textures, name ) { - - for ( let i = 0; i < textures.length; i ++ ) { - - if ( textures[ i ].name === name ) { - - return i; - - } - - } - - return - 1; - -} - -class MRTNode extends OutputStructNode { - - constructor( outputNodes ) { - - super(); - - this.outputNodes = outputNodes; - - this.isMRTNode = true; - - } - - getNode( name ) { - - return this.outputNodes[ name ]; - - } - - merge( mrtNode ) { - - const outputs = { ...this.outputNodes, ...mrtNode.outputNodes }; - - return mrt( outputs ); - - } - - setup( builder ) { - - const outputNodes = this.outputNodes; - const mrt = builder.renderer.getRenderTarget(); - - const members = []; - - const textures = mrt.textures; - - for ( const name in outputNodes ) { - - const index = getTextureIndex( textures, name ); - - members[ index ] = vec4( outputNodes[ name ] ); - - } - - this.members = members; - - return super.setup( builder ); - - } - -} - -const mrt = nodeProxy( MRTNode ); - -addNodeClass( 'MRTNode', MRTNode ); - -class HashNode extends Node { - - constructor( seedNode ) { - - super(); - - this.seedNode = seedNode; - - } - - setup( /*builder*/ ) { - - // Taken from https://www.shadertoy.com/view/XlGcRh, originally from pcg-random.org - - const state = this.seedNode.toUint().mul( 747796405 ).add( 2891336453 ); - const word = state.shiftRight( state.shiftRight( 28 ).add( 4 ) ).bitXor( state ).mul( 277803737 ); - const result = word.shiftRight( 22 ).bitXor( word ); - - return result.toFloat().mul( 1 / 2 ** 32 ); // Convert to range [0, 1) - - } - -} - -const hash = nodeProxy( HashNode ); - -addNodeElement( 'hash', hash ); - -addNodeClass( 'HashNode', HashNode ); - -// remapping functions https://iquilezles.org/articles/functions/ -const parabola = ( x, k ) => pow( mul( 4.0, x.mul( sub( 1.0, x ) ) ), k ); -const gain = ( x, k ) => x.lessThan( 0.5 ) ? parabola( x.mul( 2.0 ), k ).div( 2.0 ) : sub( 1.0, parabola( mul( sub( 1.0, x ), 2.0 ), k ).div( 2.0 ) ); -const pcurve = ( x, a, b ) => pow( div( pow( x, a ), add( pow( x, a ), pow( sub( 1.0, x ), b ) ) ), 1.0 / a ); -const sinc = ( x, k ) => sin( PI.mul( k.mul( x ).sub( 1.0 ) ) ).div( PI.mul( k.mul( x ).sub( 1.0 ) ) ); - - -addNodeElement( 'parabola', parabola ); -addNodeElement( 'gain', gain ); -addNodeElement( 'pcurve', pcurve ); -addNodeElement( 'sinc', sinc ); - -// https://github.com/cabbibo/glsl-tri-noise-3d - - -const tri = tslFn( ( [ x ] ) => { - - return x.fract().sub( .5 ).abs(); - -} ); - -const tri3 = tslFn( ( [ p ] ) => { - - return vec3( tri( p.z.add( tri( p.y.mul( 1. ) ) ) ), tri( p.z.add( tri( p.x.mul( 1. ) ) ) ), tri( p.y.add( tri( p.x.mul( 1. ) ) ) ) ); - -} ); - -const triNoise3D = tslFn( ( [ p_immutable, spd, time ] ) => { - - const p = vec3( p_immutable ).toVar(); - const z = float( 1.4 ).toVar(); - const rz = float( 0.0 ).toVar(); - const bp = vec3( p ).toVar(); - - loop( { start: float( 0.0 ), end: float( 3.0 ), type: 'float', condition: '<=' }, () => { - - const dg = vec3( tri3( bp.mul( 2.0 ) ) ).toVar(); - p.addAssign( dg.add( time.mul( float( 0.1 ).mul( spd ) ) ) ); - bp.mulAssign( 1.8 ); - z.mulAssign( 1.5 ); - p.mulAssign( 1.2 ); - - const t = float( tri( p.z.add( tri( p.x.add( tri( p.y ) ) ) ) ) ).toVar(); - rz.addAssign( t.div( z ) ); - bp.addAssign( 0.14 ); - - } ); - - return rz; - -} ); - -// layouts - -tri.setLayout( { - name: 'tri', - type: 'float', - inputs: [ - { name: 'x', type: 'float' } - ] -} ); - -tri3.setLayout( { - name: 'tri3', - type: 'vec3', - inputs: [ - { name: 'p', type: 'vec3' } - ] -} ); - -triNoise3D.setLayout( { - name: 'triNoise3D', - type: 'float', - inputs: [ - { name: 'p', type: 'vec3' }, - { name: 'spd', type: 'float' }, - { name: 'time', type: 'float' } - ] -} ); - -let discardExpression; - -class DiscardNode extends CondNode { - - constructor( condNode ) { - - discardExpression = discardExpression || expression( 'discard' ); - - super( condNode, discardExpression ); - - } - -} - -const inlineDiscard = nodeProxy( DiscardNode ); -const discard = ( condNode ) => inlineDiscard( condNode ).append(); -const Return = () => expression( 'return' ).append(); - -addNodeElement( 'discard', discard ); // @TODO: Check... this cause a little confusing using in chaining - -addNodeClass( 'DiscardNode', DiscardNode ); - -class FunctionOverloadingNode extends Node { - - constructor( functionNodes = [], ...parametersNodes ) { - - super(); - - this.functionNodes = functionNodes; - this.parametersNodes = parametersNodes; - - this._candidateFnCall = null; - - this.global = true; - - } - - getNodeType() { - - return this.functionNodes[ 0 ].shaderNode.layout.type; - - } - - setup( builder ) { - - const params = this.parametersNodes; - - let candidateFnCall = this._candidateFnCall; - - if ( candidateFnCall === null ) { - - let candidateFn = null; - let candidateScore = - 1; - - for ( const functionNode of this.functionNodes ) { - - const shaderNode = functionNode.shaderNode; - const layout = shaderNode.layout; - - if ( layout === null ) { - - throw new Error( 'FunctionOverloadingNode: FunctionNode must be a layout.' ); - - } - - const inputs = layout.inputs; - - if ( params.length === inputs.length ) { - - let score = 0; - - for ( let i = 0; i < params.length; i ++ ) { - - const param = params[ i ]; - const input = inputs[ i ]; - - if ( param.getNodeType( builder ) === input.type ) { - - score ++; - - } else { - - score = 0; - - } - - } - - if ( score > candidateScore ) { - - candidateFn = functionNode; - candidateScore = score; - - } - - } - - } - - this._candidateFnCall = candidateFnCall = candidateFn( ...params ); - - } - - return candidateFnCall; - - } - -} - -const overloadingBaseFn = nodeProxy( FunctionOverloadingNode ); - -const overloadingFn = ( functionNodes ) => ( ...params ) => overloadingBaseFn( functionNodes, ...params ); - -addNodeClass( 'FunctionOverloadingNode', FunctionOverloadingNode ); - -class MatcapUVNode extends TempNode { - - constructor() { - - super( 'vec2' ); - - } - - setup() { - - const x = vec3( positionViewDirection.z, 0, positionViewDirection.x.negate() ).normalize(); - const y = positionViewDirection.cross( x ); - - return vec2( x.dot( transformedNormalView ), y.dot( transformedNormalView ) ).mul( 0.495 ).add( 0.5 ); // 0.495 to remove artifacts caused by undersized matcap disks - - } - -} - -const matcapUV = nodeImmutable( MatcapUVNode ); - -addNodeClass( 'MatcapUVNode', MatcapUVNode ); - -class TimerNode extends UniformNode { - - constructor( scope = TimerNode.LOCAL, scale = 1, value = 0 ) { - - super( value ); - - this.scope = scope; - this.scale = scale; - - this.updateType = NodeUpdateType.FRAME; - - } - /* - @TODO: - getNodeType( builder ) { - - const scope = this.scope; - - if ( scope === TimerNode.FRAME ) { - - return 'uint'; - - } - - return 'float'; - - } -*/ - update( frame ) { - - const scope = this.scope; - const scale = this.scale; - - if ( scope === TimerNode.LOCAL ) { - - this.value += frame.deltaTime * scale; - - } else if ( scope === TimerNode.DELTA ) { - - this.value = frame.deltaTime * scale; - - } else if ( scope === TimerNode.FRAME ) { - - this.value = frame.frameId; - - } else { - - // global - - this.value = frame.time * scale; - - } - - } - - serialize( data ) { - - super.serialize( data ); - - data.scope = this.scope; - data.scale = this.scale; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.scope = data.scope; - this.scale = data.scale; - - } - -} - -TimerNode.LOCAL = 'local'; -TimerNode.GLOBAL = 'global'; -TimerNode.DELTA = 'delta'; -TimerNode.FRAME = 'frame'; - -// @TODO: add support to use node in timeScale -const timerLocal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.LOCAL, timeScale, value ) ); -const timerGlobal = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.GLOBAL, timeScale, value ) ); -const timerDelta = ( timeScale, value = 0 ) => nodeObject( new TimerNode( TimerNode.DELTA, timeScale, value ) ); -const frameId = nodeImmutable( TimerNode, TimerNode.FRAME ).toUint(); - -addNodeClass( 'TimerNode', TimerNode ); - -class OscNode extends Node { - - constructor( method = OscNode.SINE, timeNode = timerLocal() ) { - - super(); - - this.method = method; - this.timeNode = timeNode; - - } - - getNodeType( builder ) { - - return this.timeNode.getNodeType( builder ); - - } - - setup() { - - const method = this.method; - const timeNode = nodeObject( this.timeNode ); - - let outputNode = null; - - if ( method === OscNode.SINE ) { - - outputNode = timeNode.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 ); - - } else if ( method === OscNode.SQUARE ) { - - outputNode = timeNode.fract().round(); - - } else if ( method === OscNode.TRIANGLE ) { - - outputNode = timeNode.add( 0.5 ).fract().mul( 2 ).sub( 1 ).abs(); - - } else if ( method === OscNode.SAWTOOTH ) { - - outputNode = timeNode.fract(); - - } - - return outputNode; - - } - - serialize( data ) { - - super.serialize( data ); - - data.method = this.method; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.method = data.method; - - } - -} - -OscNode.SINE = 'sine'; -OscNode.SQUARE = 'square'; -OscNode.TRIANGLE = 'triangle'; -OscNode.SAWTOOTH = 'sawtooth'; - -const oscSine = nodeProxy( OscNode, OscNode.SINE ); -const oscSquare = nodeProxy( OscNode, OscNode.SQUARE ); -const oscTriangle = nodeProxy( OscNode, OscNode.TRIANGLE ); -const oscSawtooth = nodeProxy( OscNode, OscNode.SAWTOOTH ); - -addNodeClass( 'OscNode', OscNode ); - -class PackingNode extends TempNode { - - constructor( scope, node ) { - - super(); - - this.scope = scope; - this.node = node; - - } - - getNodeType( builder ) { - - return this.node.getNodeType( builder ); - - } - - setup() { - - const { scope, node } = this; - - let result = null; - - if ( scope === PackingNode.DIRECTION_TO_COLOR ) { - - result = node.mul( 0.5 ).add( 0.5 ); - - } else if ( scope === PackingNode.COLOR_TO_DIRECTION ) { - - result = node.mul( 2.0 ).sub( 1 ); - - } - - return result; - - } - -} - -PackingNode.DIRECTION_TO_COLOR = 'directionToColor'; -PackingNode.COLOR_TO_DIRECTION = 'colorToDirection'; - -const directionToColor = nodeProxy( PackingNode, PackingNode.DIRECTION_TO_COLOR ); -const colorToDirection = nodeProxy( PackingNode, PackingNode.COLOR_TO_DIRECTION ); - -addNodeElement( 'directionToColor', directionToColor ); -addNodeElement( 'colorToDirection', colorToDirection ); - -addNodeClass( 'PackingNode', PackingNode ); - -class RemapNode extends Node { - - constructor( node, inLowNode, inHighNode, outLowNode = float( 0 ), outHighNode = float( 1 ) ) { - - super(); - - this.node = node; - this.inLowNode = inLowNode; - this.inHighNode = inHighNode; - this.outLowNode = outLowNode; - this.outHighNode = outHighNode; - - this.doClamp = true; - - } - - setup() { - - const { node, inLowNode, inHighNode, outLowNode, outHighNode, doClamp } = this; - - let t = node.sub( inLowNode ).div( inHighNode.sub( inLowNode ) ); - - if ( doClamp === true ) t = t.clamp(); - - return t.mul( outHighNode.sub( outLowNode ) ).add( outLowNode ); - - } - -} - -const remap = nodeProxy( RemapNode, null, null, { doClamp: false } ); -const remapClamp = nodeProxy( RemapNode ); - -addNodeElement( 'remap', remap ); -addNodeElement( 'remapClamp', remapClamp ); - -addNodeClass( 'RemapNode', RemapNode ); - -class RotateUVNode extends TempNode { - - constructor( uvNode, rotationNode, centerNode = vec2( 0.5 ) ) { - - super( 'vec2' ); - - this.uvNode = uvNode; - this.rotationNode = rotationNode; - this.centerNode = centerNode; - - } - - setup() { - - const { uvNode, rotationNode, centerNode } = this; - - const vector = uvNode.sub( centerNode ); - - return vector.rotate( rotationNode ).add( centerNode ); - - } - -} - -const rotateUV = nodeProxy( RotateUVNode ); - -addNodeElement( 'rotateUV', rotateUV ); - -addNodeClass( 'RotateUVNode', RotateUVNode ); - -class RotateNode extends TempNode { - - constructor( positionNode, rotationNode ) { - - super(); - - this.positionNode = positionNode; - this.rotationNode = rotationNode; - - } - - getNodeType( builder ) { - - return this.positionNode.getNodeType( builder ); - - } - - setup( builder ) { - - const { rotationNode, positionNode } = this; - - const nodeType = this.getNodeType( builder ); - - if ( nodeType === 'vec2' ) { - - const cosAngle = rotationNode.cos(); - const sinAngle = rotationNode.sin(); - - const rotationMatrix = mat2( - cosAngle, sinAngle, - sinAngle.negate(), cosAngle - ); - - return rotationMatrix.mul( positionNode ); - - } else { - - const rotation = rotationNode; - const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) ); - const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) ); - const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) ); - - return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz; - - } - - } - -} - -const rotate = nodeProxy( RotateNode ); - -addNodeElement( 'rotate', rotate ); - -addNodeClass( 'RotateNode', RotateNode ); - -class SpriteSheetUVNode extends Node { - - constructor( countNode, uvNode = uv(), frameNode = float( 0 ) ) { - - super( 'vec2' ); - - this.countNode = countNode; - this.uvNode = uvNode; - this.frameNode = frameNode; - - } - - setup() { - - const { frameNode, uvNode, countNode } = this; - - const { width, height } = countNode; - - const frameNum = frameNode.mod( width.mul( height ) ).floor(); - - const column = frameNum.mod( width ); - const row = height.sub( frameNum.add( 1 ).div( width ).ceil() ); - - const scale = countNode.reciprocal(); - const uvFrameOffset = vec2( column, row ); - - return uvNode.add( uvFrameOffset ).mul( scale ); - - } - -} - -const spritesheetUV = nodeProxy( SpriteSheetUVNode ); - -addNodeClass( 'SpriteSheetUVNode', SpriteSheetUVNode ); - -class StorageArrayElementNode extends ArrayElementNode { - - constructor( storageBufferNode, indexNode ) { - - super( storageBufferNode, indexNode ); - - this.isStorageArrayElementNode = true; - - } - - set storageBufferNode( value ) { - - this.node = value; - - } - - get storageBufferNode() { - - return this.node; - - } - - setup( builder ) { - - if ( builder.isAvailable( 'storageBuffer' ) === false ) { - - if ( ! this.node.instanceIndex && this.node.bufferObject === true ) { - - builder.setupPBO( this.node ); - - } - - } - - return super.setup( builder ); - - } - - generate( builder, output ) { - - let snippet; - - const isAssignContext = builder.context.assign; - - // - - if ( builder.isAvailable( 'storageBuffer' ) === false ) { - - const { node } = this; - - if ( ! node.instanceIndex && this.node.bufferObject === true && isAssignContext !== true ) { - - snippet = builder.generatePBO( this ); - - } else { - - snippet = node.build( builder ); - - } - - } else { - - snippet = super.generate( builder ); - - } - - if ( isAssignContext !== true ) { - - const type = this.getNodeType( builder ); - - snippet = builder.format( snippet, type, output ); - - } - - return snippet; - - } - -} - -const storageElement = nodeProxy( StorageArrayElementNode ); - -addNodeElement( 'storageElement', storageElement ); - -addNodeClass( 'StorageArrayElementNode', StorageArrayElementNode ); - -class TriplanarTexturesNode extends Node { - - constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) { - - super( 'vec4' ); - - this.textureXNode = textureXNode; - this.textureYNode = textureYNode; - this.textureZNode = textureZNode; - - this.scaleNode = scaleNode; - - this.positionNode = positionNode; - this.normalNode = normalNode; - - } - - setup() { - - const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this; - - // Ref: https://github.com/keijiro/StandardTriplanar - - // Blending factor of triplanar mapping - let bf = normalNode.abs().normalize(); - bf = bf.div( bf.dot( vec3( 1.0 ) ) ); - - // Triplanar mapping - const tx = positionNode.yz.mul( scaleNode ); - const ty = positionNode.zx.mul( scaleNode ); - const tz = positionNode.xy.mul( scaleNode ); - - // Base color - const textureX = textureXNode.value; - const textureY = textureYNode !== null ? textureYNode.value : textureX; - const textureZ = textureZNode !== null ? textureZNode.value : textureX; - - const cx = texture( textureX, tx ).mul( bf.x ); - const cy = texture( textureY, ty ).mul( bf.y ); - const cz = texture( textureZ, tz ).mul( bf.z ); - - return add( cx, cy, cz ); - - } - -} - -const triplanarTextures = nodeProxy( TriplanarTexturesNode ); -const triplanarTexture = ( ...params ) => triplanarTextures( ...params ); - -addNodeElement( 'triplanarTexture', triplanarTexture ); - -addNodeClass( 'TriplanarTexturesNode', TriplanarTexturesNode ); - -const _reflectorPlane = new Plane(); -const _normal = new Vector3(); -const _reflectorWorldPosition = new Vector3(); -const _cameraWorldPosition = new Vector3(); -const _rotationMatrix = new Matrix4(); -const _lookAtPosition = new Vector3( 0, 0, - 1 ); -const clipPlane = new Vector4(); - -const _view = new Vector3(); -const _target = new Vector3(); -const _q = new Vector4(); - -const _size$6 = new Vector2(); - -const _defaultRT = new RenderTarget(); -const _defaultUV = vec2( viewportTopLeft.x.oneMinus(), viewportTopLeft.y ); - -let _inReflector = false; - -class ReflectorNode extends TextureNode { - - constructor( parameters = {} ) { - - super( _defaultRT.texture, _defaultUV ); - - const { - target = new Object3D(), - resolution = 1, - generateMipmaps = false, - bounces = true - } = parameters; - - // - - this.target = target; - this.resolution = resolution; - this.generateMipmaps = generateMipmaps; - this.bounces = bounces; - - this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME; - - this.virtualCameras = new WeakMap(); - this.renderTargets = new WeakMap(); - - - } - - _updateResolution( renderTarget, renderer ) { - - const resolution = this.resolution; - - renderer.getDrawingBufferSize( _size$6 ); - - renderTarget.setSize( Math.round( _size$6.width * resolution ), Math.round( _size$6.height * resolution ) ); - - } - - setup( builder ) { - - this._updateResolution( _defaultRT, builder.renderer ); - - return super.setup( builder ); - - } - - getTextureNode() { - - return this.textureNode; - - } - - getVirtualCamera( camera ) { - - let virtualCamera = this.virtualCameras.get( camera ); - - if ( virtualCamera === undefined ) { - - virtualCamera = camera.clone(); - - this.virtualCameras.set( camera, virtualCamera ); - - } - - return virtualCamera; - - } - - getRenderTarget( camera ) { - - let renderTarget = this.renderTargets.get( camera ); - - if ( renderTarget === undefined ) { - - renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } ); - - if ( this.generateMipmaps === true ) { - - renderTarget.texture.minFilter = LinearMipMapLinearFilter; - renderTarget.texture.generateMipmaps = true; - - } - - this.renderTargets.set( camera, renderTarget ); - - } - - return renderTarget; - - } - - updateBefore( frame ) { - - if ( this.bounces === false && _inReflector ) return false; - - _inReflector = true; - - const { scene, camera, renderer, material } = frame; - const { target } = this; - - const virtualCamera = this.getVirtualCamera( camera ); - const renderTarget = this.getRenderTarget( virtualCamera ); - - renderer.getDrawingBufferSize( _size$6 ); - - this._updateResolution( renderTarget, renderer ); - - // - - _reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld ); - _cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld ); - - _rotationMatrix.extractRotation( target.matrixWorld ); - - _normal.set( 0, 0, 1 ); - _normal.applyMatrix4( _rotationMatrix ); - - _view.subVectors( _reflectorWorldPosition, _cameraWorldPosition ); - - // Avoid rendering when reflector is facing away - - if ( _view.dot( _normal ) > 0 ) return; - - _view.reflect( _normal ).negate(); - _view.add( _reflectorWorldPosition ); - - _rotationMatrix.extractRotation( camera.matrixWorld ); - - _lookAtPosition.set( 0, 0, - 1 ); - _lookAtPosition.applyMatrix4( _rotationMatrix ); - _lookAtPosition.add( _cameraWorldPosition ); - - _target.subVectors( _reflectorWorldPosition, _lookAtPosition ); - _target.reflect( _normal ).negate(); - _target.add( _reflectorWorldPosition ); - - // - - virtualCamera.coordinateSystem = camera.coordinateSystem; - virtualCamera.position.copy( _view ); - virtualCamera.up.set( 0, 1, 0 ); - virtualCamera.up.applyMatrix4( _rotationMatrix ); - virtualCamera.up.reflect( _normal ); - virtualCamera.lookAt( _target ); - - virtualCamera.near = camera.near; - virtualCamera.far = camera.far; - - virtualCamera.updateMatrixWorld(); - virtualCamera.projectionMatrix.copy( camera.projectionMatrix ); - - // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html - // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf - _reflectorPlane.setFromNormalAndCoplanarPoint( _normal, _reflectorWorldPosition ); - _reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse ); - - clipPlane.set( _reflectorPlane.normal.x, _reflectorPlane.normal.y, _reflectorPlane.normal.z, _reflectorPlane.constant ); - - const projectionMatrix = virtualCamera.projectionMatrix; - - _q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ]; - _q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ]; - _q.z = - 1.0; - _q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ]; - - // Calculate the scaled plane vector - clipPlane.multiplyScalar( 1.0 / clipPlane.dot( _q ) ); - - const clipBias = 0; - - // Replacing the third row of the projection matrix - projectionMatrix.elements[ 2 ] = clipPlane.x; - projectionMatrix.elements[ 6 ] = clipPlane.y; - projectionMatrix.elements[ 10 ] = clipPlane.z - clipBias; - projectionMatrix.elements[ 14 ] = clipPlane.w; - - // - - this.value = renderTarget.texture; - - material.visible = false; - - const currentRenderTarget = renderer.getRenderTarget(); - - renderer.setRenderTarget( renderTarget ); - - renderer.render( scene, virtualCamera ); - - renderer.setRenderTarget( currentRenderTarget ); - - material.visible = true; - - _inReflector = false; - - } - -} - -const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) ); - -// Helper for passes that need to fill the viewport with a single quad. - -const _camera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); - -// https://github.com/mrdoob/three.js/pull/21358 - -class QuadGeometry extends BufferGeometry { - - constructor( flipY = false ) { - - super(); - - const uv = flipY === false ? [ 0, - 1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ]; - - this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) ); - - } - -} - -const _geometry = /*@__PURE__*/ new QuadGeometry(); - -class QuadMesh extends Mesh { - - constructor( material = null ) { - - super( _geometry, material ); - - this.camera = _camera; - - } - - renderAsync( renderer ) { - - return renderer.renderAsync( this, _camera ); - - } - - render( renderer ) { - - renderer.render( this, _camera ); - - } - -} - -const _size$5 = /*@__PURE__*/ new Vector2(); - -class RTTNode extends TextureNode { - - constructor( node, width = null, height = null, options = { type: HalfFloatType } ) { - - const renderTarget = new RenderTarget( width, height, options ); - - super( renderTarget.texture, uv() ); - - this.node = node; - this.width = width; - this.height = height; - - this.renderTarget = renderTarget; - - this.textureNeedsUpdate = true; - this.autoUpdate = true; - - this.updateMap = new WeakMap(); - - this._rttNode = null; - this._quadMesh = new QuadMesh( new NodeMaterial() ); - - this.updateBeforeType = NodeUpdateType.RENDER; - - } - - get autoSize() { - - return this.width === null; - - } - - setup( builder ) { - - this._rttNode = this.node.context( builder.getSharedContext() ); - this._quadMesh.material.needsUpdate = true; - - return super.setup( builder ); - - } - - setSize( width, height ) { - - this.width = width; - this.height = height; - - const effectiveWidth = width * this.pixelRatio; - const effectiveHeight = height * this.pixelRatio; - - this.renderTarget.setSize( effectiveWidth, effectiveHeight ); - - this.textureNeedsUpdate = true; - - } - - setPixelRatio( pixelRatio ) { - - this.pixelRatio = pixelRatio; - - this.setSize( this.width, this.height ); - - } - - updateBefore( { renderer } ) { - - if ( this.textureNeedsUpdate === false && this.autoUpdate === false ) return; - - this.textureNeedsUpdate = false; - - // - - if ( this.autoSize === true ) { - - this.pixelRatio = renderer.getPixelRatio(); - - const size = renderer.getSize( _size$5 ); - - this.setSize( size.width, size.height ); - - } - - // - - this._quadMesh.material.fragmentNode = this._rttNode; - - // - - const currentRenderTarget = renderer.getRenderTarget(); - - renderer.setRenderTarget( this.renderTarget ); - - this._quadMesh.render( renderer ); - - renderer.setRenderTarget( currentRenderTarget ); - - } - - clone() { - - const newNode = new TextureNode( this.value, this.uvNode, this.levelNode ); - newNode.sampler = this.sampler; - newNode.referenceNode = this; - - return newNode; - - } - -} - -const rtt = ( node, ...params ) => nodeObject( new RTTNode( nodeObject( node ), ...params ) ); - -addNodeElement( 'toTexture', ( node, ...params ) => node.isTextureNode ? node : rtt( node, ...params ) ); - -addNodeClass( 'RTTNode', RTTNode ); - -const getBitangent = ( crossNormalTangent ) => crossNormalTangent.mul( tangentGeometry.w ).xyz; - -const bitangentGeometry = /*#__PURE__*/ varying( getBitangent( normalGeometry.cross( tangentGeometry ) ), 'v_bitangentGeometry' ).normalize().toVar( 'bitangentGeometry' ); -const bitangentLocal = /*#__PURE__*/ varying( getBitangent( normalLocal.cross( tangentLocal ) ), 'v_bitangentLocal' ).normalize().toVar( 'bitangentLocal' ); -const bitangentView = /*#__PURE__*/ varying( getBitangent( normalView.cross( tangentView ) ), 'v_bitangentView' ).normalize().toVar( 'bitangentView' ); -const bitangentWorld = /*#__PURE__*/ varying( getBitangent( normalWorld.cross( tangentWorld ) ), 'v_bitangentWorld' ).normalize().toVar( 'bitangentWorld' ); -const transformedBitangentView = /*#__PURE__*/ getBitangent( transformedNormalView.cross( transformedTangentView ) ).normalize().toVar( 'transformedBitangentView' ); -const transformedBitangentWorld = /*#__PURE__*/ transformedBitangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedBitangentWorld' ); - -const TBNViewMatrix = mat3( tangentView, bitangentView, normalView ); - -const parallaxDirection = positionViewDirection.mul( TBNViewMatrix )/*.normalize()*/; -const parallaxUV = ( uv, scale ) => uv.sub( parallaxDirection.mul( scale ) ); - -const transformedBentNormalView = ( () => { - - // https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy - - let bentNormal = anisotropyB.cross( positionViewDirection ); - bentNormal = bentNormal.cross( anisotropyB ).normalize(); - bentNormal = mix( bentNormal, transformedNormalView, anisotropy.mul( roughness.oneMinus() ).oneMinus().pow2().pow2() ).normalize(); - - return bentNormal; - - -} )(); - -class VertexColorNode extends AttributeNode { - - constructor( index = 0 ) { - - super( null, 'vec4' ); - - this.isVertexColorNode = true; - - this.index = index; - - } - - getAttributeName( /*builder*/ ) { - - const index = this.index; - - return 'color' + ( index > 0 ? index : '' ); - - } - - generate( builder ) { - - const attributeName = this.getAttributeName( builder ); - const geometryAttribute = builder.hasGeometryAttribute( attributeName ); - - let result; - - if ( geometryAttribute === true ) { - - result = super.generate( builder ); - - } else { - - // Vertex color fallback should be white - result = builder.generateConst( this.nodeType, new Vector4( 1, 1, 1, 1 ) ); - - } - - return result; - - } - - serialize( data ) { - - super.serialize( data ); - - data.index = this.index; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.index = data.index; - - } - -} - -const vertexColor = ( ...params ) => nodeObject( new VertexColorNode( ...params ) ); - -addNodeClass( 'VertexColorNode', VertexColorNode ); - -class RendererReferenceNode extends ReferenceNode { - - constructor( property, inputType, renderer = null ) { - - super( property, inputType, renderer ); - - this.renderer = renderer; - - } - - updateReference( state ) { - - this.reference = this.renderer !== null ? this.renderer : state.renderer; - - return this.reference; - - } - -} - -const rendererReference = ( name, type, renderer ) => nodeObject( new RendererReferenceNode( name, type, renderer ) ); - -addNodeClass( 'RendererReferenceNode', RendererReferenceNode ); - -// Mipped Bicubic Texture Filtering by N8 -// https://www.shadertoy.com/view/Dl2SDW - -const bC = 1.0 / 6.0; - -const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 ) ).add( 1.0 ) ); - -const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) ); - -const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( - 3.0, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) ); - -const w3 = ( a ) => mul( bC, pow( a, 3 ) ); - -const g0 = ( a ) => w0( a ).add( w1( a ) ); - -const g1 = ( a ) => w2( a ).add( w3( a ) ); - -// h0 and h1 are the two offset functions -const h0 = ( a ) => add( - 1.0, w1( a ).div( w0( a ).add( w1( a ) ) ) ); - -const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) ); - -const bicubic = ( textureNode, texelSize, lod ) => { - - const uv = textureNode.uvNode; - const uvScaled = mul( uv, texelSize.zw ).add( 0.5 ); - - const iuv = floor( uvScaled ); - const fuv = fract( uvScaled ); - - const g0x = g0( fuv.x ); - const g1x = g1( fuv.x ); - const h0x = h0( fuv.x ); - const h1x = h1( fuv.x ); - const h0y = h0( fuv.y ); - const h1y = h1( fuv.y ); - - const p0 = vec2( iuv.x.add( h0x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy ); - const p1 = vec2( iuv.x.add( h1x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy ); - const p2 = vec2( iuv.x.add( h0x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy ); - const p3 = vec2( iuv.x.add( h1x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy ); - - const a = g0( fuv.y ).mul( add( g0x.mul( textureNode.uv( p0 ).level( lod ) ), g1x.mul( textureNode.uv( p1 ).level( lod ) ) ) ); - const b = g1( fuv.y ).mul( add( g0x.mul( textureNode.uv( p2 ).level( lod ) ), g1x.mul( textureNode.uv( p3 ).level( lod ) ) ) ); - - return a.add( b ); - -}; - -const textureBicubicMethod = ( textureNode, lodNode ) => { - - const fLodSize = vec2( textureNode.size( int( lodNode ) ) ); - const cLodSize = vec2( textureNode.size( int( lodNode.add( 1.0 ) ) ) ); - const fLodSizeInv = div( 1.0, fLodSize ); - const cLodSizeInv = div( 1.0, cLodSize ); - const fSample = bicubic( textureNode, vec4( fLodSizeInv, fLodSize ), floor( lodNode ) ); - const cSample = bicubic( textureNode, vec4( cLodSizeInv, cLodSize ), ceil( lodNode ) ); - - return fract( lodNode ).mix( fSample, cSample ); - -}; - -class TextureBicubicNode extends TempNode { - - constructor( textureNode, blurNode = float( 3 ) ) { - - super( 'vec4' ); - - this.textureNode = textureNode; - this.blurNode = blurNode; - - } - - setup() { - - return textureBicubicMethod( this.textureNode, this.blurNode ); - - } - -} - -const textureBicubic = nodeProxy( TextureBicubicNode ); - -addNodeElement( 'bicubic', textureBicubic ); - -addNodeClass( 'TextureBicubicNode', TextureBicubicNode ); - -class PointUVNode extends Node { - - constructor() { - - super( 'vec2' ); - - this.isPointUVNode = true; - - } - - generate( /*builder*/ ) { - - return 'vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y )'; - - } - -} - -const pointUV = nodeImmutable( PointUVNode ); - -addNodeClass( 'PointUVNode', PointUVNode ); - -class SceneNode extends Node { - - constructor( scope = SceneNode.BACKGROUND_BLURRINESS, scene = null ) { - - super(); - - this.scope = scope; - this.scene = scene; - - } - - setup( builder ) { - - const scope = this.scope; - const scene = this.scene !== null ? this.scene : builder.scene; - - let output; - - if ( scope === SceneNode.BACKGROUND_BLURRINESS ) { - - output = reference( 'backgroundBlurriness', 'float', scene ); - - } else if ( scope === SceneNode.BACKGROUND_INTENSITY ) { - - output = reference( 'backgroundIntensity', 'float', scene ); - - } else { - - console.error( 'THREE.SceneNode: Unknown scope:', scope ); - - } - - return output; - - } - -} - -SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness'; -SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity'; - -const backgroundBlurriness = nodeImmutable( SceneNode, SceneNode.BACKGROUND_BLURRINESS ); -const backgroundIntensity = nodeImmutable( SceneNode, SceneNode.BACKGROUND_INTENSITY ); - -addNodeClass( 'SceneNode', SceneNode ); - -const GPUPrimitiveTopology = { - PointList: 'point-list', - LineList: 'line-list', - LineStrip: 'line-strip', - TriangleList: 'triangle-list', - TriangleStrip: 'triangle-strip', -}; - -const GPUCompareFunction = { - Never: 'never', - Less: 'less', - Equal: 'equal', - LessEqual: 'less-equal', - Greater: 'greater', - NotEqual: 'not-equal', - GreaterEqual: 'greater-equal', - Always: 'always' -}; - -const GPUStoreOp = { - Store: 'store', - Discard: 'discard' -}; - -const GPULoadOp = { - Load: 'load', - Clear: 'clear' -}; - -const GPUFrontFace = { - CCW: 'ccw', - CW: 'cw' -}; - -const GPUCullMode = { - None: 'none', - Front: 'front', - Back: 'back' -}; - -const GPUIndexFormat = { - Uint16: 'uint16', - Uint32: 'uint32' -}; - -const GPUTextureFormat = { - - // 8-bit formats - - R8Unorm: 'r8unorm', - R8Snorm: 'r8snorm', - R8Uint: 'r8uint', - R8Sint: 'r8sint', - - // 16-bit formats - - R16Uint: 'r16uint', - R16Sint: 'r16sint', - R16Float: 'r16float', - RG8Unorm: 'rg8unorm', - RG8Snorm: 'rg8snorm', - RG8Uint: 'rg8uint', - RG8Sint: 'rg8sint', - - // 32-bit formats - - R32Uint: 'r32uint', - R32Sint: 'r32sint', - R32Float: 'r32float', - RG16Uint: 'rg16uint', - RG16Sint: 'rg16sint', - RG16Float: 'rg16float', - RGBA8Unorm: 'rgba8unorm', - RGBA8UnormSRGB: 'rgba8unorm-srgb', - RGBA8Snorm: 'rgba8snorm', - RGBA8Uint: 'rgba8uint', - RGBA8Sint: 'rgba8sint', - BGRA8Unorm: 'bgra8unorm', - BGRA8UnormSRGB: 'bgra8unorm-srgb', - // Packed 32-bit formats - RGB9E5UFloat: 'rgb9e5ufloat', - RGB10A2Unorm: 'rgb10a2unorm', - RG11B10uFloat: 'rgb10a2unorm', - - // 64-bit formats - - RG32Uint: 'rg32uint', - RG32Sint: 'rg32sint', - RG32Float: 'rg32float', - RGBA16Uint: 'rgba16uint', - RGBA16Sint: 'rgba16sint', - RGBA16Float: 'rgba16float', - - // 128-bit formats - - RGBA32Uint: 'rgba32uint', - RGBA32Sint: 'rgba32sint', - RGBA32Float: 'rgba32float', - - // Depth and stencil formats - - Stencil8: 'stencil8', - Depth16Unorm: 'depth16unorm', - Depth24Plus: 'depth24plus', - Depth24PlusStencil8: 'depth24plus-stencil8', - Depth32Float: 'depth32float', - - // 'depth32float-stencil8' extension - - Depth32FloatStencil8: 'depth32float-stencil8', - - // BC compressed formats usable if 'texture-compression-bc' is both - // supported by the device/user agent and enabled in requestDevice. - - BC1RGBAUnorm: 'bc1-rgba-unorm', - BC1RGBAUnormSRGB: 'bc1-rgba-unorm-srgb', - BC2RGBAUnorm: 'bc2-rgba-unorm', - BC2RGBAUnormSRGB: 'bc2-rgba-unorm-srgb', - BC3RGBAUnorm: 'bc3-rgba-unorm', - BC3RGBAUnormSRGB: 'bc3-rgba-unorm-srgb', - BC4RUnorm: 'bc4-r-unorm', - BC4RSnorm: 'bc4-r-snorm', - BC5RGUnorm: 'bc5-rg-unorm', - BC5RGSnorm: 'bc5-rg-snorm', - BC6HRGBUFloat: 'bc6h-rgb-ufloat', - BC6HRGBFloat: 'bc6h-rgb-float', - BC7RGBAUnorm: 'bc7-rgba-unorm', - BC7RGBAUnormSRGB: 'bc7-rgba-srgb', - - // ETC2 compressed formats usable if 'texture-compression-etc2' is both - // supported by the device/user agent and enabled in requestDevice. - - ETC2RGB8Unorm: 'etc2-rgb8unorm', - ETC2RGB8UnormSRGB: 'etc2-rgb8unorm-srgb', - ETC2RGB8A1Unorm: 'etc2-rgb8a1unorm', - ETC2RGB8A1UnormSRGB: 'etc2-rgb8a1unorm-srgb', - ETC2RGBA8Unorm: 'etc2-rgba8unorm', - ETC2RGBA8UnormSRGB: 'etc2-rgba8unorm-srgb', - EACR11Unorm: 'eac-r11unorm', - EACR11Snorm: 'eac-r11snorm', - EACRG11Unorm: 'eac-rg11unorm', - EACRG11Snorm: 'eac-rg11snorm', - - // ASTC compressed formats usable if 'texture-compression-astc' is both - // supported by the device/user agent and enabled in requestDevice. - - ASTC4x4Unorm: 'astc-4x4-unorm', - ASTC4x4UnormSRGB: 'astc-4x4-unorm-srgb', - ASTC5x4Unorm: 'astc-5x4-unorm', - ASTC5x4UnormSRGB: 'astc-5x4-unorm-srgb', - ASTC5x5Unorm: 'astc-5x5-unorm', - ASTC5x5UnormSRGB: 'astc-5x5-unorm-srgb', - ASTC6x5Unorm: 'astc-6x5-unorm', - ASTC6x5UnormSRGB: 'astc-6x5-unorm-srgb', - ASTC6x6Unorm: 'astc-6x6-unorm', - ASTC6x6UnormSRGB: 'astc-6x6-unorm-srgb', - ASTC8x5Unorm: 'astc-8x5-unorm', - ASTC8x5UnormSRGB: 'astc-8x5-unorm-srgb', - ASTC8x6Unorm: 'astc-8x6-unorm', - ASTC8x6UnormSRGB: 'astc-8x6-unorm-srgb', - ASTC8x8Unorm: 'astc-8x8-unorm', - ASTC8x8UnormSRGB: 'astc-8x8-unorm-srgb', - ASTC10x5Unorm: 'astc-10x5-unorm', - ASTC10x5UnormSRGB: 'astc-10x5-unorm-srgb', - ASTC10x6Unorm: 'astc-10x6-unorm', - ASTC10x6UnormSRGB: 'astc-10x6-unorm-srgb', - ASTC10x8Unorm: 'astc-10x8-unorm', - ASTC10x8UnormSRGB: 'astc-10x8-unorm-srgb', - ASTC10x10Unorm: 'astc-10x10-unorm', - ASTC10x10UnormSRGB: 'astc-10x10-unorm-srgb', - ASTC12x10Unorm: 'astc-12x10-unorm', - ASTC12x10UnormSRGB: 'astc-12x10-unorm-srgb', - ASTC12x12Unorm: 'astc-12x12-unorm', - ASTC12x12UnormSRGB: 'astc-12x12-unorm-srgb', - -}; - -const GPUAddressMode = { - ClampToEdge: 'clamp-to-edge', - Repeat: 'repeat', - MirrorRepeat: 'mirror-repeat' -}; - -const GPUFilterMode = { - Linear: 'linear', - Nearest: 'nearest' -}; - -const GPUBlendFactor = { - Zero: 'zero', - One: 'one', - Src: 'src', - OneMinusSrc: 'one-minus-src', - SrcAlpha: 'src-alpha', - OneMinusSrcAlpha: 'one-minus-src-alpha', - Dst: 'dst', - OneMinusDstColor: 'one-minus-dst', - DstAlpha: 'dst-alpha', - OneMinusDstAlpha: 'one-minus-dst-alpha', - SrcAlphaSaturated: 'src-alpha-saturated', - Constant: 'constant', - OneMinusConstant: 'one-minus-constant' -}; - -const GPUBlendOperation = { - Add: 'add', - Subtract: 'subtract', - ReverseSubtract: 'reverse-subtract', - Min: 'min', - Max: 'max' -}; - -const GPUColorWriteFlags = { - None: 0, - Red: 0x1, - Green: 0x2, - Blue: 0x4, - Alpha: 0x8, - All: 0xF -}; - -const GPUStencilOperation = { - Keep: 'keep', - Zero: 'zero', - Replace: 'replace', - Invert: 'invert', - IncrementClamp: 'increment-clamp', - DecrementClamp: 'decrement-clamp', - IncrementWrap: 'increment-wrap', - DecrementWrap: 'decrement-wrap' -}; - -const GPUBufferBindingType = { - Uniform: 'uniform', - Storage: 'storage', - ReadOnlyStorage: 'read-only-storage' -}; - -const GPUStorageTextureAccess = { - WriteOnly: 'write-only', - ReadOnly: 'read-only', - ReadWrite: 'read-write', -}; - -const GPUTextureSampleType = { - Float: 'float', - UnfilterableFloat: 'unfilterable-float', - Depth: 'depth', - SInt: 'sint', - UInt: 'uint' -}; - -const GPUTextureDimension = { - OneD: '1d', - TwoD: '2d', - ThreeD: '3d' -}; - -const GPUTextureViewDimension = { - OneD: '1d', - TwoD: '2d', - TwoDArray: '2d-array', - Cube: 'cube', - CubeArray: 'cube-array', - ThreeD: '3d' -}; - -const GPUTextureAspect = { - All: 'all', - StencilOnly: 'stencil-only', - DepthOnly: 'depth-only' -}; - -const GPUInputStepMode = { - Vertex: 'vertex', - Instance: 'instance' -}; - -const GPUFeatureName = { - DepthClipControl: 'depth-clip-control', - Depth32FloatStencil8: 'depth32float-stencil8', - TextureCompressionBC: 'texture-compression-bc', - TextureCompressionETC2: 'texture-compression-etc2', - TextureCompressionASTC: 'texture-compression-astc', - TimestampQuery: 'timestamp-query', - IndirectFirstInstance: 'indirect-first-instance', - ShaderF16: 'shader-f16', - RG11B10UFloat: 'rg11b10ufloat-renderable', - BGRA8UNormStorage: 'bgra8unorm-storage', - Float32Filterable: 'float32-filterable', - ClipDistances: 'clip-distances', - DualSourceBlending: 'dual-source-blending' -}; - -class StorageBufferNode extends BufferNode { - - constructor( value, bufferType, bufferCount = 0 ) { - - super( value, bufferType, bufferCount ); - - this.isStorageBufferNode = true; - - this.access = GPUBufferBindingType.Storage; - - this.bufferObject = false; - this.bufferCount = bufferCount; - - this._attribute = null; - this._varying = null; - - this.global = true; - - if ( value.isStorageBufferAttribute !== true && value.isStorageInstancedBufferAttribute !== true ) { - - // TOOD: Improve it, possibly adding a new property to the BufferAttribute to identify it as a storage buffer read-only attribute in Renderer - - if ( value.isInstancedBufferAttribute ) value.isStorageInstancedBufferAttribute = true; - else value.isStorageBufferAttribute = true; - - } - - } - - getHash( builder ) { - - if ( this.bufferCount === 0 ) { - - let bufferData = builder.globalCache.getData( this.value ); - - if ( bufferData === undefined ) { - - bufferData = { - node: this - }; - - builder.globalCache.setData( this.value, bufferData ); - - } - - return bufferData.node.uuid; - - } - - return this.uuid; - - } - - getInputType( /*builder*/ ) { - - return 'storageBuffer'; - - } - - element( indexNode ) { - - return storageElement( this, indexNode ); - - } - - setBufferObject( value ) { - - this.bufferObject = value; - - return this; - - } - - setAccess( value ) { - - this.access = value; - - return this; - - } - - toReadOnly() { - - return this.setAccess( GPUBufferBindingType.ReadOnlyStorage ); - - } - - generate( builder ) { - - if ( builder.isAvailable( 'storageBuffer' ) ) { - - return super.generate( builder ); - - } - - const nodeType = this.getNodeType( builder ); - - if ( this._attribute === null ) { - - this._attribute = bufferAttribute( this.value ); - this._varying = varying( this._attribute ); - - } - - - const output = this._varying.build( builder, nodeType ); - - builder.registerTransform( output, this._attribute ); - - return output; - - } - -} - -// Read-Write Storage -const storage = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ) ); -const storageObject = ( value, type, count ) => nodeObject( new StorageBufferNode( value, type, count ).setBufferObject( true ) ); - -addNodeClass( 'StorageBufferNode', StorageBufferNode ); - -class StorageTextureNode extends TextureNode { - - constructor( value, uvNode, storeNode = null ) { - - super( value, uvNode ); - - this.storeNode = storeNode; - - this.isStorageTextureNode = true; - - this.access = GPUStorageTextureAccess.WriteOnly; - - } - - getInputType( /*builder*/ ) { - - return 'storageTexture'; - - } - - setup( builder ) { - - super.setup( builder ); - - const properties = builder.getNodeProperties( this ); - properties.storeNode = this.storeNode; - - } - - setAccess( value ) { - - this.access = value; - return this; - - } - - generate( builder, output ) { - - let snippet; - - if ( this.storeNode !== null ) { - - snippet = this.generateStore( builder ); - - } else { - - snippet = super.generate( builder, output ); - - } - - return snippet; - - } - - toReadOnly() { - - return this.setAccess( GPUStorageTextureAccess.ReadOnly ); - - } - - toWriteOnly() { - - return this.setAccess( GPUStorageTextureAccess.WriteOnly ); - - } - - generateStore( builder ) { - - const properties = builder.getNodeProperties( this ); - - const { uvNode, storeNode } = properties; - - const textureProperty = super.generate( builder, 'property' ); - const uvSnippet = uvNode.build( builder, 'uvec2' ); - const storeSnippet = storeNode.build( builder, 'vec4' ); - - const snippet = builder.generateTextureStore( builder, textureProperty, uvSnippet, storeSnippet ); - - builder.addLineFlowCode( snippet ); - - } - -} - -const storageTexture = nodeProxy( StorageTextureNode ); - -const textureStore = ( value, uvNode, storeNode ) => { - - const node = storageTexture( value, uvNode, storeNode ); - - if ( storeNode !== null ) node.append(); - - return node; - -}; - -addNodeClass( 'StorageTextureNode', StorageTextureNode ); - -const normal = tslFn( ( { texture, uv } ) => { - - const epsilon = 0.0001; - - const ret = vec3().temp(); - - If( uv.x.lessThan( epsilon ), () => { - - ret.assign( vec3( 1, 0, 0 ) ); - - } ).elseif( uv.y.lessThan( epsilon ), () => { - - ret.assign( vec3( 0, 1, 0 ) ); - - } ).elseif( uv.z.lessThan( epsilon ), () => { - - ret.assign( vec3( 0, 0, 1 ) ); - - } ).elseif( uv.x.greaterThan( 1 - epsilon ), () => { - - ret.assign( vec3( - 1, 0, 0 ) ); - - } ).elseif( uv.y.greaterThan( 1 - epsilon ), () => { - - ret.assign( vec3( 0, - 1, 0 ) ); - - } ).elseif( uv.z.greaterThan( 1 - epsilon ), () => { - - ret.assign( vec3( 0, 0, - 1 ) ); - - } ).else( () => { - - const step = 0.01; - - const x = texture.uv( uv.add( vec3( - step, 0.0, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( step, 0.0, 0.0 ) ) ).r ); - const y = texture.uv( uv.add( vec3( 0.0, - step, 0.0 ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, step, 0.0 ) ) ).r ); - const z = texture.uv( uv.add( vec3( 0.0, 0.0, - step ) ) ).r.sub( texture.uv( uv.add( vec3( 0.0, 0.0, step ) ) ).r ); - - ret.assign( vec3( x, y, z ) ); - - } ); - - return ret.normalize(); - -} ); - - -class Texture3DNode extends TextureNode { - - constructor( value, uvNode = null, levelNode = null ) { - - super( value, uvNode, levelNode ); - - this.isTexture3DNode = true; - - } - - getInputType( /*builder*/ ) { - - return 'texture3D'; - - } - - getDefaultUV() { - - return vec3( 0.5, 0.5, 0.5 ); - - } - - setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for 3d TextureNode - - setupUV( builder, uvNode ) { - - return uvNode; - - } - - generateUV( builder, uvNode ) { - - return uvNode.build( builder, 'vec3' ); - - } - - normal( uvNode ) { - - return normal( { texture: this, uv: uvNode } ); - - } - -} - -const texture3D = nodeProxy( Texture3DNode ); - -addNodeClass( 'Texture3DNode', Texture3DNode ); - -class UserDataNode extends ReferenceNode { - - constructor( property, inputType, userData = null ) { - - super( property, inputType, userData ); - - this.userData = userData; - - } - - update( frame ) { - - this.reference = this.userData !== null ? this.userData : frame.object.userData; - - super.update( frame ); - - } - -} - -const userData = ( name, inputType, userData ) => nodeObject( new UserDataNode( name, inputType, userData ) ); - -addNodeClass( 'UserDataNode', UserDataNode ); - -const BurnNode = tslFn( ( { base, blend } ) => { - - const fn = ( c ) => blend[ c ].lessThan( EPSILON ).cond( blend[ c ], base[ c ].oneMinus().div( blend[ c ] ).oneMinus().max( 0 ) ); - - return vec3( fn( 'x' ), fn( 'y' ), fn( 'z' ) ); - -} ).setLayout( { - name: 'burnColor', - type: 'vec3', - inputs: [ - { name: 'base', type: 'vec3' }, - { name: 'blend', type: 'vec3' } - ] -} ); - -const DodgeNode = tslFn( ( { base, blend } ) => { - - const fn = ( c ) => blend[ c ].equal( 1.0 ).cond( blend[ c ], base[ c ].div( blend[ c ].oneMinus() ).max( 0 ) ); - - return vec3( fn( 'x' ), fn( 'y' ), fn( 'z' ) ); - -} ).setLayout( { - name: 'dodgeColor', - type: 'vec3', - inputs: [ - { name: 'base', type: 'vec3' }, - { name: 'blend', type: 'vec3' } - ] -} ); - -const ScreenNode = tslFn( ( { base, blend } ) => { - - const fn = ( c ) => base[ c ].oneMinus().mul( blend[ c ].oneMinus() ).oneMinus(); - - return vec3( fn( 'x' ), fn( 'y' ), fn( 'z' ) ); - -} ).setLayout( { - name: 'screenColor', - type: 'vec3', - inputs: [ - { name: 'base', type: 'vec3' }, - { name: 'blend', type: 'vec3' } - ] -} ); - -const OverlayNode = tslFn( ( { base, blend } ) => { - - const fn = ( c ) => base[ c ].lessThan( 0.5 ).cond( base[ c ].mul( blend[ c ], 2.0 ), base[ c ].oneMinus().mul( blend[ c ].oneMinus() ).oneMinus() ); - //const fn = ( c ) => mix( base[ c ].oneMinus().mul( blend[ c ].oneMinus() ).oneMinus(), base[ c ].mul( blend[ c ], 2.0 ), step( base[ c ], 0.5 ) ); - - return vec3( fn( 'x' ), fn( 'y' ), fn( 'z' ) ); - -} ).setLayout( { - name: 'overlayColor', - type: 'vec3', - inputs: [ - { name: 'base', type: 'vec3' }, - { name: 'blend', type: 'vec3' } - ] -} ); - -class BlendModeNode extends TempNode { - - constructor( blendMode, baseNode, blendNode ) { - - super(); - - this.blendMode = blendMode; - - this.baseNode = baseNode; - this.blendNode = blendNode; - - } - - setup() { - - const { blendMode, baseNode, blendNode } = this; - const params = { base: baseNode, blend: blendNode }; - - let outputNode = null; - - if ( blendMode === BlendModeNode.BURN ) { - - outputNode = BurnNode( params ); - - } else if ( blendMode === BlendModeNode.DODGE ) { - - outputNode = DodgeNode( params ); - - } else if ( blendMode === BlendModeNode.SCREEN ) { - - outputNode = ScreenNode( params ); - - } else if ( blendMode === BlendModeNode.OVERLAY ) { - - outputNode = OverlayNode( params ); - - } - - return outputNode; - - } - -} - -BlendModeNode.BURN = 'burn'; -BlendModeNode.DODGE = 'dodge'; -BlendModeNode.SCREEN = 'screen'; -BlendModeNode.OVERLAY = 'overlay'; - -const burn = nodeProxy( BlendModeNode, BlendModeNode.BURN ); -const dodge = nodeProxy( BlendModeNode, BlendModeNode.DODGE ); -const overlay = nodeProxy( BlendModeNode, BlendModeNode.OVERLAY ); -const screen = nodeProxy( BlendModeNode, BlendModeNode.SCREEN ); - -addNodeElement( 'burn', burn ); -addNodeElement( 'dodge', dodge ); -addNodeElement( 'overlay', overlay ); -addNodeElement( 'screen', screen ); - -addNodeClass( 'BlendModeNode', BlendModeNode ); - -// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen -// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf - -const dHdxy_fwd = tslFn( ( { textureNode, bumpScale } ) => { - - // It's used to preserve the same TextureNode instance - const sampleTexture = ( callback ) => textureNode.cache().context( { getUV: ( texNode ) => callback( texNode.uvNode || uv() ), forceUVContext: true } ); - - const Hll = float( sampleTexture( ( uvNode ) => uvNode ) ); - - return vec2( - float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdx() ) ) ).sub( Hll ), - float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdy() ) ) ).sub( Hll ) - ).mul( bumpScale ); - -} ); - -// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2) - -const perturbNormalArb = tslFn( ( inputs ) => { - - const { surf_pos, surf_norm, dHdxy } = inputs; - - // normalize is done to ensure that the bump map looks the same regardless of the texture's scale - const vSigmaX = surf_pos.dFdx().normalize(); - const vSigmaY = surf_pos.dFdy().normalize(); - const vN = surf_norm; // normalized - - const R1 = vSigmaY.cross( vN ); - const R2 = vN.cross( vSigmaX ); - - const fDet = vSigmaX.dot( R1 ).mul( faceDirection ); - - const vGrad = fDet.sign().mul( dHdxy.x.mul( R1 ).add( dHdxy.y.mul( R2 ) ) ); - - return fDet.abs().mul( surf_norm ).sub( vGrad ).normalize(); - -} ); - -class BumpMapNode extends TempNode { - - constructor( textureNode, scaleNode = null ) { - - super( 'vec3' ); - - this.textureNode = textureNode; - this.scaleNode = scaleNode; - - } - - setup() { - - const bumpScale = this.scaleNode !== null ? this.scaleNode : 1; - const dHdxy = dHdxy_fwd( { textureNode: this.textureNode, bumpScale } ); - - return perturbNormalArb( { - surf_pos: positionView, - surf_norm: normalView, - dHdxy - } ); - - } - -} - -const bumpMap = nodeProxy( BumpMapNode ); - -addNodeElement( 'bumpMap', bumpMap ); - -addNodeClass( 'BumpMapNode', BumpMapNode ); - -const saturationNode = tslFn( ( { color, adjustment } ) => { - - return adjustment.mix( luminance( color.rgb ), color.rgb ); - -} ); - -const vibranceNode = tslFn( ( { color, adjustment } ) => { - - const average = add( color.r, color.g, color.b ).div( 3.0 ); - - const mx = color.r.max( color.g.max( color.b ) ); - const amt = mx.sub( average ).mul( adjustment ).mul( - 3.0 ); - - return mix( color.rgb, mx, amt ); - -} ); - -const hueNode = tslFn( ( { color, adjustment } ) => { - - const k = vec3( 0.57735, 0.57735, 0.57735 ); - - const cosAngle = adjustment.cos(); - - return vec3( color.rgb.mul( cosAngle ).add( k.cross( color.rgb ).mul( adjustment.sin() ).add( k.mul( dot( k, color.rgb ).mul( cosAngle.oneMinus() ) ) ) ) ); - -} ); - -class ColorAdjustmentNode extends TempNode { - - constructor( method, colorNode, adjustmentNode = float( 1 ) ) { - - super( 'vec3' ); - - this.method = method; - - this.colorNode = colorNode; - this.adjustmentNode = adjustmentNode; - - } - - setup() { - - const { method, colorNode, adjustmentNode } = this; - - const callParams = { color: colorNode, adjustment: adjustmentNode }; - - let outputNode = null; - - if ( method === ColorAdjustmentNode.SATURATION ) { - - outputNode = saturationNode( callParams ); - - } else if ( method === ColorAdjustmentNode.VIBRANCE ) { - - outputNode = vibranceNode( callParams ); - - } else if ( method === ColorAdjustmentNode.HUE ) { - - outputNode = hueNode( callParams ); - - } else { - - console.error( `${ this.type }: Method "${ this.method }" not supported!` ); - - } - - return outputNode; - - } - -} - -ColorAdjustmentNode.SATURATION = 'saturation'; -ColorAdjustmentNode.VIBRANCE = 'vibrance'; -ColorAdjustmentNode.HUE = 'hue'; - -const saturation = nodeProxy( ColorAdjustmentNode, ColorAdjustmentNode.SATURATION ); -const vibrance = nodeProxy( ColorAdjustmentNode, ColorAdjustmentNode.VIBRANCE ); -const hue = nodeProxy( ColorAdjustmentNode, ColorAdjustmentNode.HUE ); - -const _luminanceCoefficients = /*#__PURE__*/ new Vector3(); -const luminance = ( - color, - luminanceCoefficients = vec3( ... ColorManagement.getLuminanceCoefficients( _luminanceCoefficients ) ) -) => dot( color, luminanceCoefficients ); - -const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) ); - -addNodeElement( 'saturation', saturation ); -addNodeElement( 'vibrance', vibrance ); -addNodeElement( 'hue', hue ); -addNodeElement( 'threshold', threshold ); - -addNodeClass( 'ColorAdjustmentNode', ColorAdjustmentNode ); - -// Normal Mapping Without Precomputed Tangents -// http://www.thetenthplanet.de/archives/1180 - -const perturbNormal2Arb = tslFn( ( inputs ) => { - - const { eye_pos, surf_norm, mapN, uv } = inputs; - - const q0 = eye_pos.dFdx(); - const q1 = eye_pos.dFdy(); - const st0 = uv.dFdx(); - const st1 = uv.dFdy(); - - const N = surf_norm; // normalized - - const q1perp = q1.cross( N ); - const q0perp = N.cross( q0 ); - - const T = q1perp.mul( st0.x ).add( q0perp.mul( st1.x ) ); - const B = q1perp.mul( st0.y ).add( q0perp.mul( st1.y ) ); - - const det = T.dot( T ).max( B.dot( B ) ); - const scale = faceDirection.mul( det.inverseSqrt() ); - - return add( T.mul( mapN.x, scale ), B.mul( mapN.y, scale ), N.mul( mapN.z ) ).normalize(); - -} ); - -class NormalMapNode extends TempNode { - - constructor( node, scaleNode = null ) { - - super( 'vec3' ); - - this.node = node; - this.scaleNode = scaleNode; - - this.normalMapType = TangentSpaceNormalMap; - - } - - setup( builder ) { - - const { normalMapType, scaleNode } = this; - - let normalMap = this.node.mul( 2.0 ).sub( 1.0 ); - - if ( scaleNode !== null ) { - - normalMap = vec3( normalMap.xy.mul( scaleNode ), normalMap.z ); - - } - - let outputNode = null; - - if ( normalMapType === ObjectSpaceNormalMap ) { - - outputNode = modelNormalMatrix.mul( normalMap ).normalize(); - - } else if ( normalMapType === TangentSpaceNormalMap ) { - - const tangent = builder.hasGeometryAttribute( 'tangent' ); - - if ( tangent === true ) { - - outputNode = TBNViewMatrix.mul( normalMap ).normalize(); - - } else { - - outputNode = perturbNormal2Arb( { - eye_pos: positionView, - surf_norm: normalView, - mapN: normalMap, - uv: uv() - } ); - - } - - } - - return outputNode; - - } - -} - -const normalMap = nodeProxy( NormalMapNode ); - -addNodeElement( 'normalMap', normalMap ); - -addNodeClass( 'NormalMapNode', NormalMapNode ); - -class PosterizeNode extends TempNode { - - constructor( sourceNode, stepsNode ) { - - super(); - - this.sourceNode = sourceNode; - this.stepsNode = stepsNode; - - } - - setup() { - - const { sourceNode, stepsNode } = this; - - return sourceNode.mul( stepsNode ).floor().div( stepsNode ); - - } - -} - -const posterize = nodeProxy( PosterizeNode ); - -addNodeElement( 'posterize', posterize ); - -addNodeClass( 'PosterizeNode', PosterizeNode ); - -// exposure only -const LinearToneMappingNode = tslFn( ( { color, exposure } ) => { - - return color.mul( exposure ).clamp(); - -} ); - -// source: https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf -const ReinhardToneMappingNode = tslFn( ( { color, exposure } ) => { - - color = color.mul( exposure ); - - return color.div( color.add( 1.0 ) ).clamp(); - -} ); - -// source: http://filmicworlds.com/blog/filmic-tonemapping-operators/ -const OptimizedCineonToneMappingNode = tslFn( ( { color, exposure } ) => { - - // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson - color = color.mul( exposure ); - color = color.sub( 0.004 ).max( 0.0 ); - - const a = color.mul( color.mul( 6.2 ).add( 0.5 ) ); - const b = color.mul( color.mul( 6.2 ).add( 1.7 ) ).add( 0.06 ); - - return a.div( b ).pow( 2.2 ); - -} ); - -// source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs -const RRTAndODTFit = tslFn( ( { color } ) => { - - const a = color.mul( color.add( 0.0245786 ) ).sub( 0.000090537 ); - const b = color.mul( color.add( 0.4329510 ).mul( 0.983729 ) ).add( 0.238081 ); - - return a.div( b ); - -} ); - -// source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs -const ACESFilmicToneMappingNode = tslFn( ( { color, exposure } ) => { - - // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT - const ACESInputMat = mat3( - 0.59719, 0.35458, 0.04823, - 0.07600, 0.90834, 0.01566, - 0.02840, 0.13383, 0.83777 - ); - - // ODT_SAT => XYZ => D60_2_D65 => sRGB - const ACESOutputMat = mat3( - 1.60475, - 0.53108, - 0.07367, - - 0.10208, 1.10813, - 0.00605, - - 0.00327, - 0.07276, 1.07602 - ); - - color = color.mul( exposure ).div( 0.6 ); - - color = ACESInputMat.mul( color ); - - // Apply RRT and ODT - color = RRTAndODTFit( { color } ); - - color = ACESOutputMat.mul( color ); - - // Clamp to [0, 1] - return color.clamp(); - -} ); - - - -const LINEAR_REC2020_TO_LINEAR_SRGB = mat3( vec3( 1.6605, - 0.1246, - 0.0182 ), vec3( - 0.5876, 1.1329, - 0.1006 ), vec3( - 0.0728, - 0.0083, 1.1187 ) ); -const LINEAR_SRGB_TO_LINEAR_REC2020 = mat3( vec3( 0.6274, 0.0691, 0.0164 ), vec3( 0.3293, 0.9195, 0.0880 ), vec3( 0.0433, 0.0113, 0.8956 ) ); - -const agxDefaultContrastApprox = tslFn( ( [ x_immutable ] ) => { - - const x = vec3( x_immutable ).toVar(); - const x2 = vec3( x.mul( x ) ).toVar(); - const x4 = vec3( x2.mul( x2 ) ).toVar(); - - return float( 15.5 ).mul( x4.mul( x2 ) ).sub( mul( 40.14, x4.mul( x ) ) ).add( mul( 31.96, x4 ).sub( mul( 6.868, x2.mul( x ) ) ).add( mul( 0.4298, x2 ).add( mul( 0.1191, x ).sub( 0.00232 ) ) ) ); - -} ); - -const AGXToneMappingNode = tslFn( ( { color, exposure } ) => { - - const colortone = vec3( color ).toVar(); - const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) ); - const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ), vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ), vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 ) ); - const AgxMinEv = float( - 12.47393 ); - const AgxMaxEv = float( 4.026069 ); - colortone.mulAssign( exposure ); - colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) ); - colortone.assign( AgXInsetMatrix.mul( colortone ) ); - colortone.assign( max$1( colortone, 1e-10 ) ); - colortone.assign( log2( colortone ) ); - colortone.assign( colortone.sub( AgxMinEv ).div( AgxMaxEv.sub( AgxMinEv ) ) ); - colortone.assign( clamp( colortone, 0.0, 1.0 ) ); - colortone.assign( agxDefaultContrastApprox( colortone ) ); - colortone.assign( AgXOutsetMatrix.mul( colortone ) ); - colortone.assign( pow( max$1( vec3( 0.0 ), colortone ), vec3( 2.2 ) ) ); - colortone.assign( LINEAR_REC2020_TO_LINEAR_SRGB.mul( colortone ) ); - colortone.assign( clamp( colortone, 0.0, 1.0 ) ); - - return colortone; - -} ); - -// https://modelviewer.dev/examples/tone-mapping - -const NeutralToneMappingNode = tslFn( ( { color, exposure } ) => { - - const StartCompression = float( 0.8 - 0.04 ); - const Desaturation = float( 0.15 ); - - color = color.mul( exposure ); - - const x = min$1( color.r, min$1( color.g, color.b ) ); - const offset = cond( x.lessThan( 0.08 ), x.sub( mul( 6.25, x.mul( x ) ) ), 0.04 ); - - color.subAssign( offset ); - - const peak = max$1( color.r, max$1( color.g, color.b ) ); - - If( peak.lessThan( StartCompression ), () => { - - return color; - - } ); - - const d = sub( 1, StartCompression ); - const newPeak = sub( 1, d.mul( d ).div( peak.add( d.sub( StartCompression ) ) ) ); - color.mulAssign( newPeak.div( peak ) ); - const g = sub( 1, div( 1, Desaturation.mul( peak.sub( newPeak ) ).add( 1 ) ) ); - - return mix( color, vec3( newPeak ), g ); - -} ).setLayout( { - name: 'NeutralToneMapping', - type: 'vec3', - inputs: [ - { name: 'color', type: 'vec3' }, - { name: 'exposure', type: 'float' } - ] -} ); - -const toneMappingLib = { - [ LinearToneMapping ]: LinearToneMappingNode, - [ ReinhardToneMapping ]: ReinhardToneMappingNode, - [ CineonToneMapping ]: OptimizedCineonToneMappingNode, - [ ACESFilmicToneMapping ]: ACESFilmicToneMappingNode, - [ AgXToneMapping ]: AGXToneMappingNode, - [ NeutralToneMapping ]: NeutralToneMappingNode -}; - -class ToneMappingNode extends TempNode { - - constructor( toneMapping = NoToneMapping, exposureNode = toneMappingExposure, colorNode = null ) { - - super( 'vec3' ); - - this.toneMapping = toneMapping; - - this.exposureNode = exposureNode; - this.colorNode = colorNode; - - } - - getCacheKey() { - - let cacheKey = super.getCacheKey(); - cacheKey = '{toneMapping:' + this.toneMapping + ',nodes:' + cacheKey + '}'; - - return cacheKey; - - } - - setup( builder ) { - - const colorNode = this.colorNode || builder.context.color; - const toneMapping = this.toneMapping; - - if ( toneMapping === NoToneMapping ) return colorNode; - - const toneMappingParams = { exposure: this.exposureNode, color: colorNode }; - const toneMappingNode = toneMappingLib[ toneMapping ]; - - let outputNode = null; - - if ( toneMappingNode ) { - - outputNode = toneMappingNode( toneMappingParams ); - - } else { - - console.error( 'ToneMappingNode: Unsupported Tone Mapping configuration.', toneMapping ); - - outputNode = colorNode; - - } - - return outputNode; - - } - -} - -const toneMapping = ( mapping, exposure, color ) => nodeObject( new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) ) ); -const toneMappingExposure = rendererReference( 'toneMappingExposure', 'float' ); - -addNodeElement( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) ); - -addNodeClass( 'ToneMappingNode', ToneMappingNode ); - -let _sharedFramebuffer = null; - -class ViewportSharedTextureNode extends ViewportTextureNode { - - constructor( uvNode = viewportTopLeft, levelNode = null ) { - - if ( _sharedFramebuffer === null ) { - - _sharedFramebuffer = new FramebufferTexture(); - - } - - super( uvNode, levelNode, _sharedFramebuffer ); - - } - - updateReference() { - - return this; - - } - -} - -const viewportSharedTexture = nodeProxy( ViewportSharedTextureNode ); - -addNodeElement( 'viewportSharedTexture', viewportSharedTexture ); - -addNodeClass( 'ViewportSharedTextureNode', ViewportSharedTextureNode ); - -const _size$4 = /*@__PURE__*/ new Vector2(); - -class PassTextureNode extends TextureNode { - - constructor( passNode, texture ) { - - super( texture ); - - this.passNode = passNode; - - this.setUpdateMatrix( false ); - - } - - setup( builder ) { - - this.passNode.build( builder ); - - return super.setup( builder ); - - } - - clone() { - - return new this.constructor( this.passNode, this.value ); - - } - -} - -class PassMultipleTextureNode extends PassTextureNode { - - constructor( passNode, textureName ) { - - super( passNode, null ); - - this.textureName = textureName; - - } - - setup( builder ) { - - this.value = this.passNode.getTexture( this.textureName ); - - return super.setup( builder ); - - } - - clone() { - - return new this.constructor( this.passNode, this.textureName ); - - } - -} - -class PassNode extends TempNode { - - constructor( scope, scene, camera, options = {} ) { - - super( 'vec4' ); - - this.scope = scope; - this.scene = scene; - this.camera = camera; - this.options = options; - - this._pixelRatio = 1; - this._width = 1; - this._height = 1; - - const depthTexture = new DepthTexture(); - depthTexture.isRenderTargetTexture = true; - //depthTexture.type = FloatType; - depthTexture.name = 'depth'; - - const renderTarget = new RenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType, ...options, } ); - renderTarget.texture.name = 'output'; - renderTarget.depthTexture = depthTexture; - - this.renderTarget = renderTarget; - - this.updateBeforeType = NodeUpdateType.FRAME; - - this._textures = { - output: renderTarget.texture, - depth: depthTexture - }; - - this._textureNodes = {}; - this._linearDepthNodes = {}; - this._viewZNodes = {}; - - this._cameraNear = uniform( 0 ); - this._cameraFar = uniform( 0 ); - - this._mrt = null; - - this.isPassNode = true; - - } - - setMRT( mrt ) { - - this._mrt = mrt; - - return this; - - } - - getMRT() { - - return this._mrt; - - } - - isGlobal() { - - return true; - - } - - getTexture( name ) { - - let texture = this._textures[ name ]; - - if ( texture === undefined ) { - - const refTexture = this.renderTarget.texture; - - texture = refTexture.clone(); - texture.isRenderTargetTexture = true; - texture.name = name; - - this._textures[ name ] = texture; - - this.renderTarget.textures.push( texture ); - - } - - return texture; - - } - - getTextureNode( name = 'output' ) { - - let textureNode = this._textureNodes[ name ]; - - if ( textureNode === undefined ) { - - this._textureNodes[ name ] = textureNode = nodeObject( new PassMultipleTextureNode( this, name ) ); - - } - - return textureNode; - - } - - getViewZNode( name = 'depth' ) { - - let viewZNode = this._viewZNodes[ name ]; - - if ( viewZNode === undefined ) { - - const cameraNear = this._cameraNear; - const cameraFar = this._cameraFar; - - this._viewZNodes[ name ] = viewZNode = perspectiveDepthToViewZ( this.getTextureNode( name ), cameraNear, cameraFar ); - - } - - return viewZNode; - - } - - getLinearDepthNode( name = 'depth' ) { - - let linearDepthNode = this._linearDepthNodes[ name ]; - - if ( linearDepthNode === undefined ) { - - const cameraNear = this._cameraNear; - const cameraFar = this._cameraFar; - const viewZNode = this.getViewZNode( name ); - - // TODO: just if ( builder.camera.isPerspectiveCamera ) - - this._linearDepthNodes[ name ] = linearDepthNode = viewZToOrthographicDepth( viewZNode, cameraNear, cameraFar ); - - } - - return linearDepthNode; - - } - - setup( { renderer } ) { - - this.renderTarget.samples = this.options.samples === undefined ? renderer.samples : this.options.samples; - - // Disable MSAA for WebGL backend for now - if ( renderer.backend.isWebGLBackend === true ) { - - this.renderTarget.samples = 0; - - } - - this.renderTarget.depthTexture.isMultisampleRenderTargetTexture = this.renderTarget.samples > 1; - - return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getLinearDepthNode(); - - } - - updateBefore( frame ) { - - const { renderer } = frame; - const { scene, camera } = this; - - this._pixelRatio = renderer.getPixelRatio(); - - const size = renderer.getSize( _size$4 ); - - this.setSize( size.width, size.height ); - - const currentRenderTarget = renderer.getRenderTarget(); - const currentMRT = renderer.getMRT(); - - this._cameraNear.value = camera.near; - this._cameraFar.value = camera.far; - - renderer.setRenderTarget( this.renderTarget ); - renderer.setMRT( this._mrt ); - - renderer.render( scene, camera ); - - renderer.setRenderTarget( currentRenderTarget ); - renderer.setMRT( currentMRT ); - - } - - setSize( width, height ) { - - this._width = width; - this._height = height; - - const effectiveWidth = this._width * this._pixelRatio; - const effectiveHeight = this._height * this._pixelRatio; - - this.renderTarget.setSize( effectiveWidth, effectiveHeight ); - - } - - setPixelRatio( pixelRatio ) { - - this._pixelRatio = pixelRatio; - - this.setSize( this._width, this._height ); - - } - - dispose() { - - this.renderTarget.dispose(); - - } - - -} - -PassNode.COLOR = 'color'; -PassNode.DEPTH = 'depth'; - -const pass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.COLOR, scene, camera, options ) ); -const passTexture = ( pass, texture ) => nodeObject( new PassTextureNode( pass, texture ) ); -const depthPass = ( scene, camera ) => nodeObject( new PassNode( PassNode.DEPTH, scene, camera ) ); - -addNodeClass( 'PassNode', PassNode ); - -// WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that -// alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame. - -const _quadMesh1 = /*@__PURE__*/ new QuadMesh(); -const _quadMesh2 = /*@__PURE__*/ new QuadMesh(); - -class GaussianBlurNode extends TempNode { - - constructor( textureNode, directionNode = null, sigma = 2 ) { - - super( 'vec4' ); - - this.textureNode = textureNode; - this.directionNode = directionNode; - this.sigma = sigma; - - this._invSize = uniform( new Vector2() ); - this._passDirection = uniform( new Vector2() ); - - this._horizontalRT = new RenderTarget(); - this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal'; - this._verticalRT = new RenderTarget(); - this._verticalRT.texture.name = 'GaussianBlurNode.vertical'; - - this._textureNode = passTexture( this, this._verticalRT.texture ); - - this.updateBeforeType = NodeUpdateType.RENDER; - - this.resolution = new Vector2( 1, 1 ); - - } - - setSize( width, height ) { - - width = Math.max( Math.round( width * this.resolution.x ), 1 ); - height = Math.max( Math.round( height * this.resolution.y ), 1 ); - - this._invSize.value.set( 1 / width, 1 / height ); - this._horizontalRT.setSize( width, height ); - this._verticalRT.setSize( width, height ); - - } - - updateBefore( frame ) { - - const { renderer } = frame; - - const textureNode = this.textureNode; - const map = textureNode.value; - - const currentRenderTarget = renderer.getRenderTarget(); - const currentMRT = renderer.getMRT(); - - const currentTexture = textureNode.value; - - _quadMesh1.material = this._material; - _quadMesh2.material = this._material; - - this.setSize( map.image.width, map.image.height ); - - const textureType = map.type; - - this._horizontalRT.texture.type = textureType; - this._verticalRT.texture.type = textureType; - - // clear - - renderer.setMRT( null ); - - // horizontal - - renderer.setRenderTarget( this._horizontalRT ); - - this._passDirection.value.set( 1, 0 ); - - _quadMesh1.render( renderer ); - - // vertical - - textureNode.value = this._horizontalRT.texture; - renderer.setRenderTarget( this._verticalRT ); - - this._passDirection.value.set( 0, 1 ); - - _quadMesh2.render( renderer ); - - // restore - - renderer.setRenderTarget( currentRenderTarget ); - renderer.setMRT( currentMRT ); - textureNode.value = currentTexture; - - } - - getTextureNode() { - - return this._textureNode; - - } - - setup( builder ) { - - const textureNode = this.textureNode; - - if ( textureNode.isTextureNode !== true ) { - - console.error( 'GaussianBlurNode requires a TextureNode.' ); - - return vec4(); - - } - - // - - const uvNode = textureNode.uvNode || uv(); - const directionNode = vec2( this.directionNode || 1 ); - - const sampleTexture = ( uv ) => textureNode.uv( uv ); - - const blur = tslFn( () => { - - const kernelSize = 3 + ( 2 * this.sigma ); - const gaussianCoefficients = this._getCoefficients( kernelSize ); - - const invSize = this._invSize; - const direction = directionNode.mul( this._passDirection ); - - const weightSum = float( gaussianCoefficients[ 0 ] ).toVar(); - const diffuseSum = vec4( sampleTexture( uvNode ).mul( weightSum ) ).toVar(); - - for ( let i = 1; i < kernelSize; i ++ ) { - - const x = float( i ); - const w = float( gaussianCoefficients[ i ] ); - - const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar(); - - const sample1 = vec4( sampleTexture( uvNode.add( uvOffset ) ) ); - const sample2 = vec4( sampleTexture( uvNode.sub( uvOffset ) ) ); - - diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) ); - weightSum.addAssign( mul( 2.0, w ) ); - - } - - return diffuseSum.div( weightSum ); - - } ); - - // - - const material = this._material || ( this._material = builder.createNodeMaterial() ); - material.fragmentNode = blur().context( builder.getSharedContext() ); - material.needsUpdate = true; - - // - - const properties = builder.getNodeProperties( this ); - properties.textureNode = textureNode; - - // - - return this._textureNode; - - } - - dispose() { - - this._horizontalRT.dispose(); - this._verticalRT.dispose(); - - } - - _getCoefficients( kernelRadius ) { - - const coefficients = []; - - for ( let i = 0; i < kernelRadius; i ++ ) { - - coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius ); - - } - - return coefficients; - - } - -} - -const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( nodeObject( node ).toTexture(), directionNode, sigma ) ); - -addNodeElement( 'gaussianBlur', gaussianBlur ); - -const _size$3 = /*@__PURE__*/ new Vector2(); - -const _quadMeshComp = /*@__PURE__*/ new QuadMesh(); - -class AfterImageNode extends TempNode { - - constructor( textureNode, damp = 0.96 ) { - - super( textureNode ); - - this.textureNode = textureNode; - this.textureNodeOld = texture(); - this.damp = uniform( damp ); - - this._compRT = new RenderTarget(); - this._compRT.texture.name = 'AfterImageNode.comp'; - - this._oldRT = new RenderTarget(); - this._oldRT.texture.name = 'AfterImageNode.old'; - - this._textureNode = passTexture( this, this._compRT.texture ); - - this.updateBeforeType = NodeUpdateType.RENDER; - - } - - getTextureNode() { - - return this._textureNode; - - } - - setSize( width, height ) { - - this._compRT.setSize( width, height ); - this._oldRT.setSize( width, height ); - - } - - updateBefore( frame ) { - - const { renderer } = frame; - - const textureNode = this.textureNode; - const map = textureNode.value; - - const textureType = map.type; - - this._compRT.texture.type = textureType; - this._oldRT.texture.type = textureType; - - renderer.getDrawingBufferSize( _size$3 ); - - this.setSize( _size$3.x, _size$3.y ); - - const currentRenderTarget = renderer.getRenderTarget(); - const currentTexture = textureNode.value; - - this.textureNodeOld.value = this._oldRT.texture; - - // comp - renderer.setRenderTarget( this._compRT ); - _quadMeshComp.render( renderer ); - - // Swap the textures - const temp = this._oldRT; - this._oldRT = this._compRT; - this._compRT = temp; - - renderer.setRenderTarget( currentRenderTarget ); - textureNode.value = currentTexture; - - } - - setup( builder ) { - - const textureNode = this.textureNode; - const textureNodeOld = this.textureNodeOld; - - // - - const uvNode = textureNode.uvNode || uv(); - - textureNodeOld.uvNode = uvNode; - - const sampleTexture = ( uv ) => textureNode.uv( uv ); - - const when_gt = tslFn( ( [ x_immutable, y_immutable ] ) => { - - const y = float( y_immutable ).toVar(); - const x = vec4( x_immutable ).toVar(); - - return max$1( sign( x.sub( y ) ), 0.0 ); - - } ); - - const afterImg = tslFn( () => { - - const texelOld = vec4( textureNodeOld ); - const texelNew = vec4( sampleTexture( uvNode ) ); - - texelOld.mulAssign( this.damp.mul( when_gt( texelOld, 0.1 ) ) ); - return max$1( texelNew, texelOld ); - - } ); - - // - - const materialComposed = this._materialComposed || ( this._materialComposed = builder.createNodeMaterial() ); - materialComposed.fragmentNode = afterImg(); - - _quadMeshComp.material = materialComposed; - - // - - const properties = builder.getNodeProperties( this ); - properties.textureNode = textureNode; - - // - - return this._textureNode; - - } - - dispose() { - - this._compRT.dispose(); - this._oldRT.dispose(); - - } - -} - -const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( nodeObject( node ).toTexture(), damp ) ); - -addNodeElement( 'afterImage', afterImage ); - -const _quadMesh$3 = /*@__PURE__*/ new QuadMesh(); - -class AnamorphicNode extends TempNode { - - constructor( textureNode, tresholdNode, scaleNode, samples ) { - - super( 'vec4' ); - - this.textureNode = textureNode; - this.tresholdNode = tresholdNode; - this.scaleNode = scaleNode; - this.colorNode = vec3( 0.1, 0.0, 1.0 ); - this.samples = samples; - this.resolution = new Vector2( 1, 1 ); - - this._renderTarget = new RenderTarget(); - this._renderTarget.texture.name = 'anamorphic'; - - this._invSize = uniform( new Vector2() ); - - this._textureNode = passTexture( this, this._renderTarget.texture ); - - this.updateBeforeType = NodeUpdateType.RENDER; - - } - - getTextureNode() { - - return this._textureNode; - - } - - setSize( width, height ) { - - this._invSize.value.set( 1 / width, 1 / height ); - - width = Math.max( Math.round( width * this.resolution.x ), 1 ); - height = Math.max( Math.round( height * this.resolution.y ), 1 ); - - this._renderTarget.setSize( width, height ); - - } - - updateBefore( frame ) { - - const { renderer } = frame; - - const textureNode = this.textureNode; - const map = textureNode.value; - - this._renderTarget.texture.type = map.type; - - const currentRenderTarget = renderer.getRenderTarget(); - const currentTexture = textureNode.value; - - _quadMesh$3.material = this._material; - - this.setSize( map.image.width, map.image.height ); - - // render - - renderer.setRenderTarget( this._renderTarget ); - - _quadMesh$3.render( renderer ); - - // restore - - renderer.setRenderTarget( currentRenderTarget ); - textureNode.value = currentTexture; - - } - - setup( builder ) { - - const textureNode = this.textureNode; - const uvNode = textureNode.uvNode || uv(); - - const sampleTexture = ( uv ) => textureNode.uv( uv ); - - const anamorph = tslFn( () => { - - const samples = this.samples; - const halfSamples = Math.floor( samples / 2 ); - - const total = vec3( 0 ).toVar(); - - loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => { - - const softness = float( i ).abs().div( halfSamples ).oneMinus(); - - const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y ); - const color = sampleTexture( uv ); - const pass = threshold( color, this.tresholdNode ).mul( softness ); - - total.addAssign( pass ); - - } ); - - return total.mul( this.colorNode ); - - } ); - - // - - const material = this._material || ( this._material = builder.createNodeMaterial() ); - material.fragmentNode = anamorph(); - - // - - const properties = builder.getNodeProperties( this ); - properties.textureNode = textureNode; - - // - - return this._textureNode; - - } - - dispose() { - - this._renderTarget.dispose(); - - } - -} - -const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( nodeObject( node ).toTexture(), nodeObject( threshold ), nodeObject( scale ), samples ) ); - -addNodeElement( 'anamorphic', anamorphic ); - -class SobelOperatorNode extends TempNode { - - constructor( textureNode ) { - - super(); - - this.textureNode = textureNode; - - this.updateBeforeType = NodeUpdateType.RENDER; - - this._invSize = uniform( new Vector2() ); - - } - - updateBefore() { - - const map = this.textureNode.value; - - this._invSize.value.set( 1 / map.image.width, 1 / map.image.height ); - - } - - setup() { - - const { textureNode } = this; - - const uvNode = textureNode.uvNode || uv(); - - const sampleTexture = ( uv ) => textureNode.uv( uv ); - - const sobel = tslFn( () => { - - // Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM) - - const texel = this._invSize; - - // kernel definition (in glsl matrices are filled in column-major order) - - const Gx = mat3( - 1, - 2, - 1, 0, 0, 0, 1, 2, 1 ); // x direction kernel - const Gy = mat3( - 1, 0, 1, - 2, 0, 2, - 1, 0, 1 ); // y direction kernel - - // fetch the 3x3 neighbourhood of a fragment - - // first column - - const tx0y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, - 1 ) ) ) ).xyz ); - const tx0y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 0 ) ) ) ).xyz ); - const tx0y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 1 ) ) ) ).xyz ); - - // second column - - const tx1y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, - 1 ) ) ) ).xyz ); - const tx1y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 0 ) ) ) ).xyz ); - const tx1y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 1 ) ) ) ).xyz ); - - // third column - - const tx2y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, - 1 ) ) ) ).xyz ); - const tx2y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 0 ) ) ) ).xyz ); - const tx2y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 1 ) ) ) ).xyz ); - - // gradient value in x direction - - const valueGx = add( - Gx[ 0 ][ 0 ].mul( tx0y0 ), - Gx[ 1 ][ 0 ].mul( tx1y0 ), - Gx[ 2 ][ 0 ].mul( tx2y0 ), - Gx[ 0 ][ 1 ].mul( tx0y1 ), - Gx[ 1 ][ 1 ].mul( tx1y1 ), - Gx[ 2 ][ 1 ].mul( tx2y1 ), - Gx[ 0 ][ 2 ].mul( tx0y2 ), - Gx[ 1 ][ 2 ].mul( tx1y2 ), - Gx[ 2 ][ 2 ].mul( tx2y2 ) - ); - - - // gradient value in y direction - - const valueGy = add( - Gy[ 0 ][ 0 ].mul( tx0y0 ), - Gy[ 1 ][ 0 ].mul( tx1y0 ), - Gy[ 2 ][ 0 ].mul( tx2y0 ), - Gy[ 0 ][ 1 ].mul( tx0y1 ), - Gy[ 1 ][ 1 ].mul( tx1y1 ), - Gy[ 2 ][ 1 ].mul( tx2y1 ), - Gy[ 0 ][ 2 ].mul( tx0y2 ), - Gy[ 1 ][ 2 ].mul( tx1y2 ), - Gy[ 2 ][ 2 ].mul( tx2y2 ) - ); - - // magnitute of the total gradient - - const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt(); - - return vec4( vec3( G ), 1 ); - - } ); - - const outputNode = sobel(); - - return outputNode; - - } - -} - -const sobel = ( node ) => nodeObject( new SobelOperatorNode( nodeObject( node ).toTexture() ) ); - -addNodeElement( 'sobel', sobel ); - -class DepthOfFieldNode extends TempNode { - - constructor( textureNode, viewZNode, focusNode, apertureNode, maxblurNode ) { - - super(); - - this.textureNode = textureNode; - this.viewZNode = viewZNode; - - this.focusNode = focusNode; - this.apertureNode = apertureNode; - this.maxblurNode = maxblurNode; - - this._aspect = uniform( 0 ); - - this.updateBeforeType = NodeUpdateType.RENDER; - - } - - updateBefore() { - - const map = this.textureNode.value; - - this._aspect.value = map.image.width / map.image.height; - - } - - setup() { - - const textureNode = this.textureNode; - const uvNode = textureNode.uvNode || uv(); - - const sampleTexture = ( uv ) => textureNode.uv( uv ); - - const dof = tslFn( () => { - - const aspectcorrect = vec2( 1.0, this._aspect ); - - const factor = this.focusNode.add( this.viewZNode ); - - const dofblur = vec2( clamp( factor.mul( this.apertureNode ), this.maxblurNode.negate(), this.maxblurNode ) ); - - const dofblur9 = dofblur.mul( 0.9 ); - const dofblur7 = dofblur.mul( 0.7 ); - const dofblur4 = dofblur.mul( 0.4 ); - - let col = vec4( 0.0 ); - - col = col.add( sampleTexture( uvNode ) ); - - col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); - col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); - - col = col.div( 41 ); - col.a = 1; - - return vec4( col ); - - - } ); - - const outputNode = dof(); - - return outputNode; - - } - -} - -const dof = ( node, viewZNode, focus = 1, aperture = 0.025, maxblur = 1 ) => nodeObject( new DepthOfFieldNode( nodeObject( node ).toTexture(), nodeObject( viewZNode ), nodeObject( focus ), nodeObject( aperture ), nodeObject( maxblur ) ) ); - -addNodeElement( 'dof', dof ); - -class DotScreenNode extends TempNode { - - constructor( inputNode, center = new Vector2( 0.5, 0.5 ), angle = 1.57, scale = 1 ) { - - super( 'vec4' ); - - this.inputNode = inputNode; - this.center = uniform( center ); - this.angle = uniform( angle ); - this.scale = uniform( scale ); - - this._size = uniform( new Vector2() ); - - this.updateBeforeType = NodeUpdateType.RENDER; - - } - - updateBefore( frame ) { - - const { renderer } = frame; - - renderer.getDrawingBufferSize( this._size.value ); - - } - - setup() { - - const inputNode = this.inputNode; - - const pattern = tslFn( () => { - - const s = sin( this.angle ); - const c = cos( this.angle ); - - const tex = uv().mul( this._size ).sub( this.center ); - const point = vec2( c.mul( tex.x ).sub( s.mul( tex.y ) ), s.mul( tex.x ).add( c.mul( tex.y ) ) ).mul( this.scale ); - - return sin( point.x ).mul( sin( point.y ) ).mul( 4 ); - - } ); - - const dotScreen = tslFn( () => { - - const color = inputNode; - - const average = add( color.r, color.g, color.b ).div( 3 ); - - return vec4( vec3( average.mul( 10 ).sub( 5 ).add( pattern() ) ), color.a ); - - } ); - - const outputNode = dotScreen(); - - return outputNode; - - } - -} - -const dotScreen = ( node, center, angle, scale ) => nodeObject( new DotScreenNode( nodeObject( node ), center, angle, scale ) ); - -addNodeElement( 'dotScreen', dotScreen ); - -class RGBShiftNode extends TempNode { - - constructor( textureNode, amount = 0.005, angle = 0 ) { - - super( 'vec4' ); - - this.textureNode = textureNode; - this.amount = uniform( amount ); - this.angle = uniform( angle ); - - } - - setup() { - - const { textureNode } = this; - - const uvNode = textureNode.uvNode || uv(); - - const sampleTexture = ( uv ) => textureNode.uv( uv ); - - const rgbShift = tslFn( () => { - - const offset = vec2( cos( this.angle ), sin( this.angle ) ).mul( this.amount ); - const cr = sampleTexture( uvNode.add( offset ) ); - const cga = sampleTexture( uvNode ); - const cb = sampleTexture( uvNode.sub( offset ) ); - - return vec4( cr.r, cga.g, cb.b, cga.a ); - - } ); - - return rgbShift(); - - } - -} - -const rgbShift = ( node, amount, angle ) => nodeObject( new RGBShiftNode( nodeObject( node ).toTexture(), amount, angle ) ); - -addNodeElement( 'rgbShift', rgbShift ); - -class FilmNode extends TempNode { - - constructor( inputNode, intensityNode = null, uvNode = null ) { - - super(); - - this.inputNode = inputNode; - this.intensityNode = intensityNode; - this.uvNode = uvNode; - - } - - setup() { - - const uvNode = this.uvNode || uv(); - - const film = tslFn( () => { - - const base = this.inputNode.rgb; - const noise = rand( fract( uvNode.add( timerLocal() ) ) ); - - let color = base.add( base.mul( clamp( noise.add( 0.1 ), 0, 1 ) ) ); - - if ( this.intensityNode !== null ) { - - color = mix( base, color, this.intensityNode ); - - } - - return vec4( color, this.inputNode.a ); - - } ); - - const outputNode = film(); - - return outputNode; - - } - -} - -const film = nodeProxy( FilmNode ); - -addNodeElement( 'film', film ); - -class Lut3DNode extends TempNode { - - constructor( inputNode, lutNode, size, intensityNode ) { - - super(); - - this.inputNode = inputNode; - this.lutNode = lutNode; - this.size = uniform( size ); - this.intensityNode = intensityNode; - - } - - setup() { - - const { inputNode, lutNode } = this; - - const sampleLut = ( uv ) => lutNode.uv( uv ); - - const lut3D = tslFn( () => { - - const base = inputNode; - - // pull the sample in by half a pixel so the sample begins at the center of the edge pixels. - - const pixelWidth = float( 1.0 ).div( this.size ); - const halfPixelWidth = float( 0.5 ).div( this.size ); - const uvw = vec3( halfPixelWidth ).add( base.rgb.mul( float( 1.0 ).sub( pixelWidth ) ) ); - - const lutValue = vec4( sampleLut( uvw ).rgb, base.a ); - - return vec4( mix( base, lutValue, this.intensityNode ) ); - - } ); - - const outputNode = lut3D(); - - return outputNode; - - } - -} - -const lut3D = ( node, lut, size, intensity ) => nodeObject( new Lut3DNode( nodeObject( node ), nodeObject( lut ), size, nodeObject( intensity ) ) ); - -addNodeElement( 'lut3D', lut3D ); - -const _quadMesh$2 = /*@__PURE__*/ new QuadMesh(); -const _currentClearColor$1 = /*@__PURE__*/ new Color(); -const _size$2 = /*@__PURE__*/ new Vector2(); - -class GTAONode extends TempNode { - - constructor( depthNode, normalNode, camera ) { - - super(); - - this.depthNode = depthNode; - this.normalNode = normalNode; - - this.radius = uniform( 0.25 ); - this.resolution = uniform( new Vector2() ); - this.thickness = uniform( 1 ); - this.distanceExponent = uniform( 1 ); - this.distanceFallOff = uniform( 1 ); - this.scale = uniform( 1 ); - this.noiseNode = texture( generateMagicSquareNoise() ); - - this.cameraProjectionMatrix = uniform( camera.projectionMatrix ); - this.cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse ); - - this.SAMPLES = uniform( 16 ); - - this._aoRenderTarget = new RenderTarget(); - this._aoRenderTarget.texture.name = 'GTAONode.AO'; - - this._material = null; - this._textureNode = passTexture( this, this._aoRenderTarget.texture ); - - this.updateBeforeType = NodeUpdateType.FRAME; - - } - - getTextureNode() { - - return this._textureNode; - - } - - setSize( width, height ) { - - this.resolution.value.set( width, height ); - this._aoRenderTarget.setSize( width, height ); - - } - - updateBefore( frame ) { - - const { renderer } = frame; - - const size = renderer.getDrawingBufferSize( _size$2 ); - - const currentRenderTarget = renderer.getRenderTarget(); - const currentMRT = renderer.getMRT(); - renderer.getClearColor( _currentClearColor$1 ); - const currentClearAlpha = renderer.getClearAlpha(); - - _quadMesh$2.material = this._material; - - this.setSize( size.width, size.height ); - - // clear - - renderer.setMRT( null ); - renderer.setClearColor( 0xffffff, 1 ); - - // ao - - renderer.setRenderTarget( this._aoRenderTarget ); - _quadMesh$2.render( renderer ); - - // restore - - renderer.setRenderTarget( currentRenderTarget ); - renderer.setMRT( currentMRT ); - renderer.setClearColor( _currentClearColor$1, currentClearAlpha ); - - } - - setup( builder ) { - - const uvNode = uv(); - - const sampleDepth = ( uv ) => this.depthNode.uv( uv ).x; - const sampleNoise = ( uv ) => this.noiseNode.uv( uv ); - - const getSceneUvAndDepth = tslFn( ( [ sampleViewPos ] )=> { - - const sampleClipPos = this.cameraProjectionMatrix.mul( vec4( sampleViewPos, 1.0 ) ); - let sampleUv = sampleClipPos.xy.div( sampleClipPos.w ).mul( 0.5 ).add( 0.5 ).toVar(); - sampleUv = vec2( sampleUv.x, sampleUv.y.oneMinus() ); - const sampleSceneDepth = sampleDepth( sampleUv ); - return vec3( sampleUv, sampleSceneDepth ); - - } ); - - const getViewPosition = tslFn( ( [ screenPosition, depth ] ) => { - - screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 ); - - const clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 ); - const viewSpacePosition = vec4( this.cameraProjectionMatrixInverse.mul( clipSpacePosition ) ); - - return viewSpacePosition.xyz.div( viewSpacePosition.w ); - - } ); - - const ao = tslFn( () => { - - const depth = sampleDepth( uvNode ); - - depth.greaterThanEqual( 1.0 ).discard(); - - const viewPosition = getViewPosition( uvNode, depth ); - const viewNormal = this.normalNode.rgb.normalize(); - - const radiusToUse = this.radius; - - const noiseResolution = textureSize( this.noiseNode, 0 ); - let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() ); - noiseUv = noiseUv.mul( this.resolution.div( noiseResolution ) ); - const noiseTexel = sampleNoise( noiseUv ); - const randomVec = noiseTexel.xyz.mul( 2.0 ).sub( 1.0 ); - const tangent = vec3( randomVec.xy, 0.0 ).normalize(); - const bitangent = vec3( tangent.y.mul( - 1.0 ), tangent.x, 0.0 ); - const kernelMatrix = mat3( tangent, bitangent, vec3( 0.0, 0.0, 1.0 ) ); - - const DIRECTIONS = this.SAMPLES.lessThan( 30 ).cond( 3, 5 ); - const STEPS = add( this.SAMPLES, DIRECTIONS.sub( 1 ) ).div( DIRECTIONS ); - - const ao = float( 0 ).toVar(); - - loop( { start: int( 0 ), end: DIRECTIONS, type: 'int', condition: '<' }, ( { i } ) => { - - const angle = float( i ).div( float( DIRECTIONS ) ).mul( PI ); - const sampleDir = vec4( cos( angle ), sin( angle ), 0., add( 0.5, mul( 0.5, noiseTexel.w ) ) ); - sampleDir.xyz = normalize( kernelMatrix.mul( sampleDir.xyz ) ); - - const viewDir = normalize( viewPosition.xyz.negate() ); - const sliceBitangent = normalize( cross( sampleDir.xyz, viewDir ) ); - const sliceTangent = cross( sliceBitangent, viewDir ); - const normalInSlice = normalize( viewNormal.sub( sliceBitangent.mul( dot( viewNormal, sliceBitangent ) ) ) ); - - const tangentToNormalInSlice = cross( normalInSlice, sliceBitangent ); - const cosHorizons = vec2( dot( viewDir, tangentToNormalInSlice ), dot( viewDir, tangentToNormalInSlice.negate() ) ).toVar(); - - loop( { end: STEPS, type: 'int', name: 'j', condition: '<' }, ( { j } ) => { - - const sampleViewOffset = sampleDir.xyz.mul( radiusToUse ).mul( sampleDir.w ).mul( pow( div( float( j ).add( 1.0 ), float( STEPS ) ), this.distanceExponent ) ); - - // x - - const sampleSceneUvDepthX = getSceneUvAndDepth( viewPosition.add( sampleViewOffset ) ); - const sampleSceneViewPositionX = getViewPosition( sampleSceneUvDepthX.xy, sampleSceneUvDepthX.z ); - const viewDeltaX = sampleSceneViewPositionX.sub( viewPosition ); - - If( abs( viewDeltaX.z ).lessThan( this.thickness ), () => { - - const sampleCosHorizon = dot( viewDir, normalize( viewDeltaX ) ); - cosHorizons.x.addAssign( max$1( 0, mul( sampleCosHorizon.sub( cosHorizons.x ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) ); - - } ); - - // y - - const sampleSceneUvDepthY = getSceneUvAndDepth( viewPosition.sub( sampleViewOffset ) ); - const sampleSceneViewPositionY = getViewPosition( sampleSceneUvDepthY.xy, sampleSceneUvDepthY.z ); - const viewDeltaY = sampleSceneViewPositionY.sub( viewPosition ); - - If( abs( viewDeltaY.z ).lessThan( this.thickness ), () => { - - const sampleCosHorizon = dot( viewDir, normalize( viewDeltaY ) ); - cosHorizons.y.addAssign( max$1( 0, mul( sampleCosHorizon.sub( cosHorizons.y ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) ); - - } ); - - } ); - - const sinHorizons = sqrt( sub( 1.0, cosHorizons.mul( cosHorizons ) ) ); - const nx = dot( normalInSlice, sliceTangent ); - const ny = dot( normalInSlice, viewDir ); - const nxb = mul( 0.5, acos( cosHorizons.y ).sub( acos( cosHorizons.x ) ).add( sinHorizons.x.mul( cosHorizons.x ).sub( sinHorizons.y.mul( cosHorizons.y ) ) ) ); - const nyb = mul( 0.5, sub( 2.0, cosHorizons.x.mul( cosHorizons.x ) ).sub( cosHorizons.y.mul( cosHorizons.y ) ) ); - const occlusion = nx.mul( nxb ).add( ny.mul( nyb ) ); - ao.addAssign( occlusion ); - - } ); - - ao.assign( clamp( ao.div( DIRECTIONS ), 0, 1 ) ); - ao.assign( pow( ao, this.scale ) ); - - return vec4( vec3( ao ), 1.0 ); - - } ); - - const material = this._material || ( this._material = builder.createNodeMaterial() ); - material.fragmentNode = ao().context( builder.getSharedContext() ); - material.needsUpdate = true; - - // - - return this._textureNode; - - } - - dispose() { - - this._aoRenderTarget.dispose(); - - } - -} - -function generateMagicSquareNoise( size = 5 ) { - - const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size ); - const magicSquare = generateMagicSquare( noiseSize ); - const noiseSquareSize = magicSquare.length; - const data = new Uint8Array( noiseSquareSize * 4 ); - - for ( let inx = 0; inx < noiseSquareSize; ++ inx ) { - - const iAng = magicSquare[ inx ]; - const angle = ( 2 * Math.PI * iAng ) / noiseSquareSize; - const randomVec = new Vector3( - Math.cos( angle ), - Math.sin( angle ), - 0 - ).normalize(); - data[ inx * 4 ] = ( randomVec.x * 0.5 + 0.5 ) * 255; - data[ inx * 4 + 1 ] = ( randomVec.y * 0.5 + 0.5 ) * 255; - data[ inx * 4 + 2 ] = 127; - data[ inx * 4 + 3 ] = 255; - - } - - const noiseTexture = new DataTexture( data, noiseSize, noiseSize ); - noiseTexture.wrapS = RepeatWrapping; - noiseTexture.wrapT = RepeatWrapping; - noiseTexture.needsUpdate = true; - - return noiseTexture; - -} - -function generateMagicSquare( size ) { - - const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size ); - const noiseSquareSize = noiseSize * noiseSize; - const magicSquare = Array( noiseSquareSize ).fill( 0 ); - let i = Math.floor( noiseSize / 2 ); - let j = noiseSize - 1; - - for ( let num = 1; num <= noiseSquareSize; ) { - - if ( i === - 1 && j === noiseSize ) { - - j = noiseSize - 2; - i = 0; - - } else { - - if ( j === noiseSize ) { - - j = 0; - - } - - if ( i < 0 ) { - - i = noiseSize - 1; - - } - - } - - if ( magicSquare[ i * noiseSize + j ] !== 0 ) { - - j -= 2; - i ++; - continue; - - } else { - - magicSquare[ i * noiseSize + j ] = num ++; - - } - - j ++; - i --; - - } - - return magicSquare; - -} - -const ao = ( depthNode, normalNode, camera ) => nodeObject( new GTAONode( nodeObject( depthNode ), nodeObject( normalNode ), camera ) ); - -addNodeElement( 'ao', ao ); - -class DenoiseNode extends TempNode { - - constructor( textureNode, depthNode, normalNode, noiseNode, camera ) { - - super(); - - this.textureNode = textureNode; - this.depthNode = depthNode; - this.normalNode = normalNode; - this.noiseNode = noiseNode; - - this.cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse ); - this.lumaPhi = uniform( 5 ); - this.depthPhi = uniform( 5 ); - this.normalPhi = uniform( 5 ); - this.radius = uniform( 5 ); - this.index = uniform( 0 ); - - this._resolution = uniform( new Vector2() ); - this._sampleVectors = uniforms( generatePdSamplePointInitializer( 16, 2, 1 ) ); - - this.updateBeforeType = NodeUpdateType.RENDER; - - } - - updateBefore() { - - const map = this.textureNode.value; - - this._resolution.value.set( map.image.width, map.image.height ); - - } - - setup() { - - const uvNode = uv(); - - const sampleTexture = ( uv ) => this.textureNode.uv( uv ); - const sampleDepth = ( uv ) => this.depthNode.uv( uv ).x; - const sampleNormal = ( uv ) => this.normalNode.uv( uv ); - const sampleNoise = ( uv ) => this.noiseNode.uv( uv ); - - const getViewPosition = tslFn( ( [ screenPosition, depth ] ) => { - - screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 ); - - const clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 ); - const viewSpacePosition = vec4( this.cameraProjectionMatrixInverse.mul( clipSpacePosition ) ); - - return viewSpacePosition.xyz.div( viewSpacePosition.w ); - - } ); - - const denoiseSample = tslFn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => { - - const texel = sampleTexture( sampleUv ); - const depth = sampleDepth( sampleUv ); - const normal = sampleNormal( sampleUv ).rgb.normalize(); - const neighborColor = texel.rgb; - const viewPos = getViewPosition( sampleUv, depth ); - - const normalDiff = dot( viewNormal, normal ).toVar(); - const normalSimilarity = pow( max$1( normalDiff, 0 ), this.normalPhi ).toVar(); - const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar(); - const lumaSimilarity = max$1( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar(); - const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar(); - const depthSimilarity = max$1( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 ); - const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity ); - - return vec4( neighborColor.mul( w ), w ); - - } ); - - const denoise = tslFn( ( [ uvNode ] ) => { - - const depth = sampleDepth( uvNode ); - const viewNormal = sampleNormal( uvNode ).rgb.normalize(); - - const texel = sampleTexture( uvNode ); - - If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => { - - return texel; - - } ); - - const center = vec3( texel.rgb ); - - const viewPosition = getViewPosition( uvNode, depth ); - - const noiseResolution = textureSize( this.noiseNode, 0 ); - let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() ); - noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) ); - const noiseTexel = sampleNoise( noiseUv ); - - const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) ); - const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) ); - - const noiseVec = vec2( x, y ); - const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y ); - - const totalWeight = float( 1.0 ).toVar(); - const denoised = vec3( texel.rgb ).toVar(); - - loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => { - - const sampleDir = this._sampleVectors.element( i ).toVar(); - const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution ).toVar(); - const sampleUv = uvNode.add( offset ).toVar(); - - const result = denoiseSample( center, viewNormal, viewPosition, sampleUv ); - - denoised.addAssign( result.xyz ); - totalWeight.addAssign( result.w ); - - } ); - - If( totalWeight.greaterThan( float( 0 ) ), () => { - - denoised.divAssign( totalWeight ); - - } ); - - return vec4( denoised, texel.a ); - - } ).setLayout( { - name: 'denoise', - type: 'vec4', - inputs: [ - { name: 'uv', type: 'vec2' } - ] - } ); - - const output = tslFn( () => { - - return denoise( uvNode ); - - } ); - - const outputNode = output(); - - return outputNode; - - } - -} - -function generatePdSamplePointInitializer( samples, rings, radiusExponent ) { - - const poissonDisk = generateDenoiseSamples( samples, rings, radiusExponent ); - - const array = []; - - for ( let i = 0; i < samples; i ++ ) { - - const sample = poissonDisk[ i ]; - array.push( sample ); - - } - - return array; - -} - -function generateDenoiseSamples( numSamples, numRings, radiusExponent ) { - - const samples = []; - - for ( let i = 0; i < numSamples; i ++ ) { - - const angle = 2 * Math.PI * numRings * i / numSamples; - const radius = Math.pow( i / ( numSamples - 1 ), radiusExponent ); - samples.push( new Vector3( Math.cos( angle ), Math.sin( angle ), radius ) ); - - } - - return samples; - -} - -const denoise = ( node, depthNode, normalNode, noiseNode, camera ) => nodeObject( new DenoiseNode( nodeObject( node ).toTexture(), nodeObject( depthNode ), nodeObject( normalNode ), nodeObject( noiseNode ), camera ) ); - -addNodeElement( 'denoise', denoise ); - -class FXAANode extends TempNode { - - constructor( textureNode ) { - - super(); - - this.textureNode = textureNode; - - this.updateBeforeType = NodeUpdateType.RENDER; - - this._invSize = uniform( new Vector2() ); - - } - - updateBefore() { - - const map = this.textureNode.value; - - this._invSize.value.set( 1 / map.image.width, 1 / map.image.height ); - - } - - setup() { - - const textureNode = this.textureNode.bias( - 100 ); - const uvNode = textureNode.uvNode || uv(); - - // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com) - - //---------------------------------------------------------------------------------- - // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag - // SDK Version: v3.00 - // Email: gameworks@nvidia.com - // Site: http://developer.nvidia.com/ - // - // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. - // - // Redistribution and use in source and binary forms, with or without - // modification, are permitted provided that the following conditions - // are met: - // * Redistributions of source code must retain the above copyright - // notice, this list of conditions and the following disclaimer. - // * Redistributions in binary form must reproduce the above copyright - // notice, this list of conditions and the following disclaimer in the - // documentation and/or other materials provided with the distribution. - // * Neither the name of NVIDIA CORPORATION nor the names of its - // contributors may be used to endorse or promote products derived - // from this software without specific prior written permission. - // - // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY - // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE - // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR - // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY - // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - // - //---------------------------------------------------------------------------------- - - const FxaaTexTop = ( p ) => textureNode.uv( p ); - const FxaaTexOff = ( p, o, r ) => textureNode.uv( p.add( o.mul( r ) ) ); - - const NUM_SAMPLES = int( 5 ); - - const contrast = tslFn( ( [ a_immutable, b_immutable ] ) => { - - // assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha - - const b = vec4( b_immutable ).toVar(); - const a = vec4( a_immutable ).toVar(); - const diff = vec4( abs( a.sub( b ) ) ).toVar(); - - return max$1( max$1( max$1( diff.r, diff.g ), diff.b ), diff.a ); - - } ); - - // FXAA3 QUALITY - PC - - const FxaaPixelShader = tslFn( ( [ uv, fxaaQualityRcpFrame, fxaaQualityEdgeThreshold, fxaaQualityinvEdgeThreshold ] ) => { - - const rgbaM = FxaaTexTop( uv ).toVar(); - const rgbaS = FxaaTexOff( uv, vec2( 0.0, - 1.0 ), fxaaQualityRcpFrame.xy ).toVar(); - const rgbaE = FxaaTexOff( uv, vec2( 1.0, 0.0 ), fxaaQualityRcpFrame.xy ).toVar(); - const rgbaN = FxaaTexOff( uv, vec2( 0.0, 1.0 ), fxaaQualityRcpFrame.xy ).toVar(); - const rgbaW = FxaaTexOff( uv, vec2( - 1.0, 0.0 ), fxaaQualityRcpFrame.xy ).toVar(); - // . S . - // W M E - // . N . - - const contrastN = contrast( rgbaM, rgbaN ).toVar(); - const contrastS = contrast( rgbaM, rgbaS ).toVar(); - const contrastE = contrast( rgbaM, rgbaE ).toVar(); - const contrastW = contrast( rgbaM, rgbaW ).toVar(); - - const maxValue = max$1( contrastN, max$1( contrastS, max$1( contrastE, contrastW ) ) ).toVar(); - - // . 0 . - // 0 0 0 - // . 0 . - - If( maxValue.lessThan( fxaaQualityEdgeThreshold ), () => { - - return rgbaM; // assuming define FXAA_DISCARD is always 0 - - } ); - - // - - const relativeVContrast = sub( contrastN.add( contrastS ), ( contrastE.add( contrastW ) ) ).toVar(); - relativeVContrast.mulAssign( fxaaQualityinvEdgeThreshold ); - - // 45 deg edge detection and corners of objects, aka V/H contrast is too similar - - If( abs( relativeVContrast ).lessThan( 0.3 ), () => { - - // locate the edge - - const x = contrastE.greaterThan( contrastW ).cond( 1, - 1 ).toVar(); - const y = contrastS.greaterThan( contrastN ).cond( 1, - 1 ).toVar(); - - const dirToEdge = vec2( x, y ).toVar(); - // . 2 . . 1 . - // 1 0 2 ~= 0 0 1 - // . 1 . . 0 . - - // tap 2 pixels and see which ones are "outside" the edge, to - // determine if the edge is vertical or horizontal - - const rgbaAlongH = FxaaTexOff( uv, vec2( dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy ); - const matchAlongH = contrast( rgbaM, rgbaAlongH ).toVar(); - // . 1 . - // 0 0 1 - // . 0 H - - const rgbaAlongV = FxaaTexOff( uv, vec2( dirToEdge.x.negate(), dirToEdge.y.negate() ), fxaaQualityRcpFrame.xy ); - const matchAlongV = contrast( rgbaM, rgbaAlongV ).toVar(); - // V 1 . - // 0 0 1 - // . 0 . - - relativeVContrast.assign( matchAlongV.sub( matchAlongH ) ); - relativeVContrast.mulAssign( fxaaQualityinvEdgeThreshold ); - - If( abs( relativeVContrast ).lessThan( 0.3 ), () => { // 45 deg edge - - // 1 1 . - // 0 0 1 - // . 0 1 - - // do a simple blur - const sum = rgbaN.add( rgbaS ).add( rgbaE ).add( rgbaW ); - return mix( rgbaM, sum.mul( 0.25 ), 0.4 ); - - } ); - - } ); - - const offNP = vec2().toVar(); - - If( relativeVContrast.lessThanEqual( 0 ), () => { - - rgbaN.assign( rgbaW ); - rgbaS.assign( rgbaE ); - - // . 0 . 1 - // 1 0 1 -> 0 - // . 0 . 1 - - offNP.x.assign( 0 ); - offNP.y.assign( fxaaQualityRcpFrame.y ); - - } ).else( () => { - - offNP.x.assign( fxaaQualityRcpFrame.x ); - offNP.y.assign( 0 ); - - } ); - - const mn = contrast( rgbaM, rgbaN ).toVar(); - const ms = contrast( rgbaM, rgbaS ).toVar(); - - If( mn.lessThanEqual( ms ), () => { - - rgbaN.assign( rgbaS ); - - } ); - - const doneN = int( 0 ).toVar(); - const doneP = int( 0 ).toVar(); - - const nDist = float( 0 ).toVar(); - const pDist = float( 0 ).toVar(); - - const posN = vec2( uv ).toVar(); - const posP = vec2( uv ).toVar(); - - const iterationsUsedN = int( 0 ).toVar(); - const iterationsUsedP = int( 0 ).toVar(); - - loop( NUM_SAMPLES, ( { i } ) => { - - const increment = i.add( 1 ).toVar(); - - If( doneN.equal( 0 ), () => { - - nDist.addAssign( increment ); - posN.assign( uv.add( offNP.mul( nDist ) ) ); - const rgbaEndN = FxaaTexTop( posN.xy ); - - const nm = contrast( rgbaEndN, rgbaM ).toVar(); - const nn = contrast( rgbaEndN, rgbaN ).toVar(); - - If( nm.greaterThan( nn ), () => { - - doneN.assign( 1 ); - - } ); - - iterationsUsedN.assign( i ); - - } ); - - If( doneP.equal( 0 ), () => { - - pDist.addAssign( increment ); - posP.assign( uv.sub( offNP.mul( pDist ) ) ); - const rgbaEndP = FxaaTexTop( posP.xy ); - - const pm = contrast( rgbaEndP, rgbaM ).toVar(); - const pn = contrast( rgbaEndP, rgbaN ).toVar(); - - If( pm.greaterThan( pn ), () => { - - doneP.assign( 1 ); - - } ); - - iterationsUsedP.assign( i ); - - } ); - - If( doneN.equal( 1 ).or( doneP.equal( 1 ) ), () => { - - Break(); - - } ); - - } ); - - If( doneN.equal( 0 ).and( doneP.equal( 0 ) ), () => { - - return rgbaM; // failed to find end of edge - - } ); - - const distN = float( 1 ).toVar(); - const distP = float( 1 ).toVar(); - - If( doneN.equal( 1 ), () => { - - distN.assign( float( iterationsUsedN ).div( float( NUM_SAMPLES.sub( 1 ) ) ) ); - - } ); - - If( doneP.equal( 1 ), () => { - - distP.assign( float( iterationsUsedP ).div( float( NUM_SAMPLES.sub( 1 ) ) ) ); - - } ); - - const dist = min$1( distN, distP ); - - // hacky way of reduces blurriness of mostly diagonal edges - // but reduces AA quality - dist.assign( pow( dist, 0.5 ) ); - dist.assign( float( 1 ).sub( dist ) ); - - return mix( rgbaM, rgbaN, dist.mul( 0.5 ) ); - - } ).setLayout( { - name: 'FxaaPixelShader', - type: 'vec4', - inputs: [ - { name: 'uv', type: 'vec2' }, - { name: 'fxaaQualityRcpFrame', type: 'vec2' }, - { name: 'fxaaQualityEdgeThreshold', type: 'float' }, - { name: 'fxaaQualityinvEdgeThreshold', type: 'float' }, - ] - } ); - - const fxaa = tslFn( () => { - - const edgeDetectionQuality = float( 0.2 ); - const invEdgeDetectionQuality = float( 1 ).div( edgeDetectionQuality ); - - return FxaaPixelShader( uvNode, this._invSize, edgeDetectionQuality, invEdgeDetectionQuality ); - - } ); - - const outputNode = fxaa(); - - return outputNode; - - } - -} - -const fxaa = ( node ) => nodeObject( new FXAANode( nodeObject( node ).toTexture() ) ); - -addNodeElement( 'fxaa', fxaa ); - -const _quadMesh$1 = /*@__PURE__*/ new QuadMesh(); - -const _clearColor$1 = /*@__PURE__*/ new Color( 0, 0, 0 ); -const _currentClearColor = /*@__PURE__*/ new Color(); -const _size$1 = /*@__PURE__*/ new Vector2(); - -const _BlurDirectionX = /*@__PURE__*/ new Vector2( 1.0, 0.0 ); -const _BlurDirectionY = /*@__PURE__*/ new Vector2( 0.0, 1.0 ); - -class BloomNode extends TempNode { - - constructor( inputNode, strength = 1, radius = 0, threshold = 0 ) { - - super(); - - this.inputNode = inputNode; - this.strength = uniform( strength ); - this.radius = uniform( radius ); - this.threshold = uniform( threshold ); - - this.smoothWidth = uniform( 0.01 ); - - // - - this._renderTargetsHorizontal = []; - this._renderTargetsVertical = []; - this._nMips = 5; - - // render targets - - this._renderTargetBright = new RenderTarget( 1, 1, { type: HalfFloatType } ); - this._renderTargetBright.texture.name = 'UnrealBloomPass.bright'; - this._renderTargetBright.texture.generateMipmaps = false; - - for ( let i = 0; i < this._nMips; i ++ ) { - - const renderTargetHorizontal = new RenderTarget( 1, 1, { type: HalfFloatType } ); - - renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i; - renderTargetHorizontal.texture.generateMipmaps = false; - - this._renderTargetsHorizontal.push( renderTargetHorizontal ); - - const renderTargetVertical = new RenderTarget( 1, 1, { type: HalfFloatType } ); - - renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i; - renderTargetVertical.texture.generateMipmaps = false; - - this._renderTargetsVertical.push( renderTargetVertical ); - - } - - // materials - - this._compositeMaterial = null; - this._highPassFilterMaterial = null; - this._separableBlurMaterials = []; - - // pass and texture nodes - - this._textureNodeBright = texture( this._renderTargetBright.texture ); - this._textureNodeBlur0 = texture( this._renderTargetsVertical[ 0 ].texture ); - this._textureNodeBlur1 = texture( this._renderTargetsVertical[ 1 ].texture ); - this._textureNodeBlur2 = texture( this._renderTargetsVertical[ 2 ].texture ); - this._textureNodeBlur3 = texture( this._renderTargetsVertical[ 3 ].texture ); - this._textureNodeBlur4 = texture( this._renderTargetsVertical[ 4 ].texture ); - - this._textureOutput = passTexture( this, this._renderTargetsHorizontal[ 0 ].texture ); - - this.updateBeforeType = NodeUpdateType.FRAME; - - } - - getTextureNode() { - - return this._textureOutput; - - } - - setSize( width, height ) { - - let resx = Math.round( width / 2 ); - let resy = Math.round( height / 2 ); - - this._renderTargetBright.setSize( resx, resy ); - - for ( let i = 0; i < this._nMips; i ++ ) { - - this._renderTargetsHorizontal[ i ].setSize( resx, resy ); - this._renderTargetsVertical[ i ].setSize( resx, resy ); - - this._separableBlurMaterials[ i ].invSize.value.set( 1 / resx, 1 / resy ); - - resx = Math.round( resx / 2 ); - resy = Math.round( resy / 2 ); - - } - - } - - updateBefore( frame ) { - - const { renderer } = frame; - - const size = renderer.getDrawingBufferSize( _size$1 ); - this.setSize( size.width, size.height ); - - const currentRenderTarget = renderer.getRenderTarget(); - const currentMRT = renderer.getMRT(); - renderer.getClearColor( _currentClearColor ); - const currentClearAlpha = renderer.getClearAlpha(); - - this.setSize( size.width, size.height ); - - renderer.setMRT( null ); - renderer.setClearColor( _clearColor$1, 0 ); - - // 1. Extract Bright Areas - - renderer.setRenderTarget( this._renderTargetBright ); - _quadMesh$1.material = this._highPassFilterMaterial; - _quadMesh$1.render( renderer ); - - // 2. Blur All the mips progressively - - let inputRenderTarget = this._renderTargetBright; - - for ( let i = 0; i < this._nMips; i ++ ) { - - _quadMesh$1.material = this._separableBlurMaterials[ i ]; - - this._separableBlurMaterials[ i ].colorTexture.value = inputRenderTarget.texture; - this._separableBlurMaterials[ i ].direction.value = _BlurDirectionX; - renderer.setRenderTarget( this._renderTargetsHorizontal[ i ] ); - renderer.clear(); - _quadMesh$1.render( renderer ); - - this._separableBlurMaterials[ i ].colorTexture.value = this._renderTargetsHorizontal[ i ].texture; - this._separableBlurMaterials[ i ].direction.value = _BlurDirectionY; - renderer.setRenderTarget( this._renderTargetsVertical[ i ] ); - renderer.clear(); - _quadMesh$1.render( renderer ); - - inputRenderTarget = this._renderTargetsVertical[ i ]; - - } - - // 3. Composite All the mips - - renderer.setRenderTarget( this._renderTargetsHorizontal[ 0 ] ); - renderer.clear(); - _quadMesh$1.material = this._compositeMaterial; - _quadMesh$1.render( renderer ); - - // restore - - renderer.setRenderTarget( currentRenderTarget ); - renderer.setMRT( currentMRT ); - renderer.setClearColor( _currentClearColor, currentClearAlpha ); - - } - - setup( builder ) { - - // luminosity high pass material - - const luminosityHighPass = tslFn( () => { - - const texel = this.inputNode; - const v = luminance( texel.rgb ); - - const alpha = smoothstep( this.threshold, this.threshold.add( this.smoothWidth ), v ); - - return mix( vec4( 0 ), texel, alpha ); - - } ); - - this._highPassFilterMaterial = this._highPassFilterMaterial || builder.createNodeMaterial(); - this._highPassFilterMaterial.fragmentNode = luminosityHighPass().context( builder.getSharedContext() ); - this._highPassFilterMaterial.needsUpdate = true; - - // gaussian blur materials - - const kernelSizeArray = [ 3, 5, 7, 9, 11 ]; - - for ( let i = 0; i < this._nMips; i ++ ) { - - this._separableBlurMaterials.push( this._getSeperableBlurMaterial( builder, kernelSizeArray[ i ] ) ); - - } - - // composite material - - const bloomFactors = uniforms( [ 1.0, 0.8, 0.6, 0.4, 0.2 ] ); - const bloomTintColors = uniforms( [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ] ); - - const lerpBloomFactor = tslFn( ( [ factor, radius ] ) => { - - const mirrorFactor = float( 1.2 ).sub( factor ); - return mix( factor, mirrorFactor, radius ); - - } ).setLayout( { - name: 'lerpBloomFactor', - type: 'float', - inputs: [ - { name: 'factor', type: 'float' }, - { name: 'radius', type: 'float' }, - ] - } ); - - - const compositePass = tslFn( () => { - - const color0 = lerpBloomFactor( bloomFactors.element( 0 ), this.radius ).mul( vec4( bloomTintColors.element( 0 ), 1.0 ) ).mul( this._textureNodeBlur0 ); - const color1 = lerpBloomFactor( bloomFactors.element( 1 ), this.radius ).mul( vec4( bloomTintColors.element( 1 ), 1.0 ) ).mul( this._textureNodeBlur1 ); - const color2 = lerpBloomFactor( bloomFactors.element( 2 ), this.radius ).mul( vec4( bloomTintColors.element( 2 ), 1.0 ) ).mul( this._textureNodeBlur2 ); - const color3 = lerpBloomFactor( bloomFactors.element( 3 ), this.radius ).mul( vec4( bloomTintColors.element( 3 ), 1.0 ) ).mul( this._textureNodeBlur3 ); - const color4 = lerpBloomFactor( bloomFactors.element( 4 ), this.radius ).mul( vec4( bloomTintColors.element( 4 ), 1.0 ) ).mul( this._textureNodeBlur4 ); - - const sum = color0.add( color1 ).add( color2 ).add( color3 ).add( color4 ); - - return sum.mul( this.strength ); - - } ); - - this._compositeMaterial = this._compositeMaterial || builder.createNodeMaterial(); - this._compositeMaterial.fragmentNode = compositePass().context( builder.getSharedContext() ); - this._compositeMaterial.needsUpdate = true; - - // - - return this._textureOutput; - - } - - dispose() { - - for ( let i = 0; i < this._renderTargetsHorizontal.length; i ++ ) { - - this._renderTargetsHorizontal[ i ].dispose(); - - } - - for ( let i = 0; i < this._renderTargetsVertical.length; i ++ ) { - - this._renderTargetsVertical[ i ].dispose(); - - } - - this._renderTargetBright.dispose(); - - } - - _getSeperableBlurMaterial( builder, kernelRadius ) { - - const coefficients = []; - - for ( let i = 0; i < kernelRadius; i ++ ) { - - coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius ); - - } - - // - - const colorTexture = texture(); - const gaussianCoefficients = uniforms( coefficients ); - const invSize = uniform( new Vector2() ); - const direction = uniform( new Vector2( 0.5, 0.5 ) ); - - const uvNode = uv(); - const sampleTexel = ( uv ) => colorTexture.uv( uv ); - - const seperableBlurPass = tslFn( () => { - - const weightSum = gaussianCoefficients.element( 0 ).toVar(); - const diffuseSum = sampleTexel( uvNode ).rgb.mul( weightSum ).toVar(); - - loop( { start: int( 1 ), end: int( kernelRadius ), type: 'int', condition: '<' }, ( { i } ) => { - - const x = float( i ); - const w = gaussianCoefficients.element( i ); - const uvOffset = direction.mul( invSize ).mul( x ); - const sample1 = sampleTexel( uvNode.add( uvOffset ) ).rgb; - const sample2 = sampleTexel( uvNode.sub( uvOffset ) ).rgb; - diffuseSum.addAssign( add( sample1, sample2 ).mul( w ) ); - weightSum.addAssign( float( 2.0 ).mul( w ) ); - - } ); - - return vec4( diffuseSum.div( weightSum ), 1.0 ); - - } ); - - const seperableBlurMaterial = builder.createNodeMaterial(); - seperableBlurMaterial.fragmentNode = seperableBlurPass().context( builder.getSharedContext() ); - seperableBlurMaterial.needsUpdate = true; - - // uniforms - seperableBlurMaterial.colorTexture = colorTexture; - seperableBlurMaterial.direction = direction; - seperableBlurMaterial.invSize = invSize; - - return seperableBlurMaterial; - - } - -} - -const bloom = ( node, strength, radius, threshold ) => nodeObject( new BloomNode( nodeObject( node ), strength, radius, threshold ) ); - -addNodeElement( 'bloom', bloom ); - -class TransitionNode extends TempNode { - - constructor( textureNodeA, textureNodeB, mixTextureNode, mixRatioNode, thresholdNode, useTextureNode ) { - - super(); - - // Input textures - - this.textureNodeA = textureNodeA; - this.textureNodeB = textureNodeB; - this.mixTextureNode = mixTextureNode; - - // Uniforms - - this.mixRatioNode = mixRatioNode; - this.thresholdNode = thresholdNode; - this.useTextureNode = useTextureNode; - - } - - setup() { - - const { textureNodeA, textureNodeB, mixTextureNode, mixRatioNode, thresholdNode, useTextureNode } = this; - - const sampleTexture = ( textureNode ) => { - - const uvNodeTexture = textureNode.uvNode || uv(); - return textureNode.uv( uvNodeTexture ); - - }; - - const transition = tslFn( () => { - - const texelOne = sampleTexture( textureNodeA ); - const texelTwo = sampleTexture( textureNodeB ); - - const color = vec4().toVar(); - - If( useTextureNode.equal( int( 1 ) ), () => { - - const transitionTexel = sampleTexture( mixTextureNode ); - const r = mixRatioNode.mul( thresholdNode.mul( 2.0 ).add( 1.0 ) ).sub( thresholdNode ); - const mixf = clamp( sub( transitionTexel.r, r ).mul( float( 1.0 ).div( thresholdNode ) ), 0.0, 1.0 ); - - color.assign( mix( texelOne, texelTwo, mixf ) ); - - } ).else( () => { - - color.assign( mix( texelTwo, texelOne, mixRatioNode ) ); - - } ); - - return color; - - } ); - - const outputNode = transition(); - - return outputNode; - - } - -} - -const transition = ( nodeA, nodeB, mixTexture, mixRatio = 0.0, threshold = 0.1, useTexture = 0 ) => nodeObject( new TransitionNode( nodeObject( nodeA ).toTexture(), nodeObject( nodeB ).toTexture(), nodeObject( mixTexture ).toTexture(), nodeObject( mixRatio ), nodeObject( threshold ), nodeObject( useTexture ) ) ); - -addNodeElement( 'transition', transition ); - -class RenderOutputNode extends TempNode { - - constructor( colorNode, toneMapping, outputColorSpace ) { - - super( 'vec4' ); - - this.colorNode = colorNode; - this.toneMapping = toneMapping; - this.outputColorSpace = outputColorSpace; - - this.isRenderOutput = true; - - } - - setup( { context } ) { - - let outputNode = this.colorNode || context.color; - - // tone mapping - - const toneMapping = this.toneMapping !== null ? this.toneMapping : context.toneMapping; - const outputColorSpace = this.outputColorSpace !== null ? this.outputColorSpace : context.outputColorSpace; - - if ( toneMapping !== NoToneMapping ) { - - outputNode = outputNode.toneMapping( toneMapping ); - - } - - // output color space - - if ( outputColorSpace === SRGBColorSpace ) { - - outputNode = outputNode.linearToColorSpace( outputColorSpace ); - - } - - return outputNode; - - } - -} - -const renderOutput = ( color, toneMapping = null, outputColorSpace = null ) => nodeObject( new RenderOutputNode( nodeObject( color ), toneMapping, outputColorSpace ) ); - -addNodeElement( 'renderOutput', renderOutput ); - -addNodeClass( 'RenderOutputNode', RenderOutputNode ); - -class PixelationNode extends TempNode { - - constructor( textureNode, depthNode, normalNode, pixelSize, normalEdgeStrength, depthEdgeStrength ) { - - super(); - - // Input textures - - this.textureNode = textureNode; - this.depthNode = depthNode; - this.normalNode = normalNode; - - // Input uniforms - - this.pixelSize = pixelSize; - this.normalEdgeStrength = normalEdgeStrength; - this.depthEdgeStrength = depthEdgeStrength; - - // Private uniforms - - this._resolution = uniform( new Vector4() ); - - this.updateBeforeType = NodeUpdateType.RENDER; - - } - - updateBefore() { - - const map = this.textureNode.value; - - const width = map.image.width; - const height = map.image.height; - - this._resolution.value.set( width, height, 1 / width, 1 / height ); - - } - - setup() { - - const { textureNode, depthNode, normalNode } = this; - - const uvNodeTexture = textureNode.uvNode || uv(); - const uvNodeDepth = depthNode.uvNode || uv(); - const uvNodeNormal = normalNode.uvNode || uv(); - - const sampleTexture = () => textureNode.uv( uvNodeTexture ); - - const sampleDepth = ( x, y ) => depthNode.uv( uvNodeDepth.add( vec2( x, y ).mul( this._resolution.zw ) ) ).r; - - const sampleNormal = ( x, y ) => normalNode.uv( uvNodeNormal.add( vec2( x, y ).mul( this._resolution.zw ) ) ).rgb.normalize(); - - const depthEdgeIndicator = ( depth ) => { - - const diff = property( 'float', 'diff' ); - diff.addAssign( clamp( sampleDepth( 1, 0 ).sub( depth ) ) ); - diff.addAssign( clamp( sampleDepth( - 1, 0 ).sub( depth ) ) ); - diff.addAssign( clamp( sampleDepth( 0, 1 ).sub( depth ) ) ); - diff.addAssign( clamp( sampleDepth( 0, - 1 ).sub( depth ) ) ); - - return floor( smoothstep( 0.01, 0.02, diff ).mul( 2 ) ).div( 2 ); - - }; - - const neighborNormalEdgeIndicator = ( x, y, depth, normal ) => { - - const depthDiff = sampleDepth( x, y ).sub( depth ); - const neighborNormal = sampleNormal( x, y ); - - // Edge pixels should yield to faces who's normals are closer to the bias normal. - - const normalEdgeBias = vec3( 1, 1, 1 ); // This should probably be a parameter. - const normalDiff = dot( normal.sub( neighborNormal ), normalEdgeBias ); - const normalIndicator = clamp( smoothstep( - 0.01, 0.01, normalDiff ), 0.0, 1.0 ); - - // Only the shallower pixel should detect the normal edge. - - const depthIndicator = clamp( sign( depthDiff.mul( .25 ).add( .0025 ) ), 0.0, 1.0 ); - - return float( 1.0 ).sub( dot( normal, neighborNormal ) ).mul( depthIndicator ).mul( normalIndicator ); - - }; - - const normalEdgeIndicator = ( depth, normal ) => { - - const indicator = property( 'float', 'indicator' ); - - indicator.addAssign( neighborNormalEdgeIndicator( 0, - 1, depth, normal ) ); - indicator.addAssign( neighborNormalEdgeIndicator( 0, 1, depth, normal ) ); - indicator.addAssign( neighborNormalEdgeIndicator( - 1, 0, depth, normal ) ); - indicator.addAssign( neighborNormalEdgeIndicator( 1, 0, depth, normal ) ); - - return step( 0.1, indicator ); - - }; - - const pixelation = tslFn( () => { - - const texel = sampleTexture(); - - const depth = property( 'float', 'depth' ); - const normal = property( 'vec3', 'normal' ); - - If( this.depthEdgeStrength.greaterThan( 0.0 ).or( this.normalEdgeStrength.greaterThan( 0.0 ) ), () => { - - depth.assign( sampleDepth( 0, 0 ) ); - normal.assign( sampleNormal( 0, 0 ) ); - - } ); - - const dei = property( 'float', 'dei' ); - - If( this.depthEdgeStrength.greaterThan( 0.0 ), () => { - - dei.assign( depthEdgeIndicator( depth ) ); - - } ); - - const nei = property( 'float', 'nei' ); - - If( this.normalEdgeStrength.greaterThan( 0.0 ), () => { - - nei.assign( normalEdgeIndicator( depth, normal ) ); - - } ); - - const strength = dei.greaterThan( 0 ).cond( float( 1.0 ).sub( dei.mul( this.depthEdgeStrength ) ), nei.mul( this.normalEdgeStrength ).add( 1 ) ); - - return texel.mul( strength ); - - } ); - - const outputNode = pixelation(); - - return outputNode; - - } - -} - -const pixelation = ( node, depthNode, normalNode, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) => nodeObject( new PixelationNode( nodeObject( node ).toTexture(), nodeObject( depthNode ).toTexture(), nodeObject( normalNode ).toTexture(), nodeObject( pixelSize ), nodeObject( normalEdgeStrength ), nodeObject( depthEdgeStrength ) ) ); - -addNodeElement( 'pixelation', pixelation ); - -class PixelationPassNode extends PassNode { - - constructor( scene, camera, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) { - - super( 'color', scene, camera, { minFilter: NearestFilter, magFilter: NearestFilter } ); - - this.pixelSize = pixelSize; - this.normalEdgeStrength = normalEdgeStrength; - this.depthEdgeStrength = depthEdgeStrength; - - this.isPixelationPassNode = true; - - this._mrt = mrt( { - output: output, - normal: normalView - } ); - - } - - setSize( width, height ) { - - const pixelSize = this.pixelSize.value ? this.pixelSize.value : this.pixelSize; - - const adjustedWidth = Math.floor( width / pixelSize ); - const adjustedHeight = Math.floor( height / pixelSize ); - - super.setSize( adjustedWidth, adjustedHeight ); - - } - - setup() { - - const color = super.getTextureNode( 'output' ); - const depth = super.getTextureNode( 'depth' ); - const normal = super.getTextureNode( 'normal' ); - - return pixelation( color, depth, normal, this.pixelSize, this.normalEdgeStrength, this.depthEdgeStrength ); - - } - -} - -const pixelationPass = ( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) => nodeObject( new PixelationPassNode( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) ); - -class FunctionCallNode extends TempNode { - - constructor( functionNode = null, parameters = {} ) { - - super(); - - this.functionNode = functionNode; - this.parameters = parameters; - - } - - setParameters( parameters ) { - - this.parameters = parameters; - - return this; - - } - - getParameters() { - - return this.parameters; - - } - - getNodeType( builder ) { - - return this.functionNode.getNodeType( builder ); - - } - - generate( builder ) { - - const params = []; - - const functionNode = this.functionNode; - - const inputs = functionNode.getInputs( builder ); - const parameters = this.parameters; - - if ( Array.isArray( parameters ) ) { - - for ( let i = 0; i < parameters.length; i ++ ) { - - const inputNode = inputs[ i ]; - const node = parameters[ i ]; - - params.push( node.build( builder, inputNode.type ) ); - - } - - } else { - - for ( const inputNode of inputs ) { - - const node = parameters[ inputNode.name ]; - - if ( node !== undefined ) { - - params.push( node.build( builder, inputNode.type ) ); - - } else { - - throw new Error( `FunctionCallNode: Input '${inputNode.name}' not found in FunctionNode.` ); - - } - - } - - } - - const functionName = functionNode.build( builder, 'property' ); - - return `${functionName}( ${params.join( ', ' )} )`; - - } - -} - -const call = ( func, ...params ) => { - - params = params.length > 1 || ( params[ 0 ] && params[ 0 ].isNode === true ) ? nodeArray( params ) : nodeObjects( params[ 0 ] ); - - return nodeObject( new FunctionCallNode( nodeObject( func ), params ) ); - -}; - -addNodeElement( 'call', call ); - -addNodeClass( 'FunctionCallNode', FunctionCallNode ); - -class ScriptableValueNode extends Node { - - constructor( value = null ) { - - super(); - - this._value = value; - this._cache = null; - - this.inputType = null; - this.outpuType = null; - - this.events = new EventDispatcher(); - - this.isScriptableValueNode = true; - - } - - get isScriptableOutputNode() { - - return this.outputType !== null; - - } - - set value( val ) { - - if ( this._value === val ) return; - - if ( this._cache && this.inputType === 'URL' && this.value.value instanceof ArrayBuffer ) { - - URL.revokeObjectURL( this._cache ); - - this._cache = null; - - } - - this._value = val; - - this.events.dispatchEvent( { type: 'change' } ); - - this.refresh(); - - } - - get value() { - - return this._value; - - } - - refresh() { - - this.events.dispatchEvent( { type: 'refresh' } ); - - } - - getValue() { - - const value = this.value; - - if ( value && this._cache === null && this.inputType === 'URL' && value.value instanceof ArrayBuffer ) { - - this._cache = URL.createObjectURL( new Blob( [ value.value ] ) ); - - } else if ( value && value.value !== null && value.value !== undefined && ( - ( ( this.inputType === 'URL' || this.inputType === 'String' ) && typeof value.value === 'string' ) || - ( this.inputType === 'Number' && typeof value.value === 'number' ) || - ( this.inputType === 'Vector2' && value.value.isVector2 ) || - ( this.inputType === 'Vector3' && value.value.isVector3 ) || - ( this.inputType === 'Vector4' && value.value.isVector4 ) || - ( this.inputType === 'Color' && value.value.isColor ) || - ( this.inputType === 'Matrix3' && value.value.isMatrix3 ) || - ( this.inputType === 'Matrix4' && value.value.isMatrix4 ) - ) ) { - - return value.value; - - } - - return this._cache || value; - - } - - getNodeType( builder ) { - - return this.value && this.value.isNode ? this.value.getNodeType( builder ) : 'float'; - - } - - setup() { - - return this.value && this.value.isNode ? this.value : float(); - - } - - serialize( data ) { - - super.serialize( data ); - - if ( this.value !== null ) { - - if ( this.inputType === 'ArrayBuffer' ) { - - data.value = arrayBufferToBase64( this.value ); - - } else { - - data.value = this.value ? this.value.toJSON( data.meta ).uuid : null; - - } - - } else { - - data.value = null; - - } - - data.inputType = this.inputType; - data.outputType = this.outputType; - - } - - deserialize( data ) { - - super.deserialize( data ); - - let value = null; - - if ( data.value !== null ) { - - if ( data.inputType === 'ArrayBuffer' ) { - - value = base64ToArrayBuffer( data.value ); - - } else if ( data.inputType === 'Texture' ) { - - value = data.meta.textures[ data.value ]; - - } else { - - value = data.meta.nodes[ data.value ] || null; - - } - - } - - this.value = value; - - this.inputType = data.inputType; - this.outputType = data.outputType; - - } - -} - -const scriptableValue = nodeProxy( ScriptableValueNode ); - -addNodeElement( 'scriptableValue', scriptableValue ); - -addNodeClass( 'ScriptableValueNode', ScriptableValueNode ); - -class Resources extends Map { - - get( key, callback = null, ...params ) { - - if ( this.has( key ) ) return super.get( key ); - - if ( callback !== null ) { - - const value = callback( ...params ); - this.set( key, value ); - return value; - - } - - } - -} - -class Parameters { - - constructor( scriptableNode ) { - - this.scriptableNode = scriptableNode; - - } - - get parameters() { - - return this.scriptableNode.parameters; - - } - - get layout() { - - return this.scriptableNode.getLayout(); - - } - - getInputLayout( id ) { - - return this.scriptableNode.getInputLayout( id ); - - } - - get( name ) { - - const param = this.parameters[ name ]; - const value = param ? param.getValue() : null; - - return value; - - } - -} - -const global = new Resources(); - -class ScriptableNode extends Node { - - constructor( codeNode = null, parameters = {} ) { - - super(); - - this.codeNode = codeNode; - this.parameters = parameters; - - this._local = new Resources(); - this._output = scriptableValue(); - this._outputs = {}; - this._source = this.source; - this._method = null; - this._object = null; - this._value = null; - this._needsOutputUpdate = true; - - this.onRefresh = this.onRefresh.bind( this ); - - this.isScriptableNode = true; - - } - - get source() { - - return this.codeNode ? this.codeNode.code : ''; - - } - - setLocal( name, value ) { - - return this._local.set( name, value ); - - } - - getLocal( name ) { - - return this._local.get( name ); - - } - - onRefresh() { - - this._refresh(); - - } - - getInputLayout( id ) { - - for ( const element of this.getLayout() ) { - - if ( element.inputType && ( element.id === id || element.name === id ) ) { - - return element; - - } - - } - - } - - getOutputLayout( id ) { - - for ( const element of this.getLayout() ) { - - if ( element.outputType && ( element.id === id || element.name === id ) ) { - - return element; - - } - - } - - } - - setOutput( name, value ) { - - const outputs = this._outputs; - - if ( outputs[ name ] === undefined ) { - - outputs[ name ] = scriptableValue( value ); - - } else { - - outputs[ name ].value = value; - - } - - return this; - - } - - getOutput( name ) { - - return this._outputs[ name ]; - - } - - getParameter( name ) { - - return this.parameters[ name ]; - - } - - setParameter( name, value ) { - - const parameters = this.parameters; - - if ( value && value.isScriptableNode ) { - - this.deleteParameter( name ); - - parameters[ name ] = value; - parameters[ name ].getDefaultOutput().events.addEventListener( 'refresh', this.onRefresh ); - - } else if ( value && value.isScriptableValueNode ) { - - this.deleteParameter( name ); - - parameters[ name ] = value; - parameters[ name ].events.addEventListener( 'refresh', this.onRefresh ); - - } else if ( parameters[ name ] === undefined ) { - - parameters[ name ] = scriptableValue( value ); - parameters[ name ].events.addEventListener( 'refresh', this.onRefresh ); - - } else { - - parameters[ name ].value = value; - - } - - return this; - - } - - getValue() { - - return this.getDefaultOutput().getValue(); - - } - - deleteParameter( name ) { - - let valueNode = this.parameters[ name ]; - - if ( valueNode ) { - - if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput(); - - valueNode.events.removeEventListener( 'refresh', this.onRefresh ); - - } - - return this; - - } - - clearParameters() { - - for ( const name of Object.keys( this.parameters ) ) { - - this.deleteParameter( name ); - - } - - this.needsUpdate = true; - - return this; - - } - - call( name, ...params ) { - - const object = this.getObject(); - const method = object[ name ]; - - if ( typeof method === 'function' ) { - - return method( ...params ); - - } - - } - - async callAsync( name, ...params ) { - - const object = this.getObject(); - const method = object[ name ]; - - if ( typeof method === 'function' ) { - - return method.constructor.name === 'AsyncFunction' ? await method( ...params ) : method( ...params ); - - } - - } - - getNodeType( builder ) { - - return this.getDefaultOutputNode().getNodeType( builder ); - - } - - refresh( output = null ) { - - if ( output !== null ) { - - this.getOutput( output ).refresh(); - - } else { - - this._refresh(); - - } - - } - - getObject() { - - if ( this.needsUpdate ) this.dispose(); - if ( this._object !== null ) return this._object; - - // - - const refresh = () => this.refresh(); - const setOutput = ( id, value ) => this.setOutput( id, value ); - - const parameters = new Parameters( this ); - - const THREE = global.get( 'THREE' ); - const TSL = global.get( 'TSL' ); - - const method = this.getMethod( this.codeNode ); - const params = [ parameters, this._local, global, refresh, setOutput, THREE, TSL ]; - - this._object = method( ...params ); - - const layout = this._object.layout; - - if ( layout ) { - - if ( layout.cache === false ) { - - this._local.clear(); - - } - - // default output - this._output.outputType = layout.outputType || null; - - if ( Array.isArray( layout.elements ) ) { - - for ( const element of layout.elements ) { - - const id = element.id || element.name; - - if ( element.inputType ) { - - if ( this.getParameter( id ) === undefined ) this.setParameter( id, null ); - - this.getParameter( id ).inputType = element.inputType; - - } - - if ( element.outputType ) { - - if ( this.getOutput( id ) === undefined ) this.setOutput( id, null ); - - this.getOutput( id ).outputType = element.outputType; - - } - - } - - } - - } - - return this._object; - - } - - deserialize( data ) { - - super.deserialize( data ); - - for ( const name in this.parameters ) { - - let valueNode = this.parameters[ name ]; - - if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput(); - - valueNode.events.addEventListener( 'refresh', this.onRefresh ); - - } - - } - - getLayout() { - - return this.getObject().layout; - - } - - getDefaultOutputNode() { - - const output = this.getDefaultOutput().value; - - if ( output && output.isNode ) { - - return output; - - } - - return float(); - - } - - getDefaultOutput() { - - return this._exec()._output; - - } - - getMethod() { - - if ( this.needsUpdate ) this.dispose(); - if ( this._method !== null ) return this._method; - - // - - const parametersProps = [ 'parameters', 'local', 'global', 'refresh', 'setOutput', 'THREE', 'TSL' ]; - const interfaceProps = [ 'layout', 'init', 'main', 'dispose' ]; - - const properties = interfaceProps.join( ', ' ); - const declarations = 'var ' + properties + '; var output = {};\n'; - const returns = '\nreturn { ...output, ' + properties + ' };'; - - const code = declarations + this.codeNode.code + returns; - - // - - this._method = new Function( ...parametersProps, code ); - - return this._method; - - } - - dispose() { - - if ( this._method === null ) return; - - if ( this._object && typeof this._object.dispose === 'function' ) { - - this._object.dispose(); - - } - - this._method = null; - this._object = null; - this._source = null; - this._value = null; - this._needsOutputUpdate = true; - this._output.value = null; - this._outputs = {}; - - } - - setup() { - - return this.getDefaultOutputNode(); - - } - - getCacheKey( force ) { - - const cacheKey = [ this.source, this.getDefaultOutputNode().getCacheKey( force ) ]; - - for ( const param in this.parameters ) { - - cacheKey.push( this.parameters[ param ].getCacheKey( force ) ); - - } - - return cacheKey.join( ',' ); - - } - - set needsUpdate( value ) { - - if ( value === true ) this.dispose(); - - } - - get needsUpdate() { - - return this.source !== this._source; - - } - - _exec() { - - if ( this.codeNode === null ) return this; - - if ( this._needsOutputUpdate === true ) { - - this._value = this.call( 'main' ); - - this._needsOutputUpdate = false; - - } - - this._output.value = this._value; - - return this; - - } - - _refresh() { - - this.needsUpdate = true; - - this._exec(); - - this._output.refresh(); - - } - -} - -const scriptable = nodeProxy( ScriptableNode ); - -addNodeElement( 'scriptable', scriptable ); - -addNodeClass( 'ScriptableNode', ScriptableNode ); - -class FogNode extends Node { - - constructor( colorNode, factorNode ) { - - super( 'float' ); - - this.isFogNode = true; - - this.colorNode = colorNode; - this.factorNode = factorNode; - - } - - getViewZNode( builder ) { - - let viewZ; - - const getViewZ = builder.context.getViewZ; - - if ( getViewZ !== undefined ) { - - viewZ = getViewZ( this ); - - } - - return ( viewZ || positionView.z ).negate(); - - } - - setup() { - - return this.factorNode; - - } - -} - -const fog = nodeProxy( FogNode ); - -addNodeElement( 'fog', fog ); - -addNodeClass( 'FogNode', FogNode ); - -class FogRangeNode extends FogNode { - - constructor( colorNode, nearNode, farNode ) { - - super( colorNode ); - - this.isFogRangeNode = true; - - this.nearNode = nearNode; - this.farNode = farNode; - - } - - setup( builder ) { - - const viewZ = this.getViewZNode( builder ); - - return smoothstep( this.nearNode, this.farNode, viewZ ); - - } - -} - -const rangeFog = nodeProxy( FogRangeNode ); - -addNodeElement( 'rangeFog', rangeFog ); - -addNodeClass( 'FogRangeNode', FogRangeNode ); - -class FogExp2Node extends FogNode { - - constructor( colorNode, densityNode ) { - - super( colorNode ); - - this.isFogExp2Node = true; - - this.densityNode = densityNode; - - } - - setup( builder ) { - - const viewZ = this.getViewZNode( builder ); - const density = this.densityNode; - - return density.mul( density, viewZ, viewZ ).negate().exp().oneMinus(); - - } - -} - -const densityFog = nodeProxy( FogExp2Node ); - -addNodeElement( 'densityFog', densityFog ); - -addNodeClass( 'FogExp2Node', FogExp2Node ); - -let min = null; -let max = null; - -class RangeNode extends Node { - - constructor( minNode = float(), maxNode = float() ) { - - super(); - - this.minNode = minNode; - this.maxNode = maxNode; - - } - - getVectorLength( builder ) { - - const minLength = builder.getTypeLength( getValueType( this.minNode.value ) ); - const maxLength = builder.getTypeLength( getValueType( this.maxNode.value ) ); - - return minLength > maxLength ? minLength : maxLength; - - } - - getNodeType( builder ) { - - return builder.object.count > 1 ? builder.getTypeFromLength( this.getVectorLength( builder ) ) : 'float'; - - } - - setup( builder ) { - - const object = builder.object; - - let output = null; - - if ( object.count > 1 ) { - - const minValue = this.minNode.value; - const maxValue = this.maxNode.value; - - const minLength = builder.getTypeLength( getValueType( minValue ) ); - const maxLength = builder.getTypeLength( getValueType( maxValue ) ); - - min = min || new Vector4(); - max = max || new Vector4(); - - min.setScalar( 0 ); - max.setScalar( 0 ); - - if ( minLength === 1 ) min.setScalar( minValue ); - else if ( minValue.isColor ) min.set( minValue.r, minValue.g, minValue.b ); - else min.set( minValue.x, minValue.y, minValue.z || 0, minValue.w || 0 ); - - if ( maxLength === 1 ) max.setScalar( maxValue ); - else if ( maxValue.isColor ) max.set( maxValue.r, maxValue.g, maxValue.b ); - else max.set( maxValue.x, maxValue.y, maxValue.z || 0, maxValue.w || 0 ); - - const stride = 4; - - const length = stride * object.count; - const array = new Float32Array( length ); - - for ( let i = 0; i < length; i ++ ) { - - const index = i % stride; - - const minElementValue = min.getComponent( index ); - const maxElementValue = max.getComponent( index ); - - array[ i ] = MathUtils.lerp( minElementValue, maxElementValue, Math.random() ); - - } - - const nodeType = this.getNodeType( builder ); - - if ( object.count <= 4096 ) { - - output = buffer( array, 'vec4', object.count ).element( instanceIndex ).convert( nodeType ); - - } else { - - // TODO: Improve anonymous buffer attribute creation removing this part - const bufferAttribute = new InstancedBufferAttribute( array, 4 ); - builder.geometry.setAttribute( '__range' + this.id, bufferAttribute ); - - output = instancedBufferAttribute( bufferAttribute ).convert( nodeType ); - - } - - } else { - - output = float( 0 ); - - } - - return output; - - } - -} - -const range = nodeProxy( RangeNode ); - -addNodeClass( 'RangeNode', RangeNode ); - -class ComputeNode extends Node { - - constructor( computeNode, count, workgroupSize = [ 64 ] ) { - - super( 'void' ); - - this.isComputeNode = true; - - this.computeNode = computeNode; - - this.count = count; - this.workgroupSize = workgroupSize; - this.dispatchCount = 0; - - this.version = 1; - this.updateBeforeType = NodeUpdateType.OBJECT; - - this.updateDispatchCount(); - - } - - dispose() { - - this.dispatchEvent( { type: 'dispose' } ); - - } - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - } - - updateDispatchCount() { - - const { count, workgroupSize } = this; - - let size = workgroupSize[ 0 ]; - - for ( let i = 1; i < workgroupSize.length; i ++ ) - size *= workgroupSize[ i ]; - - this.dispatchCount = Math.ceil( count / size ); - - } - - onInit() { } - - updateBefore( { renderer } ) { - - renderer.compute( this ); - - } - - generate( builder ) { - - const { shaderStage } = builder; - - if ( shaderStage === 'compute' ) { - - const snippet = this.computeNode.build( builder, 'void' ); - - if ( snippet !== '' ) { - - builder.addLineFlowCode( snippet ); - - } - - } - - } - -} - -const compute = ( node, count, workgroupSize ) => nodeObject( new ComputeNode( nodeObject( node ), count, workgroupSize ) ); - -addNodeElement( 'compute', compute ); - -addNodeClass( 'ComputeNode', ComputeNode ); - -class LightNode extends Node { - - constructor( scope = LightNode.TARGET_DIRECTION, light = null ) { - - super(); - - this.scope = scope; - this.light = light; - - } - - setup() { - - const { scope, light } = this; - - let output = null; - - if ( scope === LightNode.TARGET_DIRECTION ) { - - output = cameraViewMatrix.transformDirection( objectPosition( light ).sub( objectPosition( light.target ) ) ); - - } - - return output; - - } - - serialize( data ) { - - super.serialize( data ); - - data.scope = this.scope; - - } - - deserialize( data ) { - - super.deserialize( data ); - - this.scope = data.scope; - - } - -} - -LightNode.TARGET_DIRECTION = 'targetDirection'; - -const lightTargetDirection = nodeProxy( LightNode, LightNode.TARGET_DIRECTION ); - -addNodeClass( 'LightNode', LightNode ); - -const getDistanceAttenuation = tslFn( ( inputs ) => { - - const { lightDistance, cutoffDistance, decayExponent } = inputs; - - // based upon Frostbite 3 Moving to Physically-based Rendering - // page 32, equation 26: E[window1] - // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - const distanceFalloff = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal(); - - return cutoffDistance.greaterThan( 0 ).cond( - distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ), - distanceFalloff - ); - -} ); // validated - -class PointLightNode extends AnalyticLightNode { - - constructor( light = null ) { - - super( light ); - - this.cutoffDistanceNode = uniform( 0 ); - this.decayExponentNode = uniform( 0 ); - - } - - update( frame ) { - - const { light } = this; - - super.update( frame ); - - this.cutoffDistanceNode.value = light.distance; - this.decayExponentNode.value = light.decay; - - } - - setup( builder ) { - - const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this; - - const lightingModel = builder.context.lightingModel; - - const lVector = objectViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode - - const lightDirection = lVector.normalize(); - const lightDistance = lVector.length(); - - const lightAttenuation = getDistanceAttenuation( { - lightDistance, - cutoffDistance: cutoffDistanceNode, - decayExponent: decayExponentNode - } ); - - const lightColor = colorNode.mul( lightAttenuation ); - - const reflectedLight = builder.context.reflectedLight; - - lightingModel.direct( { - lightDirection, - lightColor, - reflectedLight - }, builder.stack, builder ); - - } - -} - -addNodeClass( 'PointLightNode', PointLightNode ); - -addLightNode( PointLight, PointLightNode ); - -class DirectionalLightNode extends AnalyticLightNode { - - constructor( light = null ) { - - super( light ); - - } - - setup( builder ) { - - super.setup( builder ); - - const lightingModel = builder.context.lightingModel; - - const lightColor = this.colorNode; - const lightDirection = lightTargetDirection( this.light ); - const reflectedLight = builder.context.reflectedLight; - - lightingModel.direct( { - lightDirection, - lightColor, - reflectedLight - }, builder.stack, builder ); - - } - -} - -addNodeClass( 'DirectionalLightNode', DirectionalLightNode ); - -addLightNode( DirectionalLight, DirectionalLightNode ); - -const _matrix41 = /*@__PURE__*/ new Matrix4(); -const _matrix42 = /*@__PURE__*/ new Matrix4(); - -let ltcLib = null; - -class RectAreaLightNode extends AnalyticLightNode { - - constructor( light = null ) { - - super( light ); - - this.halfHeight = uniform( new Vector3() ); - this.halfWidth = uniform( new Vector3() ); - - } - - update( frame ) { - - super.update( frame ); - - const { light } = this; - - const viewMatrix = frame.camera.matrixWorldInverse; - - _matrix42.identity(); - _matrix41.copy( light.matrixWorld ); - _matrix41.premultiply( viewMatrix ); - _matrix42.extractRotation( _matrix41 ); - - this.halfWidth.value.set( light.width * 0.5, 0.0, 0.0 ); - this.halfHeight.value.set( 0.0, light.height * 0.5, 0.0 ); - - this.halfWidth.value.applyMatrix4( _matrix42 ); - this.halfHeight.value.applyMatrix4( _matrix42 ); - - } - - setup( builder ) { - - super.setup( builder ); - - let ltc_1, ltc_2; - - if ( builder.isAvailable( 'float32Filterable' ) ) { - - ltc_1 = texture( ltcLib.LTC_FLOAT_1 ); - ltc_2 = texture( ltcLib.LTC_FLOAT_2 ); - - } else { - - ltc_1 = texture( ltcLib.LTC_HALF_1 ); - ltc_2 = texture( ltcLib.LTC_HALF_2 ); - - } - - const { colorNode, light } = this; - const lightingModel = builder.context.lightingModel; - - const lightPosition = objectViewPosition( light ); - const reflectedLight = builder.context.reflectedLight; - - lightingModel.directRectArea( { - lightColor: colorNode, - lightPosition, - halfWidth: this.halfWidth, - halfHeight: this.halfHeight, - reflectedLight, - ltc_1, - ltc_2 - }, builder.stack, builder ); - - } - - static setLTC( ltc ) { - - ltcLib = ltc; - - } - -} - -addNodeClass( 'RectAreaLightNode', RectAreaLightNode ); - -addLightNode( RectAreaLight, RectAreaLightNode ); - -class SpotLightNode extends AnalyticLightNode { - - constructor( light = null ) { - - super( light ); - - this.coneCosNode = uniform( 0 ); - this.penumbraCosNode = uniform( 0 ); - - this.cutoffDistanceNode = uniform( 0 ); - this.decayExponentNode = uniform( 0 ); - - } - - update( frame ) { - - super.update( frame ); - - const { light } = this; - - this.coneCosNode.value = Math.cos( light.angle ); - this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) ); - - this.cutoffDistanceNode.value = light.distance; - this.decayExponentNode.value = light.decay; - - } - - getSpotAttenuation( angleCosine ) { - - const { coneCosNode, penumbraCosNode } = this; - - return smoothstep( coneCosNode, penumbraCosNode, angleCosine ); - - } - - setup( builder ) { - - super.setup( builder ); - - const lightingModel = builder.context.lightingModel; - - const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this; - - const lVector = objectViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode - - const lightDirection = lVector.normalize(); - const angleCos = lightDirection.dot( lightTargetDirection( light ) ); - const spotAttenuation = this.getSpotAttenuation( angleCos ); - - const lightDistance = lVector.length(); - - const lightAttenuation = getDistanceAttenuation( { - lightDistance, - cutoffDistance: cutoffDistanceNode, - decayExponent: decayExponentNode - } ); - - const lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation ); - - const reflectedLight = builder.context.reflectedLight; - - lightingModel.direct( { - lightDirection, - lightColor, - reflectedLight - }, builder.stack, builder ); - - } - -} - -addNodeClass( 'SpotLightNode', SpotLightNode ); - -addLightNode( SpotLight, SpotLightNode ); - -class IESSpotLight extends SpotLight { - - constructor( color, intensity, distance, angle, penumbra, decay ) { - - super( color, intensity, distance, angle, penumbra, decay ); - - this.iesMap = null; - - } - - copy( source, recursive ) { - - super.copy( source, recursive ); - - this.iesMap = source.iesMap; - - return this; - - } - -} - -class IESSpotLightNode extends SpotLightNode { - - getSpotAttenuation( angleCosine ) { - - const iesMap = this.light.iesMap; - - let spotAttenuation = null; - - if ( iesMap && iesMap.isTexture === true ) { - - const angle = angleCosine.acos().mul( 1.0 / Math.PI ); - - spotAttenuation = texture( iesMap, vec2( angle, 0 ), 0 ).r; - - } else { - - spotAttenuation = super.getSpotAttenuation( angleCosine ); - - } - - return spotAttenuation; - - } - -} - -addNodeClass( 'IESSpotLightNode', IESSpotLightNode ); - -addLightNode( IESSpotLight, IESSpotLightNode ); - -class AmbientLightNode extends AnalyticLightNode { - - constructor( light = null ) { - - super( light ); - - } - - setup( { context } ) { - - context.irradiance.addAssign( this.colorNode ); - - } - -} - -addNodeClass( 'AmbientLightNode', AmbientLightNode ); - -addLightNode( AmbientLight, AmbientLightNode ); - -class HemisphereLightNode extends AnalyticLightNode { - - constructor( light = null ) { - - super( light ); - - this.lightPositionNode = objectPosition( light ); - this.lightDirectionNode = this.lightPositionNode.normalize(); - - this.groundColorNode = uniform( new Color() ); - - } - - update( frame ) { - - const { light } = this; - - super.update( frame ); - - this.lightPositionNode.object3d = light; - - this.groundColorNode.value.copy( light.groundColor ).multiplyScalar( light.intensity ); - - } - - setup( builder ) { - - const { colorNode, groundColorNode, lightDirectionNode } = this; - - const dotNL = normalView.dot( lightDirectionNode ); - const hemiDiffuseWeight = dotNL.mul( 0.5 ).add( 0.5 ); - - const irradiance = mix( groundColorNode, colorNode, hemiDiffuseWeight ); - - builder.context.irradiance.addAssign( irradiance ); - - } - -} - -addNodeClass( 'HemisphereLightNode', HemisphereLightNode ); - -addLightNode( HemisphereLight, HemisphereLightNode ); - -let _generator = null; - -const _cache = new WeakMap(); - -function _generateCubeUVSize( imageHeight ) { - - 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 }; - -} - -function _getPMREMFromTexture( texture ) { - - let cacheTexture = _cache.get( texture ); - - const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : - 1; - - if ( pmremVersion !== texture.pmremVersion ) { - - if ( texture.isCubeTexture ) { - - if ( texture.source.data.some( ( texture ) => texture === undefined ) ) { - - throw new Error( 'PMREMNode: Undefined texture in CubeTexture. Use onLoad callback or async loader' ); - - } - - cacheTexture = _generator.fromCubemap( texture, cacheTexture ); - - } else { - - if ( texture.image === undefined ) { - - throw new Error( 'PMREMNode: Undefined image in Texture. Use onLoad callback or async loader' ); - - } - - cacheTexture = _generator.fromEquirectangular( texture, cacheTexture ); - - } - - cacheTexture.pmremVersion = texture.pmremVersion; - - _cache.set( texture, cacheTexture ); - - } - - return cacheTexture.texture; - -} - -class PMREMNode extends TempNode { - - constructor( value, uvNode = null, levelNode = null ) { - - super( 'vec3' ); - - this._value = value; - this._pmrem = null; - - this.uvNode = uvNode; - this.levelNode = levelNode; - - this._generator = null; - this._texture = texture( null ); - this._width = uniform( 0 ); - this._height = uniform( 0 ); - this._maxMip = uniform( 0 ); - - this.updateBeforeType = NodeUpdateType.RENDER; - - } - - set value( value ) { - - this._value = value; - this._pmrem = null; - - } - - get value() { - - return this._value; - - } - - updateFromTexture( texture ) { - - const cubeUVSize = _generateCubeUVSize( texture.image.height ); - - this._texture.value = texture; - this._width.value = cubeUVSize.texelWidth; - this._height.value = cubeUVSize.texelHeight; - this._maxMip.value = cubeUVSize.maxMip; - - } - - updateBefore() { - - let pmrem = this._pmrem; - - const pmremVersion = pmrem ? pmrem.pmremVersion : - 1; - const texture = this._value; - - if ( pmremVersion !== texture.pmremVersion ) { - - if ( texture.isPMREMTexture === true ) { - - pmrem = texture; - - } else { - - pmrem = _getPMREMFromTexture( texture ); - - } - - this._pmrem = pmrem; - - this.updateFromTexture( pmrem ); - - } - - } - - setup( builder ) { - - if ( _generator === null ) { - - _generator = builder.createPMREMGenerator(); - - } - - // - - this.updateBefore( builder ); - - // - - let uvNode = this.uvNode; - - if ( uvNode === null && builder.context.getUV ) { - - uvNode = builder.context.getUV( this ); - - } - - // - - const texture = this.value; - - if ( builder.renderer.coordinateSystem === WebGLCoordinateSystem && texture.isPMREMTexture !== true && texture.isRenderTargetTexture === true ) { - - uvNode = vec3( uvNode.x.negate(), uvNode.yz ); - - } - - // - - let levelNode = this.levelNode; - - if ( levelNode === null && builder.context.getTextureLevel ) { - - levelNode = builder.context.getTextureLevel( this ); - - } - - // - - return textureCubeUV( this._texture, uvNode, levelNode, this._width, this._height, this._maxMip ); - - } - -} - -const pmremTexture = nodeProxy( PMREMNode ); - -addNodeClass( 'PMREMNode', PMREMNode ); - -const _envNodeCache = new WeakMap(); - -class EnvironmentNode extends LightingNode { - - constructor( envNode = null ) { - - super(); - - this.envNode = envNode; - - } - - setup( builder ) { - - let envNode = this.envNode; - - if ( envNode.isTextureNode ) { - - let cacheEnvNode = _envNodeCache.get( envNode.value ); - - if ( cacheEnvNode === undefined ) { - - cacheEnvNode = pmremTexture( envNode.value ); - - _envNodeCache.set( envNode.value, cacheEnvNode ); - - } - - envNode = cacheEnvNode; - - } - - // - - const { material } = builder; - - const envMap = material.envMap; - const intensity = envMap ? reference( 'envMapIntensity', 'float', builder.material ) : reference( 'environmentIntensity', 'float', builder.scene ); // @TODO: Add materialEnvIntensity in MaterialNode - - const useAnisotropy = material.useAnisotropy === true || material.anisotropy > 0; - const radianceNormalView = useAnisotropy ? transformedBentNormalView : transformedNormalView; - - const radiance = context( envNode, createRadianceContext( roughness, radianceNormalView ) ).mul( intensity ); - const irradiance = context( envNode, createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity ); - - const isolateRadiance = cache( radiance ); - const isolateIrradiance = cache( irradiance ); - - // - - builder.context.radiance.addAssign( isolateRadiance ); - - builder.context.iblIrradiance.addAssign( isolateIrradiance ); - - // - - const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance; - - if ( clearcoatRadiance ) { - - const clearcoatRadianceContext = context( envNode, createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity ); - const isolateClearcoatRadiance = cache( clearcoatRadianceContext ); - - clearcoatRadiance.addAssign( isolateClearcoatRadiance ); - - } - - } - -} - -const createRadianceContext = ( roughnessNode, normalViewNode ) => { - - let reflectVec = null; - - return { - getUV: () => { - - if ( reflectVec === null ) { - - reflectVec = positionViewDirection.negate().reflect( normalViewNode ); - - // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane. - reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize(); - - reflectVec = reflectVec.transformDirection( cameraViewMatrix ); - - } - - return reflectVec; - - }, - getTextureLevel: () => { - - return roughnessNode; - - } - }; - -}; - -const createIrradianceContext = ( normalWorldNode ) => { - - return { - getUV: () => { - - return normalWorldNode; - - }, - getTextureLevel: () => { - - return float( 1.0 ); - - } - }; - -}; - -addNodeClass( 'EnvironmentNode', EnvironmentNode ); - -class BasicEnvironmentNode extends LightingNode { - - constructor( envNode = null ) { - - super(); - - this.envNode = envNode; - - } - - setup( builder ) { - - // environment property is used in the finish() method of BasicLightingModel - - builder.context.environment = this.envNode; - - } - -} - -addNodeClass( 'BasicEnvironmentNode', BasicEnvironmentNode ); - -const checkerShaderNode = tslFn( ( inputs ) => { - - const uv = inputs.uv.mul( 2.0 ); - - const cx = uv.x.floor(); - const cy = uv.y.floor(); - const result = cx.add( cy ).mod( 2.0 ); - - return result.sign(); - -} ); - -class CheckerNode extends TempNode { - - constructor( uvNode = uv() ) { - - super( 'float' ); - - this.uvNode = uvNode; - - } - - setup() { - - return checkerShaderNode( { uv: this.uvNode } ); - - } - -} - -const checker = nodeProxy( CheckerNode ); - -addNodeElement( 'checker', checker ); - -addNodeClass( 'CheckerNode', CheckerNode ); - -class NodeLoader extends Loader { - - constructor( manager ) { - - super( manager ); - - this.textures = {}; - - } - - load( url, onLoad, onProgress, onError ) { - - const loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setRequestHeader( this.requestHeader ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, ( text ) => { - - try { - - onLoad( this.parse( JSON.parse( text ) ) ); - - } catch ( e ) { - - if ( onError ) { - - onError( e ); - - } else { - - console.error( e ); - - } - - this.manager.itemError( url ); - - } - - }, onProgress, onError ); - - } - - parseNodes( json ) { - - const nodes = {}; - - if ( json !== undefined ) { - - for ( const nodeJSON of json ) { - - const { uuid, type } = nodeJSON; - - nodes[ uuid ] = nodeObject( createNodeFromType( type ) ); // @TODO: Maybe nodeObjectify the node in createNodeFromType? - nodes[ uuid ].uuid = uuid; - - } - - const meta = { nodes, textures: this.textures }; - - for ( const nodeJSON of json ) { - - nodeJSON.meta = meta; - - const node = nodes[ nodeJSON.uuid ]; - node.deserialize( nodeJSON ); - - delete nodeJSON.meta; - - } - - } - - return nodes; - - } - - parse( json ) { - - const node = nodeObject( createNodeFromType( json.type ) ); - node.uuid = json.uuid; - - const nodes = this.parseNodes( json.nodes ); - const meta = { nodes, textures: this.textures }; - - json.meta = meta; - - node.deserialize( json ); - - delete json.meta; - - return node; - - } - - setTextures( value ) { - - this.textures = value; - return this; - - } - -} - -const _defaultValues$e = /*@__PURE__*/ new PointsMaterial(); - -class InstancedPointsNodeMaterial extends NodeMaterial { - - constructor( params = {} ) { - - super(); - - this.normals = false; - - this.lights = false; - - this.useAlphaToCoverage = true; - - this.useColor = params.vertexColors; - - this.pointWidth = 1; - - this.pointColorNode = null; - - this.setDefaultValues( _defaultValues$e ); - - this.setupShaders(); - - this.setValues( params ); - - } - - setupShaders() { - - const useAlphaToCoverage = this.alphaToCoverage; - const useColor = this.useColor; - - this.vertexNode = tslFn( () => { - - //vUv = uv; - varying( vec2(), 'vUv' ).assign( uv() ); // @TODO: Analyze other way to do this - - const instancePosition = attribute( 'instancePosition' ); - - // camera space - const mvPos = property( 'vec4', 'mvPos' ); - mvPos.assign( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) ); - - const aspect = viewport.z.div( viewport.w ); - - // clip space - const clipPos = cameraProjectionMatrix.mul( mvPos ); - - // offset in ndc space - const offset = property( 'vec2', 'offset' ); - offset.assign( positionGeometry.xy ); - offset.assign( offset.mul( materialPointWidth ) ); - offset.assign( offset.div( viewport.z ) ); - offset.y.assign( offset.y.mul( aspect ) ); - - // back to clip space - offset.assign( offset.mul( clipPos.w ) ); - - //clipPos.xy += offset; - clipPos.assign( clipPos.add( vec4( offset, 0, 0 ) ) ); - - return clipPos; - - //vec4 mvPosition = mvPos; // this was used for somethihng... - - } )(); - - this.fragmentNode = tslFn( () => { - - const vUv = varying( vec2(), 'vUv' ); - - // force assignment into correct place in flow - const alpha = property( 'float', 'alpha' ); - alpha.assign( 1 ); - - const a = vUv.x; - const b = vUv.y; - - const len2 = a.mul( a ).add( b.mul( b ) ); - - if ( useAlphaToCoverage ) { - - // force assignment out of following 'if' statement - to avoid uniform control flow errors - const dlen = property( 'float', 'dlen' ); - dlen.assign( len2.fwidth() ); - - alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() ); - - } else { - - len2.greaterThan( 1.0 ).discard(); - - } - - let pointColorNode; - - if ( this.pointColorNode ) { - - pointColorNode = this.pointColorNode; - - } else { - - if ( useColor ) { - - const instanceColor = attribute( 'instanceColor' ); - - pointColorNode = instanceColor.mul( materialColor ); - - } else { - - pointColorNode = materialColor; - - } - - } - - return vec4( pointColorNode, alpha ); - - } )(); - - this.needsUpdate = true; - - } - - get alphaToCoverage() { - - return this.useAlphaToCoverage; - - } - - set alphaToCoverage( value ) { - - if ( this.useAlphaToCoverage !== value ) { - - this.useAlphaToCoverage = value; - this.setupShaders(); - - } - - } - -} - -addNodeMaterial( 'InstancedPointsNodeMaterial', InstancedPointsNodeMaterial ); - -const _defaultValues$d = /*@__PURE__*/ new LineBasicMaterial(); - -class LineBasicNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isLineBasicNodeMaterial = true; - - this.lights = false; - this.normals = false; - - this.setDefaultValues( _defaultValues$d ); - - this.setValues( parameters ); - - } - -} - -addNodeMaterial( 'LineBasicNodeMaterial', LineBasicNodeMaterial ); - -const _defaultValues$c = /*@__PURE__*/ new LineDashedMaterial(); - -class LineDashedNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isLineDashedNodeMaterial = true; - - this.lights = false; - this.normals = false; - - this.setDefaultValues( _defaultValues$c ); - - this.offsetNode = null; - this.dashScaleNode = null; - this.dashSizeNode = null; - this.gapSizeNode = null; - - this.setValues( parameters ); - - } - - setupVariants() { - - const offsetNode = this.offsetNode; - const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale; - const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize; - const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize; - - dashSize.assign( dashSizeNode ); - gapSize.assign( gapSizeNode ); - - const vLineDistance = varying( attribute( 'lineDistance' ).mul( dashScaleNode ) ); - const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance; - - vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); - - } - -} - -addNodeMaterial( 'LineDashedNodeMaterial', LineDashedNodeMaterial ); - -const _defaultValues$b = /*@__PURE__*/ new LineDashedMaterial(); - -class Line2NodeMaterial extends NodeMaterial { - - constructor( params = {} ) { - - super(); - - this.normals = false; - this.lights = false; - - this.setDefaultValues( _defaultValues$b ); - - this.useAlphaToCoverage = true; - this.useColor = params.vertexColors; - this.useDash = params.dashed; - this.useWorldUnits = false; - - this.dashOffset = 0; - this.lineWidth = 1; - - this.lineColorNode = null; - - this.offsetNode = null; - this.dashScaleNode = null; - this.dashSizeNode = null; - this.gapSizeNode = null; - - this.setValues( params ); - - } - - setup( builder ) { - - this.setupShaders(); - - super.setup( builder ); - - } - - setupShaders() { - - const useAlphaToCoverage = this.alphaToCoverage; - const useColor = this.useColor; - const useDash = this.dashed; - const useWorldUnits = this.worldUnits; - - const trimSegment = tslFn( ( { start, end } ) => { - - const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column - const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column - const nearEstimate = b.mul( - 0.5 ).div( a ); - - const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) ); - - return vec4( mix( start.xyz, end.xyz, alpha ), end.w ); - - } ); - - this.vertexNode = tslFn( () => { - - varyingProperty( 'vec2', 'vUv' ).assign( uv() ); - - const instanceStart = attribute( 'instanceStart' ); - const instanceEnd = attribute( 'instanceEnd' ); - - // camera space - - const start = property( 'vec4', 'start' ); - const end = property( 'vec4', 'end' ); - - start.assign( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ); // force assignment into correct place in flow - end.assign( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) ); - - if ( useWorldUnits ) { - - varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz ); - varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz ); - - } - - const aspect = viewport.z.div( viewport.w ); - - // special case for perspective projection, and segments that terminate either in, or behind, the camera plane - // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space - // but we need to perform ndc-space calculations in the shader, so we must address this issue directly - // perhaps there is a more elegant solution -- WestLangley - - const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column - - If( perspective, () => { - - If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => { - - end.assign( trimSegment( { start: start, end: end } ) ); - - } ).elseif( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => { - - start.assign( trimSegment( { start: end, end: start } ) ); - - } ); - - } ); - - // clip space - const clipStart = cameraProjectionMatrix.mul( start ); - const clipEnd = cameraProjectionMatrix.mul( end ); - - // ndc space - const ndcStart = clipStart.xyz.div( clipStart.w ); - const ndcEnd = clipEnd.xyz.div( clipEnd.w ); - - // direction - const dir = ndcEnd.xy.sub( ndcStart.xy ).temp(); - - // account for clip-space aspect ratio - dir.x.assign( dir.x.mul( aspect ) ); - dir.assign( dir.normalize() ); - - const clip = temp( vec4() ); - - if ( useWorldUnits ) { - - // get the offset direction as perpendicular to the view vector - - const worldDir = end.xyz.sub( start.xyz ).normalize(); - const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize(); - const worldUp = worldDir.cross( tmpFwd ).normalize(); - const worldFwd = worldDir.cross( worldUp ); - - const worldPos = varyingProperty( 'vec4', 'worldPos' ); - - worldPos.assign( positionGeometry.y.lessThan( 0.5 ).cond( start, end ) ); - - // height offset - const hw = materialLineWidth.mul( 0.5 ); - worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).cond( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) ); - - // don't extend the line if we're rendering dashes because we - // won't be rendering the endcaps - if ( ! useDash ) { - - // cap extension - worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).cond( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) ); - - // add width to the box - worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) ); - - // endcaps - If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => { - - worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) ); - - } ); - - } - - // project the worldpos - clip.assign( cameraProjectionMatrix.mul( worldPos ) ); - - // shift the depth of the projected points so the line - // segments overlap neatly - const clipPose = temp( vec3() ); - - clipPose.assign( positionGeometry.y.lessThan( 0.5 ).cond( ndcStart, ndcEnd ) ); - clip.z.assign( clipPose.z.mul( clip.w ) ); - - } else { - - const offset = property( 'vec2', 'offset' ); - - offset.assign( vec2( dir.y, dir.x.negate() ) ); - - // undo aspect ratio adjustment - dir.x.assign( dir.x.div( aspect ) ); - offset.x.assign( offset.x.div( aspect ) ); - - // sign flip - offset.assign( positionGeometry.x.lessThan( 0.0 ).cond( offset.negate(), offset ) ); - - // endcaps - If( positionGeometry.y.lessThan( 0.0 ), () => { - - offset.assign( offset.sub( dir ) ); - - } ).elseif( positionGeometry.y.greaterThan( 1.0 ), () => { - - offset.assign( offset.add( dir ) ); - - } ); - - // adjust for linewidth - offset.assign( offset.mul( materialLineWidth ) ); - - // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ... - offset.assign( offset.div( viewport.w ) ); - - // select end - clip.assign( positionGeometry.y.lessThan( 0.5 ).cond( clipStart, clipEnd ) ); - - // back to clip space - offset.assign( offset.mul( clip.w ) ); - - clip.assign( clip.add( vec4( offset, 0, 0 ) ) ); - - } - - return clip; - - } )(); - - const closestLineToLine = tslFn( ( { p1, p2, p3, p4 } ) => { - - const p13 = p1.sub( p3 ); - const p43 = p4.sub( p3 ); - - const p21 = p2.sub( p1 ); - - const d1343 = p13.dot( p43 ); - const d4321 = p43.dot( p21 ); - const d1321 = p13.dot( p21 ); - const d4343 = p43.dot( p43 ); - const d2121 = p21.dot( p21 ); - - const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) ); - const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) ); - - const mua = numer.div( denom ).clamp(); - const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp(); - - return vec2( mua, mub ); - - } ); - - this.fragmentNode = tslFn( () => { - - const vUv = varyingProperty( 'vec2', 'vUv' ); - - if ( useDash ) { - - const offsetNode = this.offsetNode ? float( this.offsetNodeNode ) : materialLineDashOffset; - const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale; - const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize; - const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize; - - dashSize.assign( dashSizeNode ); - gapSize.assign( gapSizeNode ); - - const instanceDistanceStart = attribute( 'instanceDistanceStart' ); - const instanceDistanceEnd = attribute( 'instanceDistanceEnd' ); - - const lineDistance = positionGeometry.y.lessThan( 0.5 ).cond( dashScaleNode.mul( instanceDistanceStart ), materialLineScale.mul( instanceDistanceEnd ) ); - - const vLineDistance = varying( lineDistance.add( materialLineDashOffset ) ); - const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance; - - vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps - vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX - - } - - // force assignment into correct place in flow - const alpha = property( 'float', 'alpha' ); - alpha.assign( 1 ); - - if ( useWorldUnits ) { - - const worldStart = varyingProperty( 'vec3', 'worldStart' ); - const worldEnd = varyingProperty( 'vec3', 'worldEnd' ); - - // Find the closest points on the view ray and the line segment - const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 ); - const lineDir = worldEnd.sub( worldStart ); - const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } ); - - const p1 = worldStart.add( lineDir.mul( params.x ) ); - const p2 = rayEnd.mul( params.y ); - const delta = p1.sub( p2 ); - const len = delta.length(); - const norm = len.div( materialLineWidth ); - - if ( ! useDash ) { - - if ( useAlphaToCoverage ) { - - const dnorm = norm.fwidth(); - alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() ); - - } else { - - norm.greaterThan( 0.5 ).discard(); - - } - - } - - } else { - - // round endcaps - - if ( useAlphaToCoverage ) { - - const a = vUv.x; - const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) ); - - const len2 = a.mul( a ).add( b.mul( b ) ); - - // force assignment out of following 'if' statement - to avoid uniform control flow errors - const dlen = property( 'float', 'dlen' ); - dlen.assign( len2.fwidth() ); - - If( vUv.y.abs().greaterThan( 1.0 ), () => { - - alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() ); - - } ); - - } else { - - If( vUv.y.abs().greaterThan( 1.0 ), () => { - - const a = vUv.x; - const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) ); - const len2 = a.mul( a ).add( b.mul( b ) ); - - len2.greaterThan( 1.0 ).discard(); - - } ); - - } - - } - - let lineColorNode; - - if ( this.lineColorNode ) { - - lineColorNode = this.lineColorNode; - - } else { - - if ( useColor ) { - - const instanceColorStart = attribute( 'instanceColorStart' ); - const instanceColorEnd = attribute( 'instanceColorEnd' ); - - const instanceColor = positionGeometry.y.lessThan( 0.5 ).cond( instanceColorStart, instanceColorEnd ); - - lineColorNode = instanceColor.mul( materialColor ); - - } else { - - lineColorNode = materialColor; - - } - - } - - return vec4( lineColorNode, alpha ); - - } )(); - - } - - - get worldUnits() { - - return this.useWorldUnits; - - } - - set worldUnits( value ) { - - if ( this.useWorldUnits !== value ) { - - this.useWorldUnits = value; - this.needsUpdate = true; - - } - - } - - - get dashed() { - - return this.useDash; - - } - - set dashed( value ) { - - if ( this.useDash !== value ) { - - this.useDash = value; - this.needsUpdate = true; - - } - - } - - - get alphaToCoverage() { - - return this.useAlphaToCoverage; - - } - - set alphaToCoverage( value ) { - - if ( this.useAlphaToCoverage !== value ) { - - this.useAlphaToCoverage = value; - this.needsUpdate = true; - - } - - } - -} - -addNodeMaterial( 'Line2NodeMaterial', Line2NodeMaterial ); - -const _defaultValues$a = /*@__PURE__*/ new MeshNormalMaterial(); - -class MeshNormalNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.lights = false; - - this.isMeshNormalNodeMaterial = true; - - this.setDefaultValues( _defaultValues$a ); - - this.setValues( parameters ); - - } - - setupDiffuseColor() { - - const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity; - - diffuseColor.assign( vec4( directionToColor( transformedNormalView ), opacityNode ) ); - - } - -} - -addNodeMaterial( 'MeshNormalNodeMaterial', MeshNormalNodeMaterial ); - -class BasicLightMapNode extends LightingNode { - - constructor( lightMapNode = null ) { - - super(); - - this.lightMapNode = lightMapNode; - - } - - setup( builder ) { - - // irradianceLightMap property is used in the indirectDiffuse() method of BasicLightingModel - - const RECIPROCAL_PI = float( 1 / Math.PI ); - - builder.context.irradianceLightMap = this.lightMapNode.mul( RECIPROCAL_PI ); - - } - -} - -addNodeClass( 'BasicLightMapNode', BasicLightMapNode ); - -class BasicLightingModel extends LightingModel { - - constructor() { - - super(); - - } - - indirect( context, stack, builder ) { - - const ambientOcclusion = context.ambientOcclusion; - const reflectedLight = context.reflectedLight; - const irradianceLightMap = builder.context.irradianceLightMap; - - reflectedLight.indirectDiffuse.assign( vec4( 0.0 ) ); - - // accumulation (baked indirect lighting only) - - if ( irradianceLightMap ) { - - reflectedLight.indirectDiffuse.addAssign( irradianceLightMap ); - - } else { - - reflectedLight.indirectDiffuse.addAssign( vec4( 1.0, 1.0, 1.0, 0.0 ) ); - - } - - // modulation - - reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion ); - - reflectedLight.indirectDiffuse.mulAssign( diffuseColor.rgb ); - - } - - finish( context, stack, builder ) { - - const material = builder.material; - const outgoingLight = context.outgoingLight; - const envNode = builder.context.environment; - - if ( envNode ) { - - switch ( material.combine ) { - - case MultiplyOperation: - outgoingLight.rgb.assign( mix( outgoingLight.rgb, outgoingLight.rgb.mul( envNode.rgb ), materialSpecularStrength.mul( materialReflectivity ) ) ); - break; - - case MixOperation: - outgoingLight.rgb.assign( mix( outgoingLight.rgb, envNode.rgb, materialSpecularStrength.mul( materialReflectivity ) ) ); - break; - - case AddOperation: - outgoingLight.rgb.addAssign( envNode.rgb.mul( materialSpecularStrength.mul( materialReflectivity ) ) ); - break; - - default: - console.warn( 'THREE.BasicLightingModel: Unsupported .combine value:', material.combine ); - break; - - } - - } - - } - -} - -const _defaultValues$9 = /*@__PURE__*/ new MeshBasicMaterial(); - -class MeshBasicNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isMeshBasicNodeMaterial = true; - - this.lights = true; - //this.normals = false; @TODO: normals usage by context - - this.setDefaultValues( _defaultValues$9 ); - - this.setValues( parameters ); - - } - - setupNormal() { - - transformedNormalView.assign( normalView ); // see #28839 - - } - - setupEnvironment( builder ) { - - const envNode = super.setupEnvironment( builder ); - - return envNode ? new BasicEnvironmentNode( envNode ) : null; - - } - - setupLightMap( builder ) { - - let node = null; - - if ( builder.material.lightMap ) { - - node = new BasicLightMapNode( materialLightMap ); - - } - - return node; - - } - - setupOutgoingLight() { - - return diffuseColor.rgb; - - } - - setupLightingModel() { - - return new BasicLightingModel(); - - } - -} - -addNodeMaterial( 'MeshBasicNodeMaterial', MeshBasicNodeMaterial ); - -const F_Schlick = tslFn( ( { f0, f90, dotVH } ) => { - - // Original approximation by Christophe Schlick '94 - // float fresnel = pow( 1.0 - dotVH, 5.0 ); - - // Optimized variant (presented by Epic at SIGGRAPH '13) - // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf - const fresnel = dotVH.mul( - 5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2(); - - return f0.mul( fresnel.oneMinus() ).add( f90.mul( fresnel ) ); - -} ); // validated - -const BRDF_Lambert = tslFn( ( inputs ) => { - - return inputs.diffuseColor.mul( 1 / Math.PI ); // punctual light - -} ); // validated - -const G_BlinnPhong_Implicit = () => float( 0.25 ); - -const D_BlinnPhong = tslFn( ( { dotNH } ) => { - - return shininess.mul( float( 0.5 ) ).add( 1.0 ).mul( float( 1 / Math.PI ) ).mul( dotNH.pow( shininess ) ); - -} ); - -const BRDF_BlinnPhong = tslFn( ( { lightDirection } ) => { - - const halfDir = lightDirection.add( positionViewDirection ).normalize(); - - const dotNH = transformedNormalView.dot( halfDir ).clamp(); - const dotVH = positionViewDirection.dot( halfDir ).clamp(); - - const F = F_Schlick( { f0: specularColor, f90: 1.0, dotVH } ); - const G = G_BlinnPhong_Implicit(); - const D = D_BlinnPhong( { dotNH } ); - - return F.mul( G ).mul( D ); - -} ); - -class PhongLightingModel extends BasicLightingModel { - - constructor( specular = true ) { - - super(); - - this.specular = specular; - - } - - direct( { lightDirection, lightColor, reflectedLight } ) { - - const dotNL = transformedNormalView.dot( lightDirection ).clamp(); - const irradiance = dotNL.mul( lightColor ); - - reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) ); - - if ( this.specular === true ) { - - reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_BlinnPhong( { lightDirection } ) ).mul( materialSpecularStrength ) ); - - } - - } - - indirect( { ambientOcclusion, irradiance, reflectedLight } ) { - - reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) ); - - reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion ); - - } - -} - -const _defaultValues$8 = /*@__PURE__*/ new MeshLambertMaterial(); - -class MeshLambertNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isMeshLambertNodeMaterial = true; - - this.lights = true; - - this.setDefaultValues( _defaultValues$8 ); - - this.setValues( parameters ); - - } - - setupEnvironment( builder ) { - - const envNode = super.setupEnvironment( builder ); - - return envNode ? new BasicEnvironmentNode( envNode ) : null; - - } - - setupLightingModel( /*builder*/ ) { - - return new PhongLightingModel( false ); // ( specular ) -> force lambert - - } - -} - -addNodeMaterial( 'MeshLambertNodeMaterial', MeshLambertNodeMaterial ); - -const _defaultValues$7 = /*@__PURE__*/ new MeshPhongMaterial(); - -class MeshPhongNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isMeshPhongNodeMaterial = true; - - this.lights = true; - - this.shininessNode = null; - this.specularNode = null; - - this.setDefaultValues( _defaultValues$7 ); - - this.setValues( parameters ); - - } - - setupEnvironment( builder ) { - - const envNode = super.setupEnvironment( builder ); - - return envNode ? new BasicEnvironmentNode( envNode ) : null; - - } - setupLightingModel( /*builder*/ ) { - - return new PhongLightingModel(); - - } - - setupVariants() { - - // SHININESS - - const shininessNode = ( this.shininessNode ? float( this.shininessNode ) : materialShininess ).max( 1e-4 ); // to prevent pow( 0.0, 0.0 ) - - shininess.assign( shininessNode ); - - // SPECULAR COLOR - - const specularNode = this.specularNode || materialSpecular; - - specularColor.assign( specularNode ); - - } - - copy( source ) { - - this.shininessNode = source.shininessNode; - this.specularNode = source.specularNode; - - return super.copy( source ); - - } - -} - -addNodeMaterial( 'MeshPhongNodeMaterial', MeshPhongNodeMaterial ); - -const getGeometryRoughness = tslFn( () => { - - const dxy = normalGeometry.dFdx().abs().max( normalGeometry.dFdy().abs() ); - const geometryRoughness = dxy.x.max( dxy.y ).max( dxy.z ); - - return geometryRoughness; - -} ); - -const getRoughness = tslFn( ( inputs ) => { - - const { roughness } = inputs; - - const geometryRoughness = getGeometryRoughness(); - - let roughnessFactor = roughness.max( 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap. - roughnessFactor = roughnessFactor.add( geometryRoughness ); - roughnessFactor = roughnessFactor.min( 1.0 ); - - return roughnessFactor; - -} ); - -// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2 -// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf -const V_GGX_SmithCorrelated = tslFn( ( { alpha, dotNL, dotNV } ) => { - - const a2 = alpha.pow2(); - - const gv = dotNL.mul( a2.add( a2.oneMinus().mul( dotNV.pow2() ) ).sqrt() ); - const gl = dotNV.mul( a2.add( a2.oneMinus().mul( dotNL.pow2() ) ).sqrt() ); - - return div( 0.5, gv.add( gl ).max( EPSILON ) ); - -} ).setLayout( { - name: 'V_GGX_SmithCorrelated', - type: 'float', - inputs: [ - { name: 'alpha', type: 'float' }, - { name: 'dotNL', type: 'float' }, - { name: 'dotNV', type: 'float' } - ] -} ); // validated - -// https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf - -const V_GGX_SmithCorrelated_Anisotropic = tslFn( ( { alphaT, alphaB, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } ) => { - - const gv = dotNL.mul( vec3( alphaT.mul( dotTV ), alphaB.mul( dotBV ), dotNV ).length() ); - const gl = dotNV.mul( vec3( alphaT.mul( dotTL ), alphaB.mul( dotBL ), dotNL ).length() ); - const v = div( 0.5, gv.add( gl ) ); - - return v.saturate(); - -} ).setLayout( { - name: 'V_GGX_SmithCorrelated_Anisotropic', - type: 'float', - inputs: [ - { name: 'alphaT', type: 'float', qualifier: 'in' }, - { name: 'alphaB', type: 'float', qualifier: 'in' }, - { name: 'dotTV', type: 'float', qualifier: 'in' }, - { name: 'dotBV', type: 'float', qualifier: 'in' }, - { name: 'dotTL', type: 'float', qualifier: 'in' }, - { name: 'dotBL', type: 'float', qualifier: 'in' }, - { name: 'dotNV', type: 'float', qualifier: 'in' }, - { name: 'dotNL', type: 'float', qualifier: 'in' } - ] -} ); - -// Microfacet Models for Refraction through Rough Surfaces - equation (33) -// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html -// alpha is "roughness squared" in Disney’s reparameterization -const D_GGX = tslFn( ( { alpha, dotNH } ) => { - - const a2 = alpha.pow2(); - - const denom = dotNH.pow2().mul( a2.oneMinus() ).oneMinus(); // avoid alpha = 0 with dotNH = 1 - - return a2.div( denom.pow2() ).mul( 1 / Math.PI ); - -} ).setLayout( { - name: 'D_GGX', - type: 'float', - inputs: [ - { name: 'alpha', type: 'float' }, - { name: 'dotNH', type: 'float' } - ] -} ); // validated - -const RECIPROCAL_PI = float( 1 / Math.PI ); - -// https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf - -const D_GGX_Anisotropic = tslFn( ( { alphaT, alphaB, dotNH, dotTH, dotBH } ) => { - - const a2 = alphaT.mul( alphaB ); - const v = vec3( alphaB.mul( dotTH ), alphaT.mul( dotBH ), a2.mul( dotNH ) ); - const v2 = v.dot( v ); - const w2 = a2.div( v2 ); - - return RECIPROCAL_PI.mul( a2.mul( w2.pow2() ) ); - -} ).setLayout( { - name: 'D_GGX_Anisotropic', - type: 'float', - inputs: [ - { name: 'alphaT', type: 'float', qualifier: 'in' }, - { name: 'alphaB', type: 'float', qualifier: 'in' }, - { name: 'dotNH', type: 'float', qualifier: 'in' }, - { name: 'dotTH', type: 'float', qualifier: 'in' }, - { name: 'dotBH', type: 'float', qualifier: 'in' } - ] -} ); - -// GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility -const BRDF_GGX = tslFn( ( inputs ) => { - - const { lightDirection, f0, f90, roughness, f, USE_IRIDESCENCE, USE_ANISOTROPY } = inputs; - - const normalView = inputs.normalView || transformedNormalView; - - const alpha = roughness.pow2(); // UE4's roughness - - const halfDir = lightDirection.add( positionViewDirection ).normalize(); - - const dotNL = normalView.dot( lightDirection ).clamp(); - const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV - const dotNH = normalView.dot( halfDir ).clamp(); - const dotVH = positionViewDirection.dot( halfDir ).clamp(); - - let F = F_Schlick( { f0, f90, dotVH } ); - let V, D; - - if ( defined( USE_IRIDESCENCE ) ) { - - F = iridescence.mix( F, f ); - - } - - if ( defined( USE_ANISOTROPY ) ) { - - const dotTL = anisotropyT.dot( lightDirection ); - const dotTV = anisotropyT.dot( positionViewDirection ); - const dotTH = anisotropyT.dot( halfDir ); - const dotBL = anisotropyB.dot( lightDirection ); - const dotBV = anisotropyB.dot( positionViewDirection ); - const dotBH = anisotropyB.dot( halfDir ); - - V = V_GGX_SmithCorrelated_Anisotropic( { alphaT, alphaB: alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } ); - D = D_GGX_Anisotropic( { alphaT, alphaB: alpha, dotNH, dotTH, dotBH } ); - - } else { - - V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } ); - D = D_GGX( { alpha, dotNH } ); - - } - - return F.mul( V ).mul( D ); - -} ); // validated - -// Analytical approximation of the DFG LUT, one half of the -// split-sum approximation used in indirect specular lighting. -// via 'environmentBRDF' from "Physically Based Shading on Mobile" -// https://www.unrealengine.com/blog/physically-based-shading-on-mobile -const DFGApprox = tslFn( ( { roughness, dotNV } ) => { - - const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 ); - - const c1 = vec4( 1, 0.0425, 1.04, - 0.04 ); - - const r = roughness.mul( c0 ).add( c1 ); - - const a004 = r.x.mul( r.x ).min( dotNV.mul( - 9.28 ).exp2() ).mul( r.x ).add( r.y ); - - const fab = vec2( - 1.04, 1.04 ).mul( a004 ).add( r.zw ); - - return fab; - -} ).setLayout( { - name: 'DFGApprox', - type: 'vec2', - inputs: [ - { name: 'roughness', type: 'float' }, - { name: 'dotNV', type: 'vec3' } - ] -} ); - -const EnvironmentBRDF = tslFn( ( inputs ) => { - - const { dotNV, specularColor, specularF90, roughness } = inputs; - - const fab = DFGApprox( { dotNV, roughness } ); - return specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) ); - -} ); - -const Schlick_to_F0 = tslFn( ( { f, f90, dotVH } ) => { - - const x = dotVH.oneMinus().saturate(); - const x2 = x.mul( x ); - const x5 = x.mul( x2, x2 ).clamp( 0, .9999 ); - - return f.sub( vec3( f90 ).mul( x5 ) ).div( x5.oneMinus() ); - -} ).setLayout( { - name: 'Schlick_to_F0', - type: 'vec3', - inputs: [ - { name: 'f', type: 'vec3' }, - { name: 'f90', type: 'float' }, - { name: 'dotVH', type: 'float' } - ] -} ); - -// https://github.com/google/filament/blob/master/shaders/src/brdf.fs -const D_Charlie = tslFn( ( { roughness, dotNH } ) => { - - const alpha = roughness.pow2(); - - // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF" - const invAlpha = float( 1.0 ).div( alpha ); - const cos2h = dotNH.pow2(); - const sin2h = cos2h.oneMinus().max( 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16 - - return float( 2.0 ).add( invAlpha ).mul( sin2h.pow( invAlpha.mul( 0.5 ) ) ).div( 2.0 * Math.PI ); - -} ).setLayout( { - name: 'D_Charlie', - type: 'float', - inputs: [ - { name: 'roughness', type: 'float' }, - { name: 'dotNH', type: 'float' } - ] -} ); - -// https://github.com/google/filament/blob/master/shaders/src/brdf.fs -const V_Neubelt = tslFn( ( { dotNV, dotNL } ) => { - - // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886" - return float( 1.0 ).div( float( 4.0 ).mul( dotNL.add( dotNV ).sub( dotNL.mul( dotNV ) ) ) ); - -} ).setLayout( { - name: 'V_Neubelt', - type: 'float', - inputs: [ - { name: 'dotNV', type: 'float' }, - { name: 'dotNL', type: 'float' } - ] -} ); - -const BRDF_Sheen = tslFn( ( { lightDirection } ) => { - - const halfDir = lightDirection.add( positionViewDirection ).normalize(); - - const dotNL = transformedNormalView.dot( lightDirection ).clamp(); - const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); - const dotNH = transformedNormalView.dot( halfDir ).clamp(); - - const D = D_Charlie( { roughness: sheenRoughness, dotNH } ); - const V = V_Neubelt( { dotNV, dotNL } ); - - return sheen.mul( D ).mul( V ); - -} ); - -// Rect Area Light - -// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines -// by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt -// code: https://github.com/selfshadow/ltc_code/ - -const LTC_Uv = tslFn( ( { N, V, roughness } ) => { - - const LUT_SIZE = 64.0; - const LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE; - const LUT_BIAS = 0.5 / LUT_SIZE; - - const dotNV = N.dot( V ).saturate(); - - // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) ) - const uv = vec2( roughness, dotNV.oneMinus().sqrt() ); - - uv.assign( uv.mul( LUT_SCALE ).add( LUT_BIAS ) ); - - return uv; - -} ).setLayout( { - name: 'LTC_Uv', - type: 'vec2', - inputs: [ - { name: 'N', type: 'vec3' }, - { name: 'V', type: 'vec3' }, - { name: 'roughness', type: 'float' } - ] -} ); - -const LTC_ClippedSphereFormFactor = tslFn( ( { f } ) => { - - // Real-Time Area Lighting: a Journey from Research to Production (p.102) - // An approximation of the form factor of a horizon-clipped rectangle. - - const l = f.length(); - - return max$1( l.mul( l ).add( f.z ).div( l.add( 1.0 ) ), 0 ); - -} ).setLayout( { - name: 'LTC_ClippedSphereFormFactor', - type: 'float', - inputs: [ - { name: 'f', type: 'vec3' } - ] -} ); - -const LTC_EdgeVectorFormFactor = tslFn( ( { v1, v2 } ) => { - - const x = v1.dot( v2 ); - const y = x.abs().toVar(); - - // rational polynomial approximation to theta / sin( theta ) / 2PI - const a = y.mul( 0.0145206 ).add( 0.4965155 ).mul( y ).add( 0.8543985 ).toVar(); - const b = y.add( 4.1616724 ).mul( y ).add( 3.4175940 ).toVar(); - const v = a.div( b ); - - const theta_sintheta = x.greaterThan( 0.0 ).cond( v, max$1( x.mul( x ).oneMinus(), 1e-7 ).inverseSqrt().mul( 0.5 ).sub( v ) ); - - return v1.cross( v2 ).mul( theta_sintheta ); - -} ).setLayout( { - name: 'LTC_EdgeVectorFormFactor', - type: 'vec3', - inputs: [ - { name: 'v1', type: 'vec3' }, - { name: 'v2', type: 'vec3' } - ] -} ); - -const LTC_Evaluate = tslFn( ( { N, V, P, mInv, p0, p1, p2, p3 } ) => { - - // bail if point is on back side of plane of light - // assumes ccw winding order of light vertices - const v1 = p1.sub( p0 ).toVar(); - const v2 = p3.sub( p0 ).toVar(); - - const lightNormal = v1.cross( v2 ); - const result = vec3().toVar(); - - If( lightNormal.dot( P.sub( p0 ) ).greaterThanEqual( 0.0 ), () => { - - // construct orthonormal basis around N - const T1 = V.sub( N.mul( V.dot( N ) ) ).normalize(); - const T2 = N.cross( T1 ).negate(); // negated from paper; possibly due to a different handedness of world coordinate system - - // compute transform - const mat = mInv.mul( mat3( T1, T2, N ).transpose() ).toVar(); - - // transform rect - // & project rect onto sphere - const coords0 = mat.mul( p0.sub( P ) ).normalize().toVar(); - const coords1 = mat.mul( p1.sub( P ) ).normalize().toVar(); - const coords2 = mat.mul( p2.sub( P ) ).normalize().toVar(); - const coords3 = mat.mul( p3.sub( P ) ).normalize().toVar(); - - // calculate vector form factor - const vectorFormFactor = vec3( 0 ).toVar(); - vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords0, v2: coords1 } ) ); - vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords1, v2: coords2 } ) ); - vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords2, v2: coords3 } ) ); - vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords3, v2: coords0 } ) ); - - // adjust for horizon clipping - result.assign( vec3( LTC_ClippedSphereFormFactor( { f: vectorFormFactor } ) ) ); - - } ); - - return result; - -} ).setLayout( { - name: 'LTC_Evaluate', - type: 'vec3', - inputs: [ - { name: 'N', type: 'vec3' }, - { name: 'V', type: 'vec3' }, - { name: 'P', type: 'vec3' }, - { name: 'mInv', type: 'mat3' }, - { name: 'p0', type: 'vec3' }, - { name: 'p1', type: 'vec3' }, - { name: 'p2', type: 'vec3' }, - { name: 'p3', type: 'vec3' } - ] -} ); - -// -// Transmission -// - -const getVolumeTransmissionRay = tslFn( ( [ n, v, thickness, ior, modelMatrix ] ) => { - - // Direction of refracted light. - const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) ); - - // Compute rotation-independant scaling of the model matrix. - const modelScale = vec3( - length( modelMatrix[ 0 ].xyz ), - length( modelMatrix[ 1 ].xyz ), - length( modelMatrix[ 2 ].xyz ) - ); - - // The thickness is specified in local space. - return normalize( refractionVector ).mul( thickness.mul( modelScale ) ); - -} ).setLayout( { - name: 'getVolumeTransmissionRay', - type: 'vec3', - inputs: [ - { name: 'n', type: 'vec3' }, - { name: 'v', type: 'vec3' }, - { name: 'thickness', type: 'float' }, - { name: 'ior', type: 'float' }, - { name: 'modelMatrix', type: 'mat4' } - ] -} ); - -const applyIorToRoughness = tslFn( ( [ roughness, ior ] ) => { - - // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and - // an IOR of 1.5 results in the default amount of microfacet refraction. - return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) ); - -} ).setLayout( { - name: 'applyIorToRoughness', - type: 'float', - inputs: [ - { name: 'roughness', type: 'float' }, - { name: 'ior', type: 'float' } - ] -} ); - -const singleViewportMipTexture = viewportMipTexture(); - -const getTransmissionSample = tslFn( ( [ fragCoord, roughness, ior ] ) => { - - const transmissionSample = singleViewportMipTexture.uv( fragCoord ); - //const transmissionSample = viewportMipTexture( fragCoord ); - - const lod = log2( float( viewportResolution.x ) ).mul( applyIorToRoughness( roughness, ior ) ); - - return transmissionSample.bicubic( lod ); - -} ); - -const volumeAttenuation = tslFn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => { - - If( attenuationDistance.notEqual( 0 ), () => { - - // Compute light attenuation using Beer's law. - const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance ); - const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) ); - - return transmittance; - - } ); - - // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all. - return vec3( 1.0 ); - -} ).setLayout( { - name: 'volumeAttenuation', - type: 'vec3', - inputs: [ - { name: 'transmissionDistance', type: 'float' }, - { name: 'attenuationColor', type: 'vec3' }, - { name: 'attenuationDistance', type: 'float' } - ] -} ); - -const getIBLVolumeRefraction = tslFn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance, dispersion ] ) => { - - let transmittedLight, transmittance; - - if ( dispersion ) { - - transmittedLight = vec4().toVar(); - transmittance = vec3().toVar(); - - const halfSpread = ior.sub( 1.0 ).mul( dispersion.mul( 0.025 ) ); - const iors = vec3( ior.sub( halfSpread ), ior, ior.add( halfSpread ) ); - - loop( { start: 0, end: 3 }, ( { i } ) => { - - const ior = iors.element( i ); - - const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix ); - const refractedRayExit = position.add( transmissionRay ); - - // Project refracted vector on the framebuffer, while mapping to normalized device coordinates. - const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) ); - const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar(); - refractionCoords.addAssign( 1.0 ); - refractionCoords.divAssign( 2.0 ); - refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu - - // Sample framebuffer to get pixel the refracted ray hits. - const transmissionSample = getTransmissionSample( refractionCoords, roughness, ior ); - - transmittedLight.element( i ).assign( transmissionSample.element( i ) ); - transmittedLight.a.addAssign( transmissionSample.a ); - - transmittance.element( i ).assign( diffuseColor.element( i ).mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ).element( i ) ) ); - - } ); - - transmittedLight.a.divAssign( 3.0 ); - - } else { - - const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix ); - const refractedRayExit = position.add( transmissionRay ); - - // Project refracted vector on the framebuffer, while mapping to normalized device coordinates. - const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) ); - const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar(); - refractionCoords.addAssign( 1.0 ); - refractionCoords.divAssign( 2.0 ); - refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu - - // Sample framebuffer to get pixel the refracted ray hits. - transmittedLight = getTransmissionSample( refractionCoords, roughness, ior ); - transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) ); - - } - - const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb ); - const dotNV = n.dot( v ).clamp(); - - // Get the specular component. - const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness - dotNV, - specularColor, - specularF90, - roughness - } ) ); - - // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job - // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color. - const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 ); - - return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() ); - -} ); - -// -// Iridescence -// - -// XYZ to linear-sRGB color space -const XYZ_TO_REC709 = mat3( - 3.2404542, - 0.9692660, 0.0556434, - - 1.5371385, 1.8760108, - 0.2040259, - - 0.4985314, 0.0415560, 1.0572252 -); - -// Assume air interface for top -// Note: We don't handle the case fresnel0 == 1 -const Fresnel0ToIor = ( fresnel0 ) => { - - const sqrtF0 = fresnel0.sqrt(); - return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) ); - -}; - -// ior is a value between 1.0 and 3.0. 1.0 is air interface -const IorToFresnel0 = ( transmittedIor, incidentIor ) => { - - return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2(); - -}; - -// Fresnel equations for dielectric/dielectric interfaces. -// Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html -// Evaluation XYZ sensitivity curves in Fourier space -const evalSensitivity = ( OPD, shift ) => { - - const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 ); - const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 ); - const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 ); - const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 ); - - const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( - 4.5282e+09 ).exp() ); - - let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() ); - xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 ); - - const rgb = XYZ_TO_REC709.mul( xyz ); - - return rgb; - -}; - -const evalIridescence = tslFn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => { - - // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0 - const iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) ); - // Evaluate the cosTheta on the base layer (Snell law) - const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( float( 1 ).sub( cosTheta1.pow2() ) ); - - // Handle TIR: - const cosTheta2Sq = float( 1 ).sub( sinTheta2Sq ); - /*if ( cosTheta2Sq < 0.0 ) { - - return vec3( 1.0 ); - - }*/ - - const cosTheta2 = cosTheta2Sq.sqrt(); - - // First interface - const R0 = IorToFresnel0( iridescenceIOR, outsideIOR ); - const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } ); - //const R21 = R12; - const T121 = R12.oneMinus(); - const phi12 = iridescenceIOR.lessThan( outsideIOR ).cond( Math.PI, 0.0 ); - const phi21 = float( Math.PI ).sub( phi12 ); - - // Second interface - const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0 - const R1 = IorToFresnel0( baseIOR, iridescenceIOR.toVec3() ); - const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } ); - const phi23 = vec3( - baseIOR.x.lessThan( iridescenceIOR ).cond( Math.PI, 0.0 ), - baseIOR.y.lessThan( iridescenceIOR ).cond( Math.PI, 0.0 ), - baseIOR.z.lessThan( iridescenceIOR ).cond( Math.PI, 0.0 ) - ); - - // Phase shift - const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 ); - const phi = vec3( phi21 ).add( phi23 ); - - // Compound terms - const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 ); - const r123 = R123.sqrt(); - const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) ); - - // Reflectance term for m = 0 (DC term amplitude) - const C0 = R12.add( Rs ); - let I = C0; - - // Reflectance term for m > 0 (pairs of diracs) - let Cm = Rs.sub( T121 ); - for ( let m = 1; m <= 2; ++ m ) { - - Cm = Cm.mul( r123 ); - const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 ); - I = I.add( Cm.mul( Sm ) ); - - } - - // Since out of gamut colors might be produced, negative color values are clamped to 0. - return I.max( vec3( 0.0 ) ); - -} ).setLayout( { - name: 'evalIridescence', - type: 'vec3', - inputs: [ - { name: 'outsideIOR', type: 'float' }, - { name: 'eta2', type: 'float' }, - { name: 'cosTheta1', type: 'float' }, - { name: 'thinFilmThickness', type: 'float' }, - { name: 'baseF0', type: 'vec3' } - ] -} ); - -// -// Sheen -// - -// This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from -// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found -// in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing -const IBLSheenBRDF = tslFn( ( { normal, viewDir, roughness } ) => { - - const dotNV = normal.dot( viewDir ).saturate(); - - const r2 = roughness.pow2(); - - const a = cond( - roughness.lessThan( 0.25 ), - float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ), - float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 ) - ); - - const b = cond( - roughness.lessThan( 0.25 ), - float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ), - float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 ) - ); - - const DG = cond( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() ); - - return DG.mul( 1.0 / Math.PI ).saturate(); - -} ); - -const clearcoatF0 = vec3( 0.04 ); -const clearcoatF90 = float( 1 ); - -// - -class PhysicalLightingModel extends LightingModel { - - constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false ) { - - super(); - - this.clearcoat = clearcoat; - this.sheen = sheen; - this.iridescence = iridescence; - this.anisotropy = anisotropy; - this.transmission = transmission; - this.dispersion = dispersion; - - this.clearcoatRadiance = null; - this.clearcoatSpecularDirect = null; - this.clearcoatSpecularIndirect = null; - this.sheenSpecularDirect = null; - this.sheenSpecularIndirect = null; - this.iridescenceFresnel = null; - this.iridescenceF0 = null; - - } - - start( context ) { - - if ( this.clearcoat === true ) { - - this.clearcoatRadiance = vec3().temp( 'clearcoatRadiance' ); - this.clearcoatSpecularDirect = vec3().temp( 'clearcoatSpecularDirect' ); - this.clearcoatSpecularIndirect = vec3().temp( 'clearcoatSpecularIndirect' ); - - } - - if ( this.sheen === true ) { - - this.sheenSpecularDirect = vec3().temp( 'sheenSpecularDirect' ); - this.sheenSpecularIndirect = vec3().temp( 'sheenSpecularIndirect' ); - - } - - if ( this.iridescence === true ) { - - const dotNVi = transformedNormalView.dot( positionViewDirection ).clamp(); - - this.iridescenceFresnel = evalIridescence( { - outsideIOR: float( 1.0 ), - eta2: iridescenceIOR, - cosTheta1: dotNVi, - thinFilmThickness: iridescenceThickness, - baseF0: specularColor - } ); - - this.iridescenceF0 = Schlick_to_F0( { f: this.iridescenceFresnel, f90: 1.0, dotVH: dotNVi } ); - - } - - if ( this.transmission === true ) { - - const position = positionWorld; - const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX - const n = transformedNormalWorld; - - context.backdrop = getIBLVolumeRefraction( - n, - v, - roughness, - diffuseColor, - specularColor, - specularF90, // specularF90 - position, // positionWorld - modelWorldMatrix, // modelMatrix - cameraViewMatrix, // viewMatrix - cameraProjectionMatrix, // projMatrix - ior, - thickness, - attenuationColor, - attenuationDistance, - this.dispersion ? dispersion : null - ); - - context.backdropAlpha = transmission; - - diffuseColor.a.mulAssign( mix( 1, context.backdrop.a, transmission ) ); - - } - - } - - // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting" - // Approximates multiscattering in order to preserve energy. - // http://www.jcgt.org/published/0008/01/03/ - - computeMultiscattering( singleScatter, multiScatter, specularF90 ) { - - const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV - - const fab = DFGApprox( { roughness, dotNV } ); - - const Fr = this.iridescenceF0 ? iridescence.mix( specularColor, this.iridescenceF0 ) : specularColor; - - const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) ); - - const Ess = fab.x.add( fab.y ); - const Ems = Ess.oneMinus(); - - const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21 - const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() ); - - singleScatter.addAssign( FssEss ); - multiScatter.addAssign( Fms.mul( Ems ) ); - - } - - direct( { lightDirection, lightColor, reflectedLight } ) { - - const dotNL = transformedNormalView.dot( lightDirection ).clamp(); - const irradiance = dotNL.mul( lightColor ); - - if ( this.sheen === true ) { - - this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) ); - - } - - if ( this.clearcoat === true ) { - - const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp(); - const ccIrradiance = dotNLcc.mul( lightColor ); - - this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) ); - - } - - reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) ); - - reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness, iridescence: this.iridescence, f: this.iridescenceFresnel, USE_IRIDESCENCE: this.iridescence, USE_ANISOTROPY: this.anisotropy } ) ) ); - - } - - directRectArea( { lightColor, lightPosition, halfWidth, halfHeight, reflectedLight, ltc_1, ltc_2 } ) { - - const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction - const p1 = lightPosition.sub( halfWidth ).sub( halfHeight ); - const p2 = lightPosition.sub( halfWidth ).add( halfHeight ); - const p3 = lightPosition.add( halfWidth ).add( halfHeight ); - - const N = transformedNormalView; - const V = positionViewDirection; - const P = positionView.toVar(); - - const uv = LTC_Uv( { N, V, roughness } ); - - const t1 = ltc_1.uv( uv ).toVar(); - const t2 = ltc_2.uv( uv ).toVar(); - - const mInv = mat3( - vec3( t1.x, 0, t1.y ), - vec3( 0, 1, 0 ), - vec3( t1.z, 0, t1.w ) - ).toVar(); - - // LTC Fresnel Approximation by Stephen Hill - // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf - const fresnel = specularColor.mul( t2.x ).add( specularColor.oneMinus().mul( t2.y ) ).toVar(); - - reflectedLight.directSpecular.addAssign( lightColor.mul( fresnel ).mul( LTC_Evaluate( { N, V, P, mInv, p0, p1, p2, p3 } ) ) ); - - reflectedLight.directDiffuse.addAssign( lightColor.mul( diffuseColor ).mul( LTC_Evaluate( { N, V, P, mInv: mat3( 1, 0, 0, 0, 1, 0, 0, 0, 1 ), p0, p1, p2, p3 } ) ) ); - - } - - indirect( context, stack, builder ) { - - this.indirectDiffuse( context, stack, builder ); - this.indirectSpecular( context, stack, builder ); - this.ambientOcclusion( context, stack, builder ); - - } - - indirectDiffuse( { irradiance, reflectedLight } ) { - - reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) ); - - } - - indirectSpecular( { radiance, iblIrradiance, reflectedLight } ) { - - if ( this.sheen === true ) { - - this.sheenSpecularIndirect.addAssign( iblIrradiance.mul( - sheen, - IBLSheenBRDF( { - normal: transformedNormalView, - viewDir: positionViewDirection, - roughness: sheenRoughness - } ) - ) ); - - } - - if ( this.clearcoat === true ) { - - const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp(); - - const clearcoatEnv = EnvironmentBRDF( { - dotNV: dotNVcc, - specularColor: clearcoatF0, - specularF90: clearcoatF90, - roughness: clearcoatRoughness - } ); - - this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) ); - - } - - // Both indirect specular and indirect diffuse light accumulate here - - const singleScattering = vec3().temp( 'singleScattering' ); - const multiScattering = vec3().temp( 'multiScattering' ); - const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI ); - - this.computeMultiscattering( singleScattering, multiScattering, specularF90 ); - - const totalScattering = singleScattering.add( multiScattering ); - - const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() ); - - reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) ); - reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) ); - - reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) ); - - } - - ambientOcclusion( { ambientOcclusion, reflectedLight } ) { - - const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV - - const aoNV = dotNV.add( ambientOcclusion ); - const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2(); - - const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp(); - - if ( this.clearcoat === true ) { - - this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion ); - - } - - if ( this.sheen === true ) { - - this.sheenSpecularIndirect.mulAssign( ambientOcclusion ); - - } - - reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion ); - reflectedLight.indirectSpecular.mulAssign( aoNode ); - - } - - finish( context ) { - - const { outgoingLight } = context; - - if ( this.clearcoat === true ) { - - const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp(); - - const Fcc = F_Schlick( { - dotVH: dotNVcc, - f0: clearcoatF0, - f90: clearcoatF90 - } ); - - const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) ); - - outgoingLight.assign( clearcoatLight ); - - } - - if ( this.sheen === true ) { - - const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus(); - const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecularDirect, this.sheenSpecularIndirect ); - - outgoingLight.assign( sheenLight ); - - } - - } - -} - -const _defaultValues$6 = /*@__PURE__*/ new MeshStandardMaterial(); - -class MeshStandardNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isMeshStandardNodeMaterial = true; - - this.lights = true; - - this.emissiveNode = null; - - this.metalnessNode = null; - this.roughnessNode = null; - - this.setDefaultValues( _defaultValues$6 ); - - this.setValues( parameters ); - - } - - setupEnvironment( builder ) { - - const envNode = super.setupEnvironment( builder ); - - return envNode ? new EnvironmentNode( envNode ) : null; - - } - - setupLightingModel( /*builder*/ ) { - - return new PhysicalLightingModel(); - - } - - setupSpecular() { - - const specularColorNode = mix( vec3( 0.04 ), diffuseColor.rgb, metalness ); - - specularColor.assign( specularColorNode ); - specularF90.assign( 1.0 ); - - } - - setupVariants() { - - // METALNESS - - const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness; - - metalness.assign( metalnessNode ); - - // ROUGHNESS - - let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness; - roughnessNode = getRoughness( { roughness: roughnessNode } ); - - roughness.assign( roughnessNode ); - - // SPECULAR COLOR - - this.setupSpecular(); - - // DIFFUSE COLOR - - diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) ); - - } - - copy( source ) { - - this.emissiveNode = source.emissiveNode; - - this.metalnessNode = source.metalnessNode; - this.roughnessNode = source.roughnessNode; - - return super.copy( source ); - - } - -} - -addNodeMaterial( 'MeshStandardNodeMaterial', MeshStandardNodeMaterial ); - -const _defaultValues$5 = /*@__PURE__*/ new MeshPhysicalMaterial(); - -class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial { - - constructor( parameters ) { - - super(); - - this.isMeshPhysicalNodeMaterial = true; - - this.clearcoatNode = null; - this.clearcoatRoughnessNode = null; - this.clearcoatNormalNode = null; - - this.sheenNode = null; - this.sheenRoughnessNode = null; - - this.iridescenceNode = null; - this.iridescenceIORNode = null; - this.iridescenceThicknessNode = null; - - this.specularIntensityNode = null; - this.specularColorNode = null; - - this.iorNode = null; - this.transmissionNode = null; - this.thicknessNode = null; - this.attenuationDistanceNode = null; - this.attenuationColorNode = null; - this.dispersionNode = null; - - this.anisotropyNode = null; - - this.setDefaultValues( _defaultValues$5 ); - - this.setValues( parameters ); - - } - - get useClearcoat() { - - return this.clearcoat > 0 || this.clearcoatNode !== null; - - } - - get useIridescence() { - - return this.iridescence > 0 || this.iridescenceNode !== null; - - } - - get useSheen() { - - return this.sheen > 0 || this.sheenNode !== null; - - } - - get useAnisotropy() { - - return this.anisotropy > 0 || this.anisotropyNode !== null; - - } - - get useTransmission() { - - return this.transmission > 0 || this.transmissionNode !== null; - - } - - get useDispersion() { - - return this.dispersion > 0 || this.dispersionNode !== null; - - } - - setupSpecular() { - - const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR; - - ior.assign( iorNode ); - specularColor.assign( mix( min$1( pow2( ior.sub( 1.0 ).div( ior.add( 1.0 ) ) ).mul( materialSpecularColor ), vec3( 1.0 ) ).mul( materialSpecularIntensity ), diffuseColor.rgb, metalness ) ); - specularF90.assign( mix( materialSpecularIntensity, 1.0, metalness ) ); - - } - - setupLightingModel( /*builder*/ ) { - - return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion ); - - } - - setupVariants( builder ) { - - super.setupVariants( builder ); - - // CLEARCOAT - - if ( this.useClearcoat ) { - - const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat; - const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness; - - clearcoat.assign( clearcoatNode ); - clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) ); - - } - - // SHEEN - - if ( this.useSheen ) { - - const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen; - const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness; - - sheen.assign( sheenNode ); - sheenRoughness.assign( sheenRoughnessNode ); - - } - - // IRIDESCENCE - - if ( this.useIridescence ) { - - const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence; - const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR; - const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness; - - iridescence.assign( iridescenceNode ); - iridescenceIOR.assign( iridescenceIORNode ); - iridescenceThickness.assign( iridescenceThicknessNode ); - - } - - // ANISOTROPY - - if ( this.useAnisotropy ) { - - const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar(); - - anisotropy.assign( anisotropyV.length() ); - - If( anisotropy.equal( 0.0 ), () => { - - anisotropyV.assign( vec2( 1.0, 0.0 ) ); - - } ).else( () => { - - anisotropyV.divAssign( vec2( anisotropy ) ); - anisotropy.assign( anisotropy.saturate() ); - - } ); - - // Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy. - alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) ); - - anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) ); - anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) ); - - } - - // TRANSMISSION - - if ( this.useTransmission ) { - - const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission; - const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness; - const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance; - const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor; - - transmission.assign( transmissionNode ); - thickness.assign( thicknessNode ); - attenuationDistance.assign( attenuationDistanceNode ); - attenuationColor.assign( attenuationColorNode ); - - if ( this.useDispersion ) { - - const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion; - - dispersion.assign( dispersionNode ); - - } - - } - - } - - setupNormal( builder ) { - - super.setupNormal( builder ); - - // CLEARCOAT NORMAL - - const clearcoatNormalNode = this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal; - - transformedClearcoatNormalView.assign( clearcoatNormalNode ); - - } - - copy( source ) { - - this.clearcoatNode = source.clearcoatNode; - this.clearcoatRoughnessNode = source.clearcoatRoughnessNode; - this.clearcoatNormalNode = source.clearcoatNormalNode; - - this.sheenNode = source.sheenNode; - this.sheenRoughnessNode = source.sheenRoughnessNode; - - this.iridescenceNode = source.iridescenceNode; - this.iridescenceIORNode = source.iridescenceIORNode; - this.iridescenceThicknessNode = source.iridescenceThicknessNode; - - this.specularIntensityNode = source.specularIntensityNode; - this.specularColorNode = source.specularColorNode; - - this.transmissionNode = source.transmissionNode; - this.thicknessNode = source.thicknessNode; - this.attenuationDistanceNode = source.attenuationDistanceNode; - this.attenuationColorNode = source.attenuationColorNode; - this.dispersionNode = source.dispersionNode; - - this.anisotropyNode = source.anisotropyNode; - - return super.copy( source ); - - } - -} - -addNodeMaterial( 'MeshPhysicalNodeMaterial', MeshPhysicalNodeMaterial ); - -class SSSLightingModel extends PhysicalLightingModel { - - constructor( useClearcoat, useSheen, useIridescence, useSSS ) { - - super( useClearcoat, useSheen, useIridescence ); - - this.useSSS = useSSS; - - } - - direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) { - - if ( this.useSSS === true ) { - - const material = builder.material; - - const { thicknessColorNode, thicknessDistortionNode, thicknessAmbientNode, thicknessAttenuationNode, thicknessPowerNode, thicknessScaleNode } = material; - - const scatteringHalf = lightDirection.add( transformedNormalView.mul( thicknessDistortionNode ) ).normalize(); - const scatteringDot = float( positionViewDirection.dot( scatteringHalf.negate() ).saturate().pow( thicknessPowerNode ).mul( thicknessScaleNode ) ); - const scatteringIllu = vec3( scatteringDot.add( thicknessAmbientNode ).mul( thicknessColorNode ) ); - - reflectedLight.directDiffuse.addAssign( scatteringIllu.mul( thicknessAttenuationNode.mul( lightColor ) ) ); - - } - - super.direct( { lightDirection, lightColor, reflectedLight }, stack, builder ); - - } - -} - -class MeshSSSNodeMaterial extends MeshPhysicalNodeMaterial { - - constructor( parameters ) { - - super( parameters ); - - this.thicknessColorNode = null; - this.thicknessDistortionNode = float( 0.1 ); - this.thicknessAmbientNode = float( 0.0 ); - this.thicknessAttenuationNode = float( .1 ); - this.thicknessPowerNode = float( 2.0 ); - this.thicknessScaleNode = float( 10.0 ); - - } - - get useSSS() { - - return this.thicknessColorNode !== null; - - } - - setupLightingModel( /*builder*/ ) { - - return new SSSLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useSSS ); - - } - - copy( source ) { - - this.thicknessColorNode = source.thicknessColorNode; - this.thicknessDistortionNode = source.thicknessDistortionNode; - this.thicknessAmbientNode = source.thicknessAmbientNode; - this.thicknessAttenuationNode = source.thicknessAttenuationNode; - this.thicknessPowerNode = source.thicknessPowerNode; - this.thicknessScaleNode = source.thicknessScaleNode; - - return super.copy( source ); - - } - -} - -addNodeMaterial( 'MeshSSSNodeMaterial', MeshSSSNodeMaterial ); - -const getGradientIrradiance = tslFn( ( { normal, lightDirection, builder } ) => { - - // dotNL will be from -1.0 to 1.0 - const dotNL = normal.dot( lightDirection ); - const coord = vec2( dotNL.mul( 0.5 ).add( 0.5 ), 0.0 ); - - if ( builder.material.gradientMap ) { - - const gradientMap = materialReference( 'gradientMap', 'texture' ).context( { getUV: () => coord } ); - - return vec3( gradientMap.r ); - - } else { - - const fw = coord.fwidth().mul( 0.5 ); - - return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( float( 0.7 ).sub( fw.x ), float( 0.7 ).add( fw.x ), coord.x ) ); - - } - -} ); - -class ToonLightingModel extends LightingModel { - - direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) { - - const irradiance = getGradientIrradiance( { normal: normalGeometry, lightDirection, builder } ).mul( lightColor ); - - reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) ); - - } - - indirect( { ambientOcclusion, irradiance, reflectedLight } ) { - - reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) ); - - reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion ); - - } - -} - -const _defaultValues$4 = /*@__PURE__*/ new MeshToonMaterial(); - -class MeshToonNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isMeshToonNodeMaterial = true; - - this.lights = true; - - this.setDefaultValues( _defaultValues$4 ); - - this.setValues( parameters ); - - } - - setupLightingModel( /*builder*/ ) { - - return new ToonLightingModel(); - - } - -} - -addNodeMaterial( 'MeshToonNodeMaterial', MeshToonNodeMaterial ); - -const _defaultValues$3 = /*@__PURE__*/ new MeshMatcapMaterial(); - -class MeshMatcapNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.lights = false; - - this.isMeshMatcapNodeMaterial = true; - - this.setDefaultValues( _defaultValues$3 ); - - this.setValues( parameters ); - - } - - setupVariants( builder ) { - - const uv = matcapUV; - - let matcapColor; - - if ( builder.material.matcap ) { - - matcapColor = materialReference( 'matcap', 'texture' ).context( { getUV: () => uv } ); - - } else { - - matcapColor = vec3( mix( 0.2, 0.8, uv.y ) ); // default if matcap is missing - - } - - diffuseColor.rgb.mulAssign( matcapColor.rgb ); - - } - -} - -addNodeMaterial( 'MeshMatcapNodeMaterial', MeshMatcapNodeMaterial ); - -const _defaultValues$2 = /*@__PURE__*/ new PointsMaterial(); - -class PointsNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isPointsNodeMaterial = true; - - this.lights = false; - this.normals = false; - this.transparent = true; - - this.sizeNode = null; - - this.setDefaultValues( _defaultValues$2 ); - - this.setValues( parameters ); - - } - - copy( source ) { - - this.sizeNode = source.sizeNode; - - return super.copy( source ); - - } - -} - -addNodeMaterial( 'PointsNodeMaterial', PointsNodeMaterial ); - -const _defaultValues$1 = /*@__PURE__*/ new SpriteMaterial(); - -class SpriteNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isSpriteNodeMaterial = true; - - this.lights = false; - this.normals = false; - - this.positionNode = null; - this.rotationNode = null; - this.scaleNode = null; - - this.setDefaultValues( _defaultValues$1 ); - - this.setValues( parameters ); - - } - - setupPosition( { object, context } ) { - - // < VERTEX STAGE > - - const { positionNode, rotationNode, scaleNode } = this; - - const vertex = positionLocal; - - let mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) ); - - let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() ); - - if ( scaleNode !== null ) { - - scale = scale.mul( scaleNode ); - - } - - let alignedPosition = vertex.xy; - - if ( object.center && object.center.isVector2 === true ) { - - alignedPosition = alignedPosition.sub( uniform( object.center ).sub( 0.5 ) ); - - } - - alignedPosition = alignedPosition.mul( scale ); - - const rotation = float( rotationNode || materialRotation ); - - const rotatedPosition = alignedPosition.rotate( rotation ); - - mvPosition = vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw ); - - const modelViewProjection = cameraProjectionMatrix.mul( mvPosition ); - - context.vertex = vertex; - - return modelViewProjection; - - } - - copy( source ) { - - this.positionNode = source.positionNode; - this.rotationNode = source.rotationNode; - this.scaleNode = source.scaleNode; - - return super.copy( source ); - - } - -} - -addNodeMaterial( 'SpriteNodeMaterial', SpriteNodeMaterial ); - -class ShadowMaskModel extends LightingModel { - - constructor() { - - super(); - - this.shadowNode = float( 1 ).toVar( 'shadowMask' ); - - } - - direct( { shadowMask } ) { - - this.shadowNode.mulAssign( shadowMask ); - - } - - finish( context ) { - - diffuseColor.a.mulAssign( this.shadowNode.oneMinus() ); - - context.outgoingLight.rgb.assign( diffuseColor.rgb ); // TODO: Optimize LightsNode to avoid this assignment - - } - -} - -const _defaultValues = /*@__PURE__*/ new ShadowMaterial(); - -class ShadowNodeMaterial extends NodeMaterial { - - constructor( parameters ) { - - super(); - - this.isShadowNodeMaterial = true; - - this.lights = true; - - this.setDefaultValues( _defaultValues ); - - this.setValues( parameters ); - - } - - setupLightingModel( /*builder*/ ) { - - return new ShadowMaskModel(); - - } - -} - -addNodeMaterial( 'ShadowNodeMaterial', ShadowNodeMaterial ); - -class VolumeNodeMaterial extends NodeMaterial { - - constructor( params = {} ) { - - super(); - - this.normals = false; - this.lights = false; - this.isVolumeNodeMaterial = true; - this.testNode = null; - - this.setValues( params ); - - } - - setup( builder ) { - - const map = texture3D( this.map, null, 0 ); - - const hitBox = tslFn( ( { orig, dir } ) => { - - const box_min = vec3( - 0.5 ); - const box_max = vec3( 0.5 ); - - const inv_dir = dir.reciprocal(); - - const tmin_tmp = box_min.sub( orig ).mul( inv_dir ); - const tmax_tmp = box_max.sub( orig ).mul( inv_dir ); - - const tmin = min$1( tmin_tmp, tmax_tmp ); - const tmax = max$1( tmin_tmp, tmax_tmp ); - - const t0 = max$1( tmin.x, max$1( tmin.y, tmin.z ) ); - const t1 = min$1( tmax.x, min$1( tmax.y, tmax.z ) ); - - return vec2( t0, t1 ); - - } ); - - this.fragmentNode = tslFn( () => { - - const vOrigin = varying( vec3( modelWorldMatrixInverse.mul( vec4( cameraPosition, 1.0 ) ) ) ); - const vDirection = varying( positionGeometry.sub( vOrigin ) ); - - const rayDir = vDirection.normalize(); - const bounds = property( 'vec2', 'bounds' ).assign( hitBox( { orig: vOrigin, dir: rayDir } ) ); - - bounds.x.greaterThan( bounds.y ).discard(); - - bounds.assign( vec2( max$1( bounds.x, 0.0 ), bounds.y ) ); - - const p = property( 'vec3', 'p' ).assign( vOrigin.add( bounds.x.mul( rayDir ) ) ); - const inc = property( 'vec3', 'inc' ).assign( vec3( rayDir.abs().reciprocal() ) ); - const delta = property( 'float', 'delta' ).assign( min$1( inc.x, min$1( inc.y, inc.z ) ) ); - - delta.divAssign( materialReference( 'steps', 'float' ) ); - - const ac = property( 'vec4', 'ac' ).assign( vec4( materialReference( 'base', 'color' ), 0.0 ) ); - - loop( { type: 'float', start: bounds.x, end: bounds.y, update: '+= delta' }, () => { - - const d = property( 'float', 'd' ).assign( map.uv( p.add( 0.5 ) ).r ); - - if ( this.testNode !== null ) { - - this.testNode( { map: map, mapValue: d, probe: p, finalColor: ac } ).append(); - - } else { - - // default to show surface of mesh - ac.a.assign( 1 ); - Break(); - - } - - p.addAssign( rayDir.mul( delta ) ); - - } ); - - ac.a.equal( 0 ).discard(); - - return vec4( ac ); - - } )(); - - super.setup( builder ); - - } - -} - -addNodeMaterial( 'VolumeNodeMaterial', VolumeNodeMaterial ); - -const superFromTypeFunction = MaterialLoader.createMaterialFromType; - -MaterialLoader.createMaterialFromType = function ( type ) { - - const material = createNodeMaterialFromType( type ); - - if ( material !== undefined ) { - - return material; - - } - - return superFromTypeFunction.call( this, type ); - -}; - -class NodeMaterialLoader extends MaterialLoader { - - constructor( manager ) { - - super( manager ); - - this.nodes = {}; - - } - - parse( json ) { - - const material = super.parse( json ); - - const nodes = this.nodes; - const inputNodes = json.inputNodes; - - for ( const property in inputNodes ) { - - const uuid = inputNodes[ property ]; - - material[ property ] = nodes[ uuid ]; - - } - - return material; - - } - - setNodes( value ) { - - this.nodes = value; - - return this; - - } - -} - -class NodeObjectLoader extends ObjectLoader { - - constructor( manager ) { - - super( manager ); - - this._nodesJSON = null; - - } - - parse( json, onLoad ) { - - this._nodesJSON = json.nodes; - - const data = super.parse( json, onLoad ); - - this._nodesJSON = null; // dispose - - return data; - - } - - parseNodes( json, textures ) { - - if ( json !== undefined ) { - - const loader = new NodeLoader(); - loader.setTextures( textures ); - - return loader.parseNodes( json ); - - } - - return {}; - - } - - parseMaterials( json, textures ) { - - const materials = {}; - - if ( json !== undefined ) { - - const nodes = this.parseNodes( this._nodesJSON, textures ); - - const loader = new NodeMaterialLoader(); - loader.setTextures( textures ); - loader.setNodes( nodes ); - - for ( let i = 0, l = json.length; i < l; i ++ ) { - - const data = json[ i ]; - - materials[ data.uuid ] = loader.parse( data ); - - } - - } - - return materials; - - } - -} - -class NodeParser { - - parseFunction( /*source*/ ) { - - console.warn( 'Abstract function.' ); - - } - -} - -class NodeFunction { - - constructor( type, inputs, name = '', precision = '' ) { - - this.type = type; - this.inputs = inputs; - this.name = name; - this.precision = precision; - - } - - getCode( /*name = this.name*/ ) { - - console.warn( 'Abstract function.' ); - - } - -} - -NodeFunction.isNodeFunction = true; - -const declarationRegexp$1 = /^\s*(highp|mediump|lowp)?\s*([a-z_0-9]+)\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)/i; -const propertiesRegexp$1 = /[a-z_0-9]+/ig; - -const pragmaMain = '#pragma main'; - -const parse$1 = ( source ) => { - - source = source.trim(); - - const pragmaMainIndex = source.indexOf( pragmaMain ); - - const mainCode = pragmaMainIndex !== - 1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source; - - const declaration = mainCode.match( declarationRegexp$1 ); - - if ( declaration !== null && declaration.length === 5 ) { - - // tokenizer - - const inputsCode = declaration[ 4 ]; - const propsMatches = []; - - let nameMatch = null; - - while ( ( nameMatch = propertiesRegexp$1.exec( inputsCode ) ) !== null ) { - - propsMatches.push( nameMatch ); - - } - - // parser - - const inputs = []; - - let i = 0; - - while ( i < propsMatches.length ) { - - const isConst = propsMatches[ i ][ 0 ] === 'const'; - - if ( isConst === true ) { - - i ++; - - } - - let qualifier = propsMatches[ i ][ 0 ]; - - if ( qualifier === 'in' || qualifier === 'out' || qualifier === 'inout' ) { - - i ++; - - } else { - - qualifier = ''; - - } - - const type = propsMatches[ i ++ ][ 0 ]; - - let count = Number.parseInt( propsMatches[ i ][ 0 ] ); - - if ( Number.isNaN( count ) === false ) i ++; - else count = null; - - const name = propsMatches[ i ++ ][ 0 ]; - - inputs.push( new NodeFunctionInput( type, name, count, qualifier, isConst ) ); - - } - - // - - const blockCode = mainCode.substring( declaration[ 0 ].length ); - - const name = declaration[ 3 ] !== undefined ? declaration[ 3 ] : ''; - const type = declaration[ 2 ]; - - const precision = declaration[ 1 ] !== undefined ? declaration[ 1 ] : ''; - - const headerCode = pragmaMainIndex !== - 1 ? source.slice( 0, pragmaMainIndex ) : ''; - - return { - type, - inputs, - name, - precision, - inputsCode, - blockCode, - headerCode - }; - - } else { - - throw new Error( 'FunctionNode: Function is not a GLSL code.' ); - - } - -}; - -class GLSLNodeFunction extends NodeFunction { - - constructor( source ) { - - const { type, inputs, name, precision, inputsCode, blockCode, headerCode } = parse$1( source ); - - super( type, inputs, name, precision ); - - this.inputsCode = inputsCode; - this.blockCode = blockCode; - this.headerCode = headerCode; - - } - - getCode( name = this.name ) { - - let code; - - const blockCode = this.blockCode; - - if ( blockCode !== '' ) { - - const { type, inputsCode, headerCode, precision } = this; - - let declarationCode = `${ type } ${ name } ( ${ inputsCode.trim() } )`; - - if ( precision !== '' ) { - - declarationCode = `${ precision } ${ declarationCode }`; - - } - - code = headerCode + declarationCode + blockCode; - - } else { - - // interface function - - code = ''; - - } - - return code; - - } - -} - -class GLSLNodeParser extends NodeParser { - - parseFunction( source ) { - - return new GLSLNodeFunction( source ); - - } - -} - -// Three.js Transpiler -// https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/libraries/stdlib/genglsl/lib/mx_noise.glsl - - - -const mx_select = /*#__PURE__*/ tslFn( ( [ b_immutable, t_immutable, f_immutable ] ) => { - - const f = float( f_immutable ).toVar(); - const t = float( t_immutable ).toVar(); - const b = bool( b_immutable ).toVar(); - - return cond( b, t, f ); - -} ).setLayout( { - name: 'mx_select', - type: 'float', - inputs: [ - { name: 'b', type: 'bool' }, - { name: 't', type: 'float' }, - { name: 'f', type: 'float' } - ] -} ); - -const mx_negate_if = /*#__PURE__*/ tslFn( ( [ val_immutable, b_immutable ] ) => { - - const b = bool( b_immutable ).toVar(); - const val = float( val_immutable ).toVar(); - - return cond( b, val.negate(), val ); - -} ).setLayout( { - name: 'mx_negate_if', - type: 'float', - inputs: [ - { name: 'val', type: 'float' }, - { name: 'b', type: 'bool' } - ] -} ); - -const mx_floor = /*#__PURE__*/ tslFn( ( [ x_immutable ] ) => { - - const x = float( x_immutable ).toVar(); - - return int( floor( x ) ); - -} ).setLayout( { - name: 'mx_floor', - type: 'int', - inputs: [ - { name: 'x', type: 'float' } - ] -} ); - -const mx_floorfrac = /*#__PURE__*/ tslFn( ( [ x_immutable, i ] ) => { - - const x = float( x_immutable ).toVar(); - i.assign( mx_floor( x ) ); - - return x.sub( float( i ) ); - -} ); - -const mx_bilerp_0 = /*#__PURE__*/ tslFn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => { - - const t = float( t_immutable ).toVar(); - const s = float( s_immutable ).toVar(); - const v3 = float( v3_immutable ).toVar(); - const v2 = float( v2_immutable ).toVar(); - const v1 = float( v1_immutable ).toVar(); - const v0 = float( v0_immutable ).toVar(); - const s1 = float( sub( 1.0, s ) ).toVar(); - - return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ); - -} ).setLayout( { - name: 'mx_bilerp_0', - type: 'float', - inputs: [ - { name: 'v0', type: 'float' }, - { name: 'v1', type: 'float' }, - { name: 'v2', type: 'float' }, - { name: 'v3', type: 'float' }, - { name: 's', type: 'float' }, - { name: 't', type: 'float' } - ] -} ); - -const mx_bilerp_1 = /*#__PURE__*/ tslFn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => { - - const t = float( t_immutable ).toVar(); - const s = float( s_immutable ).toVar(); - const v3 = vec3( v3_immutable ).toVar(); - const v2 = vec3( v2_immutable ).toVar(); - const v1 = vec3( v1_immutable ).toVar(); - const v0 = vec3( v0_immutable ).toVar(); - const s1 = float( sub( 1.0, s ) ).toVar(); - - return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ); - -} ).setLayout( { - name: 'mx_bilerp_1', - type: 'vec3', - inputs: [ - { name: 'v0', type: 'vec3' }, - { name: 'v1', type: 'vec3' }, - { name: 'v2', type: 'vec3' }, - { name: 'v3', type: 'vec3' }, - { name: 's', type: 'float' }, - { name: 't', type: 'float' } - ] -} ); - -const mx_bilerp = /*#__PURE__*/ overloadingFn( [ mx_bilerp_0, mx_bilerp_1 ] ); - -const mx_trilerp_0 = /*#__PURE__*/ tslFn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => { - - const r = float( r_immutable ).toVar(); - const t = float( t_immutable ).toVar(); - const s = float( s_immutable ).toVar(); - const v7 = float( v7_immutable ).toVar(); - const v6 = float( v6_immutable ).toVar(); - const v5 = float( v5_immutable ).toVar(); - const v4 = float( v4_immutable ).toVar(); - const v3 = float( v3_immutable ).toVar(); - const v2 = float( v2_immutable ).toVar(); - const v1 = float( v1_immutable ).toVar(); - const v0 = float( v0_immutable ).toVar(); - const s1 = float( sub( 1.0, s ) ).toVar(); - const t1 = float( sub( 1.0, t ) ).toVar(); - const r1 = float( sub( 1.0, r ) ).toVar(); - - return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) ); - -} ).setLayout( { - name: 'mx_trilerp_0', - type: 'float', - inputs: [ - { name: 'v0', type: 'float' }, - { name: 'v1', type: 'float' }, - { name: 'v2', type: 'float' }, - { name: 'v3', type: 'float' }, - { name: 'v4', type: 'float' }, - { name: 'v5', type: 'float' }, - { name: 'v6', type: 'float' }, - { name: 'v7', type: 'float' }, - { name: 's', type: 'float' }, - { name: 't', type: 'float' }, - { name: 'r', type: 'float' } - ] -} ); - -const mx_trilerp_1 = /*#__PURE__*/ tslFn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => { - - const r = float( r_immutable ).toVar(); - const t = float( t_immutable ).toVar(); - const s = float( s_immutable ).toVar(); - const v7 = vec3( v7_immutable ).toVar(); - const v6 = vec3( v6_immutable ).toVar(); - const v5 = vec3( v5_immutable ).toVar(); - const v4 = vec3( v4_immutable ).toVar(); - const v3 = vec3( v3_immutable ).toVar(); - const v2 = vec3( v2_immutable ).toVar(); - const v1 = vec3( v1_immutable ).toVar(); - const v0 = vec3( v0_immutable ).toVar(); - const s1 = float( sub( 1.0, s ) ).toVar(); - const t1 = float( sub( 1.0, t ) ).toVar(); - const r1 = float( sub( 1.0, r ) ).toVar(); - - return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) ); - -} ).setLayout( { - name: 'mx_trilerp_1', - type: 'vec3', - inputs: [ - { name: 'v0', type: 'vec3' }, - { name: 'v1', type: 'vec3' }, - { name: 'v2', type: 'vec3' }, - { name: 'v3', type: 'vec3' }, - { name: 'v4', type: 'vec3' }, - { name: 'v5', type: 'vec3' }, - { name: 'v6', type: 'vec3' }, - { name: 'v7', type: 'vec3' }, - { name: 's', type: 'float' }, - { name: 't', type: 'float' }, - { name: 'r', type: 'float' } - ] -} ); - -const mx_trilerp = /*#__PURE__*/ overloadingFn( [ mx_trilerp_0, mx_trilerp_1 ] ); - -const mx_gradient_float_0 = /*#__PURE__*/ tslFn( ( [ hash_immutable, x_immutable, y_immutable ] ) => { - - const y = float( y_immutable ).toVar(); - const x = float( x_immutable ).toVar(); - const hash = uint( hash_immutable ).toVar(); - const h = uint( hash.bitAnd( uint( 7 ) ) ).toVar(); - const u = float( mx_select( h.lessThan( uint( 4 ) ), x, y ) ).toVar(); - const v = float( mul( 2.0, mx_select( h.lessThan( uint( 4 ) ), y, x ) ) ).toVar(); - - return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) ); - -} ).setLayout( { - name: 'mx_gradient_float_0', - type: 'float', - inputs: [ - { name: 'hash', type: 'uint' }, - { name: 'x', type: 'float' }, - { name: 'y', type: 'float' } - ] -} ); - -const mx_gradient_float_1 = /*#__PURE__*/ tslFn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => { - - const z = float( z_immutable ).toVar(); - const y = float( y_immutable ).toVar(); - const x = float( x_immutable ).toVar(); - const hash = uint( hash_immutable ).toVar(); - const h = uint( hash.bitAnd( uint( 15 ) ) ).toVar(); - const u = float( mx_select( h.lessThan( uint( 8 ) ), x, y ) ).toVar(); - const v = float( mx_select( h.lessThan( uint( 4 ) ), y, mx_select( h.equal( uint( 12 ) ).or( h.equal( uint( 14 ) ) ), x, z ) ) ).toVar(); - - return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) ); - -} ).setLayout( { - name: 'mx_gradient_float_1', - type: 'float', - inputs: [ - { name: 'hash', type: 'uint' }, - { name: 'x', type: 'float' }, - { name: 'y', type: 'float' }, - { name: 'z', type: 'float' } - ] -} ); - -const mx_gradient_float = /*#__PURE__*/ overloadingFn( [ mx_gradient_float_0, mx_gradient_float_1 ] ); - -const mx_gradient_vec3_0 = /*#__PURE__*/ tslFn( ( [ hash_immutable, x_immutable, y_immutable ] ) => { - - const y = float( y_immutable ).toVar(); - const x = float( x_immutable ).toVar(); - const hash = uvec3( hash_immutable ).toVar(); - - return vec3( mx_gradient_float( hash.x, x, y ), mx_gradient_float( hash.y, x, y ), mx_gradient_float( hash.z, x, y ) ); - -} ).setLayout( { - name: 'mx_gradient_vec3_0', - type: 'vec3', - inputs: [ - { name: 'hash', type: 'uvec3' }, - { name: 'x', type: 'float' }, - { name: 'y', type: 'float' } - ] -} ); - -const mx_gradient_vec3_1 = /*#__PURE__*/ tslFn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => { - - const z = float( z_immutable ).toVar(); - const y = float( y_immutable ).toVar(); - const x = float( x_immutable ).toVar(); - const hash = uvec3( hash_immutable ).toVar(); - - return vec3( mx_gradient_float( hash.x, x, y, z ), mx_gradient_float( hash.y, x, y, z ), mx_gradient_float( hash.z, x, y, z ) ); - -} ).setLayout( { - name: 'mx_gradient_vec3_1', - type: 'vec3', - inputs: [ - { name: 'hash', type: 'uvec3' }, - { name: 'x', type: 'float' }, - { name: 'y', type: 'float' }, - { name: 'z', type: 'float' } - ] -} ); - -const mx_gradient_vec3 = /*#__PURE__*/ overloadingFn( [ mx_gradient_vec3_0, mx_gradient_vec3_1 ] ); - -const mx_gradient_scale2d_0 = /*#__PURE__*/ tslFn( ( [ v_immutable ] ) => { - - const v = float( v_immutable ).toVar(); - - return mul( 0.6616, v ); - -} ).setLayout( { - name: 'mx_gradient_scale2d_0', - type: 'float', - inputs: [ - { name: 'v', type: 'float' } - ] -} ); - -const mx_gradient_scale3d_0 = /*#__PURE__*/ tslFn( ( [ v_immutable ] ) => { - - const v = float( v_immutable ).toVar(); - - return mul( 0.9820, v ); - -} ).setLayout( { - name: 'mx_gradient_scale3d_0', - type: 'float', - inputs: [ - { name: 'v', type: 'float' } - ] -} ); - -const mx_gradient_scale2d_1 = /*#__PURE__*/ tslFn( ( [ v_immutable ] ) => { - - const v = vec3( v_immutable ).toVar(); - - return mul( 0.6616, v ); - -} ).setLayout( { - name: 'mx_gradient_scale2d_1', - type: 'vec3', - inputs: [ - { name: 'v', type: 'vec3' } - ] -} ); - -const mx_gradient_scale2d = /*#__PURE__*/ overloadingFn( [ mx_gradient_scale2d_0, mx_gradient_scale2d_1 ] ); - -const mx_gradient_scale3d_1 = /*#__PURE__*/ tslFn( ( [ v_immutable ] ) => { - - const v = vec3( v_immutable ).toVar(); - - return mul( 0.9820, v ); - -} ).setLayout( { - name: 'mx_gradient_scale3d_1', - type: 'vec3', - inputs: [ - { name: 'v', type: 'vec3' } - ] -} ); - -const mx_gradient_scale3d = /*#__PURE__*/ overloadingFn( [ mx_gradient_scale3d_0, mx_gradient_scale3d_1 ] ); - -const mx_rotl32 = /*#__PURE__*/ tslFn( ( [ x_immutable, k_immutable ] ) => { - - const k = int( k_immutable ).toVar(); - const x = uint( x_immutable ).toVar(); - - return x.shiftLeft( k ).bitOr( x.shiftRight( int( 32 ).sub( k ) ) ); - -} ).setLayout( { - name: 'mx_rotl32', - type: 'uint', - inputs: [ - { name: 'x', type: 'uint' }, - { name: 'k', type: 'int' } - ] -} ); - -const mx_bjmix = /*#__PURE__*/ tslFn( ( [ a, b, c ] ) => { - - a.subAssign( c ); - a.bitXorAssign( mx_rotl32( c, int( 4 ) ) ); - c.addAssign( b ); - b.subAssign( a ); - b.bitXorAssign( mx_rotl32( a, int( 6 ) ) ); - a.addAssign( c ); - c.subAssign( b ); - c.bitXorAssign( mx_rotl32( b, int( 8 ) ) ); - b.addAssign( a ); - a.subAssign( c ); - a.bitXorAssign( mx_rotl32( c, int( 16 ) ) ); - c.addAssign( b ); - b.subAssign( a ); - b.bitXorAssign( mx_rotl32( a, int( 19 ) ) ); - a.addAssign( c ); - c.subAssign( b ); - c.bitXorAssign( mx_rotl32( b, int( 4 ) ) ); - b.addAssign( a ); - -} ); - -const mx_bjfinal = /*#__PURE__*/ tslFn( ( [ a_immutable, b_immutable, c_immutable ] ) => { - - const c = uint( c_immutable ).toVar(); - const b = uint( b_immutable ).toVar(); - const a = uint( a_immutable ).toVar(); - c.bitXorAssign( b ); - c.subAssign( mx_rotl32( b, int( 14 ) ) ); - a.bitXorAssign( c ); - a.subAssign( mx_rotl32( c, int( 11 ) ) ); - b.bitXorAssign( a ); - b.subAssign( mx_rotl32( a, int( 25 ) ) ); - c.bitXorAssign( b ); - c.subAssign( mx_rotl32( b, int( 16 ) ) ); - a.bitXorAssign( c ); - a.subAssign( mx_rotl32( c, int( 4 ) ) ); - b.bitXorAssign( a ); - b.subAssign( mx_rotl32( a, int( 14 ) ) ); - c.bitXorAssign( b ); - c.subAssign( mx_rotl32( b, int( 24 ) ) ); - - return c; - -} ).setLayout( { - name: 'mx_bjfinal', - type: 'uint', - inputs: [ - { name: 'a', type: 'uint' }, - { name: 'b', type: 'uint' }, - { name: 'c', type: 'uint' } - ] -} ); - -const mx_bits_to_01 = /*#__PURE__*/ tslFn( ( [ bits_immutable ] ) => { - - const bits = uint( bits_immutable ).toVar(); - - return float( bits ).div( float( uint( int( 0xffffffff ) ) ) ); - -} ).setLayout( { - name: 'mx_bits_to_01', - type: 'float', - inputs: [ - { name: 'bits', type: 'uint' } - ] -} ); - -const mx_fade = /*#__PURE__*/ tslFn( ( [ t_immutable ] ) => { - - const t = float( t_immutable ).toVar(); - - return t.mul( t ).mul( t ).mul( t.mul( t.mul( 6.0 ).sub( 15.0 ) ).add( 10.0 ) ); - -} ).setLayout( { - name: 'mx_fade', - type: 'float', - inputs: [ - { name: 't', type: 'float' } - ] -} ); - -const mx_hash_int_0 = /*#__PURE__*/ tslFn( ( [ x_immutable ] ) => { - - const x = int( x_immutable ).toVar(); - const len = uint( uint( 1 ) ).toVar(); - const seed = uint( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ).toVar(); - - return mx_bjfinal( seed.add( uint( x ) ), seed, seed ); - -} ).setLayout( { - name: 'mx_hash_int_0', - type: 'uint', - inputs: [ - { name: 'x', type: 'int' } - ] -} ); - -const mx_hash_int_1 = /*#__PURE__*/ tslFn( ( [ x_immutable, y_immutable ] ) => { - - const y = int( y_immutable ).toVar(); - const x = int( x_immutable ).toVar(); - const len = uint( uint( 2 ) ).toVar(); - const a = uint().toVar(), b = uint().toVar(), c = uint().toVar(); - a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) ); - a.addAssign( uint( x ) ); - b.addAssign( uint( y ) ); - - return mx_bjfinal( a, b, c ); - -} ).setLayout( { - name: 'mx_hash_int_1', - type: 'uint', - inputs: [ - { name: 'x', type: 'int' }, - { name: 'y', type: 'int' } - ] -} ); - -const mx_hash_int_2 = /*#__PURE__*/ tslFn( ( [ x_immutable, y_immutable, z_immutable ] ) => { - - const z = int( z_immutable ).toVar(); - const y = int( y_immutable ).toVar(); - const x = int( x_immutable ).toVar(); - const len = uint( uint( 3 ) ).toVar(); - const a = uint().toVar(), b = uint().toVar(), c = uint().toVar(); - a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) ); - a.addAssign( uint( x ) ); - b.addAssign( uint( y ) ); - c.addAssign( uint( z ) ); - - return mx_bjfinal( a, b, c ); - -} ).setLayout( { - name: 'mx_hash_int_2', - type: 'uint', - inputs: [ - { name: 'x', type: 'int' }, - { name: 'y', type: 'int' }, - { name: 'z', type: 'int' } - ] -} ); - -const mx_hash_int_3 = /*#__PURE__*/ tslFn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable ] ) => { - - const xx = int( xx_immutable ).toVar(); - const z = int( z_immutable ).toVar(); - const y = int( y_immutable ).toVar(); - const x = int( x_immutable ).toVar(); - const len = uint( uint( 4 ) ).toVar(); - const a = uint().toVar(), b = uint().toVar(), c = uint().toVar(); - a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) ); - a.addAssign( uint( x ) ); - b.addAssign( uint( y ) ); - c.addAssign( uint( z ) ); - mx_bjmix( a, b, c ); - a.addAssign( uint( xx ) ); - - return mx_bjfinal( a, b, c ); - -} ).setLayout( { - name: 'mx_hash_int_3', - type: 'uint', - inputs: [ - { name: 'x', type: 'int' }, - { name: 'y', type: 'int' }, - { name: 'z', type: 'int' }, - { name: 'xx', type: 'int' } - ] -} ); - -const mx_hash_int_4 = /*#__PURE__*/ tslFn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable, yy_immutable ] ) => { - - const yy = int( yy_immutable ).toVar(); - const xx = int( xx_immutable ).toVar(); - const z = int( z_immutable ).toVar(); - const y = int( y_immutable ).toVar(); - const x = int( x_immutable ).toVar(); - const len = uint( uint( 5 ) ).toVar(); - const a = uint().toVar(), b = uint().toVar(), c = uint().toVar(); - a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) ); - a.addAssign( uint( x ) ); - b.addAssign( uint( y ) ); - c.addAssign( uint( z ) ); - mx_bjmix( a, b, c ); - a.addAssign( uint( xx ) ); - b.addAssign( uint( yy ) ); - - return mx_bjfinal( a, b, c ); - -} ).setLayout( { - name: 'mx_hash_int_4', - type: 'uint', - inputs: [ - { name: 'x', type: 'int' }, - { name: 'y', type: 'int' }, - { name: 'z', type: 'int' }, - { name: 'xx', type: 'int' }, - { name: 'yy', type: 'int' } - ] -} ); - -const mx_hash_int = /*#__PURE__*/ overloadingFn( [ mx_hash_int_0, mx_hash_int_1, mx_hash_int_2, mx_hash_int_3, mx_hash_int_4 ] ); - -const mx_hash_vec3_0 = /*#__PURE__*/ tslFn( ( [ x_immutable, y_immutable ] ) => { - - const y = int( y_immutable ).toVar(); - const x = int( x_immutable ).toVar(); - const h = uint( mx_hash_int( x, y ) ).toVar(); - const result = uvec3().toVar(); - result.x.assign( h.bitAnd( int( 0xFF ) ) ); - result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) ); - result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) ); - - return result; - -} ).setLayout( { - name: 'mx_hash_vec3_0', - type: 'uvec3', - inputs: [ - { name: 'x', type: 'int' }, - { name: 'y', type: 'int' } - ] -} ); - -const mx_hash_vec3_1 = /*#__PURE__*/ tslFn( ( [ x_immutable, y_immutable, z_immutable ] ) => { - - const z = int( z_immutable ).toVar(); - const y = int( y_immutable ).toVar(); - const x = int( x_immutable ).toVar(); - const h = uint( mx_hash_int( x, y, z ) ).toVar(); - const result = uvec3().toVar(); - result.x.assign( h.bitAnd( int( 0xFF ) ) ); - result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) ); - result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) ); - - return result; - -} ).setLayout( { - name: 'mx_hash_vec3_1', - type: 'uvec3', - inputs: [ - { name: 'x', type: 'int' }, - { name: 'y', type: 'int' }, - { name: 'z', type: 'int' } - ] -} ); - -const mx_hash_vec3 = /*#__PURE__*/ overloadingFn( [ mx_hash_vec3_0, mx_hash_vec3_1 ] ); - -const mx_perlin_noise_float_0 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec2( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(); - const fx = float( mx_floorfrac( p.x, X ) ).toVar(); - const fy = float( mx_floorfrac( p.y, Y ) ).toVar(); - const u = float( mx_fade( fx ) ).toVar(); - const v = float( mx_fade( fy ) ).toVar(); - const result = float( mx_bilerp( mx_gradient_float( mx_hash_int( X, Y ), fx, fy ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar(); - - return mx_gradient_scale2d( result ); - -} ).setLayout( { - name: 'mx_perlin_noise_float_0', - type: 'float', - inputs: [ - { name: 'p', type: 'vec2' } - ] -} ); - -const mx_perlin_noise_float_1 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec3( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(), Z = int().toVar(); - const fx = float( mx_floorfrac( p.x, X ) ).toVar(); - const fy = float( mx_floorfrac( p.y, Y ) ).toVar(); - const fz = float( mx_floorfrac( p.z, Z ) ).toVar(); - const u = float( mx_fade( fx ) ).toVar(); - const v = float( mx_fade( fy ) ).toVar(); - const w = float( mx_fade( fz ) ).toVar(); - const result = float( mx_trilerp( mx_gradient_float( mx_hash_int( X, Y, Z ), fx, fy, fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar(); - - return mx_gradient_scale3d( result ); - -} ).setLayout( { - name: 'mx_perlin_noise_float_1', - type: 'float', - inputs: [ - { name: 'p', type: 'vec3' } - ] -} ); - -const mx_perlin_noise_float = /*#__PURE__*/ overloadingFn( [ mx_perlin_noise_float_0, mx_perlin_noise_float_1 ] ); - -const mx_perlin_noise_vec3_0 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec2( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(); - const fx = float( mx_floorfrac( p.x, X ) ).toVar(); - const fy = float( mx_floorfrac( p.y, Y ) ).toVar(); - const u = float( mx_fade( fx ) ).toVar(); - const v = float( mx_fade( fy ) ).toVar(); - const result = vec3( mx_bilerp( mx_gradient_vec3( mx_hash_vec3( X, Y ), fx, fy ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar(); - - return mx_gradient_scale2d( result ); - -} ).setLayout( { - name: 'mx_perlin_noise_vec3_0', - type: 'vec3', - inputs: [ - { name: 'p', type: 'vec2' } - ] -} ); - -const mx_perlin_noise_vec3_1 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec3( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(), Z = int().toVar(); - const fx = float( mx_floorfrac( p.x, X ) ).toVar(); - const fy = float( mx_floorfrac( p.y, Y ) ).toVar(); - const fz = float( mx_floorfrac( p.z, Z ) ).toVar(); - const u = float( mx_fade( fx ) ).toVar(); - const v = float( mx_fade( fy ) ).toVar(); - const w = float( mx_fade( fz ) ).toVar(); - const result = vec3( mx_trilerp( mx_gradient_vec3( mx_hash_vec3( X, Y, Z ), fx, fy, fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar(); - - return mx_gradient_scale3d( result ); - -} ).setLayout( { - name: 'mx_perlin_noise_vec3_1', - type: 'vec3', - inputs: [ - { name: 'p', type: 'vec3' } - ] -} ); - -const mx_perlin_noise_vec3 = /*#__PURE__*/ overloadingFn( [ mx_perlin_noise_vec3_0, mx_perlin_noise_vec3_1 ] ); - -const mx_cell_noise_float_0 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = float( p_immutable ).toVar(); - const ix = int( mx_floor( p ) ).toVar(); - - return mx_bits_to_01( mx_hash_int( ix ) ); - -} ).setLayout( { - name: 'mx_cell_noise_float_0', - type: 'float', - inputs: [ - { name: 'p', type: 'float' } - ] -} ); - -const mx_cell_noise_float_1 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec2( p_immutable ).toVar(); - const ix = int( mx_floor( p.x ) ).toVar(); - const iy = int( mx_floor( p.y ) ).toVar(); - - return mx_bits_to_01( mx_hash_int( ix, iy ) ); - -} ).setLayout( { - name: 'mx_cell_noise_float_1', - type: 'float', - inputs: [ - { name: 'p', type: 'vec2' } - ] -} ); - -const mx_cell_noise_float_2 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec3( p_immutable ).toVar(); - const ix = int( mx_floor( p.x ) ).toVar(); - const iy = int( mx_floor( p.y ) ).toVar(); - const iz = int( mx_floor( p.z ) ).toVar(); - - return mx_bits_to_01( mx_hash_int( ix, iy, iz ) ); - -} ).setLayout( { - name: 'mx_cell_noise_float_2', - type: 'float', - inputs: [ - { name: 'p', type: 'vec3' } - ] -} ); - -const mx_cell_noise_float_3 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec4( p_immutable ).toVar(); - const ix = int( mx_floor( p.x ) ).toVar(); - const iy = int( mx_floor( p.y ) ).toVar(); - const iz = int( mx_floor( p.z ) ).toVar(); - const iw = int( mx_floor( p.w ) ).toVar(); - - return mx_bits_to_01( mx_hash_int( ix, iy, iz, iw ) ); - -} ).setLayout( { - name: 'mx_cell_noise_float_3', - type: 'float', - inputs: [ - { name: 'p', type: 'vec4' } - ] -} ); - -const mx_cell_noise_float$1 = /*#__PURE__*/ overloadingFn( [ mx_cell_noise_float_0, mx_cell_noise_float_1, mx_cell_noise_float_2, mx_cell_noise_float_3 ] ); - -const mx_cell_noise_vec3_0 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = float( p_immutable ).toVar(); - const ix = int( mx_floor( p ) ).toVar(); - - return vec3( mx_bits_to_01( mx_hash_int( ix, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 2 ) ) ) ); - -} ).setLayout( { - name: 'mx_cell_noise_vec3_0', - type: 'vec3', - inputs: [ - { name: 'p', type: 'float' } - ] -} ); - -const mx_cell_noise_vec3_1 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec2( p_immutable ).toVar(); - const ix = int( mx_floor( p.x ) ).toVar(); - const iy = int( mx_floor( p.y ) ).toVar(); - - return vec3( mx_bits_to_01( mx_hash_int( ix, iy, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 2 ) ) ) ); - -} ).setLayout( { - name: 'mx_cell_noise_vec3_1', - type: 'vec3', - inputs: [ - { name: 'p', type: 'vec2' } - ] -} ); - -const mx_cell_noise_vec3_2 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec3( p_immutable ).toVar(); - const ix = int( mx_floor( p.x ) ).toVar(); - const iy = int( mx_floor( p.y ) ).toVar(); - const iz = int( mx_floor( p.z ) ).toVar(); - - return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 2 ) ) ) ); - -} ).setLayout( { - name: 'mx_cell_noise_vec3_2', - type: 'vec3', - inputs: [ - { name: 'p', type: 'vec3' } - ] -} ); - -const mx_cell_noise_vec3_3 = /*#__PURE__*/ tslFn( ( [ p_immutable ] ) => { - - const p = vec4( p_immutable ).toVar(); - const ix = int( mx_floor( p.x ) ).toVar(); - const iy = int( mx_floor( p.y ) ).toVar(); - const iz = int( mx_floor( p.z ) ).toVar(); - const iw = int( mx_floor( p.w ) ).toVar(); - - return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 2 ) ) ) ); - -} ).setLayout( { - name: 'mx_cell_noise_vec3_3', - type: 'vec3', - inputs: [ - { name: 'p', type: 'vec4' } - ] -} ); - -const mx_cell_noise_vec3 = /*#__PURE__*/ overloadingFn( [ mx_cell_noise_vec3_0, mx_cell_noise_vec3_1, mx_cell_noise_vec3_2, mx_cell_noise_vec3_3 ] ); - -const mx_fractal_noise_float$1 = /*#__PURE__*/ tslFn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => { - - const diminish = float( diminish_immutable ).toVar(); - const lacunarity = float( lacunarity_immutable ).toVar(); - const octaves = int( octaves_immutable ).toVar(); - const p = vec3( p_immutable ).toVar(); - const result = float( 0.0 ).toVar(); - const amplitude = float( 1.0 ).toVar(); - - loop( octaves, () => { - - result.addAssign( amplitude.mul( mx_perlin_noise_float( p ) ) ); - amplitude.mulAssign( diminish ); - p.mulAssign( lacunarity ); - - } ); - - return result; - -} ).setLayout( { - name: 'mx_fractal_noise_float', - type: 'float', - inputs: [ - { name: 'p', type: 'vec3' }, - { name: 'octaves', type: 'int' }, - { name: 'lacunarity', type: 'float' }, - { name: 'diminish', type: 'float' } - ] -} ); - -const mx_fractal_noise_vec3$1 = /*#__PURE__*/ tslFn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => { - - const diminish = float( diminish_immutable ).toVar(); - const lacunarity = float( lacunarity_immutable ).toVar(); - const octaves = int( octaves_immutable ).toVar(); - const p = vec3( p_immutable ).toVar(); - const result = vec3( 0.0 ).toVar(); - const amplitude = float( 1.0 ).toVar(); - - loop( octaves, () => { - - result.addAssign( amplitude.mul( mx_perlin_noise_vec3( p ) ) ); - amplitude.mulAssign( diminish ); - p.mulAssign( lacunarity ); - - } ); - - return result; - -} ).setLayout( { - name: 'mx_fractal_noise_vec3', - type: 'vec3', - inputs: [ - { name: 'p', type: 'vec3' }, - { name: 'octaves', type: 'int' }, - { name: 'lacunarity', type: 'float' }, - { name: 'diminish', type: 'float' } - ] -} ); - -const mx_fractal_noise_vec2$1 = /*#__PURE__*/ tslFn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => { - - const diminish = float( diminish_immutable ).toVar(); - const lacunarity = float( lacunarity_immutable ).toVar(); - const octaves = int( octaves_immutable ).toVar(); - const p = vec3( p_immutable ).toVar(); - - return vec2( mx_fractal_noise_float$1( p, octaves, lacunarity, diminish ), mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) ); - -} ).setLayout( { - name: 'mx_fractal_noise_vec2', - type: 'vec2', - inputs: [ - { name: 'p', type: 'vec3' }, - { name: 'octaves', type: 'int' }, - { name: 'lacunarity', type: 'float' }, - { name: 'diminish', type: 'float' } - ] -} ); - -const mx_fractal_noise_vec4$1 = /*#__PURE__*/ tslFn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => { - - const diminish = float( diminish_immutable ).toVar(); - const lacunarity = float( lacunarity_immutable ).toVar(); - const octaves = int( octaves_immutable ).toVar(); - const p = vec3( p_immutable ).toVar(); - const c = vec3( mx_fractal_noise_vec3$1( p, octaves, lacunarity, diminish ) ).toVar(); - const f = float( mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) ).toVar(); - - return vec4( c, f ); - -} ).setLayout( { - name: 'mx_fractal_noise_vec4', - type: 'vec4', - inputs: [ - { name: 'p', type: 'vec3' }, - { name: 'octaves', type: 'int' }, - { name: 'lacunarity', type: 'float' }, - { name: 'diminish', type: 'float' } - ] -} ); - -const mx_worley_distance_0 = /*#__PURE__*/ tslFn( ( [ p_immutable, x_immutable, y_immutable, xoff_immutable, yoff_immutable, jitter_immutable, metric_immutable ] ) => { - - const metric = int( metric_immutable ).toVar(); - const jitter = float( jitter_immutable ).toVar(); - const yoff = int( yoff_immutable ).toVar(); - const xoff = int( xoff_immutable ).toVar(); - const y = int( y_immutable ).toVar(); - const x = int( x_immutable ).toVar(); - const p = vec2( p_immutable ).toVar(); - const tmp = vec3( mx_cell_noise_vec3( vec2( x.add( xoff ), y.add( yoff ) ) ) ).toVar(); - const off = vec2( tmp.x, tmp.y ).toVar(); - off.subAssign( 0.5 ); - off.mulAssign( jitter ); - off.addAssign( 0.5 ); - const cellpos = vec2( vec2( float( x ), float( y ) ).add( off ) ).toVar(); - const diff = vec2( cellpos.sub( p ) ).toVar(); - - If( metric.equal( int( 2 ) ), () => { - - return abs( diff.x ).add( abs( diff.y ) ); - - } ); - - If( metric.equal( int( 3 ) ), () => { - - return max$1( abs( diff.x ), abs( diff.y ) ); - - } ); - - return dot( diff, diff ); - -} ).setLayout( { - name: 'mx_worley_distance_0', - type: 'float', - inputs: [ - { name: 'p', type: 'vec2' }, - { name: 'x', type: 'int' }, - { name: 'y', type: 'int' }, - { name: 'xoff', type: 'int' }, - { name: 'yoff', type: 'int' }, - { name: 'jitter', type: 'float' }, - { name: 'metric', type: 'int' } - ] -} ); - -const mx_worley_distance_1 = /*#__PURE__*/ tslFn( ( [ p_immutable, x_immutable, y_immutable, z_immutable, xoff_immutable, yoff_immutable, zoff_immutable, jitter_immutable, metric_immutable ] ) => { - - const metric = int( metric_immutable ).toVar(); - const jitter = float( jitter_immutable ).toVar(); - const zoff = int( zoff_immutable ).toVar(); - const yoff = int( yoff_immutable ).toVar(); - const xoff = int( xoff_immutable ).toVar(); - const z = int( z_immutable ).toVar(); - const y = int( y_immutable ).toVar(); - const x = int( x_immutable ).toVar(); - const p = vec3( p_immutable ).toVar(); - const off = vec3( mx_cell_noise_vec3( vec3( x.add( xoff ), y.add( yoff ), z.add( zoff ) ) ) ).toVar(); - off.subAssign( 0.5 ); - off.mulAssign( jitter ); - off.addAssign( 0.5 ); - const cellpos = vec3( vec3( float( x ), float( y ), float( z ) ).add( off ) ).toVar(); - const diff = vec3( cellpos.sub( p ) ).toVar(); - - If( metric.equal( int( 2 ) ), () => { - - return abs( diff.x ).add( abs( diff.y ) ).add( abs( diff.z ) ); - - } ); - - If( metric.equal( int( 3 ) ), () => { - - return max$1( max$1( abs( diff.x ), abs( diff.y ) ), abs( diff.z ) ); - - } ); - - return dot( diff, diff ); - -} ).setLayout( { - name: 'mx_worley_distance_1', - type: 'float', - inputs: [ - { name: 'p', type: 'vec3' }, - { name: 'x', type: 'int' }, - { name: 'y', type: 'int' }, - { name: 'z', type: 'int' }, - { name: 'xoff', type: 'int' }, - { name: 'yoff', type: 'int' }, - { name: 'zoff', type: 'int' }, - { name: 'jitter', type: 'float' }, - { name: 'metric', type: 'int' } - ] -} ); - -const mx_worley_distance = /*#__PURE__*/ overloadingFn( [ mx_worley_distance_0, mx_worley_distance_1 ] ); - -const mx_worley_noise_float_0 = /*#__PURE__*/ tslFn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => { - - const metric = int( metric_immutable ).toVar(); - const jitter = float( jitter_immutable ).toVar(); - const p = vec2( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(); - const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar(); - const sqdist = float( 1e6 ).toVar(); - - loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => { - - loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => { - - const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar(); - sqdist.assign( min$1( sqdist, dist ) ); - - } ); - - } ); - - If( metric.equal( int( 0 ) ), () => { - - sqdist.assign( sqrt( sqdist ) ); - - } ); - - return sqdist; - -} ).setLayout( { - name: 'mx_worley_noise_float_0', - type: 'float', - inputs: [ - { name: 'p', type: 'vec2' }, - { name: 'jitter', type: 'float' }, - { name: 'metric', type: 'int' } - ] -} ); - -const mx_worley_noise_vec2_0 = /*#__PURE__*/ tslFn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => { - - const metric = int( metric_immutable ).toVar(); - const jitter = float( jitter_immutable ).toVar(); - const p = vec2( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(); - const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar(); - const sqdist = vec2( 1e6, 1e6 ).toVar(); - - loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => { - - loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => { - - const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar(); - - If( dist.lessThan( sqdist.x ), () => { - - sqdist.y.assign( sqdist.x ); - sqdist.x.assign( dist ); - - } ).elseif( dist.lessThan( sqdist.y ), () => { - - sqdist.y.assign( dist ); - - } ); - - } ); - - } ); - - If( metric.equal( int( 0 ) ), () => { - - sqdist.assign( sqrt( sqdist ) ); - - } ); - - return sqdist; - -} ).setLayout( { - name: 'mx_worley_noise_vec2_0', - type: 'vec2', - inputs: [ - { name: 'p', type: 'vec2' }, - { name: 'jitter', type: 'float' }, - { name: 'metric', type: 'int' } - ] -} ); - -const mx_worley_noise_vec3_0 = /*#__PURE__*/ tslFn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => { - - const metric = int( metric_immutable ).toVar(); - const jitter = float( jitter_immutable ).toVar(); - const p = vec2( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(); - const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar(); - const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar(); - - loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => { - - loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => { - - const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar(); - - If( dist.lessThan( sqdist.x ), () => { - - sqdist.z.assign( sqdist.y ); - sqdist.y.assign( sqdist.x ); - sqdist.x.assign( dist ); - - } ).elseif( dist.lessThan( sqdist.y ), () => { - - sqdist.z.assign( sqdist.y ); - sqdist.y.assign( dist ); - - } ).elseif( dist.lessThan( sqdist.z ), () => { - - sqdist.z.assign( dist ); - - } ); - - } ); - - } ); - - If( metric.equal( int( 0 ) ), () => { - - sqdist.assign( sqrt( sqdist ) ); - - } ); - - return sqdist; - -} ).setLayout( { - name: 'mx_worley_noise_vec3_0', - type: 'vec3', - inputs: [ - { name: 'p', type: 'vec2' }, - { name: 'jitter', type: 'float' }, - { name: 'metric', type: 'int' } - ] -} ); - -const mx_worley_noise_float_1 = /*#__PURE__*/ tslFn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => { - - const metric = int( metric_immutable ).toVar(); - const jitter = float( jitter_immutable ).toVar(); - const p = vec3( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(), Z = int().toVar(); - const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar(); - const sqdist = float( 1e6 ).toVar(); - - loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => { - - loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => { - - loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => { - - const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar(); - sqdist.assign( min$1( sqdist, dist ) ); - - } ); - - } ); - - } ); - - If( metric.equal( int( 0 ) ), () => { - - sqdist.assign( sqrt( sqdist ) ); - - } ); - - return sqdist; - -} ).setLayout( { - name: 'mx_worley_noise_float_1', - type: 'float', - inputs: [ - { name: 'p', type: 'vec3' }, - { name: 'jitter', type: 'float' }, - { name: 'metric', type: 'int' } - ] -} ); - -const mx_worley_noise_float$1 = /*#__PURE__*/ overloadingFn( [ mx_worley_noise_float_0, mx_worley_noise_float_1 ] ); - -const mx_worley_noise_vec2_1 = /*#__PURE__*/ tslFn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => { - - const metric = int( metric_immutable ).toVar(); - const jitter = float( jitter_immutable ).toVar(); - const p = vec3( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(), Z = int().toVar(); - const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar(); - const sqdist = vec2( 1e6, 1e6 ).toVar(); - - loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => { - - loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => { - - loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => { - - const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar(); - - If( dist.lessThan( sqdist.x ), () => { - - sqdist.y.assign( sqdist.x ); - sqdist.x.assign( dist ); - - } ).elseif( dist.lessThan( sqdist.y ), () => { - - sqdist.y.assign( dist ); - - } ); - - } ); - - } ); - - } ); - - If( metric.equal( int( 0 ) ), () => { - - sqdist.assign( sqrt( sqdist ) ); - - } ); - - return sqdist; - -} ).setLayout( { - name: 'mx_worley_noise_vec2_1', - type: 'vec2', - inputs: [ - { name: 'p', type: 'vec3' }, - { name: 'jitter', type: 'float' }, - { name: 'metric', type: 'int' } - ] -} ); - -const mx_worley_noise_vec2$1 = /*#__PURE__*/ overloadingFn( [ mx_worley_noise_vec2_0, mx_worley_noise_vec2_1 ] ); - -const mx_worley_noise_vec3_1 = /*#__PURE__*/ tslFn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => { - - const metric = int( metric_immutable ).toVar(); - const jitter = float( jitter_immutable ).toVar(); - const p = vec3( p_immutable ).toVar(); - const X = int().toVar(), Y = int().toVar(), Z = int().toVar(); - const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar(); - const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar(); - - loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => { - - loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => { - - loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => { - - const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar(); - - If( dist.lessThan( sqdist.x ), () => { - - sqdist.z.assign( sqdist.y ); - sqdist.y.assign( sqdist.x ); - sqdist.x.assign( dist ); - - } ).elseif( dist.lessThan( sqdist.y ), () => { - - sqdist.z.assign( sqdist.y ); - sqdist.y.assign( dist ); - - } ).elseif( dist.lessThan( sqdist.z ), () => { - - sqdist.z.assign( dist ); - - } ); - - } ); - - } ); - - } ); - - If( metric.equal( int( 0 ) ), () => { - - sqdist.assign( sqrt( sqdist ) ); - - } ); - - return sqdist; - -} ).setLayout( { - name: 'mx_worley_noise_vec3_1', - type: 'vec3', - inputs: [ - { name: 'p', type: 'vec3' }, - { name: 'jitter', type: 'float' }, - { name: 'metric', type: 'int' } - ] -} ); - -const mx_worley_noise_vec3$1 = /*#__PURE__*/ overloadingFn( [ mx_worley_noise_vec3_0, mx_worley_noise_vec3_1 ] ); - -// Three.js Transpiler -// https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl - - -const mx_hsvtorgb = /*#__PURE__*/ tslFn( ( [ hsv_immutable ] ) => { - - const hsv = vec3( hsv_immutable ).toVar(); - const h = float( hsv.x ).toVar(); - const s = float( hsv.y ).toVar(); - const v = float( hsv.z ).toVar(); - - If( s.lessThan( 0.0001 ), () => { - - return vec3( v, v, v ); - - } ).else( () => { - - h.assign( mul( 6.0, h.sub( floor( h ) ) ) ); - const hi = int( trunc( h ) ).toVar(); - const f = float( h.sub( float( hi ) ) ).toVar(); - const p = float( v.mul( sub( 1.0, s ) ) ).toVar(); - const q = float( v.mul( sub( 1.0, s.mul( f ) ) ) ).toVar(); - const t = float( v.mul( sub( 1.0, s.mul( sub( 1.0, f ) ) ) ) ).toVar(); - - If( hi.equal( int( 0 ) ), () => { - - return vec3( v, t, p ); - - } ).elseif( hi.equal( int( 1 ) ), () => { - - return vec3( q, v, p ); - - } ).elseif( hi.equal( int( 2 ) ), () => { - - return vec3( p, v, t ); - - } ).elseif( hi.equal( int( 3 ) ), () => { - - return vec3( p, q, v ); - - } ).elseif( hi.equal( int( 4 ) ), () => { - - return vec3( t, p, v ); - - } ); - - return vec3( v, p, q ); - - } ); - -} ).setLayout( { - name: 'mx_hsvtorgb', - type: 'vec3', - inputs: [ - { name: 'hsv', type: 'vec3' } - ] -} ); - -const mx_rgbtohsv = /*#__PURE__*/ tslFn( ( [ c_immutable ] ) => { - - const c = vec3( c_immutable ).toVar(); - const r = float( c.x ).toVar(); - const g = float( c.y ).toVar(); - const b = float( c.z ).toVar(); - const mincomp = float( min$1( r, min$1( g, b ) ) ).toVar(); - const maxcomp = float( max$1( r, max$1( g, b ) ) ).toVar(); - const delta = float( maxcomp.sub( mincomp ) ).toVar(); - const h = float().toVar(), s = float().toVar(), v = float().toVar(); - v.assign( maxcomp ); - - If( maxcomp.greaterThan( 0.0 ), () => { - - s.assign( delta.div( maxcomp ) ); - - } ).else( () => { - - s.assign( 0.0 ); - - } ); - - If( s.lessThanEqual( 0.0 ), () => { - - h.assign( 0.0 ); - - } ).else( () => { - - If( r.greaterThanEqual( maxcomp ), () => { - - h.assign( g.sub( b ).div( delta ) ); - - } ).elseif( g.greaterThanEqual( maxcomp ), () => { - - h.assign( add( 2.0, b.sub( r ).div( delta ) ) ); - - } ).else( () => { - - h.assign( add( 4.0, r.sub( g ).div( delta ) ) ); - - } ); - - h.mulAssign( 1.0 / 6.0 ); - - If( h.lessThan( 0.0 ), () => { - - h.addAssign( 1.0 ); - - } ); - - } ); - - return vec3( h, s, v ); - -} ).setLayout( { - name: 'mx_rgbtohsv', - type: 'vec3', - inputs: [ - { name: 'c', type: 'vec3' } - ] -} ); - -// Three.js Transpiler -// https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_transform_color.glsl - - -const mx_srgb_texture_to_lin_rec709 = /*#__PURE__*/ tslFn( ( [ color_immutable ] ) => { - - const color = vec3( color_immutable ).toVar(); - const isAbove = bvec3( greaterThan( color, vec3( 0.04045 ) ) ).toVar(); - const linSeg = vec3( color.div( 12.92 ) ).toVar(); - const powSeg = vec3( pow( max$1( color.add( vec3( 0.055 ) ), vec3( 0.0 ) ).div( 1.055 ), vec3( 2.4 ) ) ).toVar(); - - return mix( linSeg, powSeg, isAbove ); - -} ).setLayout( { - name: 'mx_srgb_texture_to_lin_rec709', - type: 'vec3', - inputs: [ - { name: 'color', type: 'vec3' } - ] -} ); - -const mx_aastep = ( threshold, value ) => { - - threshold = float( threshold ); - value = float( value ); - - const afwidth = vec2( value.dFdx(), value.dFdy() ).length().mul( 0.70710678118654757 ); - - return smoothstep( threshold.sub( afwidth ), threshold.add( afwidth ), value ); - -}; - -const _ramp = ( a, b, uv, p ) => mix( a, b, uv[ p ].clamp() ); -const mx_ramplr = ( valuel, valuer, texcoord = uv() ) => _ramp( valuel, valuer, texcoord, 'x' ); -const mx_ramptb = ( valuet, valueb, texcoord = uv() ) => _ramp( valuet, valueb, texcoord, 'y' ); - -const _split = ( a, b, center, uv, p ) => mix( a, b, mx_aastep( center, uv[ p ] ) ); -const mx_splitlr = ( valuel, valuer, center, texcoord = uv() ) => _split( valuel, valuer, center, texcoord, 'x' ); -const mx_splittb = ( valuet, valueb, center, texcoord = uv() ) => _split( valuet, valueb, center, texcoord, 'y' ); - -const mx_transform_uv = ( uv_scale = 1, uv_offset = 0, uv_geo = uv() ) => uv_geo.mul( uv_scale ).add( uv_offset ); - -const mx_safepower = ( in1, in2 = 1 ) => { - - in1 = float( in1 ); - - return in1.abs().pow( in2 ).mul( in1.sign() ); - -}; - -const mx_contrast = ( input, amount = 1, pivot = .5 ) => float( input ).sub( pivot ).mul( amount ).add( pivot ); - -const mx_noise_float = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_float( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot ); -//export const mx_noise_vec2 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot ); -const mx_noise_vec3 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot ); -const mx_noise_vec4 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => { - - texcoord = texcoord.convert( 'vec2|vec3' ); // overloading type - - const noise_vec4 = vec4( mx_perlin_noise_vec3( texcoord ), mx_perlin_noise_float( texcoord.add( vec2( 19, 73 ) ) ) ); - - return noise_vec4.mul( amplitude ).add( pivot ); - -}; - -const mx_worley_noise_float = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_float$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) ); -const mx_worley_noise_vec2 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec2$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) ); -const mx_worley_noise_vec3 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec3$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) ); - -const mx_cell_noise_float = ( texcoord = uv() ) => mx_cell_noise_float$1( texcoord.convert( 'vec2|vec3' ) ); - -const mx_fractal_noise_float = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_float$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude ); -const mx_fractal_noise_vec2 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec2$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude ); -const mx_fractal_noise_vec3 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec3$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude ); -const mx_fractal_noise_vec4 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec4$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude ); - -function painterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.material.id !== b.material.id ) { - - return a.material.id - b.material.id; - - } else if ( a.z !== b.z ) { - - return a.z - b.z; - - } else { - - return a.id - b.id; - - } - -} - -function reversePainterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else { - - return a.id - b.id; - - } - -} - -class RenderList { - - constructor() { - - this.renderItems = []; - this.renderItemsIndex = 0; - - this.opaque = []; - this.transparent = []; - this.bundles = []; - - this.lightsNode = new LightsNode( [] ); - this.lightsArray = []; - - this.occlusionQueryCount = 0; - - } - - begin() { - - this.renderItemsIndex = 0; - - this.opaque.length = 0; - this.transparent.length = 0; - this.bundles.length = 0; - - this.lightsArray.length = 0; - - this.occlusionQueryCount = 0; - - return this; - - } - - getNextRenderItem( object, geometry, material, groupOrder, z, group ) { - - let renderItem = this.renderItems[ this.renderItemsIndex ]; - - if ( renderItem === undefined ) { - - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - groupOrder: groupOrder, - renderOrder: object.renderOrder, - z: z, - group: group - }; - - this.renderItems[ this.renderItemsIndex ] = renderItem; - - } else { - - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.groupOrder = groupOrder; - renderItem.renderOrder = object.renderOrder; - renderItem.z = z; - renderItem.group = group; - - } - - this.renderItemsIndex ++; - - return renderItem; - - } - - push( object, geometry, material, groupOrder, z, group ) { - - const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - if ( object.occlusionTest === true ) this.occlusionQueryCount ++; - - ( material.transparent === true || material.transmission > 0 ? this.transparent : this.opaque ).push( renderItem ); - - } - - unshift( object, geometry, material, groupOrder, z, group ) { - - const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - ( material.transparent === true ? this.transparent : this.opaque ).unshift( renderItem ); - - } - - pushBundle( group ) { - - this.bundles.push( group ); - - } - - pushLight( light ) { - - this.lightsArray.push( light ); - - } - - getLightsNode() { - - return this.lightsNode.fromLights( this.lightsArray ); - - } - - sort( customOpaqueSort, customTransparentSort ) { - - if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable ); - if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable ); - - } - - finish() { - - // update lights - - this.lightsNode.fromLights( this.lightsArray ); - - // Clear references from inactive renderItems in the list - - for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) { - - const renderItem = this.renderItems[ i ]; - - if ( renderItem.id === null ) break; - - renderItem.id = null; - renderItem.object = null; - renderItem.geometry = null; - renderItem.material = null; - renderItem.groupOrder = null; - renderItem.renderOrder = null; - renderItem.z = null; - renderItem.group = null; - - } - - } - -} - -class RenderLists { - - constructor() { - - this.lists = new ChainMap(); - - } - - get( scene, camera ) { - - const lists = this.lists; - const keys = [ scene, camera ]; - - let list = lists.get( keys ); - - if ( list === undefined ) { - - list = new RenderList(); - lists.set( keys, list ); - - } - - return list; - - } - - dispose() { - - this.lists = new ChainMap(); - - } - -} - -let id = 0; - -class RenderContext { - - constructor() { - - this.id = id ++; - - this.color = true; - this.clearColor = true; - this.clearColorValue = { r: 0, g: 0, b: 0, a: 1 }; - - this.depth = true; - this.clearDepth = true; - this.clearDepthValue = 1; - - this.stencil = false; - this.clearStencil = true; - this.clearStencilValue = 1; - - this.viewport = false; - this.viewportValue = new Vector4(); - - this.scissor = false; - this.scissorValue = new Vector4(); - - this.textures = null; - this.depthTexture = null; - this.activeCubeFace = 0; - this.sampleCount = 1; - - this.width = 0; - this.height = 0; - - this.isRenderContext = true; - - } - -} - -class RenderContexts { - - constructor() { - - this.chainMaps = {}; - - } - - get( scene, camera, renderTarget = null ) { - - const chainKey = [ scene, camera ]; - - let attachmentState; - - if ( renderTarget === null ) { - - attachmentState = 'default'; - - } else { - - const format = renderTarget.texture.format; - const count = renderTarget.textures.length; - - attachmentState = `${ count }:${ format }:${ renderTarget.samples }:${ renderTarget.depthBuffer }:${ renderTarget.stencilBuffer }`; - - } - - const chainMap = this.getChainMap( attachmentState ); - - let renderState = chainMap.get( chainKey ); - - if ( renderState === undefined ) { - - renderState = new RenderContext(); - - chainMap.set( chainKey, renderState ); - - } - - if ( renderTarget !== null ) renderState.sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples; - - return renderState; - - } - - getChainMap( attachmentState ) { - - return this.chainMaps[ attachmentState ] || ( this.chainMaps[ attachmentState ] = new ChainMap() ); - - } - - dispose() { - - this.chainMaps = {}; - - } - -} - -const _size = /*@__PURE__*/ new Vector3(); - -class Textures extends DataMap { - - constructor( renderer, backend, info ) { - - super(); - - this.renderer = renderer; - this.backend = backend; - this.info = info; - - } - - updateRenderTarget( renderTarget, activeMipmapLevel = 0 ) { - - const renderTargetData = this.get( renderTarget ); - - const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples; - const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} ); - - const texture = renderTarget.texture; - const textures = renderTarget.textures; - - const size = this.getSize( texture ); - - const mipWidth = size.width >> activeMipmapLevel; - const mipHeight = size.height >> activeMipmapLevel; - - let depthTexture = renderTarget.depthTexture || depthTextureMips[ activeMipmapLevel ]; - let textureNeedsUpdate = false; - - if ( depthTexture === undefined ) { - - depthTexture = new DepthTexture(); - depthTexture.format = renderTarget.stencilBuffer ? DepthStencilFormat : DepthFormat; - depthTexture.type = renderTarget.stencilBuffer ? UnsignedInt248Type : UnsignedIntType; // FloatType - depthTexture.image.width = mipWidth; - depthTexture.image.height = mipHeight; - - depthTextureMips[ activeMipmapLevel ] = depthTexture; - - } - - if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) { - - textureNeedsUpdate = true; - depthTexture.needsUpdate = true; - - depthTexture.image.width = mipWidth; - depthTexture.image.height = mipHeight; - - } - - renderTargetData.width = size.width; - renderTargetData.height = size.height; - renderTargetData.textures = textures; - renderTargetData.depthTexture = depthTexture; - renderTargetData.depth = renderTarget.depthBuffer; - renderTargetData.stencil = renderTarget.stencilBuffer; - renderTargetData.renderTarget = renderTarget; - - if ( renderTargetData.sampleCount !== sampleCount ) { - - textureNeedsUpdate = true; - depthTexture.needsUpdate = true; - - renderTargetData.sampleCount = sampleCount; - - } - - // - - const options = { sampleCount }; - - for ( let i = 0; i < textures.length; i ++ ) { - - const texture = textures[ i ]; - - if ( textureNeedsUpdate ) texture.needsUpdate = true; - - this.updateTexture( texture, options ); - - } - - this.updateTexture( depthTexture, options ); - - // dispose handler - - if ( renderTargetData.initialized !== true ) { - - renderTargetData.initialized = true; - - // dispose - - const onDispose = () => { - - renderTarget.removeEventListener( 'dispose', onDispose ); - - if ( textures !== undefined ) { - - for ( let i = 0; i < textures.length; i ++ ) { - - this._destroyTexture( textures[ i ] ); - - } - - } else { - - this._destroyTexture( texture ); - - } - - this._destroyTexture( depthTexture ); - - this.delete( renderTarget ); - - }; - - renderTarget.addEventListener( 'dispose', onDispose ); - - } - - } - - updateTexture( texture, options = {} ) { - - const textureData = this.get( texture ); - if ( textureData.initialized === true && textureData.version === texture.version ) return; - - const isRenderTarget = texture.isRenderTargetTexture || texture.isDepthTexture || texture.isFramebufferTexture; - const backend = this.backend; - - if ( isRenderTarget && textureData.initialized === true ) { - - // it's an update - - backend.destroySampler( texture ); - backend.destroyTexture( texture ); - - } - - // - - if ( texture.isFramebufferTexture ) { - - const renderer = this.renderer; - const renderTarget = renderer.getRenderTarget(); - - if ( renderTarget ) { - - texture.type = renderTarget.texture.type; - - } else { - - texture.type = UnsignedByteType; - - } - - } - - // - - const { width, height, depth } = this.getSize( texture ); - - options.width = width; - options.height = height; - options.depth = depth; - options.needsMipmaps = this.needsMipmaps( texture ); - options.levels = options.needsMipmaps ? this.getMipLevels( texture, width, height ) : 1; - - // - - if ( isRenderTarget || texture.isStorageTexture === true ) { - - backend.createSampler( texture ); - backend.createTexture( texture, options ); - - } else { - - const needsCreate = textureData.initialized !== true; - - if ( needsCreate ) backend.createSampler( texture ); - - if ( texture.version > 0 ) { - - const image = texture.image; - - if ( image === undefined ) { - - console.warn( 'THREE.Renderer: Texture marked for update but image is undefined.' ); - - } else if ( image.complete === false ) { - - console.warn( 'THREE.Renderer: Texture marked for update but image is incomplete.' ); - - } else { - - if ( texture.images ) { - - const images = []; - - for ( const image of texture.images ) { - - images.push( image ); - - } - - options.images = images; - - } else { - - options.image = image; - - } - - if ( textureData.isDefaultTexture === undefined || textureData.isDefaultTexture === true ) { - - backend.createTexture( texture, options ); - - textureData.isDefaultTexture = false; - - } - - if ( texture.source.dataReady === true ) backend.updateTexture( texture, options ); - - if ( options.needsMipmaps && texture.mipmaps.length === 0 ) backend.generateMipmaps( texture ); - - } - - } else { - - // async update - - backend.createDefaultTexture( texture ); - - textureData.isDefaultTexture = true; - - } - - } - - // dispose handler - - if ( textureData.initialized !== true ) { - - textureData.initialized = true; - - // - - this.info.memory.textures ++; - - // dispose - - const onDispose = () => { - - texture.removeEventListener( 'dispose', onDispose ); - - this._destroyTexture( texture ); - - this.info.memory.textures --; - - }; - - texture.addEventListener( 'dispose', onDispose ); - - } - - // - - textureData.version = texture.version; - - } - - getSize( texture, target = _size ) { - - let image = texture.images ? texture.images[ 0 ] : texture.image; - - if ( image ) { - - if ( image.image !== undefined ) image = image.image; - - target.width = image.width; - target.height = image.height; - target.depth = texture.isCubeTexture ? 6 : ( image.depth || 1 ); - - } else { - - target.width = target.height = target.depth = 1; - - } - - return target; - - } - - getMipLevels( texture, width, height ) { - - let mipLevelCount; - - if ( texture.isCompressedTexture ) { - - mipLevelCount = texture.mipmaps.length; - - } else { - - mipLevelCount = Math.floor( Math.log2( Math.max( width, height ) ) ) + 1; - - } - - return mipLevelCount; - - } - - needsMipmaps( texture ) { - - if ( this.isEnvironmentTexture( texture ) ) return true; - - return ( texture.isCompressedTexture === true ) || ( ( texture.minFilter !== NearestFilter ) && ( texture.minFilter !== LinearFilter ) ); - - } - - isEnvironmentTexture( texture ) { - - const mapping = texture.mapping; - - return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); - - } - - _destroyTexture( texture ) { - - this.backend.destroySampler( texture ); - this.backend.destroyTexture( texture ); - - this.delete( texture ); - - } - -} - -class Color4 extends Color { - - constructor( r, g, b, a = 1 ) { - - super( r, g, b ); - - this.a = a; - - } - - set( r, g, b, a = 1 ) { - - this.a = a; - - return super.set( r, g, b ); - - } - - copy( color ) { - - if ( color.a !== undefined ) this.a = color.a; - - return super.copy( color ); - - } - - clone() { - - return new this.constructor( this.r, this.g, this.b, this.a ); - - } - -} - -const _clearColor = /*@__PURE__*/ new Color4(); - -class Background extends DataMap { - - constructor( renderer, nodes ) { - - super(); - - this.renderer = renderer; - this.nodes = nodes; - - } - - update( scene, renderList, renderContext ) { - - const renderer = this.renderer; - const background = this.nodes.getBackgroundNode( scene ) || scene.background; - - let forceClear = false; - - if ( background === null ) { - - // no background settings, use clear color configuration from the renderer - - renderer._clearColor.getRGB( _clearColor, LinearSRGBColorSpace ); - _clearColor.a = renderer._clearColor.a; - - } else if ( background.isColor === true ) { - - // background is an opaque color - - background.getRGB( _clearColor, LinearSRGBColorSpace ); - _clearColor.a = 1; - - forceClear = true; - - } else if ( background.isNode === true ) { - - const sceneData = this.get( scene ); - const backgroundNode = background; - - _clearColor.copy( renderer._clearColor ); - - let backgroundMesh = sceneData.backgroundMesh; - - if ( backgroundMesh === undefined ) { - - const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), { - // @TODO: Add Texture2D support using node context - getUV: () => normalWorld, - getTextureLevel: () => backgroundBlurriness - } ); - - let viewProj = modelViewProjection(); - viewProj = viewProj.setZ( viewProj.w ); - - const nodeMaterial = new NodeMaterial(); - nodeMaterial.name = 'Background.material'; - nodeMaterial.side = BackSide; - nodeMaterial.depthTest = false; - nodeMaterial.depthWrite = false; - nodeMaterial.fog = false; - nodeMaterial.lights = false; - nodeMaterial.vertexNode = viewProj; - nodeMaterial.colorNode = backgroundMeshNode; - - sceneData.backgroundMeshNode = backgroundMeshNode; - sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial ); - backgroundMesh.frustumCulled = false; - backgroundMesh.name = 'Background.mesh'; - - backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) { - - this.matrixWorld.copyPosition( camera.matrixWorld ); - - }; - - } - - const backgroundCacheKey = backgroundNode.getCacheKey(); - - if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) { - - sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity ); - - backgroundMesh.material.needsUpdate = true; - - sceneData.backgroundCacheKey = backgroundCacheKey; - - } - - renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null ); - - } else { - - console.error( 'THREE.Renderer: Unsupported background configuration.', background ); - - } - - // - - if ( renderer.autoClear === true || forceClear === true ) { - - _clearColor.multiplyScalar( _clearColor.a ); - - const clearColorValue = renderContext.clearColorValue; - - clearColorValue.r = _clearColor.r; - clearColorValue.g = _clearColor.g; - clearColorValue.b = _clearColor.b; - clearColorValue.a = _clearColor.a; - - renderContext.depthClearValue = renderer._clearDepth; - renderContext.stencilClearValue = renderer._clearStencil; - - renderContext.clearColor = renderer.autoClearColor === true; - renderContext.clearDepth = renderer.autoClearDepth === true; - renderContext.clearStencil = renderer.autoClearStencil === true; - - } else { - - renderContext.clearColor = false; - renderContext.clearDepth = false; - renderContext.clearStencil = false; - - } - - } - -} - -class NodeBuilderState { - - constructor( vertexShader, fragmentShader, computeShader, nodeAttributes, bindings, updateNodes, updateBeforeNodes, updateAfterNodes, instanceBindGroups = true, transforms = [] ) { - - this.vertexShader = vertexShader; - this.fragmentShader = fragmentShader; - this.computeShader = computeShader; - this.transforms = transforms; - - this.nodeAttributes = nodeAttributes; - this.bindings = bindings; - - this.updateNodes = updateNodes; - this.updateBeforeNodes = updateBeforeNodes; - this.updateAfterNodes = updateAfterNodes; - - this.instanceBindGroups = instanceBindGroups; - - this.usedTimes = 0; - - } - - createBindings() { - - const bindings = []; - - for ( const instanceGroup of this.bindings ) { - - const shared = this.instanceBindGroups && instanceGroup.bindings[ 0 ].groupNode.shared; - - if ( shared !== true ) { - - const bindingsGroup = new BindGroup( instanceGroup.name ); - bindings.push( bindingsGroup ); - - for ( const instanceBinding of instanceGroup.bindings ) { - - bindingsGroup.bindings.push( instanceBinding.clone() ); - - } - - } else { - - bindings.push( instanceGroup ); - - } - - } - - return bindings; - - } - -} - -const outputNodeMap = new WeakMap(); - -class Nodes extends DataMap { - - constructor( renderer, backend ) { - - super(); - - this.renderer = renderer; - this.backend = backend; - this.nodeFrame = new NodeFrame(); - this.nodeBuilderCache = new Map(); - this.callHashCache = new ChainMap(); - this.groupsData = new ChainMap(); - - } - - updateGroup( nodeUniformsGroup ) { - - const groupNode = nodeUniformsGroup.groupNode; - const name = groupNode.name; - - // objectGroup is every updated - - if ( name === objectGroup.name ) return true; - - // renderGroup is updated once per render/compute call - - if ( name === renderGroup.name ) { - - const uniformsGroupData = this.get( nodeUniformsGroup ); - const renderId = this.nodeFrame.renderId; - - if ( uniformsGroupData.renderId !== renderId ) { - - uniformsGroupData.renderId = renderId; - - return true; - - } - - return false; - - } - - // frameGroup is updated once per frame - - if ( name === frameGroup.name ) { - - const uniformsGroupData = this.get( nodeUniformsGroup ); - const frameId = this.nodeFrame.frameId; - - if ( uniformsGroupData.frameId !== frameId ) { - - uniformsGroupData.frameId = frameId; - - return true; - - } - - return false; - - } - - // other groups are updated just when groupNode.needsUpdate is true - - const groupChain = [ groupNode, nodeUniformsGroup ]; - - let groupData = this.groupsData.get( groupChain ); - if ( groupData === undefined ) this.groupsData.set( groupChain, groupData = {} ); - - if ( groupData.version !== groupNode.version ) { - - groupData.version = groupNode.version; - - return true; - - } - - return false; - - } - - getForRenderCacheKey( renderObject ) { - - return renderObject.initialCacheKey; - - } - - getForRender( renderObject ) { - - const renderObjectData = this.get( renderObject ); - - let nodeBuilderState = renderObjectData.nodeBuilderState; - - if ( nodeBuilderState === undefined ) { - - const { nodeBuilderCache } = this; - - const cacheKey = this.getForRenderCacheKey( renderObject ); - - nodeBuilderState = nodeBuilderCache.get( cacheKey ); - - if ( nodeBuilderState === undefined ) { - - const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer ); - nodeBuilder.scene = renderObject.scene; - nodeBuilder.material = renderObject.material; - nodeBuilder.camera = renderObject.camera; - nodeBuilder.context.material = renderObject.material; - nodeBuilder.lightsNode = renderObject.lightsNode; - nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene ); - nodeBuilder.fogNode = this.getFogNode( renderObject.scene ); - nodeBuilder.clippingContext = renderObject.clippingContext; - nodeBuilder.build(); - - nodeBuilderState = this._createNodeBuilderState( nodeBuilder ); - - nodeBuilderCache.set( cacheKey, nodeBuilderState ); - - } - - nodeBuilderState.usedTimes ++; - - renderObjectData.nodeBuilderState = nodeBuilderState; - - } - - return nodeBuilderState; - - } - - delete( object ) { - - if ( object.isRenderObject ) { - - const nodeBuilderState = this.get( object ).nodeBuilderState; - nodeBuilderState.usedTimes --; - - if ( nodeBuilderState.usedTimes === 0 ) { - - this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) ); - - } - - } - - return super.delete( object ); - - } - - getForCompute( computeNode ) { - - const computeData = this.get( computeNode ); - - let nodeBuilderState = computeData.nodeBuilderState; - - if ( nodeBuilderState === undefined ) { - - const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer ); - nodeBuilder.build(); - - nodeBuilderState = this._createNodeBuilderState( nodeBuilder ); - - computeData.nodeBuilderState = nodeBuilderState; - - } - - return nodeBuilderState; - - } - - _createNodeBuilderState( nodeBuilder ) { - - return new NodeBuilderState( - nodeBuilder.vertexShader, - nodeBuilder.fragmentShader, - nodeBuilder.computeShader, - nodeBuilder.getAttributesArray(), - nodeBuilder.getBindings(), - nodeBuilder.updateNodes, - nodeBuilder.updateBeforeNodes, - nodeBuilder.updateAfterNodes, - nodeBuilder.instanceBindGroups, - nodeBuilder.transforms - ); - - } - - getEnvironmentNode( scene ) { - - return scene.environmentNode || this.get( scene ).environmentNode || null; - - } - - getBackgroundNode( scene ) { - - return scene.backgroundNode || this.get( scene ).backgroundNode || null; - - } - - getFogNode( scene ) { - - return scene.fogNode || this.get( scene ).fogNode || null; - - } - - getCacheKey( scene, lightsNode ) { - - const chain = [ scene, lightsNode ]; - const callId = this.renderer.info.calls; - - let cacheKeyData = this.callHashCache.get( chain ); - - if ( cacheKeyData === undefined || cacheKeyData.callId !== callId ) { - - const environmentNode = this.getEnvironmentNode( scene ); - const fogNode = this.getFogNode( scene ); - - const cacheKey = []; - - if ( lightsNode ) cacheKey.push( lightsNode.getCacheKey( true ) ); - if ( environmentNode ) cacheKey.push( environmentNode.getCacheKey() ); - if ( fogNode ) cacheKey.push( fogNode.getCacheKey() ); - - cacheKeyData = { - callId, - cacheKey: cacheKey.join( ',' ) - }; - - this.callHashCache.set( chain, cacheKeyData ); - - } - - return cacheKeyData.cacheKey; - - } - - updateScene( scene ) { - - this.updateEnvironment( scene ); - this.updateFog( scene ); - this.updateBackground( scene ); - - } - - get isToneMappingState() { - - return this.renderer.getRenderTarget() ? false : true; - - } - - updateBackground( scene ) { - - const sceneData = this.get( scene ); - const background = scene.background; - - if ( background ) { - - if ( sceneData.background !== background ) { - - let backgroundNode = null; - - if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping ) ) { - - backgroundNode = pmremTexture( background, normalWorld ); - - } else if ( background.isTexture === true ) { - - backgroundNode = texture( background, viewportBottomLeft ).setUpdateMatrix( true ); - - } else if ( background.isColor !== true ) { - - console.error( 'WebGPUNodes: Unsupported background configuration.', background ); - - } - - sceneData.backgroundNode = backgroundNode; - sceneData.background = background; - - } - - } else if ( sceneData.backgroundNode ) { - - delete sceneData.backgroundNode; - delete sceneData.background; - - } - - } - - updateFog( scene ) { - - const sceneData = this.get( scene ); - const fog = scene.fog; - - if ( fog ) { - - if ( sceneData.fog !== fog ) { - - let fogNode = null; - - if ( fog.isFogExp2 ) { - - fogNode = densityFog( reference( 'color', 'color', fog ), reference( 'density', 'float', fog ) ); - - } else if ( fog.isFog ) { - - fogNode = rangeFog( reference( 'color', 'color', fog ), reference( 'near', 'float', fog ), reference( 'far', 'float', fog ) ); - - } else { - - console.error( 'WebGPUNodes: Unsupported fog configuration.', fog ); - - } - - sceneData.fogNode = fogNode; - sceneData.fog = fog; - - } - - } else { - - delete sceneData.fogNode; - delete sceneData.fog; - - } - - } - - updateEnvironment( scene ) { - - const sceneData = this.get( scene ); - const environment = scene.environment; - - if ( environment ) { - - if ( sceneData.environment !== environment ) { - - let environmentNode = null; - - if ( environment.isCubeTexture === true ) { - - environmentNode = cubeTexture( environment ); - - } else if ( environment.isTexture === true ) { - - environmentNode = texture( environment ); - - } else { - - console.error( 'Nodes: Unsupported environment configuration.', environment ); - - } - - sceneData.environmentNode = environmentNode; - sceneData.environment = environment; - - } - - } else if ( sceneData.environmentNode ) { - - delete sceneData.environmentNode; - delete sceneData.environment; - - } - - } - - getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) { - - const nodeFrame = this.nodeFrame; - nodeFrame.renderer = renderer; - nodeFrame.scene = scene; - nodeFrame.object = object; - nodeFrame.camera = camera; - nodeFrame.material = material; - - return nodeFrame; - - } - - getNodeFrameForRender( renderObject ) { - - return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material ); - - } - - getOutputCacheKey() { - - const renderer = this.renderer; - - return renderer.toneMapping + ',' + renderer.currentColorSpace; - - } - - hasOutputChange( outputTarget ) { - - const cacheKey = outputNodeMap.get( outputTarget ); - - return cacheKey !== this.getOutputCacheKey(); - - } - - getOutputNode( outputTexture ) { - - const renderer = this.renderer; - const cacheKey = this.getOutputCacheKey(); - - const output = texture( outputTexture, viewportTopLeft ).renderOutput( renderer.toneMapping, renderer.currentColorSpace ); - - outputNodeMap.set( outputTexture, cacheKey ); - - return output; - - } - - updateBefore( renderObject ) { - - const nodeFrame = this.getNodeFrameForRender( renderObject ); - const nodeBuilder = renderObject.getNodeBuilderState(); - - for ( const node of nodeBuilder.updateBeforeNodes ) { - - nodeFrame.updateBeforeNode( node ); - - } - - } - - updateAfter( renderObject ) { - - const nodeFrame = this.getNodeFrameForRender( renderObject ); - const nodeBuilder = renderObject.getNodeBuilderState(); - - for ( const node of nodeBuilder.updateAfterNodes ) { - - nodeFrame.updateAfterNode( node ); - - } - - } - - updateForCompute( computeNode ) { - - const nodeFrame = this.getNodeFrame(); - const nodeBuilder = this.getForCompute( computeNode ); - - for ( const node of nodeBuilder.updateNodes ) { - - nodeFrame.updateNode( node ); - - } - - } - - updateForRender( renderObject ) { - - const nodeFrame = this.getNodeFrameForRender( renderObject ); - const nodeBuilder = renderObject.getNodeBuilderState(); - - for ( const node of nodeBuilder.updateNodes ) { - - nodeFrame.updateNode( node ); - - } - - } - - dispose() { - - super.dispose(); - - this.nodeFrame = new NodeFrame(); - this.nodeBuilderCache = new Map(); - - } - -} - -class RenderBundle { - - constructor( scene, camera ) { - - this.scene = scene; - this.camera = camera; - - } - - clone() { - - return Object.assign( new this.constructor(), this ); - - } - -} - -class RenderBundles { - - constructor() { - - this.lists = new ChainMap(); - - } - - get( scene, camera ) { - - const lists = this.lists; - const keys = [ scene, camera ]; - - let list = lists.get( keys ); - - if ( list === undefined ) { - - list = new RenderBundle( scene, camera ); - lists.set( keys, list ); - - } - - return list; - - } - - dispose() { - - this.lists = new ChainMap(); - - } - -} - -const _scene = /*@__PURE__*/ new Scene(); -const _drawingBufferSize = /*@__PURE__*/ new Vector2(); -const _screen = /*@__PURE__*/ new Vector4(); -const _frustum = /*@__PURE__*/ new Frustum(); -const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); -const _vector3 = /*@__PURE__*/ new Vector3(); - -class Renderer { - - constructor( backend, parameters = {} ) { - - this.isRenderer = true; - - // - - const { - logarithmicDepthBuffer = false, - alpha = true, - antialias = false, - samples = 0 - } = parameters; - - // public - this.domElement = backend.getDomElement(); - - this.backend = backend; - - this.samples = samples || ( antialias === true ) ? 4 : 0; - - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; - - this.alpha = alpha; - - this.logarithmicDepthBuffer = logarithmicDepthBuffer; - - this.outputColorSpace = SRGBColorSpace; - - this.toneMapping = NoToneMapping; - this.toneMappingExposure = 1.0; - - this.sortObjects = true; - - this.depth = true; - this.stencil = false; - - this.clippingPlanes = []; - - this.info = new Info(); - - // internals - - this._pixelRatio = 1; - this._width = this.domElement.width; - this._height = this.domElement.height; - - this._viewport = new Vector4( 0, 0, this._width, this._height ); - this._scissor = new Vector4( 0, 0, this._width, this._height ); - this._scissorTest = false; - - this._attributes = null; - this._geometries = null; - this._nodes = null; - this._animation = null; - this._bindings = null; - this._objects = null; - this._pipelines = null; - this._bundles = null; - this._renderLists = null; - this._renderContexts = null; - this._textures = null; - this._background = null; - - this._quad = new QuadMesh( new NodeMaterial() ); - - this._currentRenderContext = null; - - this._opaqueSort = null; - this._transparentSort = null; - - this._frameBufferTarget = null; - - const alphaClear = this.alpha === true ? 0 : 1; - - this._clearColor = new Color4( 0, 0, 0, alphaClear ); - this._clearDepth = 1; - this._clearStencil = 0; - - this._renderTarget = null; - this._activeCubeFace = 0; - this._activeMipmapLevel = 0; - - this._mrt = null; - - this._renderObjectFunction = null; - this._currentRenderObjectFunction = null; - this._currentRenderBundle = null; - - this._handleObjectFunction = this._renderObjectDirect; - - this._initialized = false; - this._initPromise = null; - - this._compilationPromises = null; - - this.transparent = true; - this.opaque = true; - - this.shadowMap = { - enabled: false, - type: PCFShadowMap$1 - }; - - this.xr = { - enabled: false - }; - - this.debug = { - checkShaderErrors: true, - onShaderError: null - }; - - } - - async init() { - - if ( this._initialized ) { - - throw new Error( 'Renderer: Backend has already been initialized.' ); - - } - - if ( this._initPromise !== null ) { - - return this._initPromise; - - } - - this._initPromise = new Promise( async ( resolve, reject ) => { - - const backend = this.backend; - - try { - - await backend.init( this ); - - } catch ( error ) { - - reject( error ); - return; - - } - - this._nodes = new Nodes( this, backend ); - this._animation = new Animation( this._nodes, this.info ); - this._attributes = new Attributes( backend ); - this._background = new Background( this, this._nodes ); - this._geometries = new Geometries( this._attributes, this.info ); - this._textures = new Textures( this, backend, this.info ); - this._pipelines = new Pipelines( backend, this._nodes ); - this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info ); - this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info ); - this._renderLists = new RenderLists(); - this._bundles = new RenderBundles(); - this._renderContexts = new RenderContexts(); - - // - - this._initialized = true; - - resolve(); - - } ); - - return this._initPromise; - - } - - get coordinateSystem() { - - return this.backend.coordinateSystem; - - } - - async compileAsync( scene, camera, targetScene = null ) { - - if ( this._initialized === false ) await this.init(); - - // preserve render tree - - const nodeFrame = this._nodes.nodeFrame; - - const previousRenderId = nodeFrame.renderId; - const previousRenderContext = this._currentRenderContext; - const previousRenderObjectFunction = this._currentRenderObjectFunction; - const previousCompilationPromises = this._compilationPromises; - - // - - const sceneRef = ( scene.isScene === true ) ? scene : _scene; - - if ( targetScene === null ) targetScene = scene; - - const renderTarget = this._renderTarget; - const renderContext = this._renderContexts.get( targetScene, camera, renderTarget ); - const activeMipmapLevel = this._activeMipmapLevel; - - const compilationPromises = []; - - this._currentRenderContext = renderContext; - this._currentRenderObjectFunction = this.renderObject; - - this._handleObjectFunction = this._createObjectPipeline; - - this._compilationPromises = compilationPromises; - - nodeFrame.renderId ++; - - // - - nodeFrame.update(); - - // - - renderContext.depth = this.depth; - renderContext.stencil = this.stencil; - - if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext(); - renderContext.clippingContext.updateGlobal( this, camera ); - - // - - sceneRef.onBeforeRender( this, scene, camera, renderTarget ); - - // - - const renderList = this._renderLists.get( scene, camera ); - renderList.begin(); - - this._projectObject( scene, camera, 0, renderList ); - - // include lights from target scene - if ( targetScene !== scene ) { - - targetScene.traverseVisible( function ( object ) { - - if ( object.isLight && object.layers.test( camera.layers ) ) { - - renderList.pushLight( object ); - - } - - } ); - - } - - renderList.finish(); - - // - - if ( renderTarget !== null ) { - - this._textures.updateRenderTarget( renderTarget, activeMipmapLevel ); - - const renderTargetData = this._textures.get( renderTarget ); - - renderContext.textures = renderTargetData.textures; - renderContext.depthTexture = renderTargetData.depthTexture; - - } else { - - renderContext.textures = null; - renderContext.depthTexture = null; - - } - - // - - this._nodes.updateScene( sceneRef ); - - // - - this._background.update( sceneRef, renderList, renderContext ); - - // process render lists - - const opaqueObjects = renderList.opaque; - const transparentObjects = renderList.transparent; - const lightsNode = renderList.lightsNode; - - if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode ); - if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode ); - - // restore render tree - - nodeFrame.renderId = previousRenderId; - - this._currentRenderContext = previousRenderContext; - this._currentRenderObjectFunction = previousRenderObjectFunction; - this._compilationPromises = previousCompilationPromises; - - this._handleObjectFunction = this._renderObjectDirect; - - // wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete - - await Promise.all( compilationPromises ); - - } - - async renderAsync( scene, camera ) { - - if ( this._initialized === false ) await this.init(); - - const renderContext = this._renderScene( scene, camera ); - - await this.backend.resolveTimestampAsync( renderContext, 'render' ); - - } - - setMRT( mrt ) { - - this._mrt = mrt; - - return this; - - } - - getMRT() { - - return this._mrt; - - } - - _renderBundle( bundle, sceneRef, lightsNode ) { - - const { object, camera, renderList } = bundle; - - const renderContext = this._currentRenderContext; - const renderContextData = this.backend.get( renderContext ); - - // - - const renderBundle = this._bundles.get( object, camera ); - - const renderBundleData = this.backend.get( renderBundle ); - if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set(); - - // - - const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || object.needsUpdate === true; - - renderBundleData.renderContexts.add( renderContext ); - - if ( renderBundleNeedsUpdate ) { - - if ( renderContextData.renderObjects === undefined || object.needsUpdate === true ) { - - const nodeFrame = this._nodes.nodeFrame; - - renderContextData.renderObjects = []; - renderContextData.renderBundles = []; - renderContextData.scene = sceneRef; - renderContextData.camera = camera; - renderContextData.renderId = nodeFrame.renderId; - - renderContextData.registerBundlesPhase = true; - - } - - this._currentRenderBundle = renderBundle; - - const opaqueObjects = renderList.opaque; - - if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode ); - - this._currentRenderBundle = null; - - // - - object.needsUpdate = false; - - } else { - - const renderContext = this._currentRenderContext; - const renderContextData = this.backend.get( renderContext ); - - for ( let i = 0, l = renderContextData.renderObjects.length; i < l; i ++ ) { - - const renderObject = renderContextData.renderObjects[ i ]; - - this._nodes.updateBefore( renderObject ); - - // - - renderObject.object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, renderObject.object.matrixWorld ); - renderObject.object.normalMatrix.getNormalMatrix( renderObject.object.modelViewMatrix ); - - this._nodes.updateForRender( renderObject ); - this._bindings.updateForRender( renderObject ); - - this.backend.draw( renderObject, this.info ); - - this._nodes.updateAfter( renderObject ); - - } - - } - - } - - render( scene, camera ) { - - if ( this._initialized === false ) { - - console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' ); - - return this.renderAsync( scene, camera ); - - } - - this._renderScene( scene, camera ); - - } - - _getFrameBufferTarget() { - - const { currentColorSpace } = this; - - const useToneMapping = this._renderTarget === null && ( this.toneMapping !== NoToneMapping ); - const useColorSpace = this._renderTarget === null && ( currentColorSpace !== LinearSRGBColorSpace && currentColorSpace !== NoColorSpace ); - - if ( useToneMapping === false && useColorSpace === false ) return null; - - const { width, height } = this.getDrawingBufferSize( _drawingBufferSize ); - const { depth, stencil } = this; - - let frameBufferTarget = this._frameBufferTarget; - - if ( frameBufferTarget === null ) { - - frameBufferTarget = new RenderTarget( width, height, { - depthBuffer: depth, - stencilBuffer: stencil, - type: HalfFloatType, // FloatType - format: RGBAFormat, - colorSpace: LinearSRGBColorSpace, - generateMipmaps: false, - minFilter: LinearFilter, - magFilter: LinearFilter, - samples: this.samples - } ); - - frameBufferTarget.isPostProcessingRenderTarget = true; - - this._frameBufferTarget = frameBufferTarget; - - } - - frameBufferTarget.depthBuffer = depth; - frameBufferTarget.stencilBuffer = stencil; - frameBufferTarget.setSize( width, height ); - frameBufferTarget.viewport.copy( this._viewport ); - frameBufferTarget.scissor.copy( this._scissor ); - frameBufferTarget.viewport.multiplyScalar( this._pixelRatio ); - frameBufferTarget.scissor.multiplyScalar( this._pixelRatio ); - frameBufferTarget.scissorTest = this._scissorTest; - - return frameBufferTarget; - - } - - _renderScene( scene, camera, useFrameBufferTarget = true ) { - - const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null; - - // preserve render tree - - const nodeFrame = this._nodes.nodeFrame; - - const previousRenderId = nodeFrame.renderId; - const previousRenderContext = this._currentRenderContext; - const previousRenderObjectFunction = this._currentRenderObjectFunction; - - // - - const sceneRef = ( scene.isScene === true ) ? scene : _scene; - - const outputRenderTarget = this._renderTarget; - - const activeCubeFace = this._activeCubeFace; - const activeMipmapLevel = this._activeMipmapLevel; - - // - - let renderTarget; - - if ( frameBufferTarget !== null ) { - - renderTarget = frameBufferTarget; - - this.setRenderTarget( renderTarget ); - - } else { - - renderTarget = outputRenderTarget; - - } - - // - - const renderContext = this._renderContexts.get( scene, camera, renderTarget ); - - this._currentRenderContext = renderContext; - this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject; - - // - - this.info.calls ++; - this.info.render.calls ++; - this.info.render.frameCalls ++; - - nodeFrame.renderId = this.info.calls; - - // - - const coordinateSystem = this.coordinateSystem; - - if ( camera.coordinateSystem !== coordinateSystem ) { - - camera.coordinateSystem = coordinateSystem; - - camera.updateProjectionMatrix(); - - } - - // - - if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); - - if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); - - // - - let viewport = this._viewport; - let scissor = this._scissor; - let pixelRatio = this._pixelRatio; - - if ( renderTarget !== null ) { - - viewport = renderTarget.viewport; - scissor = renderTarget.scissor; - pixelRatio = 1; - - } - - this.getDrawingBufferSize( _drawingBufferSize ); - - _screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height ); - - const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth; - const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth; - - renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor(); - renderContext.viewportValue.width >>= activeMipmapLevel; - renderContext.viewportValue.height >>= activeMipmapLevel; - renderContext.viewportValue.minDepth = minDepth; - renderContext.viewportValue.maxDepth = maxDepth; - renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false; - - renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor(); - renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false; - renderContext.scissorValue.width >>= activeMipmapLevel; - renderContext.scissorValue.height >>= activeMipmapLevel; - - if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext(); - renderContext.clippingContext.updateGlobal( this, camera ); - - // - - sceneRef.onBeforeRender( this, scene, camera, renderTarget ); - - // - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem ); - - const renderList = this._renderLists.get( scene, camera ); - renderList.begin(); - - this._projectObject( scene, camera, 0, renderList ); - - renderList.finish(); - - if ( this.sortObjects === true ) { - - renderList.sort( this._opaqueSort, this._transparentSort ); - - } - - // - - if ( renderTarget !== null ) { - - this._textures.updateRenderTarget( renderTarget, activeMipmapLevel ); - - const renderTargetData = this._textures.get( renderTarget ); - - renderContext.textures = renderTargetData.textures; - renderContext.depthTexture = renderTargetData.depthTexture; - renderContext.width = renderTargetData.width; - renderContext.height = renderTargetData.height; - renderContext.renderTarget = renderTarget; - renderContext.depth = renderTarget.depthBuffer; - renderContext.stencil = renderTarget.stencilBuffer; - - } else { - - renderContext.textures = null; - renderContext.depthTexture = null; - renderContext.width = this.domElement.width; - renderContext.height = this.domElement.height; - renderContext.depth = this.depth; - renderContext.stencil = this.stencil; - - } - - renderContext.width >>= activeMipmapLevel; - renderContext.height >>= activeMipmapLevel; - renderContext.activeCubeFace = activeCubeFace; - renderContext.activeMipmapLevel = activeMipmapLevel; - renderContext.occlusionQueryCount = renderList.occlusionQueryCount; - - // - - this._nodes.updateScene( sceneRef ); - - // - - this._background.update( sceneRef, renderList, renderContext ); - - // - - this.backend.beginRender( renderContext ); - - // process render lists - - const opaqueObjects = renderList.opaque; - const transparentObjects = renderList.transparent; - const bundles = renderList.bundles; - const lightsNode = renderList.lightsNode; - - if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode ); - if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode ); - if ( this.transparent === true && transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode ); - - // finish render pass - - this.backend.finishRender( renderContext ); - - // restore render tree - - nodeFrame.renderId = previousRenderId; - - this._currentRenderContext = previousRenderContext; - this._currentRenderObjectFunction = previousRenderObjectFunction; - - // - - if ( frameBufferTarget !== null ) { - - this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel ); - - const quad = this._quad; - - if ( this._nodes.hasOutputChange( renderTarget.texture ) ) { - - quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture ); - quad.material.needsUpdate = true; - - } - - this._renderScene( quad, quad.camera, false ); - - } - - // - - sceneRef.onAfterRender( this, scene, camera, renderTarget ); - - // - - return renderContext; - - } - - getMaxAnisotropy() { - - return this.backend.getMaxAnisotropy(); - - } - - getActiveCubeFace() { - - return this._activeCubeFace; - - } - - getActiveMipmapLevel() { - - return this._activeMipmapLevel; - - } - - async setAnimationLoop( callback ) { - - if ( this._initialized === false ) await this.init(); - - this._animation.setAnimationLoop( callback ); - - } - - async getArrayBufferAsync( attribute ) { - - return await this.backend.getArrayBufferAsync( attribute ); - - } - - getContext() { - - return this.backend.getContext(); - - } - - getPixelRatio() { - - return this._pixelRatio; - - } - - getDrawingBufferSize( target ) { - - return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor(); - - } - - getSize( target ) { - - return target.set( this._width, this._height ); - - } - - setPixelRatio( value = 1 ) { - - this._pixelRatio = value; - - this.setSize( this._width, this._height, false ); - - } - - setDrawingBufferSize( width, height, pixelRatio ) { - - this._width = width; - this._height = height; - - this._pixelRatio = pixelRatio; - - this.domElement.width = Math.floor( width * pixelRatio ); - this.domElement.height = Math.floor( height * pixelRatio ); - - this.setViewport( 0, 0, width, height ); - - if ( this._initialized ) this.backend.updateSize(); - - } - - setSize( width, height, updateStyle = true ) { - - this._width = width; - this._height = height; - - this.domElement.width = Math.floor( width * this._pixelRatio ); - this.domElement.height = Math.floor( height * this._pixelRatio ); - - if ( updateStyle === true ) { - - this.domElement.style.width = width + 'px'; - this.domElement.style.height = height + 'px'; - - } - - this.setViewport( 0, 0, width, height ); - - if ( this._initialized ) this.backend.updateSize(); - - } - - setOpaqueSort( method ) { - - this._opaqueSort = method; - - } - - setTransparentSort( method ) { - - this._transparentSort = method; - - } - - getScissor( target ) { - - const scissor = this._scissor; - - target.x = scissor.x; - target.y = scissor.y; - target.width = scissor.width; - target.height = scissor.height; - - return target; - - } - - setScissor( x, y, width, height ) { - - const scissor = this._scissor; - - if ( x.isVector4 ) { - - scissor.copy( x ); - - } else { - - scissor.set( x, y, width, height ); - - } - - } - - getScissorTest() { - - return this._scissorTest; - - } - - setScissorTest( boolean ) { - - this._scissorTest = boolean; - - this.backend.setScissorTest( boolean ); - - } - - getViewport( target ) { - - return target.copy( this._viewport ); - - } - - setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) { - - const viewport = this._viewport; - - if ( x.isVector4 ) { - - viewport.copy( x ); - - } else { - - viewport.set( x, y, width, height ); - - } - - viewport.minDepth = minDepth; - viewport.maxDepth = maxDepth; - - } - - getClearColor( target ) { - - return target.copy( this._clearColor ); - - } - - setClearColor( color, alpha = 1 ) { - - this._clearColor.set( color ); - this._clearColor.a = alpha; - - } - - getClearAlpha() { - - return this._clearColor.a; - - } - - setClearAlpha( alpha ) { - - this._clearColor.a = alpha; - - } - - getClearDepth() { - - return this._clearDepth; - - } - - setClearDepth( depth ) { - - this._clearDepth = depth; - - } - - getClearStencil() { - - return this._clearStencil; - - } - - setClearStencil( stencil ) { - - this._clearStencil = stencil; - - } - - isOccluded( object ) { - - const renderContext = this._currentRenderContext; - - return renderContext && this.backend.isOccluded( renderContext, object ); - - } - - clear( color = true, depth = true, stencil = true ) { - - if ( this._initialized === false ) { - - console.warn( 'THREE.Renderer: .clear() called before the backend is initialized. Try using .clearAsync() instead.' ); - - return this.clearAsync( color, depth, stencil ); - - } - - const renderTarget = this._renderTarget || this._getFrameBufferTarget(); - - let renderTargetData = null; - - if ( renderTarget !== null ) { - - this._textures.updateRenderTarget( renderTarget ); - - renderTargetData = this._textures.get( renderTarget ); - - } - - this.backend.clear( color, depth, stencil, renderTargetData ); - - if ( renderTarget !== null && this._renderTarget === null ) { - - // If a color space transform or tone mapping is required, - // the clear operation clears the intermediate renderTarget texture, but does not update the screen canvas. - - const quad = this._quad; - - if ( this._nodes.hasOutputChange( renderTarget.texture ) ) { - - quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture ); - quad.material.needsUpdate = true; - - } - - this._renderScene( quad, quad.camera, false ); - - } - - } - - clearColor() { - - return this.clear( true, false, false ); - - } - - clearDepth() { - - return this.clear( false, true, false ); - - } - - clearStencil() { - - return this.clear( false, false, true ); - - } - - async clearAsync( color = true, depth = true, stencil = true ) { - - if ( this._initialized === false ) await this.init(); - - this.clear( color, depth, stencil ); - - } - - clearColorAsync() { - - return this.clearAsync( true, false, false ); - - } - - clearDepthAsync() { - - return this.clearAsync( false, true, false ); - - } - - clearStencilAsync() { - - return this.clearAsync( false, false, true ); - - } - - get currentColorSpace() { - - const renderTarget = this._renderTarget; - - if ( renderTarget !== null ) { - - const texture = renderTarget.texture; - - return ( Array.isArray( texture ) ? texture[ 0 ] : texture ).colorSpace; - - } - - return this.outputColorSpace; - - } - - dispose() { - - this.info.dispose(); - - this._animation.dispose(); - this._objects.dispose(); - this._pipelines.dispose(); - this._nodes.dispose(); - this._bindings.dispose(); - this._renderLists.dispose(); - this._renderContexts.dispose(); - this._textures.dispose(); - - this.setRenderTarget( null ); - this.setAnimationLoop( null ); - - } - - setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { - - this._renderTarget = renderTarget; - this._activeCubeFace = activeCubeFace; - this._activeMipmapLevel = activeMipmapLevel; - - } - - getRenderTarget() { - - return this._renderTarget; - - } - - setRenderObjectFunction( renderObjectFunction ) { - - this._renderObjectFunction = renderObjectFunction; - - } - - getRenderObjectFunction() { - - return this._renderObjectFunction; - - } - - async computeAsync( computeNodes ) { - - if ( this._initialized === false ) await this.init(); - - const nodeFrame = this._nodes.nodeFrame; - - const previousRenderId = nodeFrame.renderId; - - // - - this.info.calls ++; - this.info.compute.calls ++; - this.info.compute.frameCalls ++; - - nodeFrame.renderId = this.info.calls; - - // - - const backend = this.backend; - const pipelines = this._pipelines; - const bindings = this._bindings; - const nodes = this._nodes; - - const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ]; - - if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) { - - throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' ); - - } - - backend.beginCompute( computeNodes ); - - for ( const computeNode of computeList ) { - - // onInit - - if ( pipelines.has( computeNode ) === false ) { - - const dispose = () => { - - computeNode.removeEventListener( 'dispose', dispose ); - - pipelines.delete( computeNode ); - bindings.delete( computeNode ); - nodes.delete( computeNode ); - - }; - - computeNode.addEventListener( 'dispose', dispose ); - - // - - computeNode.onInit( { renderer: this } ); - - } - - nodes.updateForCompute( computeNode ); - bindings.updateForCompute( computeNode ); - - const computeBindings = bindings.getForCompute( computeNode ); - const computePipeline = pipelines.getForCompute( computeNode, computeBindings ); - - backend.compute( computeNodes, computeNode, computeBindings, computePipeline ); - - } - - backend.finishCompute( computeNodes ); - - await this.backend.resolveTimestampAsync( computeNodes, 'compute' ); - - // - - nodeFrame.renderId = previousRenderId; - - } - - async hasFeatureAsync( name ) { - - if ( this._initialized === false ) await this.init(); - - return this.backend.hasFeature( name ); - - } - - hasFeature( name ) { - - if ( this._initialized === false ) { - - console.warn( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead.' ); - - return false; - - } - - return this.backend.hasFeature( name ); - - } - - copyFramebufferToTexture( framebufferTexture ) { - - const renderContext = this._currentRenderContext; - - this._textures.updateTexture( framebufferTexture ); - - this.backend.copyFramebufferToTexture( framebufferTexture, renderContext ); - - } - - copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) { - - this._textures.updateTexture( srcTexture ); - this._textures.updateTexture( dstTexture ); - - this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level ); - - } - - - readRenderTargetPixelsAsync( renderTarget, x, y, width, height, index = 0 ) { - - return this.backend.copyTextureToBuffer( renderTarget.textures[ index ], x, y, width, height ); - - } - - _projectObject( object, camera, groupOrder, renderList ) { - - 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 ) { - - renderList.pushLight( object ); - - } else if ( object.isSprite ) { - - if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { - - if ( this.sortObjects === true ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix ); - - } - - const geometry = object.geometry; - const material = object.material; - - if ( material.visible ) { - - renderList.push( object, geometry, material, groupOrder, _vector3.z, null ); - - } - - } - - } else if ( object.isLineLoop ) { - - console.error( 'THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' ); - - } else if ( object.isMesh || object.isLine || object.isPoints ) { - - if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { - - const geometry = object.geometry; - const material = object.material; - - if ( this.sortObjects === true ) { - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _vector3 - .copy( geometry.boundingSphere.center ) - .applyMatrix4( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - 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 ) { - - renderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); - - } - - } - - } else if ( material.visible ) { - - renderList.push( object, geometry, material, groupOrder, _vector3.z, null ); - - } - - } - - } - - } - - if ( object.static === true ) { - - const baseRenderList = renderList; - - // replace render list - renderList = this._renderLists.get( object, camera ); - - renderList.begin(); - - baseRenderList.pushBundle( { - object, - camera, - renderList, - } ); - - renderList.finish(); - - } - - const children = object.children; - - for ( let i = 0, l = children.length; i < l; i ++ ) { - - this._projectObject( children[ i ], camera, groupOrder, renderList ); - - } - - } - - _renderBundles( bundles, sceneRef, lightsNode ) { - - for ( const bundle of bundles ) { - - this._renderBundle( bundle, sceneRef, lightsNode ); - - } - - } - - _renderObjects( renderList, camera, scene, lightsNode ) { - - // process renderable objects - - for ( let i = 0, il = renderList.length; i < il; i ++ ) { - - const renderItem = renderList[ i ]; - - // @TODO: Add support for multiple materials per object. This will require to extract - // the material from the renderItem object and pass it with its group data to renderObject(). - - const { object, geometry, material, group } = renderItem; - - if ( camera.isArrayCamera ) { - - const cameras = camera.cameras; - - for ( let j = 0, jl = cameras.length; j < jl; j ++ ) { - - const camera2 = cameras[ j ]; - - if ( object.layers.test( camera2.layers ) ) { - - const vp = camera2.viewport; - const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth; - const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth; - - const viewportValue = this._currentRenderContext.viewportValue; - viewportValue.copy( vp ).multiplyScalar( this._pixelRatio ).floor(); - viewportValue.minDepth = minDepth; - viewportValue.maxDepth = maxDepth; - - this.backend.updateViewport( this._currentRenderContext ); - - this._currentRenderObjectFunction( object, scene, camera2, geometry, material, group, lightsNode ); - - } - - } - - } else { - - this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode ); - - } - - } - - } - - renderObject( object, scene, camera, geometry, material, group, lightsNode ) { - - let overridePositionNode; - let overrideFragmentNode; - let overrideDepthNode; - - // - - object.onBeforeRender( this, scene, camera, geometry, material, group ); - - // - - if ( scene.overrideMaterial !== null ) { - - const overrideMaterial = scene.overrideMaterial; - - if ( material.positionNode && material.positionNode.isNode ) { - - overridePositionNode = overrideMaterial.positionNode; - overrideMaterial.positionNode = material.positionNode; - - } - - if ( overrideMaterial.isShadowNodeMaterial ) { - - overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide; - - if ( material.depthNode && material.depthNode.isNode ) { - - overrideDepthNode = overrideMaterial.depthNode; - overrideMaterial.depthNode = material.depthNode; - - } - - - if ( material.shadowNode && material.shadowNode.isNode ) { - - overrideFragmentNode = overrideMaterial.fragmentNode; - overrideMaterial.fragmentNode = material.shadowNode; - - } - - if ( this.localClippingEnabled ) { - - if ( material.clipShadows ) { - - if ( overrideMaterial.clippingPlanes !== material.clippingPlanes ) { - - overrideMaterial.clippingPlanes = material.clippingPlanes; - overrideMaterial.needsUpdate = true; - - } - - if ( overrideMaterial.clipIntersection !== material.clipIntersection ) { - - overrideMaterial.clipIntersection = material.clipIntersection; - - } - - } else if ( Array.isArray( overrideMaterial.clippingPlanes ) ) { - - overrideMaterial.clippingPlanes = null; - overrideMaterial.needsUpdate = true; - - } - - } - - } - - material = overrideMaterial; - - } - - // - - if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { - - material.side = BackSide; - this._handleObjectFunction( object, material, scene, camera, lightsNode, group, 'backSide' ); // create backSide pass id - - material.side = FrontSide; - this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); // use default pass id - - material.side = DoubleSide; - - } else { - - this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); - - } - - // - - if ( overridePositionNode !== undefined ) { - - scene.overrideMaterial.positionNode = overridePositionNode; - - } - - if ( overrideDepthNode !== undefined ) { - - scene.overrideMaterial.depthNode = overrideDepthNode; - - } - - if ( overrideFragmentNode !== undefined ) { - - scene.overrideMaterial.fragmentNode = overrideFragmentNode; - - } - - // - - object.onAfterRender( this, scene, camera, geometry, material, group ); - - } - - _renderObjectDirect( object, material, scene, camera, lightsNode, group, passId ) { - - const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId ); - renderObject.drawRange = group || object.geometry.drawRange; - - // - - this._nodes.updateBefore( renderObject ); - - // - - object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); - - // - - this._nodes.updateForRender( renderObject ); - this._geometries.updateForRender( renderObject ); - this._bindings.updateForRender( renderObject ); - this._pipelines.updateForRender( renderObject ); - - // - - if ( this._currentRenderBundle !== null && this._currentRenderBundle.needsUpdate === true ) { - - const renderObjectData = this.backend.get( renderObject ); - - renderObjectData.bundleEncoder = undefined; - renderObjectData.lastPipelineGPU = undefined; - - } - - this.backend.draw( renderObject, this.info ); - - if ( this._currentRenderBundle !== null ) { - - const renderContextData = this.backend.get( this._currentRenderContext ); - - renderContextData.renderObjects.push( renderObject ); - - } - - this._nodes.updateAfter( renderObject ); - - } - - _createObjectPipeline( object, material, scene, camera, lightsNode, passId ) { - - const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId ); - - // - - this._nodes.updateBefore( renderObject ); - - // - - this._nodes.updateForRender( renderObject ); - this._geometries.updateForRender( renderObject ); - this._bindings.updateForRender( renderObject ); - - this._pipelines.getForRender( renderObject, this._compilationPromises ); - - this._nodes.updateAfter( renderObject ); - - } - - get compute() { - - return this.computeAsync; - - } - - get compile() { - - return this.compileAsync; - - } - -} - -class Binding { - - constructor( name = '' ) { - - this.name = name; - - this.visibility = 0; - - } - - setVisibility( visibility ) { - - this.visibility |= visibility; - - } - - clone() { - - return Object.assign( new this.constructor(), this ); - - } - -} - -function getFloatLength( floatLength ) { - - // ensure chunk size alignment (STD140 layout) - - return floatLength + ( ( GPU_CHUNK_BYTES - ( floatLength % GPU_CHUNK_BYTES ) ) % GPU_CHUNK_BYTES ); - -} - -class Buffer extends Binding { - - constructor( name, buffer = null ) { - - super( name ); - - this.isBuffer = true; - - this.bytesPerElement = Float32Array.BYTES_PER_ELEMENT; - - this._buffer = buffer; - - } - - get byteLength() { - - return getFloatLength( this._buffer.byteLength ); - - } - - get buffer() { - - return this._buffer; - - } - - update() { - - return true; - - } - -} - -class UniformBuffer extends Buffer { - - constructor( name, buffer = null ) { - - super( name, buffer ); - - this.isUniformBuffer = true; - - } - -} - -let _id$4 = 0; - -class NodeUniformBuffer extends UniformBuffer { - - constructor( nodeUniform, groupNode ) { - - super( 'UniformBuffer_' + _id$4 ++, nodeUniform ? nodeUniform.value : null ); - - this.nodeUniform = nodeUniform; - this.groupNode = groupNode; - - } - - get buffer() { - - return this.nodeUniform.value; - - } - -} - -class UniformsGroup extends UniformBuffer { - - constructor( name ) { - - super( name ); - - this.isUniformsGroup = true; - - this._values = null; - - // the order of uniforms in this array must match the order of uniforms in the shader - - this.uniforms = []; - - } - - addUniform( uniform ) { - - this.uniforms.push( uniform ); - - return this; - - } - - removeUniform( uniform ) { - - const index = this.uniforms.indexOf( uniform ); - - if ( index !== - 1 ) { - - this.uniforms.splice( index, 1 ); - - } - - return this; - - } - - get values() { - - if ( this._values === null ) { - - this._values = Array.from( this.buffer ); - - } - - return this._values; - - } - - get buffer() { - - let buffer = this._buffer; - - if ( buffer === null ) { - - const byteLength = this.byteLength; - - buffer = new Float32Array( new ArrayBuffer( byteLength ) ); - - this._buffer = buffer; - - } - - return buffer; - - } - - get byteLength() { - - let offset = 0; // global buffer offset in bytes - - for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) { - - const uniform = this.uniforms[ i ]; - - const { boundary, itemSize } = uniform; - - // offset within a single chunk in bytes - - const chunkOffset = offset % GPU_CHUNK_BYTES; - const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset; - - // conformance tests - - if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) { - - // check for chunk overflow - - offset += ( GPU_CHUNK_BYTES - chunkOffset ); - - } else if ( chunkOffset % boundary !== 0 ) { - - // check for correct alignment - - offset += ( chunkOffset % boundary ); - - } - - uniform.offset = ( offset / this.bytesPerElement ); - - offset += ( itemSize * this.bytesPerElement ); - - } - - return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES; - - } - - update() { - - let updated = false; - - for ( const uniform of this.uniforms ) { - - if ( this.updateByType( uniform ) === true ) { - - updated = true; - - } - - } - - return updated; - - } - - updateByType( uniform ) { - - if ( uniform.isNumberUniform ) return this.updateNumber( uniform ); - if ( uniform.isVector2Uniform ) return this.updateVector2( uniform ); - if ( uniform.isVector3Uniform ) return this.updateVector3( uniform ); - if ( uniform.isVector4Uniform ) return this.updateVector4( uniform ); - if ( uniform.isColorUniform ) return this.updateColor( uniform ); - if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform ); - if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform ); - - console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform ); - - } - - updateNumber( uniform ) { - - let updated = false; - - const a = this.values; - const v = uniform.getValue(); - const offset = uniform.offset; - - if ( a[ offset ] !== v ) { - - const b = this.buffer; - - b[ offset ] = a[ offset ] = v; - updated = true; - - } - - return updated; - - } - - updateVector2( uniform ) { - - let updated = false; - - const a = this.values; - const v = uniform.getValue(); - const offset = uniform.offset; - - if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) { - - const b = this.buffer; - - b[ offset + 0 ] = a[ offset + 0 ] = v.x; - b[ offset + 1 ] = a[ offset + 1 ] = v.y; - - updated = true; - - } - - return updated; - - } - - updateVector3( uniform ) { - - let updated = false; - - const a = this.values; - const v = uniform.getValue(); - const offset = uniform.offset; - - if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) { - - const b = this.buffer; - - b[ offset + 0 ] = a[ offset + 0 ] = v.x; - b[ offset + 1 ] = a[ offset + 1 ] = v.y; - b[ offset + 2 ] = a[ offset + 2 ] = v.z; - - updated = true; - - } - - return updated; - - } - - updateVector4( uniform ) { - - let updated = false; - - const a = this.values; - const v = uniform.getValue(); - const offset = uniform.offset; - - if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) { - - const b = this.buffer; - - b[ offset + 0 ] = a[ offset + 0 ] = v.x; - b[ offset + 1 ] = a[ offset + 1 ] = v.y; - b[ offset + 2 ] = a[ offset + 2 ] = v.z; - b[ offset + 3 ] = a[ offset + 3 ] = v.w; - - updated = true; - - } - - return updated; - - } - - updateColor( uniform ) { - - let updated = false; - - const a = this.values; - const c = uniform.getValue(); - const offset = uniform.offset; - - if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) { - - const b = this.buffer; - - b[ offset + 0 ] = a[ offset + 0 ] = c.r; - b[ offset + 1 ] = a[ offset + 1 ] = c.g; - b[ offset + 2 ] = a[ offset + 2 ] = c.b; - - updated = true; - - } - - return updated; - - } - - updateMatrix3( uniform ) { - - let updated = false; - - const a = this.values; - const e = uniform.getValue().elements; - const offset = uniform.offset; - - if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] || - a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] || - a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) { - - const b = this.buffer; - - b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ]; - b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ]; - b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ]; - b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ]; - b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ]; - b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ]; - b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ]; - b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ]; - b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ]; - - updated = true; - - } - - return updated; - - } - - updateMatrix4( uniform ) { - - let updated = false; - - const a = this.values; - const e = uniform.getValue().elements; - const offset = uniform.offset; - - if ( arraysEqual( a, e, offset ) === false ) { - - const b = this.buffer; - b.set( e, offset ); - setArray( a, e, offset ); - updated = true; - - } - - return updated; - - } - -} - -function setArray( a, b, offset ) { - - for ( let i = 0, l = b.length; i < l; i ++ ) { - - a[ offset + i ] = b[ i ]; - - } - -} - -function arraysEqual( a, b, offset ) { - - for ( let i = 0, l = b.length; i < l; i ++ ) { - - if ( a[ offset + i ] !== b[ i ] ) return false; - - } - - return true; - -} - -let _id$3 = 0; - -class NodeUniformsGroup extends UniformsGroup { - - constructor( name, groupNode ) { - - super( name ); - - this.id = _id$3 ++; - this.groupNode = groupNode; - - this.isNodeUniformsGroup = true; - - } - - getNodes() { - - const nodes = []; - - for ( const uniform of this.uniforms ) { - - const node = uniform.nodeUniform.node; - - if ( ! node ) throw new Error( 'NodeUniformsGroup: Uniform has no node.' ); - - nodes.push( node ); - - } - - return nodes; - - } - -} - -let _id$2 = 0; - -class SampledTexture extends Binding { - - constructor( name, texture ) { - - super( name ); - - this.id = _id$2 ++; - - this.texture = texture; - this.version = texture ? texture.version : 0; - this.store = false; - - this.isSampledTexture = true; - - } - - get needsBindingsUpdate() { - - const { texture, version } = this; - - return texture.isVideoTexture ? true : version !== texture.version; // @TODO: version === 0 && texture.version > 0 ( add it just to External Textures like PNG,JPG ) - - } - - update() { - - const { texture, version } = this; - - if ( version !== texture.version ) { - - this.version = texture.version; - - return true; - - } - - return false; - - } - -} - -class NodeSampledTexture extends SampledTexture { - - constructor( name, textureNode, groupNode, access = null ) { - - super( name, textureNode ? textureNode.value : null ); - - this.textureNode = textureNode; - this.groupNode = groupNode; - - this.access = access; - - } - - get needsBindingsUpdate() { - - return this.textureNode.value !== this.texture || super.needsBindingsUpdate; - - } - - update() { - - const { textureNode } = this; - - if ( this.texture !== textureNode.value ) { - - this.texture = textureNode.value; - - return true; - - } - - return super.update(); - - } - -} - -class NodeSampledCubeTexture extends NodeSampledTexture { - - constructor( name, textureNode, groupNode, access ) { - - super( name, textureNode, groupNode, access ); - - this.isSampledCubeTexture = true; - - } - -} - -class NodeSampledTexture3D extends NodeSampledTexture { - - constructor( name, textureNode, groupNode, access ) { - - super( name, textureNode, groupNode, access ); - - this.isSampledTexture3D = true; - - } - -} - -const glslMethods = { - [ MathNode.ATAN2 ]: 'atan', - textureDimensions: 'textureSize', - equals: 'equal' -}; - -const precisionLib = { - low: 'lowp', - medium: 'mediump', - high: 'highp' -}; - -const supports$1 = { - swizzleAssign: true, - storageBuffer: false -}; - -const defaultPrecisions = ` -precision highp float; -precision highp int; -precision highp sampler2D; -precision highp sampler3D; -precision highp samplerCube; -precision highp sampler2DArray; - -precision highp usampler2D; -precision highp usampler3D; -precision highp usamplerCube; -precision highp usampler2DArray; - -precision highp isampler2D; -precision highp isampler3D; -precision highp isamplerCube; -precision highp isampler2DArray; - -precision lowp sampler2DShadow; -`; - -class GLSLNodeBuilder extends NodeBuilder { - - constructor( object, renderer ) { - - super( object, renderer, new GLSLNodeParser() ); - - this.uniformGroups = {}; - this.transforms = []; - - this.instanceBindGroups = false; - - } - - getMethod( method ) { - - return glslMethods[ method ] || method; - - } - - getOutputStructName() { - - return ''; - - } - - buildFunctionCode( shaderNode ) { - - const layout = shaderNode.layout; - const flowData = this.flowShaderNode( shaderNode ); - - const parameters = []; - - for ( const input of layout.inputs ) { - - parameters.push( this.getType( input.type ) + ' ' + input.name ); - - } - - // - - const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) { - - ${ flowData.vars } - -${ flowData.code } - return ${ flowData.result }; - -}`; - - // - - return code; - - } - - setupPBO( storageBufferNode ) { - - const attribute = storageBufferNode.value; - - if ( attribute.pbo === undefined ) { - - const originalArray = attribute.array; - const numElements = attribute.count * attribute.itemSize; - - const { itemSize } = attribute; - - const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' ); - - let format = isInteger ? RedIntegerFormat : RedFormat; - - - if ( itemSize === 2 ) { - - format = isInteger ? RGIntegerFormat : RGFormat; - - } else if ( itemSize === 3 ) { - - format = isInteger ? RGBIntegerFormat : RGBFormat; - - } else if ( itemSize === 4 ) { - - format = isInteger ? RGBAIntegerFormat : RGBAFormat; - - } - - const typeMap = { - Float32Array: FloatType, - Uint8Array: UnsignedByteType, - Uint16Array: UnsignedShortType, - Uint32Array: UnsignedIntType, - Int8Array: ByteType, - Int16Array: ShortType, - Int32Array: IntType, - Uint8ClampedArray: UnsignedByteType, - }; - - const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) ); - let height = Math.ceil( ( numElements / itemSize ) / width ); - if ( width * height * itemSize < numElements ) height ++; // Ensure enough space - - const newSize = width * height * itemSize; - - const newArray = new originalArray.constructor( newSize ); - - newArray.set( originalArray, 0 ); - - attribute.array = newArray; - - const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType ); - pboTexture.needsUpdate = true; - pboTexture.isPBOTexture = true; - - const pbo = new TextureNode( pboTexture, null, null ); - pbo.setPrecision( 'high' ); - - attribute.pboNode = pbo; - attribute.pbo = pbo.value; - - this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label ); - - } - - } - - getPropertyName( node, shaderStage = this.shaderStage ) { - - if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) { - - return shaderStage.charAt( 0 ) + '_' + node.name; - - } - - return super.getPropertyName( node, shaderStage ); - - } - - generatePBO( storageArrayElementNode ) { - - const { node, indexNode } = storageArrayElementNode; - const attribute = node.value; - - if ( this.renderer.backend.has( attribute ) ) { - - const attributeData = this.renderer.backend.get( attribute ); - attributeData.pbo = attribute.pbo; - - } - - - const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label ); - const textureName = this.getPropertyName( nodeUniform ); - - indexNode.increaseUsage( this ); // force cache generate to be used as index in x,y - const indexSnippet = indexNode.build( this, 'uint' ); - - const elementNodeData = this.getDataFromNode( storageArrayElementNode ); - - let propertyName = elementNodeData.propertyName; - - if ( propertyName === undefined ) { - - // property element - - const nodeVar = this.getVarFromNode( storageArrayElementNode ); - - propertyName = this.getPropertyName( nodeVar ); - - // property size - - const bufferNodeData = this.getDataFromNode( node ); - - let propertySizeName = bufferNodeData.propertySizeName; - - if ( propertySizeName === undefined ) { - - propertySizeName = propertyName + 'Size'; - - this.getVarFromNode( node, propertySizeName, 'uint' ); - - this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )` ); - - bufferNodeData.propertySizeName = propertySizeName; - - } - - // - - const { itemSize } = attribute; - - const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize ); - const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`; - - const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' ); - - // - - - let prefix = 'vec4'; - - if ( attribute.pbo.type === UnsignedIntType ) { - - prefix = 'uvec4'; - - } else if ( attribute.pbo.type === IntType ) { - - prefix = 'ivec4'; - - } - - this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}` ); - - elementNodeData.propertyName = propertyName; - - } - - return propertyName; - - } - - generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) { - - if ( depthSnippet ) { - - return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`; - - } else { - - return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`; - - } - - } - - generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) { - - if ( texture.isDepthTexture ) { - - return `texture( ${ textureProperty }, ${ uvSnippet } ).x`; - - } else { - - if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`; - - return `texture( ${ textureProperty }, ${ uvSnippet } )`; - - } - - } - - generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) { - - return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`; - - } - - generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) { - - return `texture( ${ textureProperty }, ${ uvSnippet }, ${ biasSnippet } )`; - - } - - generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) { - - return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`; - - } - - generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`; - - } else { - - console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` ); - - } - - } - - getVars( shaderStage ) { - - const snippets = []; - - const vars = this.vars[ shaderStage ]; - - if ( vars !== undefined ) { - - for ( const variable of vars ) { - - snippets.push( `${ this.getVar( variable.type, variable.name ) };` ); - - } - - } - - return snippets.join( '\n\t' ); - - } - - getUniforms( shaderStage ) { - - const uniforms = this.uniforms[ shaderStage ]; - - const bindingSnippets = []; - const uniformGroups = {}; - - for ( const uniform of uniforms ) { - - let snippet = null; - let group = false; - - if ( uniform.type === 'texture' ) { - - const texture = uniform.node.value; - - let typePrefix = ''; - - if ( texture.isDataTexture === true ) { - - - if ( texture.type === UnsignedIntType ) { - - typePrefix = 'u'; - - } else if ( texture.type === IntType ) { - - typePrefix = 'i'; - - } - - } - - if ( texture.compareFunction ) { - - snippet = `sampler2DShadow ${ uniform.name };`; - - } else if ( texture.isDataArrayTexture === true ) { - - snippet = `${typePrefix}sampler2DArray ${ uniform.name };`; - - } else { - - snippet = `${typePrefix}sampler2D ${ uniform.name };`; - - } - - } else if ( uniform.type === 'cubeTexture' ) { - - snippet = `samplerCube ${ uniform.name };`; - - } else if ( uniform.type === 'texture3D' ) { - - snippet = `sampler3D ${ uniform.name };`; - - } else if ( uniform.type === 'buffer' ) { - - const bufferNode = uniform.node; - const bufferType = this.getType( bufferNode.bufferType ); - const bufferCount = bufferNode.bufferCount; - - const bufferCountSnippet = bufferCount > 0 ? bufferCount : ''; - snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`; - - } else { - - const vectorType = this.getVectorType( uniform.type ); - - snippet = `${ vectorType } ${ this.getPropertyName( uniform, shaderStage ) };`; - - group = true; - - } - - const precision = uniform.node.precision; - - if ( precision !== null ) { - - snippet = precisionLib[ precision ] + ' ' + snippet; - - } - - if ( group ) { - - snippet = '\t' + snippet; - - const groupName = uniform.groupNode.name; - const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] ); - - groupSnippets.push( snippet ); - - } else { - - snippet = 'uniform ' + snippet; - - bindingSnippets.push( snippet ); - - } - - } - - let output = ''; - - for ( const name in uniformGroups ) { - - const groupSnippets = uniformGroups[ name ]; - - output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n'; - - } - - output += bindingSnippets.join( '\n' ); - - return output; - - } - - getTypeFromAttribute( attribute ) { - - let nodeType = super.getTypeFromAttribute( attribute ); - - if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) { - - let dataAttribute = attribute; - - if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data; - - const array = dataAttribute.array; - - if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) { - - nodeType = nodeType.slice( 1 ); - - } - - } - - return nodeType; - - } - - getAttributes( shaderStage ) { - - let snippet = ''; - - if ( shaderStage === 'vertex' || shaderStage === 'compute' ) { - - const attributes = this.getAttributesArray(); - - let location = 0; - - for ( const attribute of attributes ) { - - snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`; - - } - - } - - return snippet; - - } - - getStructMembers( struct ) { - - const snippets = []; - const members = struct.getMemberTypes(); - - for ( let i = 0; i < members.length; i ++ ) { - - const member = members[ i ]; - snippets.push( `layout( location = ${i} ) out ${ member} m${i};` ); - - } - - return snippets.join( '\n' ); - - } - - getStructs( shaderStage ) { - - const snippets = []; - const structs = this.structs[ shaderStage ]; - - if ( structs.length === 0 ) { - - return 'layout( location = 0 ) out vec4 fragColor;\n'; - - } - - for ( let index = 0, length = structs.length; index < length; index ++ ) { - - const struct = structs[ index ]; - - let snippet = '\n'; - snippet += this.getStructMembers( struct ); - snippet += '\n'; - - snippets.push( snippet ); - - } - - return snippets.join( '\n\n' ); - - } - - getVaryings( shaderStage ) { - - let snippet = ''; - - const varyings = this.varyings; - - if ( shaderStage === 'vertex' || shaderStage === 'compute' ) { - - for ( const varying of varyings ) { - - if ( shaderStage === 'compute' ) varying.needsInterpolation = true; - const type = varying.type; - const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : ''; - - snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`; - - } - - } else if ( shaderStage === 'fragment' ) { - - for ( const varying of varyings ) { - - if ( varying.needsInterpolation ) { - - const type = varying.type; - const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : ''; - - snippet += `${flat}in ${type} ${varying.name};\n`; - - } - - } - - } - - return snippet; - - } - - getVertexIndex() { - - return 'uint( gl_VertexID )'; - - } - - getInstanceIndex() { - - return 'uint( gl_InstanceID )'; - - } - - getDrawIndex() { - - const extensions = this.renderer.backend.extensions; - - if ( extensions.has( 'WEBGL_multi_draw' ) ) { - - return 'uint( gl_DrawID )'; - - } - - return null; - - } - - getFrontFacing() { - - return 'gl_FrontFacing'; - - } - - getFragCoord() { - - return 'gl_FragCoord'; - - } - - getFragDepth() { - - return 'gl_FragDepth'; - - } - - getExtensions( shaderStage ) { - - let extensions = ''; - - if ( shaderStage === 'vertex' ) { - - const ext = this.renderer.backend.extensions; - const isBatchedMesh = this.object.isBatchedMesh; - - if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) { - - extensions += '#extension GL_ANGLE_multi_draw : require\n'; - - } - - } - - return extensions; - - } - - isAvailable( name ) { - - let result = supports$1[ name ]; - - if ( result === undefined ) { - - if ( name === 'float32Filterable' ) { - - const extensions = this.renderer.backend.extensions; - - if ( extensions.has( 'OES_texture_float_linear' ) ) { - - extensions.get( 'OES_texture_float_linear' ); - result = true; - - } else { - - result = false; - - } - - } - - supports$1[ name ] = result; - - } - - return result; - - } - - isFlipY() { - - return true; - - } - - registerTransform( varyingName, attributeNode ) { - - this.transforms.push( { varyingName, attributeNode } ); - - } - - getTransforms( /* shaderStage */ ) { - - const transforms = this.transforms; - - let snippet = ''; - - for ( let i = 0; i < transforms.length; i ++ ) { - - const transform = transforms[ i ]; - - const attributeName = this.getPropertyName( transform.attributeNode ); - - snippet += `${ transform.varyingName } = ${ attributeName };\n\t`; - - } - - return snippet; - - } - - _getGLSLUniformStruct( name, vars ) { - - return ` -layout( std140 ) uniform ${name} { -${vars} -};`; - - } - - _getGLSLVertexCode( shaderData ) { - - return `#version 300 es - -// extensions -${shaderData.extensions} - -// precision -${ defaultPrecisions } - -// uniforms -${shaderData.uniforms} - -// varyings -${shaderData.varyings} - -// attributes -${shaderData.attributes} - -// codes -${shaderData.codes} - -void main() { - - // vars - ${shaderData.vars} - - // transforms - ${shaderData.transforms} - - // flow - ${shaderData.flow} - - gl_PointSize = 1.0; - -} -`; - - } - - _getGLSLFragmentCode( shaderData ) { - - return `#version 300 es - -${ this.getSignature() } - -// precision -${ defaultPrecisions } - -// uniforms -${shaderData.uniforms} - -// varyings -${shaderData.varyings} - -// codes -${shaderData.codes} - -${shaderData.structs} - -void main() { - - // vars - ${shaderData.vars} - - // flow - ${shaderData.flow} - -} -`; - - } - - buildCode() { - - const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} }; - - for ( const shaderStage in shadersData ) { - - let flow = '// code\n\n'; - flow += this.flowCode[ shaderStage ]; - - const flowNodes = this.flowNodes[ shaderStage ]; - const mainNode = flowNodes[ flowNodes.length - 1 ]; - - for ( const node of flowNodes ) { - - const flowSlotData = this.getFlowData( node/*, shaderStage*/ ); - const slotName = node.name; - - if ( slotName ) { - - if ( flow.length > 0 ) flow += '\n'; - - flow += `\t// flow -> ${ slotName }\n\t`; - - } - - flow += `${ flowSlotData.code }\n\t`; - - if ( node === mainNode && shaderStage !== 'compute' ) { - - flow += '// result\n\t'; - - if ( shaderStage === 'vertex' ) { - - flow += 'gl_Position = '; - flow += `${ flowSlotData.result };`; - - } else if ( shaderStage === 'fragment' ) { - - if ( ! node.outputNode.isOutputStructNode ) { - - flow += 'fragColor = '; - flow += `${ flowSlotData.result };`; - - } - - } - - } - - } - - const stageData = shadersData[ shaderStage ]; - - stageData.extensions = this.getExtensions( shaderStage ); - stageData.uniforms = this.getUniforms( shaderStage ); - stageData.attributes = this.getAttributes( shaderStage ); - stageData.varyings = this.getVaryings( shaderStage ); - stageData.vars = this.getVars( shaderStage ); - stageData.structs = this.getStructs( shaderStage ); - stageData.codes = this.getCodes( shaderStage ); - stageData.transforms = this.getTransforms( shaderStage ); - stageData.flow = flow; - - } - - if ( this.material !== null ) { - - this.vertexShader = this._getGLSLVertexCode( shadersData.vertex ); - this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment ); - - } else { - - this.computeShader = this._getGLSLVertexCode( shadersData.compute ); - - } - - } - - getUniformFromNode( node, type, shaderStage, name = null ) { - - const uniformNode = super.getUniformFromNode( node, type, shaderStage, name ); - const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache ); - - let uniformGPU = nodeData.uniformGPU; - - if ( uniformGPU === undefined ) { - - const group = node.groupNode; - const groupName = group.name; - - const bindings = this.getBindGroupArray( groupName, shaderStage ); - - if ( type === 'texture' ) { - - uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group ); - bindings.push( uniformGPU ); - - } else if ( type === 'cubeTexture' ) { - - uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group ); - bindings.push( uniformGPU ); - - } else if ( type === 'texture3D' ) { - - uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group ); - bindings.push( uniformGPU ); - - } else if ( type === 'buffer' ) { - - node.name = `NodeBuffer_${ node.id }`; - uniformNode.name = `buffer${ node.id }`; - - const buffer = new NodeUniformBuffer( node, group ); - buffer.name = node.name; - - bindings.push( buffer ); - - uniformGPU = buffer; - - } else { - - const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} ); - - let uniformsGroup = uniformsStage[ groupName ]; - - if ( uniformsGroup === undefined ) { - - uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group ); - //uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] ); - - uniformsStage[ groupName ] = uniformsGroup; - - bindings.push( uniformsGroup ); - - } - - uniformGPU = this.getNodeUniform( uniformNode, type ); - - uniformsGroup.addUniform( uniformGPU ); - - } - - nodeData.uniformGPU = uniformGPU; - - } - - return uniformNode; - - } - -} - -let vector2 = null; -let vector4 = null; -let color4 = null; - -class Backend { - - constructor( parameters = {} ) { - - this.parameters = Object.assign( {}, parameters ); - this.data = new WeakMap(); - this.renderer = null; - this.domElement = null; - - } - - async init( renderer ) { - - this.renderer = renderer; - - } - - // render context - - begin( /*renderContext*/ ) { } - - finish( /*renderContext*/ ) { } - - // render object - - draw( /*renderObject, info*/ ) { } - - // program - - createProgram( /*program*/ ) { } - - destroyProgram( /*program*/ ) { } - - // bindings - - createBindings( /*renderObject*/ ) { } - - updateBindings( /*renderObject*/ ) { } - - // pipeline - - createRenderPipeline( /*renderObject*/ ) { } - - createComputePipeline( /*computeNode, pipeline*/ ) { } - - destroyPipeline( /*pipeline*/ ) { } - - // cache key - - needsRenderUpdate( /*renderObject*/ ) { } // return Boolean ( fast test ) - - getRenderCacheKey( /*renderObject*/ ) { } // return String - - // node builder - - createNodeBuilder( /*renderObject*/ ) { } // return NodeBuilder (ADD IT) - - // textures - - createSampler( /*texture*/ ) { } - - createDefaultTexture( /*texture*/ ) { } - - createTexture( /*texture*/ ) { } - - copyTextureToBuffer( /*texture, x, y, width, height*/ ) {} - - // attributes - - createAttribute( /*attribute*/ ) { } - - createIndexAttribute( /*attribute*/ ) { } - - updateAttribute( /*attribute*/ ) { } - - destroyAttribute( /*attribute*/ ) { } - - // canvas - - getContext() { } - - updateSize() { } - - // utils - - resolveTimestampAsync( /*renderContext, type*/ ) { } - - hasFeatureAsync( /*name*/ ) { } // return Boolean - - hasFeature( /*name*/ ) { } // return Boolean - - getInstanceCount( renderObject ) { - - const { object, geometry } = renderObject; - - return geometry.isInstancedBufferGeometry ? geometry.instanceCount : ( object.count > 1 ? object.count : 1 ); - - } - - getDrawingBufferSize() { - - vector2 = vector2 || new Vector2(); - - return this.renderer.getDrawingBufferSize( vector2 ); - - } - - getScissor() { - - vector4 = vector4 || new Vector4(); - - return this.renderer.getScissor( vector4 ); - - } - - setScissorTest( /*boolean*/ ) { } - - getClearColor() { - - const renderer = this.renderer; - - color4 = color4 || new Color4(); - - renderer.getClearColor( color4 ); - - color4.getRGB( color4, this.renderer.currentColorSpace ); - - return color4; - - } - - getDomElement() { - - let domElement = this.domElement; - - if ( domElement === null ) { - - domElement = ( this.parameters.canvas !== undefined ) ? this.parameters.canvas : createCanvasElement(); - - // OffscreenCanvas does not have setAttribute, see #22811 - if ( 'setAttribute' in domElement ) domElement.setAttribute( 'data-engine', `three.js r${REVISION} webgpu` ); - - this.domElement = domElement; - - } - - return domElement; - - } - - // resource properties - - set( object, value ) { - - this.data.set( object, value ); - - } - - get( object ) { - - let map = this.data.get( object ); - - if ( map === undefined ) { - - map = {}; - this.data.set( object, map ); - - } - - return map; - - } - - has( object ) { - - return this.data.has( object ); - - } - - delete( object ) { - - this.data.delete( object ); - - } - -} - -let _id$1 = 0; - -class DualAttributeData { - - constructor( attributeData, dualBuffer ) { - - this.buffers = [ attributeData.bufferGPU, dualBuffer ]; - this.type = attributeData.type; - this.bufferType = attributeData.bufferType; - this.pbo = attributeData.pbo; - this.byteLength = attributeData.byteLength; - this.bytesPerElement = attributeData.BYTES_PER_ELEMENT; - this.version = attributeData.version; - this.isInteger = attributeData.isInteger; - this.activeBufferIndex = 0; - this.baseId = attributeData.id; - - } - - - get id() { - - return `${ this.baseId }|${ this.activeBufferIndex }`; - - } - - get bufferGPU() { - - return this.buffers[ this.activeBufferIndex ]; - - } - - get transformBuffer() { - - return this.buffers[ this.activeBufferIndex ^ 1 ]; - - } - - switchBuffers() { - - this.activeBufferIndex ^= 1; - - } - -} - -class WebGLAttributeUtils { - - constructor( backend ) { - - this.backend = backend; - - } - - createAttribute( attribute, bufferType ) { - - const backend = this.backend; - const { gl } = backend; - - const array = attribute.array; - const usage = attribute.usage || gl.STATIC_DRAW; - - const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute; - const bufferData = backend.get( bufferAttribute ); - - let bufferGPU = bufferData.bufferGPU; - - if ( bufferGPU === undefined ) { - - bufferGPU = this._createBuffer( gl, bufferType, array, usage ); - - bufferData.bufferGPU = bufferGPU; - bufferData.bufferType = bufferType; - bufferData.version = bufferAttribute.version; - - } - - //attribute.onUploadCallback(); - - let type; - - if ( array instanceof Float32Array ) { - - type = gl.FLOAT; - - } else if ( array instanceof Uint16Array ) { - - if ( attribute.isFloat16BufferAttribute ) { - - type = gl.HALF_FLOAT; - - } else { - - type = gl.UNSIGNED_SHORT; - - } - - } else if ( array instanceof Int16Array ) { - - type = gl.SHORT; - - } else if ( array instanceof Uint32Array ) { - - type = gl.UNSIGNED_INT; - - } else if ( array instanceof Int32Array ) { - - type = gl.INT; - - } else if ( array instanceof Int8Array ) { - - type = gl.BYTE; - - } else if ( array instanceof Uint8Array ) { - - type = gl.UNSIGNED_BYTE; - - } else if ( array instanceof Uint8ClampedArray ) { - - type = gl.UNSIGNED_BYTE; - - } else { - - throw new Error( 'THREE.WebGLBackend: Unsupported buffer data format: ' + array ); - - } - - let attributeData = { - bufferGPU, - bufferType, - type, - byteLength: array.byteLength, - bytesPerElement: array.BYTES_PER_ELEMENT, - version: attribute.version, - pbo: attribute.pbo, - isInteger: type === gl.INT || type === gl.UNSIGNED_INT || attribute.gpuType === IntType, - id: _id$1 ++ - }; - - if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) { - - // create buffer for tranform feedback use - const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage ); - attributeData = new DualAttributeData( attributeData, bufferGPUDual ); - - } - - backend.set( attribute, attributeData ); - - } - - updateAttribute( attribute ) { - - const backend = this.backend; - const { gl } = backend; - - const array = attribute.array; - const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute; - const bufferData = backend.get( bufferAttribute ); - const bufferType = bufferData.bufferType; - const updateRanges = attribute.isInterleavedBufferAttribute ? attribute.data.updateRanges : attribute.updateRanges; - - gl.bindBuffer( bufferType, bufferData.bufferGPU ); - - if ( updateRanges.length === 0 ) { - - // Not using update ranges - - gl.bufferSubData( bufferType, 0, array ); - - } else { - - for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { - - const range = updateRanges[ i ]; - gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT, - array, range.start, range.count ); - - } - - bufferAttribute.clearUpdateRanges(); - - } - - gl.bindBuffer( bufferType, null ); - - bufferData.version = bufferAttribute.version; - - } - - destroyAttribute( attribute ) { - - const backend = this.backend; - const { gl } = backend; - - if ( attribute.isInterleavedBufferAttribute ) { - - backend.delete( attribute.data ); - - } - - const attributeData = backend.get( attribute ); - - gl.deleteBuffer( attributeData.bufferGPU ); - - backend.delete( attribute ); - - } - - async getArrayBufferAsync( attribute ) { - - const backend = this.backend; - const { gl } = backend; - - const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute; - const { bufferGPU } = backend.get( bufferAttribute ); - - const array = attribute.array; - const byteLength = array.byteLength; - - gl.bindBuffer( gl.COPY_READ_BUFFER, bufferGPU ); - - const writeBuffer = gl.createBuffer(); - - gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer ); - gl.bufferData( gl.COPY_WRITE_BUFFER, byteLength, gl.STREAM_READ ); - - gl.copyBufferSubData( gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, byteLength ); - - await backend.utils._clientWaitAsync(); - - const dstBuffer = new attribute.array.constructor( array.length ); - - gl.getBufferSubData( gl.COPY_WRITE_BUFFER, 0, dstBuffer ); - - gl.deleteBuffer( writeBuffer ); - - return dstBuffer.buffer; - - } - - _createBuffer( gl, bufferType, array, usage ) { - - const bufferGPU = gl.createBuffer(); - - gl.bindBuffer( bufferType, bufferGPU ); - gl.bufferData( bufferType, array, usage ); - gl.bindBuffer( bufferType, null ); - - return bufferGPU; - - } - -} - -let initialized$1 = false, equationToGL, factorToGL; - -class WebGLState { - - constructor( backend ) { - - this.backend = backend; - - this.gl = this.backend.gl; - - this.enabled = {}; - this.currentFlipSided = null; - this.currentCullFace = null; - this.currentProgram = null; - this.currentBlendingEnabled = false; - this.currentBlending = null; - this.currentBlendSrc = null; - this.currentBlendDst = null; - this.currentBlendSrcAlpha = null; - this.currentBlendDstAlpha = null; - this.currentPremultipledAlpha = null; - this.currentPolygonOffsetFactor = null; - this.currentPolygonOffsetUnits = null; - this.currentColorMask = null; - this.currentDepthFunc = null; - this.currentDepthMask = null; - this.currentStencilFunc = null; - this.currentStencilRef = null; - this.currentStencilFuncMask = null; - this.currentStencilFail = null; - this.currentStencilZFail = null; - this.currentStencilZPass = null; - this.currentStencilMask = null; - this.currentLineWidth = null; - - this.currentBoundFramebuffers = {}; - this.currentDrawbuffers = new WeakMap(); - - this.maxTextures = this.gl.getParameter( this.gl.MAX_TEXTURE_IMAGE_UNITS ); - this.currentTextureSlot = null; - this.currentBoundTextures = {}; - - if ( initialized$1 === false ) { - - this._init( this.gl ); - - initialized$1 = true; - - } - - } - - _init( gl ) { - - // Store only WebGL constants here. - - equationToGL = { - [ AddEquation ]: gl.FUNC_ADD, - [ SubtractEquation ]: gl.FUNC_SUBTRACT, - [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT - }; - - 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 - }; - - } - - enable( id ) { - - const { enabled } = this; - - if ( enabled[ id ] !== true ) { - - this.gl.enable( id ); - enabled[ id ] = true; - - } - - } - - disable( id ) { - - const { enabled } = this; - - if ( enabled[ id ] !== false ) { - - this.gl.disable( id ); - enabled[ id ] = false; - - } - - } - - setFlipSided( flipSided ) { - - if ( this.currentFlipSided !== flipSided ) { - - const { gl } = this; - - if ( flipSided ) { - - gl.frontFace( gl.CW ); - - } else { - - gl.frontFace( gl.CCW ); - - } - - this.currentFlipSided = flipSided; - - } - - } - - setCullFace( cullFace ) { - - const { gl } = this; - - if ( cullFace !== CullFaceNone ) { - - this.enable( gl.CULL_FACE ); - - if ( cullFace !== this.currentCullFace ) { - - if ( cullFace === CullFaceBack ) { - - gl.cullFace( gl.BACK ); - - } else if ( cullFace === CullFaceFront ) { - - gl.cullFace( gl.FRONT ); - - } else { - - gl.cullFace( gl.FRONT_AND_BACK ); - - } - - } - - } else { - - this.disable( gl.CULL_FACE ); - - } - - this.currentCullFace = cullFace; - - } - - setLineWidth( width ) { - - const { currentLineWidth, gl } = this; - - if ( width !== currentLineWidth ) { - - gl.lineWidth( width ); - - this.currentLineWidth = width; - - } - - } - - - setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { - - const { gl } = this; - - if ( blending === NoBlending ) { - - if ( this.currentBlendingEnabled === true ) { - - this.disable( gl.BLEND ); - this.currentBlendingEnabled = false; - - } - - return; - - } - - if ( this.currentBlendingEnabled === false ) { - - this.enable( gl.BLEND ); - this.currentBlendingEnabled = true; - - } - - if ( blending !== CustomBlending ) { - - if ( blending !== this.currentBlending || premultipliedAlpha !== this.currentPremultipledAlpha ) { - - if ( this.currentBlendEquation !== AddEquation || this.currentBlendEquationAlpha !== AddEquation ) { - - gl.blendEquation( gl.FUNC_ADD ); - - this.currentBlendEquation = AddEquation; - this.currentBlendEquationAlpha = AddEquation; - - } - - if ( premultipliedAlpha ) { - - switch ( blending ) { - - case NormalBlending: - 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 ); - break; - - case SubtractiveBlending: - 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 ); - break; - - default: - console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; - - } - - } else { - - switch ( blending ) { - - case NormalBlending: - 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 ); - break; - - case SubtractiveBlending: - gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); - break; - - case MultiplyBlending: - gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); - break; - - default: - console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; - - } - - } - - this.currentBlendSrc = null; - this.currentBlendDst = null; - this.currentBlendSrcAlpha = null; - this.currentBlendDstAlpha = null; - - this.currentBlending = blending; - this.currentPremultipledAlpha = premultipliedAlpha; - - } - - return; - - } - - // custom blending - - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; - - if ( blendEquation !== this.currentBlendEquation || blendEquationAlpha !== this.currentBlendEquationAlpha ) { - - gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); - - this.currentBlendEquation = blendEquation; - this.currentBlendEquationAlpha = blendEquationAlpha; - - } - - if ( blendSrc !== this.currentBlendSrc || blendDst !== this.currentBlendDst || blendSrcAlpha !== this.currentBlendSrcAlpha || blendDstAlpha !== this.currentBlendDstAlpha ) { - - gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); - - this.currentBlendSrc = blendSrc; - this.currentBlendDst = blendDst; - this.currentBlendSrcAlpha = blendSrcAlpha; - this.currentBlendDstAlpha = blendDstAlpha; - - } - - this.currentBlending = blending; - this.currentPremultipledAlpha = false; - - } - - setColorMask( colorMask ) { - - if ( this.currentColorMask !== colorMask ) { - - this.gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - this.currentColorMask = colorMask; - - } - - } - - setDepthTest( depthTest ) { - - const { gl } = this; - - if ( depthTest ) { - - this.enable( gl.DEPTH_TEST ); - - } else { - - this.disable( gl.DEPTH_TEST ); - - } - - } - - setDepthMask( depthMask ) { - - if ( this.currentDepthMask !== depthMask ) { - - this.gl.depthMask( depthMask ); - this.currentDepthMask = depthMask; - - } - - } - - setDepthFunc( depthFunc ) { - - if ( this.currentDepthFunc !== depthFunc ) { - - const { gl } = this; - - switch ( depthFunc ) { - - case NeverDepth: - - gl.depthFunc( gl.NEVER ); - break; - - case AlwaysDepth: - - gl.depthFunc( gl.ALWAYS ); - break; - - case LessDepth: - - gl.depthFunc( gl.LESS ); - break; - - case LessEqualDepth: - - gl.depthFunc( gl.LEQUAL ); - break; - - case EqualDepth: - - gl.depthFunc( gl.EQUAL ); - break; - - case GreaterEqualDepth: - - gl.depthFunc( gl.GEQUAL ); - break; - - case GreaterDepth: - - gl.depthFunc( gl.GREATER ); - break; - - case NotEqualDepth: - - gl.depthFunc( gl.NOTEQUAL ); - break; - - default: - - gl.depthFunc( gl.LEQUAL ); - - } - - this.currentDepthFunc = depthFunc; - - } - - } - - setStencilTest( stencilTest ) { - - const { gl } = this; - - if ( stencilTest ) { - - this.enable( gl.STENCIL_TEST ); - - } else { - - this.disable( gl.STENCIL_TEST ); - - } - - } - - setStencilMask( stencilMask ) { - - if ( this.currentStencilMask !== stencilMask ) { - - this.gl.stencilMask( stencilMask ); - this.currentStencilMask = stencilMask; - - } - - } - - setStencilFunc( stencilFunc, stencilRef, stencilMask ) { - - if ( this.currentStencilFunc !== stencilFunc || - this.currentStencilRef !== stencilRef || - this.currentStencilFuncMask !== stencilMask ) { - - this.gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); - - this.currentStencilFunc = stencilFunc; - this.currentStencilRef = stencilRef; - this.currentStencilFuncMask = stencilMask; - - } - - } - - setStencilOp( stencilFail, stencilZFail, stencilZPass ) { - - if ( this.currentStencilFail !== stencilFail || - this.currentStencilZFail !== stencilZFail || - this.currentStencilZPass !== stencilZPass ) { - - this.gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - - this.currentStencilFail = stencilFail; - this.currentStencilZFail = stencilZFail; - this.currentStencilZPass = stencilZPass; - - } - - } - - setMaterial( material, frontFaceCW ) { - - const { gl } = this; - - material.side === DoubleSide - ? this.disable( gl.CULL_FACE ) - : this.enable( gl.CULL_FACE ); - - let flipSided = ( material.side === BackSide ); - if ( frontFaceCW ) flipSided = ! flipSided; - - this.setFlipSided( flipSided ); - - ( material.blending === NormalBlending && material.transparent === false ) - ? this.setBlending( NoBlending ) - : this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); - - this.setDepthFunc( material.depthFunc ); - this.setDepthTest( material.depthTest ); - this.setDepthMask( material.depthWrite ); - this.setColorMask( material.colorWrite ); - - const stencilWrite = material.stencilWrite; - this.setStencilTest( stencilWrite ); - if ( stencilWrite ) { - - this.setStencilMask( material.stencilWriteMask ); - this.setStencilFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); - this.setStencilOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); - - } - - this.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - material.alphaToCoverage === true - ? this.enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) - : this.disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); - - } - - setPolygonOffset( polygonOffset, factor, units ) { - - const { gl } = this; - - if ( polygonOffset ) { - - this.enable( gl.POLYGON_OFFSET_FILL ); - - if ( this.currentPolygonOffsetFactor !== factor || this.currentPolygonOffsetUnits !== units ) { - - gl.polygonOffset( factor, units ); - - this.currentPolygonOffsetFactor = factor; - this.currentPolygonOffsetUnits = units; - - } - - } else { - - this.disable( gl.POLYGON_OFFSET_FILL ); - - } - - } - - useProgram( program ) { - - if ( this.currentProgram !== program ) { - - this.gl.useProgram( program ); - - this.currentProgram = program; - - return true; - - } - - return false; - - } - - // framebuffer - - - bindFramebuffer( target, framebuffer ) { - - const { gl, currentBoundFramebuffers } = this; - - if ( currentBoundFramebuffers[ target ] !== framebuffer ) { - - gl.bindFramebuffer( target, framebuffer ); - - currentBoundFramebuffers[ target ] = framebuffer; - - // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER - - if ( target === gl.DRAW_FRAMEBUFFER ) { - - currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; - - } - - if ( target === gl.FRAMEBUFFER ) { - - currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; - - } - - return true; - - } - - return false; - - } - - drawBuffers( renderContext, framebuffer ) { - - const { gl } = this; - - let drawBuffers = []; - - let needsUpdate = false; - - if ( renderContext.textures !== null ) { - - drawBuffers = this.currentDrawbuffers.get( framebuffer ); - - if ( drawBuffers === undefined ) { - - drawBuffers = []; - this.currentDrawbuffers.set( framebuffer, drawBuffers ); - - } - - - const textures = renderContext.textures; - - 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.BACK ) { - - drawBuffers[ 0 ] = gl.BACK; - - needsUpdate = true; - - } - - } - - if ( needsUpdate ) { - - gl.drawBuffers( drawBuffers ); - - } - - - } - - - // texture - - activeTexture( webglSlot ) { - - const { gl, currentTextureSlot, maxTextures } = this; - - if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - this.currentTextureSlot = webglSlot; - - } - - } - - bindTexture( webglType, webglTexture, webglSlot ) { - - const { gl, currentTextureSlot, currentBoundTextures, maxTextures } = this; - - 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; - - } - - if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - this.currentTextureSlot = webglSlot; - - } - - gl.bindTexture( webglType, webglTexture ); - - boundTexture.type = webglType; - boundTexture.texture = webglTexture; - - - } - - - } - - unbindTexture() { - - const { gl, currentTextureSlot, currentBoundTextures } = this; - - const boundTexture = currentBoundTextures[ currentTextureSlot ]; - - if ( boundTexture !== undefined && boundTexture.type !== undefined ) { - - gl.bindTexture( boundTexture.type, null ); - - boundTexture.type = undefined; - boundTexture.texture = undefined; - - } - - } - -} - -class WebGLUtils { - - constructor( backend ) { - - this.backend = backend; - - this.gl = this.backend.gl; - this.extensions = backend.extensions; - - } - - convert( p, colorSpace = NoColorSpace ) { - - const { gl, extensions } = this; - - 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 === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV; - - 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 ) { - - return gl.HALF_FLOAT; - - } - - if ( p === AlphaFormat ) return gl.ALPHA; - if ( p === RGBFormat ) return gl.RGB; - if ( p === RGBAFormat ) return gl.RGBA; - if ( p === LuminanceFormat ) return gl.LUMINANCE; - if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; - if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; - if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; - - // 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 ( colorSpace === SRGBColorSpace ) { - - 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; - - } - - } - - // ETC - - if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_etc' ); - - if ( extension !== null ) { - - if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; - if ( p === RGBA_ETC2_EAC_Format ) return ( colorSpace === SRGBColorSpace ) ? 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 ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; - if ( p === RGBA_ASTC_5x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; - if ( p === RGBA_ASTC_5x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; - if ( p === RGBA_ASTC_6x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; - if ( p === RGBA_ASTC_6x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; - if ( p === RGBA_ASTC_8x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; - if ( p === RGBA_ASTC_8x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; - if ( p === RGBA_ASTC_8x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; - if ( p === RGBA_ASTC_10x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; - if ( p === RGBA_ASTC_10x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; - if ( p === RGBA_ASTC_10x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; - if ( p === RGBA_ASTC_10x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; - if ( p === RGBA_ASTC_12x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; - if ( p === RGBA_ASTC_12x12_Format ) return ( colorSpace === SRGBColorSpace ) ? 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 ( colorSpace === SRGBColorSpace ) ? 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 ) { - - return gl.UNSIGNED_INT_24_8; - - } - - // 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; - - } - - _clientWaitAsync() { - - const { gl } = this; - - const sync = gl.fenceSync( gl.SYNC_GPU_COMMANDS_COMPLETE, 0 ); - - gl.flush(); - - return new Promise( ( resolve, reject ) => { - - function test() { - - const res = gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ); - - if ( res === gl.WAIT_FAILED ) { - - gl.deleteSync( sync ); - - reject(); - return; - - } - - if ( res === gl.TIMEOUT_EXPIRED ) { - - requestAnimationFrame( test ); - return; - - } - - gl.deleteSync( sync ); - - resolve(); - - } - - test(); - - } ); - - } - -} - -let initialized = false, wrappingToGL, filterToGL, compareToGL; - -class WebGLTextureUtils { - - constructor( backend ) { - - this.backend = backend; - - this.gl = backend.gl; - this.extensions = backend.extensions; - this.defaultTextures = {}; - - if ( initialized === false ) { - - this._init( this.gl ); - - initialized = true; - - } - - } - - _init( gl ) { - - // Store only WebGL constants here. - - wrappingToGL = { - [ RepeatWrapping ]: gl.REPEAT, - [ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE, - [ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT - }; - - 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 - }; - - compareToGL = { - [ NeverCompare ]: gl.NEVER, - [ AlwaysCompare ]: gl.ALWAYS, - [ LessCompare ]: gl.LESS, - [ LessEqualCompare ]: gl.LEQUAL, - [ EqualCompare ]: gl.EQUAL, - [ GreaterEqualCompare ]: gl.GEQUAL, - [ GreaterCompare ]: gl.GREATER, - [ NotEqualCompare ]: gl.NOTEQUAL - }; - - } - - filterFallback( f ) { - - const { gl } = this; - - if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { - - return gl.NEAREST; - - } - - return gl.LINEAR; - - } - - getGLTextureType( texture ) { - - const { gl } = this; - - let glTextureType; - - if ( texture.isCubeTexture === true ) { - - glTextureType = gl.TEXTURE_CUBE_MAP; - - } else if ( texture.isDataArrayTexture === true ) { - - glTextureType = gl.TEXTURE_2D_ARRAY; - - } else if ( texture.isData3DTexture === true ) { - - glTextureType = gl.TEXTURE_3D; - - } else { - - glTextureType = gl.TEXTURE_2D; - - - } - - return glTextureType; - - } - - getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) { - - const { gl, extensions } = this; - - 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 ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16; - if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI; - if ( glType === gl.BYTE ) internalFormat = gl.R8I; - if ( glType === gl.SHORT ) internalFormat = gl.R16I; - if ( glType === gl.INT ) internalFormat = gl.R32I; - - } - - if ( glFormat === gl.RED_INTEGER ) { - - if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI; - if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI; - if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI; - if ( glType === gl.BYTE ) internalFormat = gl.R8I; - if ( glType === gl.SHORT ) internalFormat = gl.R16I; - if ( glType === gl.INT ) internalFormat = gl.R32I; - - } - - 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 ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16; - if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI; - if ( glType === gl.BYTE ) internalFormat = gl.RG8I; - if ( glType === gl.SHORT ) internalFormat = gl.RG16I; - if ( glType === gl.INT ) internalFormat = gl.RG32I; - - } - - if ( glFormat === gl.RG_INTEGER ) { - - if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8UI; - if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16UI; - if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI; - if ( glType === gl.BYTE ) internalFormat = gl.RG8I; - if ( glType === gl.SHORT ) internalFormat = gl.RG16I; - if ( glType === gl.INT ) internalFormat = gl.RG32I; - - } - - if ( glFormat === gl.RGB ) { - - if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F; - if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F; - if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8; - if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16; - if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI; - if ( glType === gl.BYTE ) internalFormat = gl.RGB8I; - if ( glType === gl.SHORT ) internalFormat = gl.RGB16I; - if ( glType === gl.INT ) internalFormat = gl.RGB32I; - if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8 : gl.RGB8; - if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565; - if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1; - if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4; - if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5; - - } - - if ( glFormat === gl.RGB_INTEGER ) { - - if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8UI; - if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16UI; - if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI; - if ( glType === gl.BYTE ) internalFormat = gl.RGB8I; - if ( glType === gl.SHORT ) internalFormat = gl.RGB16I; - if ( glType === gl.INT ) internalFormat = gl.RGB32I; - - } - - 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 = gl.RGBA8; - if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16; - if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI; - if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I; - if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I; - if ( glType === gl.INT ) internalFormat = gl.RGBA32I; - if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === 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 ( glFormat === gl.RGBA_INTEGER ) { - - if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8UI; - if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16UI; - if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI; - if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I; - if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I; - if ( glType === gl.INT ) internalFormat = gl.RGBA32I; - - } - - if ( glFormat === gl.DEPTH_COMPONENT ) { - - if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH24_STENCIL8; - if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F; - - } - - if ( glFormat === gl.DEPTH_STENCIL ) { - - if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8; - - } - - 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; - - } - - setTextureParameters( textureType, texture ) { - - const { gl, extensions, backend } = this; - - const { currentAnisotropy } = backend.get( texture ); - - 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 ] ); - - - // follow WebGPU backend mapping for texture filtering - const minFilter = ! texture.isVideoTexture && texture.minFilter === LinearFilter ? LinearMipmapLinearFilter : texture.minFilter; - - gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] ); - - if ( texture.compareFunction ) { - - gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE ); - gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] ); - - } - - if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { - - 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 ( texture.anisotropy > 1 || currentAnisotropy !== texture.anisotropy ) { - - const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) ); - backend.get( texture ).currentAnisotropy = texture.anisotropy; - - } - - } - - } - - createDefaultTexture( texture ) { - - const { gl, backend, defaultTextures } = this; - - - const glTextureType = this.getGLTextureType( texture ); - - let textureGPU = defaultTextures[ glTextureType ]; - - if ( textureGPU === undefined ) { - - textureGPU = gl.createTexture(); - - backend.state.bindTexture( glTextureType, textureGPU ); - gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); - gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); - - // gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); - - defaultTextures[ glTextureType ] = textureGPU; - - } - - backend.set( texture, { - textureGPU, - glTextureType, - isDefault: true - } ); - - } - - createTexture( texture, options ) { - - const { gl, backend } = this; - const { levels, width, height, depth } = options; - - const glFormat = backend.utils.convert( texture.format, texture.colorSpace ); - const glType = backend.utils.convert( texture.type ); - const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture ); - - const textureGPU = gl.createTexture(); - const glTextureType = this.getGLTextureType( texture ); - - backend.state.bindTexture( glTextureType, textureGPU ); - - 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 ); - - this.setTextureParameters( glTextureType, texture ); - - if ( texture.isDataArrayTexture ) { - - gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth ); - - } else if ( texture.isData3DTexture ) { - - gl.texStorage3D( gl.TEXTURE_3D, levels, glInternalFormat, width, height, depth ); - - } else if ( ! texture.isVideoTexture ) { - - gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height ); - - } - - backend.set( texture, { - textureGPU, - glTextureType, - glFormat, - glType, - glInternalFormat - } ); - - } - - copyBufferToTexture( buffer, texture ) { - - const { gl, backend } = this; - - const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture ); - - const { width, height } = texture.source.data; - - gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer ); - - backend.state.bindTexture( glTextureType, textureGPU ); - - gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false ); - gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false ); - gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 ); - - gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null ); - - backend.state.unbindTexture(); - // debug - // const framebuffer = gl.createFramebuffer(); - // gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer ); - // gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 ); - - // const readout = new Float32Array( width * height * 4 ); - - // const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ); - // const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ); - - // gl.readPixels( 0, 0, width, height, altFormat, altType, readout ); - // gl.bindFramebuffer( gl.FRAMEBUFFER, null ); - // console.log( readout ); - - } - - updateTexture( texture, options ) { - - const { gl } = this; - const { width, height } = options; - const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture ); - - if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) ) - return; - - const getImage = ( source ) => { - - if ( source.isDataTexture ) { - - return source.image.data; - - } else if ( source instanceof ImageBitmap || source instanceof OffscreenCanvas || source instanceof HTMLImageElement || source instanceof HTMLCanvasElement ) { - - return source; - - } - - return source.data; - - }; - - this.backend.state.bindTexture( glTextureType, textureGPU ); - - if ( texture.isCompressedTexture ) { - - const mipmaps = texture.mipmaps; - - for ( let i = 0; i < mipmaps.length; i ++ ) { - - const mipmap = mipmaps[ i ]; - - if ( texture.isCompressedArrayTexture ) { - - const image = options.image; - - if ( texture.format !== gl.RGBA ) { - - if ( glFormat !== null ) { - - gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 ); - - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); - - } - - } else { - - gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); - - } - - } else { - - if ( glFormat !== null ) { - - gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); - - } else { - - console.warn( 'Unsupported compressed texture format' ); - - } - - } - - } - - } else if ( texture.isCubeTexture ) { - - const images = options.images; - - for ( let i = 0; i < 6; i ++ ) { - - const image = getImage( images[ i ] ); - - gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image ); - - } - - } else if ( texture.isDataArrayTexture ) { - - const image = options.image; - - gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); - - } else if ( texture.isData3DTexture ) { - - const image = options.image; - - gl.texSubImage3D( gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); - - } else if ( texture.isVideoTexture ) { - - texture.update(); - - gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image ); - - - } else { - - const image = getImage( options.image ); - - gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image ); - - } - - } - - generateMipmaps( texture ) { - - const { gl, backend } = this; - const { textureGPU, glTextureType } = backend.get( texture ); - - backend.state.bindTexture( glTextureType, textureGPU ); - gl.generateMipmap( glTextureType ); - - } - - deallocateRenderBuffers( renderTarget ) { - - - const { gl, backend } = this; - - // remove framebuffer reference - if ( renderTarget ) { - - const renderContextData = backend.get( renderTarget ); - - renderContextData.renderBufferStorageSetup = undefined; - - if ( renderContextData.framebuffer ) { - - gl.deleteFramebuffer( renderContextData.framebuffer ); - renderContextData.framebuffer = undefined; - - } - - if ( renderContextData.depthRenderbuffer ) { - - gl.deleteRenderbuffer( renderContextData.depthRenderbuffer ); - renderContextData.depthRenderbuffer = undefined; - - } - - if ( renderContextData.stencilRenderbuffer ) { - - gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer ); - renderContextData.stencilRenderbuffer = undefined; - - } - - if ( renderContextData.msaaFrameBuffer ) { - - gl.deleteFramebuffer( renderContextData.msaaFrameBuffer ); - renderContextData.msaaFrameBuffer = undefined; - - } - - if ( renderContextData.msaaRenderbuffers ) { - - for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) { - - gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] ); - - } - - renderContextData.msaaRenderbuffers = undefined; - - } - - } - - } - - destroyTexture( texture ) { - - const { gl, backend } = this; - const { textureGPU, renderTarget } = backend.get( texture ); - - this.deallocateRenderBuffers( renderTarget ); - gl.deleteTexture( textureGPU ); - - backend.delete( texture ); - - } - - copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) { - - const { gl, backend } = this; - const { state } = this.backend; - - const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture ); - - - let width, height, minX, minY; - let dstX, dstY; - if ( srcRegion !== null ) { - - width = srcRegion.max.x - srcRegion.min.x; - height = srcRegion.max.y - srcRegion.min.y; - minX = srcRegion.min.x; - minY = srcRegion.min.y; - - } else { - - width = srcTexture.image.width; - height = srcTexture.image.height; - minX = 0; - minY = 0; - - } - - if ( dstPosition !== null ) { - - dstX = dstPosition.x; - dstY = dstPosition.y; - - } else { - - dstX = 0; - dstY = 0; - - } - - state.bindTexture( glTextureType, dstTextureGPU ); - - // As another texture upload may have changed pixelStorei - // parameters, make sure they are correct for the dstTexture - gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); - 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 currentUnpackRowLen = gl.getParameter( gl.UNPACK_ROW_LENGTH ); - const currentUnpackImageHeight = gl.getParameter( gl.UNPACK_IMAGE_HEIGHT ); - const currentUnpackSkipPixels = gl.getParameter( gl.UNPACK_SKIP_PIXELS ); - const currentUnpackSkipRows = gl.getParameter( gl.UNPACK_SKIP_ROWS ); - const currentUnpackSkipImages = gl.getParameter( gl.UNPACK_SKIP_IMAGES ); - - const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image; - - gl.pixelStorei( gl.UNPACK_ROW_LENGTH, image.width ); - gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, image.height ); - gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, minX ); - gl.pixelStorei( gl.UNPACK_SKIP_ROWS, minY ); - - - if ( srcTexture.isDataTexture ) { - - gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data ); - - } else { - - if ( srcTexture.isCompressedTexture ) { - - gl.compressedTexSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data ); - - } else { - - gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image ); - - } - - } - - gl.pixelStorei( gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); - gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight ); - gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); - gl.pixelStorei( gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); - gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages ); - - // Generate mipmaps only when copying level 0 - if ( level === 0 && dstTexture.generateMipmaps ) gl.generateMipmap( gl.TEXTURE_2D ); - - state.unbindTexture(); - - } - - copyFramebufferToTexture( texture, renderContext ) { - - const { gl } = this; - const { state } = this.backend; - - const { textureGPU } = this.backend.get( texture ); - - const width = texture.image.width; - const height = texture.image.height; - - const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 ); - - if ( requireDrawFrameBuffer ) { - - let mask; - let attachment; - - if ( texture.isDepthTexture === true ) { - - mask = gl.DEPTH_BUFFER_BIT; - attachment = gl.DEPTH_ATTACHMENT; - - if ( renderContext.stencil ) { - - mask |= gl.STENCIL_BUFFER_BIT; - - } - - } else { - - mask = gl.COLOR_BUFFER_BIT; - attachment = gl.COLOR_ATTACHMENT0; - - } - - const fb = gl.createFramebuffer(); - state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb ); - - gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 ); - - gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST ); - - gl.deleteFramebuffer( fb ); - - } else { - - state.bindTexture( gl.TEXTURE_2D, textureGPU ); - gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, 0, 0, width, height ); - - state.unbindTexture(); - - } - - if ( texture.generateMipmaps ) this.generateMipmaps( texture ); - - this.backend._setFramebuffer( renderContext ); - - } - - // Setup storage for internal depth/stencil buffers and bind to correct framebuffer - setupRenderBufferStorage( renderbuffer, renderContext ) { - - const { gl } = this; - const renderTarget = renderContext.renderTarget; - - const { samples, depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget; - - gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer ); - - if ( depthBuffer && ! stencilBuffer ) { - - let glInternalFormat = gl.DEPTH_COMPONENT24; - - if ( samples > 0 ) { - - if ( depthTexture && depthTexture.isDepthTexture ) { - - if ( depthTexture.type === gl.FLOAT ) { - - glInternalFormat = gl.DEPTH_COMPONENT32F; - - } - - } - - gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height ); - - } else { - - gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height ); - - } - - gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer ); - - } else if ( depthBuffer && stencilBuffer ) { - - if ( samples > 0 ) { - - gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height ); - - } else { - - gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height ); - - } - - - gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer ); - - } - - } - - async copyTextureToBuffer( texture, x, y, width, height ) { - - const { backend, gl } = this; - - const { textureGPU, glFormat, glType } = this.backend.get( texture ); - - const fb = gl.createFramebuffer(); - - gl.bindFramebuffer( gl.READ_FRAMEBUFFER, fb ); - gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureGPU, 0 ); - - const typedArrayType = this._getTypedArrayType( glType ); - const bytesPerTexel = this._getBytesPerTexel( glFormat ); - - const elementCount = width * height; - const byteLength = elementCount * bytesPerTexel; - - const buffer = gl.createBuffer(); - - gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer ); - gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ ); - gl.readPixels( x, y, width, height, glFormat, glType, 0 ); - gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null ); - - await backend.utils._clientWaitAsync(); - - const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT ); - - gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer ); - gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer ); - gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null ); - - gl.deleteFramebuffer( fb ); - - return dstBuffer; - - } - - _getTypedArrayType( glType ) { - - const { gl } = this; - - if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array; - - if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array; - if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array; - if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array; - if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array; - if ( glType === gl.UNSIGNED_INT ) return Uint32Array; - - if ( glType === gl.FLOAT ) return Float32Array; - - throw new Error( `Unsupported WebGL type: ${glType}` ); - - } - - _getBytesPerTexel( glFormat ) { - - const { gl } = this; - - if ( glFormat === gl.RGBA ) return 4; - if ( glFormat === gl.RGB ) return 3; - if ( glFormat === gl.ALPHA ) return 1; - - } - -} - -class WebGLExtensions { - - constructor( backend ) { - - this.backend = backend; - - this.gl = this.backend.gl; - this.availableExtensions = this.gl.getSupportedExtensions(); - - this.extensions = {}; - - } - - get( name ) { - - let extension = this.extensions[ name ]; - - if ( extension === undefined ) { - - extension = this.gl.getExtension( name ); - - this.extensions[ name ] = extension; - - } - - return extension; - - } - - has( name ) { - - return this.availableExtensions.includes( name ); - - } - -} - -class WebGLCapabilities { - - constructor( backend ) { - - this.backend = backend; - - this.maxAnisotropy = null; - - } - - getMaxAnisotropy() { - - if ( this.maxAnisotropy !== null ) return this.maxAnisotropy; - - const gl = this.backend.gl; - const extensions = this.backend.extensions; - - if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { - - const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - this.maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); - - } else { - - this.maxAnisotropy = 0; - - } - - return this.maxAnisotropy; - - } - -} - -const GLFeatureName = { - - 'WEBGL_multi_draw': 'WEBGL_multi_draw', - 'WEBGL_compressed_texture_astc': 'texture-compression-astc', - 'WEBGL_compressed_texture_etc': 'texture-compression-etc2', - 'WEBGL_compressed_texture_etc1': 'texture-compression-etc1', - 'WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc', - 'WEBKIT_WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc', - 'WEBGL_compressed_texture_s3tc': 'texture-compression-bc', - 'EXT_texture_compression_bptc': 'texture-compression-bptc', - 'EXT_disjoint_timer_query_webgl2': 'timestamp-query', - -}; - -class WebGLBufferRenderer { - - constructor( backend ) { - - this.gl = backend.gl; - this.extensions = backend.extensions; - this.info = backend.renderer.info; - this.mode = null; - this.index = 0; - this.type = null; - this.object = null; - - } - - render( start, count ) { - - const { gl, mode, object, type, info, index } = this; - - if ( index !== 0 ) { - - gl.drawElements( mode, count, type, start ); - - } else { - - gl.drawArrays( mode, start, count ); - - } - - info.update( object, count, mode, 1 ); - - } - - renderInstances( start, count, primcount ) { - - const { gl, mode, type, index, object, info } = this; - - if ( primcount === 0 ) return; - - if ( index !== 0 ) { - - gl.drawElementsInstanced( mode, count, type, start, primcount ); - - } else { - - gl.drawArraysInstanced( mode, start, count, primcount ); - - } - - info.update( object, count, mode, primcount ); - - } - - renderMultiDraw( starts, counts, drawCount ) { - - const { extensions, mode, object, info } = this; - - if ( drawCount === 0 ) return; - - const extension = extensions.get( 'WEBGL_multi_draw' ); - - if ( extension === null ) { - - for ( let i = 0; i < drawCount; i ++ ) { - - this.render( starts[ i ], counts[ i ] ); - - } - - } else { - - if ( this.index !== 0 ) { - - extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount ); - - } else { - - extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount ); - - } - - let elementCount = 0; - for ( let i = 0; i < drawCount; i ++ ) { - - elementCount += counts[ i ]; - - } - - info.update( object, elementCount, mode, 1 ); - - } - - } - - renderMultiDrawInstances( starts, counts, drawCount, primcount ) { - - const { extensions, mode, object, info } = this; - - if ( drawCount === 0 ) return; - - const extension = extensions.get( 'WEBGL_multi_draw' ); - - if ( extension === null ) { - - for ( let i = 0; i < drawCount; i ++ ) { - - this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] ); - - } - - } else { - - if ( this.index !== 0 ) { - - extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount ); - - } else { - - extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount ); - - } - - let elementCount = 0; - - for ( let i = 0; i < drawCount; i ++ ) { - - elementCount += counts[ i ]; - - } - - for ( let i = 0; i < primcount.length; i ++ ) { - - info.update( object, elementCount, mode, primcount[ i ] ); - - } - - } - - } - - // - -} - -// - -class WebGLBackend extends Backend { - - constructor( parameters = {} ) { - - super( parameters ); - - this.isWebGLBackend = true; - - } - - init( renderer ) { - - super.init( renderer ); - - // - - const parameters = this.parameters; - - const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' ); - - this.gl = glContext; - - this.extensions = new WebGLExtensions( this ); - this.capabilities = new WebGLCapabilities( this ); - this.attributeUtils = new WebGLAttributeUtils( this ); - this.textureUtils = new WebGLTextureUtils( this ); - this.bufferRenderer = new WebGLBufferRenderer( this ); - - this.state = new WebGLState( this ); - this.utils = new WebGLUtils( this ); - - this.vaoCache = {}; - this.transformFeedbackCache = {}; - this.discard = false; - this.trackTimestamp = ( parameters.trackTimestamp === true ); - - this.extensions.get( 'EXT_color_buffer_float' ); - this.extensions.get( 'WEBGL_multi_draw' ); - - this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' ); - this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' ); - this._currentContext = null; - - } - - get coordinateSystem() { - - return WebGLCoordinateSystem; - - } - - async getArrayBufferAsync( attribute ) { - - return await this.attributeUtils.getArrayBufferAsync( attribute ); - - } - - - initTimestampQuery( renderContext ) { - - if ( ! this.disjoint || ! this.trackTimestamp ) return; - - const renderContextData = this.get( renderContext ); - - if ( this.queryRunning ) { - - if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = []; - renderContextData.queryQueue.push( renderContext ); - return; - - } - - if ( renderContextData.activeQuery ) { - - this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT ); - renderContextData.activeQuery = null; - - } - - renderContextData.activeQuery = this.gl.createQuery(); - - if ( renderContextData.activeQuery !== null ) { - - this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery ); - this.queryRunning = true; - - } - - } - - // timestamp utils - - prepareTimestampBuffer( renderContext ) { - - if ( ! this.disjoint || ! this.trackTimestamp ) return; - - const renderContextData = this.get( renderContext ); - - if ( renderContextData.activeQuery ) { - - this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT ); - - if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = []; - renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } ); - renderContextData.activeQuery = null; - this.queryRunning = false; - - if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) { - - const nextRenderContext = renderContextData.queryQueue.shift(); - this.initTimestampQuery( nextRenderContext ); - - } - - } - - } - - async resolveTimestampAsync( renderContext, type = 'render' ) { - - if ( ! this.disjoint || ! this.trackTimestamp ) return; - - const renderContextData = this.get( renderContext ); - - if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = []; - - for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) { - - const queryInfo = renderContextData.gpuQueries[ i ]; - const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE ); - const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT ); - - if ( available && ! disjoint ) { - - const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT ); - const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds - this.gl.deleteQuery( queryInfo.query ); - renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query - i --; - this.renderer.info.updateTimestamp( type, duration ); - - } - - } - - } - - getContext() { - - return this.gl; - - } - - beginRender( renderContext ) { - - const { gl } = this; - const renderContextData = this.get( renderContext ); - - // - - // - - this.initTimestampQuery( renderContext ); - - renderContextData.previousContext = this._currentContext; - this._currentContext = renderContext; - - this._setFramebuffer( renderContext ); - - this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false ); - - // - if ( renderContext.viewport ) { - - this.updateViewport( renderContext ); - - } else { - - gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight ); - - } - - if ( renderContext.scissor ) { - - const { x, y, width, height } = renderContext.scissorValue; - - gl.scissor( x, y, width, height ); - - } - - const occlusionQueryCount = renderContext.occlusionQueryCount; - - if ( occlusionQueryCount > 0 ) { - - // Get a reference to the array of objects with queries. The renderContextData property - // can be changed by another render pass before the async reading of all previous queries complete - renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries; - renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects; - - renderContextData.lastOcclusionObject = null; - renderContextData.occlusionQueries = new Array( occlusionQueryCount ); - renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount ); - renderContextData.occlusionQueryIndex = 0; - - } - - } - - finishRender( renderContext ) { - - const { gl, state } = this; - const renderContextData = this.get( renderContext ); - const previousContext = renderContextData.previousContext; - - const textures = renderContext.textures; - - if ( textures !== null ) { - - for ( let i = 0; i < textures.length; i ++ ) { - - const texture = textures[ i ]; - - if ( texture.generateMipmaps ) { - - this.generateMipmaps( texture ); - - } - - } - - } - - this._currentContext = previousContext; - - - if ( renderContext.textures !== null && renderContext.renderTarget ) { - - const renderTargetContextData = this.get( renderContext.renderTarget ); - - const { samples } = renderContext.renderTarget; - const fb = renderTargetContextData.framebuffer; - - const mask = gl.COLOR_BUFFER_BIT; - - if ( samples > 0 ) { - - const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer; - - const textures = renderContext.textures; - - state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer ); - state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb ); - - for ( let i = 0; i < textures.length; i ++ ) { - - // TODO Add support for MRT - - gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST ); - - gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray ); - - } - - } - - - } - - if ( previousContext !== null ) { - - this._setFramebuffer( previousContext ); - - if ( previousContext.viewport ) { - - this.updateViewport( previousContext ); - - } else { - - const gl = this.gl; - - gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight ); - - } - - } - - const occlusionQueryCount = renderContext.occlusionQueryCount; - - if ( occlusionQueryCount > 0 ) { - - const renderContextData = this.get( renderContext ); - - if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) { - - const { gl } = this; - - gl.endQuery( gl.ANY_SAMPLES_PASSED ); - - } - - this.resolveOccludedAsync( renderContext ); - - } - - this.prepareTimestampBuffer( renderContext ); - - } - - resolveOccludedAsync( renderContext ) { - - const renderContextData = this.get( renderContext ); - - // handle occlusion query results - - const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData; - - if ( currentOcclusionQueries && currentOcclusionQueryObjects ) { - - const occluded = new WeakSet(); - const { gl } = this; - - renderContextData.currentOcclusionQueryObjects = null; - renderContextData.currentOcclusionQueries = null; - - const check = () => { - - let completed = 0; - - // check all queries and requeue as appropriate - for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) { - - const query = currentOcclusionQueries[ i ]; - - if ( query === null ) continue; - - if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) { - - if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) > 0 ) occluded.add( currentOcclusionQueryObjects[ i ] ); - - currentOcclusionQueries[ i ] = null; - gl.deleteQuery( query ); - - completed ++; - - } - - } - - if ( completed < currentOcclusionQueries.length ) { - - requestAnimationFrame( check ); - - } else { - - renderContextData.occluded = occluded; - - } - - }; - - check(); - - } - - } - - isOccluded( renderContext, object ) { - - const renderContextData = this.get( renderContext ); - - return renderContextData.occluded && renderContextData.occluded.has( object ); - - } - - updateViewport( renderContext ) { - - const gl = this.gl; - const { x, y, width, height } = renderContext.viewportValue; - - gl.viewport( x, y, width, height ); - - } - - setScissorTest( boolean ) { - - const gl = this.gl; - - if ( boolean ) { - - gl.enable( gl.SCISSOR_TEST ); - - } else { - - gl.disable( gl.SCISSOR_TEST ); - - } - - } - - clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) { - - const { gl } = this; - - if ( descriptor === null ) { - - descriptor = { - textures: null, - clearColorValue: this.getClearColor() - }; - - } - - // - - let clear = 0; - - if ( color ) clear |= gl.COLOR_BUFFER_BIT; - if ( depth ) clear |= gl.DEPTH_BUFFER_BIT; - if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT; - - if ( clear !== 0 ) { - - const clearColor = descriptor.clearColorValue || this.getClearColor(); - - if ( depth ) this.state.setDepthMask( true ); - - if ( descriptor.textures === null ) { - - gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a ); - gl.clear( clear ); - - } else { - - if ( setFrameBuffer ) this._setFramebuffer( descriptor ); - - if ( color ) { - - for ( let i = 0; i < descriptor.textures.length; i ++ ) { - - gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] ); - - } - - } - - if ( depth && stencil ) { - - gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 ); - - } else if ( depth ) { - - gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] ); - - } else if ( stencil ) { - - gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] ); - - } - - } - - } - - } - - beginCompute( computeGroup ) { - - const gl = this.gl; - - gl.bindFramebuffer( gl.FRAMEBUFFER, null ); - this.initTimestampQuery( computeGroup ); - - } - - compute( computeGroup, computeNode, bindings, pipeline ) { - - const gl = this.gl; - - if ( ! this.discard ) { - - // required here to handle async behaviour of render.compute() - gl.enable( gl.RASTERIZER_DISCARD ); - this.discard = true; - - } - - const { programGPU, transformBuffers, attributes } = this.get( pipeline ); - - const vaoKey = this._getVaoKey( null, attributes ); - - const vaoGPU = this.vaoCache[ vaoKey ]; - - if ( vaoGPU === undefined ) { - - this._createVao( null, attributes ); - - } else { - - gl.bindVertexArray( vaoGPU ); - - } - - gl.useProgram( programGPU ); - - this._bindUniforms( bindings ); - - const transformFeedbackGPU = this._getTransformFeedback( transformBuffers ); - - gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU ); - gl.beginTransformFeedback( gl.POINTS ); - - if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) { - - gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count ); - - } else { - - gl.drawArrays( gl.POINTS, 0, computeNode.count ); - - } - - gl.endTransformFeedback(); - gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null ); - - // switch active buffers - - for ( let i = 0; i < transformBuffers.length; i ++ ) { - - const dualAttributeData = transformBuffers[ i ]; - - if ( dualAttributeData.pbo ) { - - this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo ); - - } - - dualAttributeData.switchBuffers(); - - - } - - } - - finishCompute( computeGroup ) { - - const gl = this.gl; - - this.discard = false; - - gl.disable( gl.RASTERIZER_DISCARD ); - - this.prepareTimestampBuffer( computeGroup ); - - } - - draw( renderObject/*, info*/ ) { - - const { object, pipeline, material, context } = renderObject; - const { programGPU } = this.get( pipeline ); - - const { gl, state } = this; - - const contextData = this.get( context ); - - // - - this._bindUniforms( renderObject.getBindings() ); - - const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); - - state.setMaterial( material, frontFaceCW ); - - gl.useProgram( programGPU ); - - // - - let vaoGPU = renderObject.staticVao; - - if ( vaoGPU === undefined ) { - - const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() ); - - vaoGPU = this.vaoCache[ vaoKey ]; - - if ( vaoGPU === undefined ) { - - let staticVao; - - ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) ); - - if ( staticVao ) renderObject.staticVao = vaoGPU; - - } - - } - - gl.bindVertexArray( vaoGPU ); - - // - - const index = renderObject.getIndex(); - - const geometry = renderObject.geometry; - const drawRange = renderObject.drawRange; - const firstVertex = drawRange.start; - - // - - const lastObject = contextData.lastOcclusionObject; - - if ( lastObject !== object && lastObject !== undefined ) { - - if ( lastObject !== null && lastObject.occlusionTest === true ) { - - gl.endQuery( gl.ANY_SAMPLES_PASSED ); - - contextData.occlusionQueryIndex ++; - - } - - if ( object.occlusionTest === true ) { - - const query = gl.createQuery(); - - gl.beginQuery( gl.ANY_SAMPLES_PASSED, query ); - - contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query; - contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object; - - } - - contextData.lastOcclusionObject = object; - - } - - // - - const renderer = this.bufferRenderer; - - if ( object.isPoints ) renderer.mode = gl.POINTS; - else if ( object.isLineSegments ) renderer.mode = gl.LINES; - else if ( object.isLine ) renderer.mode = gl.LINE_STRIP; - else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP; - else { - - if ( material.wireframe === true ) { - - state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() ); - renderer.mode = gl.LINES; - - } else { - - renderer.mode = gl.TRIANGLES; - - } - - } - - // - - - let count; - - renderer.object = object; - - if ( index !== null ) { - - const indexData = this.get( index ); - const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count; - - renderer.index = index.count; - renderer.type = indexData.type; - - count = indexCount; - - } else { - - renderer.index = 0; - - const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : geometry.attributes.position.count; - - count = vertexCount; - - } - - const instanceCount = this.getInstanceCount( renderObject ); - - if ( object.isBatchedMesh ) { - - if ( object._multiDrawInstances !== null ) { - - renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances ); - - } else if ( ! this.hasFeature( 'WEBGL_multi_draw' ) ) { - - warnOnce( 'THREE.WebGLRenderer: WEBGL_multi_draw not supported.' ); - - } else { - - renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount ); - - } - - } else if ( instanceCount > 1 ) { - - renderer.renderInstances( firstVertex, count, instanceCount ); - - } else { - - renderer.render( firstVertex, count ); - - } - // - - gl.bindVertexArray( null ); - - } - - needsRenderUpdate( /*renderObject*/ ) { - - return false; - - } - - getRenderCacheKey( renderObject ) { - - return renderObject.id; - - } - - // textures - - createDefaultTexture( texture ) { - - this.textureUtils.createDefaultTexture( texture ); - - } - - createTexture( texture, options ) { - - this.textureUtils.createTexture( texture, options ); - - } - - updateTexture( texture, options ) { - - this.textureUtils.updateTexture( texture, options ); - - } - - generateMipmaps( texture ) { - - this.textureUtils.generateMipmaps( texture ); - - } - - - destroyTexture( texture ) { - - this.textureUtils.destroyTexture( texture ); - - } - - copyTextureToBuffer( texture, x, y, width, height ) { - - return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height ); - - } - - createSampler( /*texture*/ ) { - - //console.warn( 'Abstract class.' ); - - } - - destroySampler() {} - - // node builder - - createNodeBuilder( object, renderer ) { - - return new GLSLNodeBuilder( object, renderer ); - - } - - // program - - createProgram( program ) { - - const gl = this.gl; - const { stage, code } = program; - - const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER ); - - gl.shaderSource( shader, code ); - gl.compileShader( shader ); - - this.set( program, { - shaderGPU: shader - } ); - - } - - destroyProgram( /*program*/ ) { - - console.warn( 'Abstract class.' ); - - } - - createRenderPipeline( renderObject, promises ) { - - const gl = this.gl; - const pipeline = renderObject.pipeline; - - // Program - - const { fragmentProgram, vertexProgram } = pipeline; - - const programGPU = gl.createProgram(); - - const fragmentShader = this.get( fragmentProgram ).shaderGPU; - const vertexShader = this.get( vertexProgram ).shaderGPU; - - gl.attachShader( programGPU, fragmentShader ); - gl.attachShader( programGPU, vertexShader ); - gl.linkProgram( programGPU ); - - this.set( pipeline, { - programGPU, - fragmentShader, - vertexShader - } ); - - if ( promises !== null && this.parallel ) { - - const p = new Promise( ( resolve /*, reject*/ ) => { - - const parallel = this.parallel; - const checkStatus = () => { - - if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) { - - this._completeCompile( renderObject, pipeline ); - resolve(); - - } else { - - requestAnimationFrame( checkStatus ); - - } - - }; - - checkStatus(); - - } ); - - promises.push( p ); - - return; - - } - - this._completeCompile( renderObject, pipeline ); - - } - - _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 line = i + 1; - lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); - - } - - return lines2.join( '\n' ); - - } - - _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 ) { - - const errorLine = parseInt( errorMatches[ 1 ] ); - return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine ); - - } else { - - return errors; - - } - - } - - _logProgramError( programGPU, glFragmentShader, glVertexShader ) { - - if ( this.renderer.debug.checkShaderErrors ) { - - const gl = this.gl; - - const programLog = gl.getProgramInfoLog( programGPU ).trim(); - - if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) { - - - if ( typeof this.renderer.debug.onShaderError === 'function' ) { - - this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader ); - - } else { - - // default error reporting - - const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' ); - const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' ); - - console.error( - 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + - 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' + - 'Program Info Log: ' + programLog + '\n' + - vertexErrors + '\n' + - fragmentErrors - ); - - } - - } else if ( programLog !== '' ) { - - console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog ); - - } - - } - - } - - _completeCompile( renderObject, pipeline ) { - - const gl = this.gl; - const pipelineData = this.get( pipeline ); - const { programGPU, fragmentShader, vertexShader } = pipelineData; - - if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) { - - this._logProgramError( programGPU, fragmentShader, vertexShader ); - - } - - gl.useProgram( programGPU ); - - // Bindings - - const bindings = renderObject.getBindings(); - - this._setupBindings( bindings, programGPU ); - - // - - this.set( pipeline, { - programGPU - } ); - - } - - createComputePipeline( computePipeline, bindings ) { - - const gl = this.gl; - - // Program - - const fragmentProgram = { - stage: 'fragment', - code: '#version 300 es\nprecision highp float;\nvoid main() {}' - }; - - this.createProgram( fragmentProgram ); - - const { computeProgram } = computePipeline; - - const programGPU = gl.createProgram(); - - const fragmentShader = this.get( fragmentProgram ).shaderGPU; - const vertexShader = this.get( computeProgram ).shaderGPU; - - const transforms = computeProgram.transforms; - - const transformVaryingNames = []; - const transformAttributeNodes = []; - - for ( let i = 0; i < transforms.length; i ++ ) { - - const transform = transforms[ i ]; - - transformVaryingNames.push( transform.varyingName ); - transformAttributeNodes.push( transform.attributeNode ); - - } - - gl.attachShader( programGPU, fragmentShader ); - gl.attachShader( programGPU, vertexShader ); - - gl.transformFeedbackVaryings( - programGPU, - transformVaryingNames, - gl.SEPARATE_ATTRIBS - ); - - gl.linkProgram( programGPU ); - - if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) { - - this._logProgramError( programGPU, fragmentShader, vertexShader ); - - - } - - gl.useProgram( programGPU ); - - // Bindings - - this.createBindings( null, bindings ); - - this._setupBindings( bindings, programGPU ); - - const attributeNodes = computeProgram.attributes; - const attributes = []; - const transformBuffers = []; - - for ( let i = 0; i < attributeNodes.length; i ++ ) { - - const attribute = attributeNodes[ i ].node.attribute; - - attributes.push( attribute ); - - if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER ); - - } - - for ( let i = 0; i < transformAttributeNodes.length; i ++ ) { - - const attribute = transformAttributeNodes[ i ].attribute; - - if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER ); - - const attributeData = this.get( attribute ); - - transformBuffers.push( attributeData ); - - } - - // - - this.set( computePipeline, { - programGPU, - transformBuffers, - attributes - } ); - - } - - createBindings( bindGroup, bindings ) { - - this.updateBindings( bindGroup, bindings ); - - } - - updateBindings( bindGroup, bindings ) { - - const { gl } = this; - - let groupIndex = 0; - let textureIndex = 0; - - for ( const bindGroup of bindings ) { - - for ( const binding of bindGroup.bindings ) { - - if ( binding.isUniformsGroup || binding.isUniformBuffer ) { - - const bufferGPU = gl.createBuffer(); - const data = binding.buffer; - - gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU ); - gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW ); - gl.bindBufferBase( gl.UNIFORM_BUFFER, groupIndex, bufferGPU ); - - this.set( binding, { - index: groupIndex ++, - bufferGPU - } ); - - } else if ( binding.isSampledTexture ) { - - const { textureGPU, glTextureType } = this.get( binding.texture ); - - this.set( binding, { - index: textureIndex ++, - textureGPU, - glTextureType - } ); - - } - - } - - } - - } - - updateBinding( binding ) { - - const gl = this.gl; - - if ( binding.isUniformsGroup || binding.isUniformBuffer ) { - - const bindingData = this.get( binding ); - const bufferGPU = bindingData.bufferGPU; - const data = binding.buffer; - - gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU ); - gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW ); - - } - - } - - // attributes - - createIndexAttribute( attribute ) { - - const gl = this.gl; - - this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER ); - - } - - createAttribute( attribute ) { - - if ( this.has( attribute ) ) return; - - const gl = this.gl; - - this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER ); - - } - - createStorageAttribute( attribute ) { - - if ( this.has( attribute ) ) return; - - const gl = this.gl; - - this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER ); - - } - - updateAttribute( attribute ) { - - this.attributeUtils.updateAttribute( attribute ); - - } - - destroyAttribute( attribute ) { - - this.attributeUtils.destroyAttribute( attribute ); - - } - - updateSize() { - - //console.warn( 'Abstract class.' ); - - } - - hasFeature( name ) { - - const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name ); - - const extensions = this.extensions; - - for ( let i = 0; i < keysMatching.length; i ++ ) { - - if ( extensions.has( keysMatching[ i ] ) ) return true; - - } - - return false; - - } - - - getMaxAnisotropy() { - - return this.capabilities.getMaxAnisotropy(); - - } - - copyTextureToTexture( position, srcTexture, dstTexture, level ) { - - this.textureUtils.copyTextureToTexture( position, srcTexture, dstTexture, level ); - - } - - copyFramebufferToTexture( texture, renderContext ) { - - this.textureUtils.copyFramebufferToTexture( texture, renderContext ); - - } - - _setFramebuffer( renderContext ) { - - const { gl, state } = this; - - let currentFrameBuffer = null; - - if ( renderContext.textures !== null ) { - - const renderTarget = renderContext.renderTarget; - const renderTargetContextData = this.get( renderTarget ); - const { samples, depthBuffer, stencilBuffer } = renderTarget; - const cubeFace = this.renderer._activeCubeFace; - const isCube = renderTarget.isWebGLCubeRenderTarget === true; - - let msaaFb = renderTargetContextData.msaaFrameBuffer; - let depthRenderbuffer = renderTargetContextData.depthRenderbuffer; - - let fb; - - if ( isCube ) { - - if ( renderTargetContextData.cubeFramebuffers === undefined ) { - - renderTargetContextData.cubeFramebuffers = []; - - } - - fb = renderTargetContextData.cubeFramebuffers[ cubeFace ]; - - } else { - - fb = renderTargetContextData.framebuffer; - - } - - if ( fb === undefined ) { - - fb = gl.createFramebuffer(); - - state.bindFramebuffer( gl.FRAMEBUFFER, fb ); - - const textures = renderContext.textures; - - if ( isCube ) { - - renderTargetContextData.cubeFramebuffers[ cubeFace ] = fb; - const { textureGPU } = this.get( textures[ 0 ] ); - - gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 ); - - } else { - - for ( let i = 0; i < textures.length; i ++ ) { - - const texture = textures[ i ]; - const textureData = this.get( texture ); - textureData.renderTarget = renderContext.renderTarget; - - const attachment = gl.COLOR_ATTACHMENT0 + i; - - gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 ); - - } - - renderTargetContextData.framebuffer = fb; - - state.drawBuffers( renderContext, fb ); - - } - - if ( renderContext.depthTexture !== null ) { - - const textureData = this.get( renderContext.depthTexture ); - const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT; - - gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 ); - - } - - } - - if ( samples > 0 ) { - - if ( msaaFb === undefined ) { - - const invalidationArray = []; - - msaaFb = gl.createFramebuffer(); - - state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb ); - - const msaaRenderbuffers = []; - - const textures = renderContext.textures; - - for ( let i = 0; i < textures.length; i ++ ) { - - - msaaRenderbuffers[ i ] = gl.createRenderbuffer(); - - gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] ); - - invalidationArray.push( gl.COLOR_ATTACHMENT0 + i ); - - if ( depthBuffer ) { - - const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT; - invalidationArray.push( depthStyle ); - - } - - const texture = renderContext.textures[ i ]; - const textureData = this.get( texture ); - - gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, renderContext.width, renderContext.height ); - gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] ); - - - } - - renderTargetContextData.msaaFrameBuffer = msaaFb; - renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers; - - if ( depthRenderbuffer === undefined ) { - - depthRenderbuffer = gl.createRenderbuffer(); - this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, renderContext ); - - renderTargetContextData.depthRenderbuffer = depthRenderbuffer; - - const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT; - invalidationArray.push( depthStyle ); - - } - - renderTargetContextData.invalidationArray = invalidationArray; - - } - - currentFrameBuffer = renderTargetContextData.msaaFrameBuffer; - - } else { - - currentFrameBuffer = fb; - - } - - } - - state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer ); - - } - - - _getVaoKey( index, attributes ) { - - let key = []; - - if ( index !== null ) { - - const indexData = this.get( index ); - - key += ':' + indexData.id; - - } - - for ( let i = 0; i < attributes.length; i ++ ) { - - const attributeData = this.get( attributes[ i ] ); - - key += ':' + attributeData.id; - - } - - return key; - - } - - _createVao( index, attributes ) { - - const { gl } = this; - - const vaoGPU = gl.createVertexArray(); - let key = ''; - - let staticVao = true; - - gl.bindVertexArray( vaoGPU ); - - if ( index !== null ) { - - const indexData = this.get( index ); - - gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU ); - - key += ':' + indexData.id; - - } - - for ( let i = 0; i < attributes.length; i ++ ) { - - const attribute = attributes[ i ]; - const attributeData = this.get( attribute ); - - key += ':' + attributeData.id; - - gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU ); - gl.enableVertexAttribArray( i ); - - if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false; - - let stride, offset; - - if ( attribute.isInterleavedBufferAttribute === true ) { - - stride = attribute.data.stride * attributeData.bytesPerElement; - offset = attribute.offset * attributeData.bytesPerElement; - - } else { - - stride = 0; - offset = 0; - - } - - if ( attributeData.isInteger ) { - - gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset ); - - } else { - - gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset ); - - } - - if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) { - - gl.vertexAttribDivisor( i, attribute.meshPerAttribute ); - - } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) { - - gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute ); - - } - - } - - gl.bindBuffer( gl.ARRAY_BUFFER, null ); - - this.vaoCache[ key ] = vaoGPU; - - return { vaoGPU, staticVao }; - - } - - _getTransformFeedback( transformBuffers ) { - - let key = ''; - - for ( let i = 0; i < transformBuffers.length; i ++ ) { - - key += ':' + transformBuffers[ i ].id; - - } - - let transformFeedbackGPU = this.transformFeedbackCache[ key ]; - - if ( transformFeedbackGPU !== undefined ) { - - return transformFeedbackGPU; - - } - - const gl = this.gl; - - transformFeedbackGPU = gl.createTransformFeedback(); - - gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU ); - - for ( let i = 0; i < transformBuffers.length; i ++ ) { - - const attributeData = transformBuffers[ i ]; - - gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer ); - - } - - gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null ); - - this.transformFeedbackCache[ key ] = transformFeedbackGPU; - - return transformFeedbackGPU; - - } - - - _setupBindings( bindings, programGPU ) { - - const gl = this.gl; - - for ( const bindGroup of bindings ) { - - for ( const binding of bindGroup.bindings ) { - - const bindingData = this.get( binding ); - const index = bindingData.index; - - if ( binding.isUniformsGroup || binding.isUniformBuffer ) { - - const location = gl.getUniformBlockIndex( programGPU, binding.name ); - gl.uniformBlockBinding( programGPU, location, index ); - - } else if ( binding.isSampledTexture ) { - - const location = gl.getUniformLocation( programGPU, binding.name ); - gl.uniform1i( location, index ); - - } - - } - - } - - } - - _bindUniforms( bindings ) { - - const { gl, state } = this; - - for ( const bindGroup of bindings ) { - - for ( const binding of bindGroup.bindings ) { - - const bindingData = this.get( binding ); - const index = bindingData.index; - - if ( binding.isUniformsGroup || binding.isUniformBuffer ) { - - gl.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU ); - - } else if ( binding.isSampledTexture ) { - - state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index ); - - } - - } - - } - - } - -} - -class Sampler extends Binding { - - constructor( name, texture ) { - - super( name ); - - this.texture = texture; - this.version = texture ? texture.version : 0; - - this.isSampler = true; - - } - -} - -class NodeSampler extends Sampler { - - constructor( name, textureNode, groupNode ) { - - super( name, textureNode ? textureNode.value : null ); - - this.textureNode = textureNode; - this.groupNode = groupNode; - - } - - update() { - - this.texture = this.textureNode.value; - - } - -} - -class StorageBuffer extends Buffer { - - constructor( name, attribute ) { - - super( name, attribute ? attribute.array : null ); - - this.attribute = attribute; - - this.isStorageBuffer = true; - - } - -} - -let _id = 0; - -class NodeStorageBuffer extends StorageBuffer { - - constructor( nodeUniform, groupNode ) { - - super( 'StorageBuffer_' + _id ++, nodeUniform ? nodeUniform.value : null ); - - this.nodeUniform = nodeUniform; - this.access = nodeUniform ? nodeUniform.access : GPUBufferBindingType.Storage; - this.groupNode = groupNode; - - - } - - get buffer() { - - return this.nodeUniform.value; - - } - -} - -class WebGPUTexturePassUtils { - - constructor( device ) { - - this.device = device; - - const mipmapVertexSource = ` -struct VarysStruct { - @builtin( position ) Position: vec4, - @location( 0 ) vTex : vec2 -}; - -@vertex -fn main( @builtin( vertex_index ) vertexIndex : u32 ) -> VarysStruct { - - var Varys : VarysStruct; - - var pos = array< vec2, 4 >( - vec2( -1.0, 1.0 ), - vec2( 1.0, 1.0 ), - vec2( -1.0, -1.0 ), - vec2( 1.0, -1.0 ) - ); - - var tex = array< vec2, 4 >( - vec2( 0.0, 0.0 ), - vec2( 1.0, 0.0 ), - vec2( 0.0, 1.0 ), - vec2( 1.0, 1.0 ) - ); - - Varys.vTex = tex[ vertexIndex ]; - Varys.Position = vec4( pos[ vertexIndex ], 0.0, 1.0 ); - - return Varys; - -} -`; - - const mipmapFragmentSource = ` -@group( 0 ) @binding( 0 ) -var imgSampler : sampler; - -@group( 0 ) @binding( 1 ) -var img : texture_2d; - -@fragment -fn main( @location( 0 ) vTex : vec2 ) -> @location( 0 ) vec4 { - - return textureSample( img, imgSampler, vTex ); - -} -`; - - const flipYFragmentSource = ` -@group( 0 ) @binding( 0 ) -var imgSampler : sampler; - -@group( 0 ) @binding( 1 ) -var img : texture_2d; - -@fragment -fn main( @location( 0 ) vTex : vec2 ) -> @location( 0 ) vec4 { - - return textureSample( img, imgSampler, vec2( vTex.x, 1.0 - vTex.y ) ); - -} -`; - this.mipmapSampler = device.createSampler( { minFilter: GPUFilterMode.Linear } ); - this.flipYSampler = device.createSampler( { minFilter: GPUFilterMode.Nearest } ); //@TODO?: Consider using textureLoad() - - // We'll need a new pipeline for every texture format used. - this.transferPipelines = {}; - this.flipYPipelines = {}; - - this.mipmapVertexShaderModule = device.createShaderModule( { - label: 'mipmapVertex', - code: mipmapVertexSource - } ); - - this.mipmapFragmentShaderModule = device.createShaderModule( { - label: 'mipmapFragment', - code: mipmapFragmentSource - } ); - - this.flipYFragmentShaderModule = device.createShaderModule( { - label: 'flipYFragment', - code: flipYFragmentSource - } ); - - } - - getTransferPipeline( format ) { - - let pipeline = this.transferPipelines[ format ]; - - if ( pipeline === undefined ) { - - pipeline = this.device.createRenderPipeline( { - vertex: { - module: this.mipmapVertexShaderModule, - entryPoint: 'main' - }, - fragment: { - module: this.mipmapFragmentShaderModule, - entryPoint: 'main', - targets: [ { format } ] - }, - primitive: { - topology: GPUPrimitiveTopology.TriangleStrip, - stripIndexFormat: GPUIndexFormat.Uint32 - }, - layout: 'auto' - } ); - - this.transferPipelines[ format ] = pipeline; - - } - - return pipeline; - - } - - getFlipYPipeline( format ) { - - let pipeline = this.flipYPipelines[ format ]; - - if ( pipeline === undefined ) { - - pipeline = this.device.createRenderPipeline( { - vertex: { - module: this.mipmapVertexShaderModule, - entryPoint: 'main' - }, - fragment: { - module: this.flipYFragmentShaderModule, - entryPoint: 'main', - targets: [ { format } ] - }, - primitive: { - topology: GPUPrimitiveTopology.TriangleStrip, - stripIndexFormat: GPUIndexFormat.Uint32 - }, - layout: 'auto' - } ); - - this.flipYPipelines[ format ] = pipeline; - - } - - return pipeline; - - } - - flipY( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) { - - const format = textureGPUDescriptor.format; - const { width, height } = textureGPUDescriptor.size; - - const transferPipeline = this.getTransferPipeline( format ); - const flipYPipeline = this.getFlipYPipeline( format ); - - const tempTexture = this.device.createTexture( { - size: { width, height, depthOrArrayLayers: 1 }, - format, - usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING - } ); - - const srcView = textureGPU.createView( { - baseMipLevel: 0, - mipLevelCount: 1, - dimension: GPUTextureViewDimension.TwoD, - baseArrayLayer - } ); - - const dstView = tempTexture.createView( { - baseMipLevel: 0, - mipLevelCount: 1, - dimension: GPUTextureViewDimension.TwoD, - baseArrayLayer: 0 - } ); - - const commandEncoder = this.device.createCommandEncoder( {} ); - - const pass = ( pipeline, sourceView, destinationView ) => { - - const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static. - - const bindGroup = this.device.createBindGroup( { - layout: bindGroupLayout, - entries: [ { - binding: 0, - resource: this.flipYSampler - }, { - binding: 1, - resource: sourceView - } ] - } ); - - const passEncoder = commandEncoder.beginRenderPass( { - colorAttachments: [ { - view: destinationView, - loadOp: GPULoadOp.Clear, - storeOp: GPUStoreOp.Store, - clearValue: [ 0, 0, 0, 0 ] - } ] - } ); - - passEncoder.setPipeline( pipeline ); - passEncoder.setBindGroup( 0, bindGroup ); - passEncoder.draw( 4, 1, 0, 0 ); - passEncoder.end(); - - }; - - pass( transferPipeline, srcView, dstView ); - pass( flipYPipeline, dstView, srcView ); - - this.device.queue.submit( [ commandEncoder.finish() ] ); - - tempTexture.destroy(); - - } - - generateMipmaps( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) { - - const pipeline = this.getTransferPipeline( textureGPUDescriptor.format ); - - const commandEncoder = this.device.createCommandEncoder( {} ); - const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static. - - let srcView = textureGPU.createView( { - baseMipLevel: 0, - mipLevelCount: 1, - dimension: GPUTextureViewDimension.TwoD, - baseArrayLayer - } ); - - for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) { - - const bindGroup = this.device.createBindGroup( { - layout: bindGroupLayout, - entries: [ { - binding: 0, - resource: this.mipmapSampler - }, { - binding: 1, - resource: srcView - } ] - } ); - - const dstView = textureGPU.createView( { - baseMipLevel: i, - mipLevelCount: 1, - dimension: GPUTextureViewDimension.TwoD, - baseArrayLayer - } ); - - const passEncoder = commandEncoder.beginRenderPass( { - colorAttachments: [ { - view: dstView, - loadOp: GPULoadOp.Clear, - storeOp: GPUStoreOp.Store, - clearValue: [ 0, 0, 0, 0 ] - } ] - } ); - - passEncoder.setPipeline( pipeline ); - passEncoder.setBindGroup( 0, bindGroup ); - passEncoder.draw( 4, 1, 0, 0 ); - passEncoder.end(); - - srcView = dstView; - - } - - this.device.queue.submit( [ commandEncoder.finish() ] ); - - } - -} - -const _compareToWebGPU = { - [ NeverCompare ]: 'never', - [ LessCompare ]: 'less', - [ EqualCompare ]: 'equal', - [ LessEqualCompare ]: 'less-equal', - [ GreaterCompare ]: 'greater', - [ GreaterEqualCompare ]: 'greater-equal', - [ AlwaysCompare ]: 'always', - [ NotEqualCompare ]: 'not-equal' -}; - -const _flipMap = [ 0, 1, 3, 2, 4, 5 ]; - -class WebGPUTextureUtils { - - constructor( backend ) { - - this.backend = backend; - - this._passUtils = null; - - this.defaultTexture = {}; - this.defaultCubeTexture = {}; - this.defaultVideoFrame = null; - - this.colorBuffer = null; - - this.depthTexture = new DepthTexture(); - this.depthTexture.name = 'depthBuffer'; - - } - - createSampler( texture ) { - - const backend = this.backend; - const device = backend.device; - - const textureGPU = backend.get( texture ); - - const samplerDescriptorGPU = { - addressModeU: this._convertAddressMode( texture.wrapS ), - addressModeV: this._convertAddressMode( texture.wrapT ), - addressModeW: this._convertAddressMode( texture.wrapR ), - magFilter: this._convertFilterMode( texture.magFilter ), - minFilter: this._convertFilterMode( texture.minFilter ), - mipmapFilter: this._convertFilterMode( texture.minFilter ), - maxAnisotropy: texture.anisotropy - }; - - if ( texture.isDepthTexture && texture.compareFunction !== null ) { - - samplerDescriptorGPU.compare = _compareToWebGPU[ texture.compareFunction ]; - - } - - textureGPU.sampler = device.createSampler( samplerDescriptorGPU ); - - } - - createDefaultTexture( texture ) { - - let textureGPU; - - const format = getFormat( texture ); - - if ( texture.isCubeTexture ) { - - textureGPU = this._getDefaultCubeTextureGPU( format ); - - } else if ( texture.isVideoTexture ) { - - this.backend.get( texture ).externalTexture = this._getDefaultVideoFrame(); - - } else { - - textureGPU = this._getDefaultTextureGPU( format ); - - } - - this.backend.get( texture ).texture = textureGPU; - - } - - createTexture( texture, options = {} ) { - - const backend = this.backend; - const textureData = backend.get( texture ); - - if ( textureData.initialized ) { - - throw new Error( 'WebGPUTextureUtils: Texture already initialized.' ); - - } - - if ( options.needsMipmaps === undefined ) options.needsMipmaps = false; - if ( options.levels === undefined ) options.levels = 1; - if ( options.depth === undefined ) options.depth = 1; - - const { width, height, depth, levels } = options; - - const dimension = this._getDimension( texture ); - const format = texture.internalFormat || options.format || getFormat( texture, backend.device ); - - let sampleCount = options.sampleCount !== undefined ? options.sampleCount : 1; - - sampleCount = backend.utils.getSampleCount( sampleCount ); - - const primarySampleCount = texture.isRenderTargetTexture && ! texture.isMultisampleRenderTargetTexture ? 1 : sampleCount; - - let usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC; - - if ( texture.isStorageTexture === true ) { - - usage |= GPUTextureUsage.STORAGE_BINDING; - - } - - if ( texture.isCompressedTexture !== true ) { - - usage |= GPUTextureUsage.RENDER_ATTACHMENT; - - } - - const textureDescriptorGPU = { - label: texture.name, - size: { - width: width, - height: height, - depthOrArrayLayers: depth, - }, - mipLevelCount: levels, - sampleCount: primarySampleCount, - dimension: dimension, - format: format, - usage: usage - }; - - // texture creation - - if ( texture.isVideoTexture ) { - - const video = texture.source.data; - const videoFrame = new VideoFrame( video ); - - textureDescriptorGPU.size.width = videoFrame.displayWidth; - textureDescriptorGPU.size.height = videoFrame.displayHeight; - - videoFrame.close(); - - textureData.externalTexture = video; - - } else { - - if ( format === undefined ) { - - console.warn( 'WebGPURenderer: Texture format not supported.' ); - - return this.createDefaultTexture( texture ); - - } - - textureData.texture = backend.device.createTexture( textureDescriptorGPU ); - - } - - if ( texture.isRenderTargetTexture && sampleCount > 1 && ! texture.isMultisampleRenderTargetTexture ) { - - const msaaTextureDescriptorGPU = Object.assign( {}, textureDescriptorGPU ); - - msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa'; - msaaTextureDescriptorGPU.sampleCount = sampleCount; - - textureData.msaaTexture = backend.device.createTexture( msaaTextureDescriptorGPU ); - - } - - textureData.initialized = true; - - textureData.textureDescriptorGPU = textureDescriptorGPU; - - } - - destroyTexture( texture ) { - - const backend = this.backend; - const textureData = backend.get( texture ); - - textureData.texture.destroy(); - - if ( textureData.msaaTexture !== undefined ) textureData.msaaTexture.destroy(); - - backend.delete( texture ); - - } - - destroySampler( texture ) { - - const backend = this.backend; - const textureData = backend.get( texture ); - - delete textureData.sampler; - - } - - generateMipmaps( texture ) { - - const textureData = this.backend.get( texture ); - - if ( texture.isCubeTexture ) { - - for ( let i = 0; i < 6; i ++ ) { - - this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i ); - - } - - } else { - - this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU ); - - } - - } - - getColorBuffer() { - - if ( this.colorBuffer ) this.colorBuffer.destroy(); - - const backend = this.backend; - const { width, height } = backend.getDrawingBufferSize(); - - this.colorBuffer = backend.device.createTexture( { - label: 'colorBuffer', - size: { - width: width, - height: height, - depthOrArrayLayers: 1 - }, - sampleCount: backend.utils.getSampleCount( backend.renderer.samples ), - format: GPUTextureFormat.BGRA8Unorm, - usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC - } ); - - return this.colorBuffer; - - } - - getDepthBuffer( depth = true, stencil = false ) { - - const backend = this.backend; - const { width, height } = backend.getDrawingBufferSize(); - - const depthTexture = this.depthTexture; - const depthTextureGPU = backend.get( depthTexture ).texture; - - let format, type; - - if ( stencil ) { - - format = DepthStencilFormat; - type = UnsignedInt248Type; - - } else if ( depth ) { - - format = DepthFormat; - type = UnsignedIntType; - - } - - if ( depthTextureGPU !== undefined ) { - - if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type ) { - - return depthTextureGPU; - - } - - this.destroyTexture( depthTexture ); - - } - - depthTexture.name = 'depthBuffer'; - depthTexture.format = format; - depthTexture.type = type; - depthTexture.image.width = width; - depthTexture.image.height = height; - - this.createTexture( depthTexture, { sampleCount: backend.utils.getSampleCount( backend.renderer.samples ), width, height } ); - - return backend.get( depthTexture ).texture; - - } - - updateTexture( texture, options ) { - - const textureData = this.backend.get( texture ); - - const { textureDescriptorGPU } = textureData; - - if ( texture.isRenderTargetTexture || ( textureDescriptorGPU === undefined /* unsupported texture format */ ) ) - return; - - // transfer texture data - - if ( texture.isDataTexture ) { - - this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY ); - - } else if ( texture.isDataArrayTexture || texture.isData3DTexture ) { - - for ( let i = 0; i < options.image.depth; i ++ ) { - - this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, i, texture.flipY, i ); - - } - - } else if ( texture.isCompressedTexture ) { - - this._copyCompressedBufferToTexture( texture.mipmaps, textureData.texture, textureDescriptorGPU ); - - } else if ( texture.isCubeTexture ) { - - this._copyCubeMapToTexture( options.images, textureData.texture, textureDescriptorGPU, texture.flipY ); - - } else if ( texture.isVideoTexture ) { - - const video = texture.source.data; - - textureData.externalTexture = video; - - } else { - - this._copyImageToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY ); - - } - - // - - textureData.version = texture.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } - - async copyTextureToBuffer( texture, x, y, width, height ) { - - const device = this.backend.device; - - const textureData = this.backend.get( texture ); - const textureGPU = textureData.texture; - const format = textureData.textureDescriptorGPU.format; - const bytesPerTexel = this._getBytesPerTexel( format ); - - let bytesPerRow = width * bytesPerTexel; - bytesPerRow = Math.ceil( bytesPerRow / 256 ) * 256; // Align to 256 bytes - - const readBuffer = device.createBuffer( - { - size: width * height * bytesPerTexel, - usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ - } - ); - - const encoder = device.createCommandEncoder(); - - encoder.copyTextureToBuffer( - { - texture: textureGPU, - origin: { x, y }, - }, - { - buffer: readBuffer, - bytesPerRow: bytesPerRow - }, - { - width: width, - height: height - } - - ); - - const typedArrayType = this._getTypedArrayType( format ); - - device.queue.submit( [ encoder.finish() ] ); - - await readBuffer.mapAsync( GPUMapMode.READ ); - - const buffer = readBuffer.getMappedRange(); - - return new typedArrayType( buffer ); - - } - - _isEnvironmentTexture( texture ) { - - const mapping = texture.mapping; - - return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); - - } - - _getDefaultTextureGPU( format ) { - - let defaultTexture = this.defaultTexture[ format ]; - - if ( defaultTexture === undefined ) { - - const texture = new Texture(); - texture.minFilter = NearestFilter; - texture.magFilter = NearestFilter; - - this.createTexture( texture, { width: 1, height: 1, format } ); - - this.defaultTexture[ format ] = defaultTexture = texture; - - } - - return this.backend.get( defaultTexture ).texture; - - } - - _getDefaultCubeTextureGPU( format ) { - - let defaultCubeTexture = this.defaultTexture[ format ]; - - if ( defaultCubeTexture === undefined ) { - - const texture = new CubeTexture(); - texture.minFilter = NearestFilter; - texture.magFilter = NearestFilter; - - this.createTexture( texture, { width: 1, height: 1, depth: 6 } ); - - this.defaultCubeTexture[ format ] = defaultCubeTexture = texture; - - } - - return this.backend.get( defaultCubeTexture ).texture; - - } - - _getDefaultVideoFrame() { - - let defaultVideoFrame = this.defaultVideoFrame; - - if ( defaultVideoFrame === null ) { - - const init = { - timestamp: 0, - codedWidth: 1, - codedHeight: 1, - format: 'RGBA', - }; - - this.defaultVideoFrame = defaultVideoFrame = new VideoFrame( new Uint8Array( [ 0, 0, 0, 0xff ] ), init ); - - } - - return defaultVideoFrame; - - } - - _copyCubeMapToTexture( images, textureGPU, textureDescriptorGPU, flipY ) { - - for ( let i = 0; i < 6; i ++ ) { - - const image = images[ i ]; - - const flipIndex = flipY === true ? _flipMap[ i ] : i; - - if ( image.isDataTexture ) { - - this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, flipY ); - - } else { - - this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, flipY ); - - } - - } - - } - - _copyImageToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY ) { - - const device = this.backend.device; - - device.queue.copyExternalImageToTexture( - { - source: image - }, { - texture: textureGPU, - mipLevel: 0, - origin: { x: 0, y: 0, z: originDepth } - }, { - width: image.width, - height: image.height, - depthOrArrayLayers: 1 - } - ); - - if ( flipY === true ) { - - this._flipY( textureGPU, textureDescriptorGPU, originDepth ); - - } - - } - - _getPassUtils() { - - let passUtils = this._passUtils; - - if ( passUtils === null ) { - - this._passUtils = passUtils = new WebGPUTexturePassUtils( this.backend.device ); - - } - - return passUtils; - - } - - _generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer = 0 ) { - - this._getPassUtils().generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer ); - - } - - _flipY( textureGPU, textureDescriptorGPU, originDepth = 0 ) { - - this._getPassUtils().flipY( textureGPU, textureDescriptorGPU, originDepth ); - - } - - _copyBufferToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, depth = 0 ) { - - // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture() - // @TODO: Consider to support valid buffer layouts with other formats like RGB - - const device = this.backend.device; - - const data = image.data; - - const bytesPerTexel = this._getBytesPerTexel( textureDescriptorGPU.format ); - const bytesPerRow = image.width * bytesPerTexel; - - device.queue.writeTexture( - { - texture: textureGPU, - mipLevel: 0, - origin: { x: 0, y: 0, z: originDepth } - }, - data, - { - offset: image.width * image.height * bytesPerTexel * depth, - bytesPerRow - }, - { - width: image.width, - height: image.height, - depthOrArrayLayers: 1 - } ); - - if ( flipY === true ) { - - this._flipY( textureGPU, textureDescriptorGPU, originDepth ); - - } - - } - - _copyCompressedBufferToTexture( mipmaps, textureGPU, textureDescriptorGPU ) { - - // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture() - - const device = this.backend.device; - - const blockData = this._getBlockData( textureDescriptorGPU.format ); - - for ( let i = 0; i < mipmaps.length; i ++ ) { - - const mipmap = mipmaps[ i ]; - - const width = mipmap.width; - const height = mipmap.height; - - const bytesPerRow = Math.ceil( width / blockData.width ) * blockData.byteLength; - - device.queue.writeTexture( - { - texture: textureGPU, - mipLevel: i - }, - mipmap.data, - { - offset: 0, - bytesPerRow - }, - { - width: Math.ceil( width / blockData.width ) * blockData.width, - height: Math.ceil( height / blockData.width ) * blockData.width, - depthOrArrayLayers: 1 - } - ); - - } - - } - - _getBlockData( format ) { - - // this method is only relevant for compressed texture formats - - if ( format === GPUTextureFormat.BC1RGBAUnorm || format === GPUTextureFormat.BC1RGBAUnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; // DXT1 - if ( format === GPUTextureFormat.BC2RGBAUnorm || format === GPUTextureFormat.BC2RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT3 - if ( format === GPUTextureFormat.BC3RGBAUnorm || format === GPUTextureFormat.BC3RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT5 - if ( format === GPUTextureFormat.BC4RUnorm || format === GPUTextureFormat.BC4RSNorm ) return { byteLength: 8, width: 4, height: 4 }; // RGTC1 - if ( format === GPUTextureFormat.BC5RGUnorm || format === GPUTextureFormat.BC5RGSnorm ) return { byteLength: 16, width: 4, height: 4 }; // RGTC2 - if ( format === GPUTextureFormat.BC6HRGBUFloat || format === GPUTextureFormat.BC6HRGBFloat ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (float) - if ( format === GPUTextureFormat.BC7RGBAUnorm || format === GPUTextureFormat.BC7RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (unorm) - - if ( format === GPUTextureFormat.ETC2RGB8Unorm || format === GPUTextureFormat.ETC2RGB8UnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; - if ( format === GPUTextureFormat.ETC2RGB8A1Unorm || format === GPUTextureFormat.ETC2RGB8A1UnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; - if ( format === GPUTextureFormat.ETC2RGBA8Unorm || format === GPUTextureFormat.ETC2RGBA8UnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; - if ( format === GPUTextureFormat.EACR11Unorm ) return { byteLength: 8, width: 4, height: 4 }; - if ( format === GPUTextureFormat.EACR11Snorm ) return { byteLength: 8, width: 4, height: 4 }; - if ( format === GPUTextureFormat.EACRG11Unorm ) return { byteLength: 16, width: 4, height: 4 }; - if ( format === GPUTextureFormat.EACRG11Snorm ) return { byteLength: 16, width: 4, height: 4 }; - - if ( format === GPUTextureFormat.ASTC4x4Unorm || format === GPUTextureFormat.ASTC4x4UnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; - if ( format === GPUTextureFormat.ASTC5x4Unorm || format === GPUTextureFormat.ASTC5x4UnormSRGB ) return { byteLength: 16, width: 5, height: 4 }; - if ( format === GPUTextureFormat.ASTC5x5Unorm || format === GPUTextureFormat.ASTC5x5UnormSRGB ) return { byteLength: 16, width: 5, height: 5 }; - if ( format === GPUTextureFormat.ASTC6x5Unorm || format === GPUTextureFormat.ASTC6x5UnormSRGB ) return { byteLength: 16, width: 6, height: 5 }; - if ( format === GPUTextureFormat.ASTC6x6Unorm || format === GPUTextureFormat.ASTC6x6UnormSRGB ) return { byteLength: 16, width: 6, height: 6 }; - if ( format === GPUTextureFormat.ASTC8x5Unorm || format === GPUTextureFormat.ASTC8x5UnormSRGB ) return { byteLength: 16, width: 8, height: 5 }; - if ( format === GPUTextureFormat.ASTC8x6Unorm || format === GPUTextureFormat.ASTC8x6UnormSRGB ) return { byteLength: 16, width: 8, height: 6 }; - if ( format === GPUTextureFormat.ASTC8x8Unorm || format === GPUTextureFormat.ASTC8x8UnormSRGB ) return { byteLength: 16, width: 8, height: 8 }; - if ( format === GPUTextureFormat.ASTC10x5Unorm || format === GPUTextureFormat.ASTC10x5UnormSRGB ) return { byteLength: 16, width: 10, height: 5 }; - if ( format === GPUTextureFormat.ASTC10x6Unorm || format === GPUTextureFormat.ASTC10x6UnormSRGB ) return { byteLength: 16, width: 10, height: 6 }; - if ( format === GPUTextureFormat.ASTC10x8Unorm || format === GPUTextureFormat.ASTC10x8UnormSRGB ) return { byteLength: 16, width: 10, height: 8 }; - if ( format === GPUTextureFormat.ASTC10x10Unorm || format === GPUTextureFormat.ASTC10x10UnormSRGB ) return { byteLength: 16, width: 10, height: 10 }; - if ( format === GPUTextureFormat.ASTC12x10Unorm || format === GPUTextureFormat.ASTC12x10UnormSRGB ) return { byteLength: 16, width: 12, height: 10 }; - if ( format === GPUTextureFormat.ASTC12x12Unorm || format === GPUTextureFormat.ASTC12x12UnormSRGB ) return { byteLength: 16, width: 12, height: 12 }; - - } - - _convertAddressMode( value ) { - - let addressMode = GPUAddressMode.ClampToEdge; - - if ( value === RepeatWrapping ) { - - addressMode = GPUAddressMode.Repeat; - - } else if ( value === MirroredRepeatWrapping ) { - - addressMode = GPUAddressMode.MirrorRepeat; - - } - - return addressMode; - - } - - _convertFilterMode( value ) { - - let filterMode = GPUFilterMode.Linear; - - if ( value === NearestFilter || value === NearestMipmapNearestFilter || value === NearestMipmapLinearFilter ) { - - filterMode = GPUFilterMode.Nearest; - - } - - return filterMode; - - } - - _getBytesPerTexel( format ) { - - // 8-bit formats - if ( format === GPUTextureFormat.R8Unorm || - format === GPUTextureFormat.R8Snorm || - format === GPUTextureFormat.R8Uint || - format === GPUTextureFormat.R8Sint ) return 1; - - // 16-bit formats - if ( format === GPUTextureFormat.R16Uint || - format === GPUTextureFormat.R16Sint || - format === GPUTextureFormat.R16Float || - format === GPUTextureFormat.RG8Unorm || - format === GPUTextureFormat.RG8Snorm || - format === GPUTextureFormat.RG8Uint || - format === GPUTextureFormat.RG8Sint ) return 2; - - // 32-bit formats - if ( format === GPUTextureFormat.R32Uint || - format === GPUTextureFormat.R32Sint || - format === GPUTextureFormat.R32Float || - format === GPUTextureFormat.RG16Uint || - format === GPUTextureFormat.RG16Sint || - format === GPUTextureFormat.RG16Float || - format === GPUTextureFormat.RGBA8Unorm || - format === GPUTextureFormat.RGBA8UnormSRGB || - format === GPUTextureFormat.RGBA8Snorm || - format === GPUTextureFormat.RGBA8Uint || - format === GPUTextureFormat.RGBA8Sint || - format === GPUTextureFormat.BGRA8Unorm || - format === GPUTextureFormat.BGRA8UnormSRGB || - // Packed 32-bit formats - format === GPUTextureFormat.RGB9E5UFloat || - format === GPUTextureFormat.RGB10A2Unorm || - format === GPUTextureFormat.RG11B10UFloat || - format === GPUTextureFormat.Depth32Float || - format === GPUTextureFormat.Depth24Plus || - format === GPUTextureFormat.Depth24PlusStencil8 || - format === GPUTextureFormat.Depth32FloatStencil8 ) return 4; - - // 64-bit formats - if ( format === GPUTextureFormat.RG32Uint || - format === GPUTextureFormat.RG32Sint || - format === GPUTextureFormat.RG32Float || - format === GPUTextureFormat.RGBA16Uint || - format === GPUTextureFormat.RGBA16Sint || - format === GPUTextureFormat.RGBA16Float ) return 8; - - // 128-bit formats - if ( format === GPUTextureFormat.RGBA32Uint || - format === GPUTextureFormat.RGBA32Sint || - format === GPUTextureFormat.RGBA32Float ) return 16; - - - } - - _getTypedArrayType( format ) { - - if ( format === GPUTextureFormat.R8Uint ) return Uint8Array; - if ( format === GPUTextureFormat.R8Sint ) return Int8Array; - if ( format === GPUTextureFormat.R8Unorm ) return Uint8Array; - if ( format === GPUTextureFormat.R8Snorm ) return Int8Array; - if ( format === GPUTextureFormat.RG8Uint ) return Uint8Array; - if ( format === GPUTextureFormat.RG8Sint ) return Int8Array; - if ( format === GPUTextureFormat.RG8Unorm ) return Uint8Array; - if ( format === GPUTextureFormat.RG8Snorm ) return Int8Array; - if ( format === GPUTextureFormat.RGBA8Uint ) return Uint8Array; - if ( format === GPUTextureFormat.RGBA8Sint ) return Int8Array; - if ( format === GPUTextureFormat.RGBA8Unorm ) return Uint8Array; - if ( format === GPUTextureFormat.RGBA8Snorm ) return Int8Array; - - - if ( format === GPUTextureFormat.R16Uint ) return Uint16Array; - if ( format === GPUTextureFormat.R16Sint ) return Int16Array; - if ( format === GPUTextureFormat.RG16Uint ) return Uint16Array; - if ( format === GPUTextureFormat.RG16Sint ) return Int16Array; - if ( format === GPUTextureFormat.RGBA16Uint ) return Uint16Array; - if ( format === GPUTextureFormat.RGBA16Sint ) return Int16Array; - if ( format === GPUTextureFormat.R16Float ) return Float32Array; - if ( format === GPUTextureFormat.RG16Float ) return Float32Array; - if ( format === GPUTextureFormat.RGBA16Float ) return Float32Array; - - - if ( format === GPUTextureFormat.R32Uint ) return Uint32Array; - if ( format === GPUTextureFormat.R32Sint ) return Int32Array; - if ( format === GPUTextureFormat.R32Float ) return Float32Array; - if ( format === GPUTextureFormat.RG32Uint ) return Uint32Array; - if ( format === GPUTextureFormat.RG32Sint ) return Int32Array; - if ( format === GPUTextureFormat.RG32Float ) return Float32Array; - if ( format === GPUTextureFormat.RGBA32Uint ) return Uint32Array; - if ( format === GPUTextureFormat.RGBA32Sint ) return Int32Array; - if ( format === GPUTextureFormat.RGBA32Float ) return Float32Array; - - if ( format === GPUTextureFormat.BGRA8Unorm ) return Uint8Array; - if ( format === GPUTextureFormat.BGRA8UnormSRGB ) return Uint8Array; - if ( format === GPUTextureFormat.RGB10A2Unorm ) return Uint32Array; - if ( format === GPUTextureFormat.RGB9E5UFloat ) return Uint32Array; - if ( format === GPUTextureFormat.RG11B10UFloat ) return Uint32Array; - - if ( format === GPUTextureFormat.Depth32Float ) return Float32Array; - if ( format === GPUTextureFormat.Depth24Plus ) return Uint32Array; - if ( format === GPUTextureFormat.Depth24PlusStencil8 ) return Uint32Array; - if ( format === GPUTextureFormat.Depth32FloatStencil8 ) return Float32Array; - - } - - _getDimension( texture ) { - - let dimension; - - if ( texture.isData3DTexture ) { - - dimension = GPUTextureDimension.ThreeD; - - } else { - - dimension = GPUTextureDimension.TwoD; - - } - - return dimension; - - } - -} - -function getFormat( texture, device = null ) { - - const format = texture.format; - const type = texture.type; - const colorSpace = texture.colorSpace; - - let formatGPU; - - if ( texture.isFramebufferTexture === true && texture.type === UnsignedByteType ) { - - formatGPU = GPUTextureFormat.BGRA8Unorm; - - } else if ( texture.isCompressedTexture === true ) { - - switch ( format ) { - - case RGBA_S3TC_DXT1_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC1RGBAUnormSRGB : GPUTextureFormat.BC1RGBAUnorm; - break; - - case RGBA_S3TC_DXT3_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC2RGBAUnormSRGB : GPUTextureFormat.BC2RGBAUnorm; - break; - - case RGBA_S3TC_DXT5_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC3RGBAUnormSRGB : GPUTextureFormat.BC3RGBAUnorm; - break; - - case RGB_ETC2_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGB8UnormSRGB : GPUTextureFormat.ETC2RGB8Unorm; - break; - - case RGBA_ETC2_EAC_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGBA8UnormSRGB : GPUTextureFormat.ETC2RGBA8Unorm; - break; - - case RGBA_ASTC_4x4_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC4x4UnormSRGB : GPUTextureFormat.ASTC4x4Unorm; - break; - - case RGBA_ASTC_5x4_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x4UnormSRGB : GPUTextureFormat.ASTC5x4Unorm; - break; - - case RGBA_ASTC_5x5_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x5UnormSRGB : GPUTextureFormat.ASTC5x5Unorm; - break; - - case RGBA_ASTC_6x5_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x5UnormSRGB : GPUTextureFormat.ASTC6x5Unorm; - break; - - case RGBA_ASTC_6x6_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x6UnormSRGB : GPUTextureFormat.ASTC6x6Unorm; - break; - - case RGBA_ASTC_8x5_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x5UnormSRGB : GPUTextureFormat.ASTC8x5Unorm; - break; - - case RGBA_ASTC_8x6_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x6UnormSRGB : GPUTextureFormat.ASTC8x6Unorm; - break; - - case RGBA_ASTC_8x8_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x8UnormSRGB : GPUTextureFormat.ASTC8x8Unorm; - break; - - case RGBA_ASTC_10x5_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x5UnormSRGB : GPUTextureFormat.ASTC10x5Unorm; - break; - - case RGBA_ASTC_10x6_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x6UnormSRGB : GPUTextureFormat.ASTC10x6Unorm; - break; - - case RGBA_ASTC_10x8_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x8UnormSRGB : GPUTextureFormat.ASTC10x8Unorm; - break; - - case RGBA_ASTC_10x10_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x10UnormSRGB : GPUTextureFormat.ASTC10x10Unorm; - break; - - case RGBA_ASTC_12x10_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x10UnormSRGB : GPUTextureFormat.ASTC12x10Unorm; - break; - - case RGBA_ASTC_12x12_Format: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x12UnormSRGB : GPUTextureFormat.ASTC12x12Unorm; - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture format.', format ); - - } - - } else { - - switch ( format ) { - - case RGBAFormat: - - switch ( type ) { - - case ByteType: - formatGPU = GPUTextureFormat.RGBA8Snorm; - break; - - case ShortType: - formatGPU = GPUTextureFormat.RGBA16Sint; - break; - - case UnsignedShortType: - formatGPU = GPUTextureFormat.RGBA16Uint; - break; - case UnsignedIntType: - formatGPU = GPUTextureFormat.RGBA32Uint; - break; - - case IntType: - formatGPU = GPUTextureFormat.RGBA32Sint; - break; - - case UnsignedByteType: - formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm; - break; - - case HalfFloatType: - formatGPU = GPUTextureFormat.RGBA16Float; - break; - - case FloatType: - formatGPU = GPUTextureFormat.RGBA32Float; - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture type with RGBAFormat.', type ); - - } - - break; - - case RGBFormat: - - switch ( type ) { - - case UnsignedInt5999Type: - formatGPU = GPUTextureFormat.RGB9E5UFloat; - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture type with RGBFormat.', type ); - - } - - break; - - case RedFormat: - - switch ( type ) { - - case ByteType: - formatGPU = GPUTextureFormat.R8Snorm; - break; - - case ShortType: - formatGPU = GPUTextureFormat.R16Sint; - break; - - case UnsignedShortType: - formatGPU = GPUTextureFormat.R16Uint; - break; - - case UnsignedIntType: - formatGPU = GPUTextureFormat.R32Uint; - break; - - case IntType: - formatGPU = GPUTextureFormat.R32Sint; - break; - - case UnsignedByteType: - formatGPU = GPUTextureFormat.R8Unorm; - break; - - case HalfFloatType: - formatGPU = GPUTextureFormat.R16Float; - break; - - case FloatType: - formatGPU = GPUTextureFormat.R32Float; - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture type with RedFormat.', type ); - - } - - break; - - case RGFormat: - - switch ( type ) { - - case ByteType: - formatGPU = GPUTextureFormat.RG8Snorm; - break; - - case ShortType: - formatGPU = GPUTextureFormat.RG16Sint; - break; - - case UnsignedShortType: - formatGPU = GPUTextureFormat.RG16Uint; - break; - - case UnsignedIntType: - formatGPU = GPUTextureFormat.RG32Uint; - break; - - case IntType: - formatGPU = GPUTextureFormat.RG32Sint; - break; - - case UnsignedByteType: - formatGPU = GPUTextureFormat.RG8Unorm; - break; - - case HalfFloatType: - formatGPU = GPUTextureFormat.RG16Float; - break; - - case FloatType: - formatGPU = GPUTextureFormat.RG32Float; - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture type with RGFormat.', type ); - - } - - break; - - case DepthFormat: - - switch ( type ) { - - case UnsignedShortType: - formatGPU = GPUTextureFormat.Depth16Unorm; - break; - - case UnsignedIntType: - formatGPU = GPUTextureFormat.Depth24Plus; - break; - - case FloatType: - formatGPU = GPUTextureFormat.Depth32Float; - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture type with DepthFormat.', type ); - - } - - break; - - case DepthStencilFormat: - - switch ( type ) { - - case UnsignedInt248Type: - formatGPU = GPUTextureFormat.Depth24PlusStencil8; - break; - - case FloatType: - - if ( device && device.features.has( GPUFeatureName.Depth32FloatStencil8 ) === false ) { - - console.error( 'WebGPURenderer: Depth textures with DepthStencilFormat + FloatType can only be used with the "depth32float-stencil8" GPU feature.' ); - - } - - formatGPU = GPUTextureFormat.Depth32FloatStencil8; - - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture type with DepthStencilFormat.', type ); - - } - - break; - - case RedIntegerFormat: - - switch ( type ) { - - case IntType: - formatGPU = GPUTextureFormat.R32Sint; - break; - - case UnsignedIntType: - formatGPU = GPUTextureFormat.R32Uint; - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture type with RedIntegerFormat.', type ); - - } - - break; - - case RGIntegerFormat: - - switch ( type ) { - - case IntType: - formatGPU = GPUTextureFormat.RG32Sint; - break; - - case UnsignedIntType: - formatGPU = GPUTextureFormat.RG32Uint; - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture type with RGIntegerFormat.', type ); - - } - - break; - - case RGBAIntegerFormat: - - switch ( type ) { - - case IntType: - formatGPU = GPUTextureFormat.RGBA32Sint; - break; - - case UnsignedIntType: - formatGPU = GPUTextureFormat.RGBA32Uint; - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture type with RGBAIntegerFormat.', type ); - - } - - break; - - default: - console.error( 'WebGPURenderer: Unsupported texture format.', format ); - - } - - } - - return formatGPU; - -} - -const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i; -const propertiesRegexp = /([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/ig; - -const wgslTypeLib$1 = { - 'f32': 'float', - 'i32': 'int', - 'u32': 'uint', - 'bool': 'bool', - - 'vec2': 'vec2', - 'vec2': 'ivec2', - 'vec2': 'uvec2', - 'vec2': 'bvec2', - - 'vec2f': 'vec2', - 'vec2i': 'ivec2', - 'vec2u': 'uvec2', - 'vec2b': 'bvec2', - - 'vec3': 'vec3', - 'vec3': 'ivec3', - 'vec3': 'uvec3', - 'vec3': 'bvec3', - - 'vec3f': 'vec3', - 'vec3i': 'ivec3', - 'vec3u': 'uvec3', - 'vec3b': 'bvec3', - - 'vec4': 'vec4', - 'vec4': 'ivec4', - 'vec4': 'uvec4', - 'vec4': 'bvec4', - - 'vec4f': 'vec4', - 'vec4i': 'ivec4', - 'vec4u': 'uvec4', - 'vec4b': 'bvec4', - - 'mat2x2': 'mat2', - 'mat2x2f': 'mat2', - - 'mat3x3': 'mat3', - 'mat3x3f': 'mat3', - - 'mat4x4': 'mat4', - 'mat4x4f': 'mat4', - - 'sampler': 'sampler', - - 'texture_1d': 'texture', - - 'texture_2d': 'texture', - 'texture_2d_array': 'texture', - 'texture_multisampled_2d': 'cubeTexture', - - 'texture_depth_2d': 'depthTexture', - - 'texture_3d': 'texture3D', - - 'texture_cube': 'cubeTexture', - 'texture_cube_array': 'cubeTexture', - - 'texture_storage_1d': 'storageTexture', - 'texture_storage_2d': 'storageTexture', - 'texture_storage_2d_array': 'storageTexture', - 'texture_storage_3d': 'storageTexture' - -}; - -const parse = ( source ) => { - - source = source.trim(); - - const declaration = source.match( declarationRegexp ); - - if ( declaration !== null && declaration.length === 4 ) { - - const inputsCode = declaration[ 2 ]; - const propsMatches = []; - let match = null; - - while ( ( match = propertiesRegexp.exec( inputsCode ) ) !== null ) { - - propsMatches.push( { name: match[ 1 ], type: match[ 2 ] } ); - - } - - // Process matches to correctly pair names and types - const inputs = []; - for ( let i = 0; i < propsMatches.length; i ++ ) { - - const { name, type } = propsMatches[ i ]; - - let resolvedType = type; - - if ( resolvedType.startsWith( 'texture' ) ) { - - resolvedType = type.split( '<' )[ 0 ]; - - } - - resolvedType = wgslTypeLib$1[ resolvedType ] || resolvedType; - - inputs.push( new NodeFunctionInput( resolvedType, name ) ); - - } - - const blockCode = source.substring( declaration[ 0 ].length ); - const outputType = declaration[ 3 ] || 'void'; - - const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : ''; - const type = wgslTypeLib$1[ outputType ] || outputType; - - return { - type, - inputs, - name, - inputsCode, - blockCode, - outputType - }; - - } else { - - throw new Error( 'FunctionNode: Function is not a WGSL code.' ); - - } - -}; - -class WGSLNodeFunction extends NodeFunction { - - constructor( source ) { - - const { type, inputs, name, inputsCode, blockCode, outputType } = parse( source ); - - super( type, inputs, name ); - - this.inputsCode = inputsCode; - this.blockCode = blockCode; - this.outputType = outputType; - - } - - getCode( name = this.name ) { - - const outputType = this.outputType !== 'void' ? '-> ' + this.outputType : ''; - - return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ outputType }` + this.blockCode; - - } - -} - -class WGSLNodeParser extends NodeParser { - - parseFunction( source ) { - - return new WGSLNodeFunction( source ); - - } - -} - -// GPUShaderStage is not defined in browsers not supporting WebGPU -const GPUShaderStage = self.GPUShaderStage; - -const gpuShaderStageLib = { - 'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1, - 'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2, - 'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4 -}; - -const supports = { - instance: true, - swizzleAssign: false, - storageBuffer: true -}; - -const wgslFnOpLib = { - '^^': 'threejs_xor' -}; - -const wgslTypeLib = { - float: 'f32', - int: 'i32', - uint: 'u32', - bool: 'bool', - color: 'vec3', - - vec2: 'vec2', - ivec2: 'vec2', - uvec2: 'vec2', - bvec2: 'vec2', - - vec3: 'vec3', - ivec3: 'vec3', - uvec3: 'vec3', - bvec3: 'vec3', - - vec4: 'vec4', - ivec4: 'vec4', - uvec4: 'vec4', - bvec4: 'vec4', - - mat2: 'mat2x2', - imat2: 'mat2x2', - umat2: 'mat2x2', - bmat2: 'mat2x2', - - mat3: 'mat3x3', - imat3: 'mat3x3', - umat3: 'mat3x3', - bmat3: 'mat3x3', - - mat4: 'mat4x4', - imat4: 'mat4x4', - umat4: 'mat4x4', - bmat4: 'mat4x4' -}; - -const wgslMethods = { - dFdx: 'dpdx', - dFdy: '- dpdy', - mod_float: 'threejs_mod_float', - mod_vec2: 'threejs_mod_vec2', - mod_vec3: 'threejs_mod_vec3', - mod_vec4: 'threejs_mod_vec4', - equals_bool: 'threejs_equals_bool', - equals_bvec2: 'threejs_equals_bvec2', - equals_bvec3: 'threejs_equals_bvec3', - equals_bvec4: 'threejs_equals_bvec4', - lessThanEqual: 'threejs_lessThanEqual', - greaterThan: 'threejs_greaterThan', - inversesqrt: 'inverseSqrt', - bitcast: 'bitcast' -}; - -const wgslPolyfill = { - threejs_xor: new CodeNode( ` -fn threejs_xor( a : bool, b : bool ) -> bool { - - return ( a || b ) && !( a && b ); - -} -` ), - lessThanEqual: new CodeNode( ` -fn threejs_lessThanEqual( a : vec3, b : vec3 ) -> vec3 { - - return vec3( a.x <= b.x, a.y <= b.y, a.z <= b.z ); - -} -` ), - greaterThan: new CodeNode( ` -fn threejs_greaterThan( a : vec3, b : vec3 ) -> vec3 { - - return vec3( a.x > b.x, a.y > b.y, a.z > b.z ); - -} -` ), - mod_float: new CodeNode( 'fn threejs_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ), - mod_vec2: new CodeNode( 'fn threejs_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ), - mod_vec3: new CodeNode( 'fn threejs_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ), - mod_vec4: new CodeNode( 'fn threejs_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ), - equals_bool: new CodeNode( 'fn threejs_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ), - equals_bvec2: new CodeNode( 'fn threejs_equals_bvec2( a : vec2f, b : vec2f ) -> vec2 { return vec2( a.x == b.x, a.y == b.y ); }' ), - equals_bvec3: new CodeNode( 'fn threejs_equals_bvec3( a : vec3f, b : vec3f ) -> vec3 { return vec3( a.x == b.x, a.y == b.y, a.z == b.z ); }' ), - equals_bvec4: new CodeNode( 'fn threejs_equals_bvec4( a : vec4f, b : vec4f ) -> vec4 { return vec4( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ), - repeatWrapping: new CodeNode( ` -fn threejs_repeatWrapping( uv : vec2, dimension : vec2 ) -> vec2 { - - let uvScaled = vec2( uv * vec2( dimension ) ); - - return ( ( uvScaled % dimension ) + dimension ) % dimension; - -} -` ), - biquadraticTexture: new CodeNode( ` -fn threejs_biquadraticTexture( map : texture_2d, coord : vec2f, level : i32 ) -> vec4f { - - let res = vec2f( textureDimensions( map, level ) ); - - let uvScaled = coord * res; - let uvWrapping = ( ( uvScaled % res ) + res ) % res; - - // https://www.shadertoy.com/view/WtyXRy - - let uv = uvWrapping - 0.5; - let iuv = floor( uv ); - let f = fract( uv ); - - let rg1 = textureLoad( map, vec2i( iuv + vec2( 0.5, 0.5 ) ), level ); - let rg2 = textureLoad( map, vec2i( iuv + vec2( 1.5, 0.5 ) ), level ); - let rg3 = textureLoad( map, vec2i( iuv + vec2( 0.5, 1.5 ) ), level ); - let rg4 = textureLoad( map, vec2i( iuv + vec2( 1.5, 1.5 ) ), level ); - - return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y ); - -} -` ) -}; - -class WGSLNodeBuilder extends NodeBuilder { - - constructor( object, renderer ) { - - super( object, renderer, new WGSLNodeParser() ); - - this.uniformGroups = {}; - - this.builtins = {}; - - this.directives = {}; - - } - - needsColorSpaceToLinear( texture ) { - - return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace; - - } - - _generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - if ( depthSnippet ) { - - return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`; - - } else { - - return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`; - - } - - } else if ( this.isFilteredTexture( texture ) ) { - - return this.generateFilteredTexture( texture, textureProperty, uvSnippet ); - - } else { - - return this.generateTextureLod( texture, textureProperty, uvSnippet, '0' ); - - } - - } - - _generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`; - - } else { - - console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` ); - - } - - } - - _generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false ) { - - return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`; - - } else if ( this.isFilteredTexture( texture ) ) { - - return this.generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet ); - - } else { - - return this.generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet ); - - } - - } - - generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet = '0' ) { - - this._include( 'biquadraticTexture' ); - - return `threejs_biquadraticTexture( ${ textureProperty }, ${ uvSnippet }, i32( ${ levelSnippet } ) )`; - - } - - generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet = '0' ) { - - this._include( 'repeatWrapping' ); - - const dimension = texture.isMultisampleRenderTargetTexture === true ? `textureDimensions( ${ textureProperty } )` : `textureDimensions( ${ textureProperty }, 0 )`; - - return `textureLoad( ${ textureProperty }, threejs_repeatWrapping( ${ uvSnippet }, ${ dimension } ), i32( ${ levelSnippet } ) )`; - - } - - generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) { - - if ( depthSnippet ) { - - return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, ${ levelSnippet } )`; - - } else { - - return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`; - - } - - } - - generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) { - - return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`; - - } - - isUnfilterable( texture ) { - - return this.getComponentTypeFromTexture( texture ) !== 'float' || ( texture.isDataTexture === true && texture.type === FloatType ) || texture.isMultisampleRenderTargetTexture === true; - - } - - generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - let snippet = null; - - if ( texture.isVideoTexture === true ) { - - snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage ); - - } else if ( this.isUnfilterable( texture ) ) { - - snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, '0', depthSnippet, shaderStage ); - - } else { - - snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage ); - - } - - return snippet; - - } - - generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - // TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy - return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`; - - } else { - - console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` ); - - } - - } - - generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`; - - } else { - - console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` ); - - } - - } - - generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - let snippet = null; - - if ( texture.isVideoTexture === true ) { - - snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage ); - - } else { - - snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage ); - - } - - return snippet; - - } - - generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, shaderStage = this.shaderStage ) { - - if ( shaderStage === 'fragment' ) { - - return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`; - - } else { - - console.error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` ); - - } - - } - - getPropertyName( node, shaderStage = this.shaderStage ) { - - if ( node.isNodeVarying === true && node.needsInterpolation === true ) { - - if ( shaderStage === 'vertex' ) { - - return `varyings.${ node.name }`; - - } - - } else if ( node.isNodeUniform === true ) { - - const name = node.name; - const type = node.type; - - if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) { - - return name; - - } else if ( type === 'buffer' || type === 'storageBuffer' ) { - - return `NodeBuffer_${ node.id }.${name}`; - - } else { - - return node.groupNode.name + '.' + name; - - } - - } - - return super.getPropertyName( node ); - - } - - getOutputStructName() { - - return 'output'; - - } - - _getUniformGroupCount( shaderStage ) { - - return Object.keys( this.uniforms[ shaderStage ] ).length; - - } - - getFunctionOperator( op ) { - - const fnOp = wgslFnOpLib[ op ]; - - if ( fnOp !== undefined ) { - - this._include( fnOp ); - - return fnOp; - - } - - return null; - - } - - getStorageAccess( node ) { - - if ( node.isStorageTextureNode ) { - - switch ( node.access ) { - - case GPUStorageTextureAccess.ReadOnly: - - return 'read'; - - case GPUStorageTextureAccess.WriteOnly: - - return 'write'; - - default: - - return 'read_write'; - - } - - } else { - - switch ( node.access ) { - - case GPUBufferBindingType.Storage: - - return 'read_write'; - - - case GPUBufferBindingType.ReadOnlyStorage: - - return 'read'; - - default: - - return 'write'; - - } - - } - - } - - getUniformFromNode( node, type, shaderStage, name = null ) { - - const uniformNode = super.getUniformFromNode( node, type, shaderStage, name ); - const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache ); - - if ( nodeData.uniformGPU === undefined ) { - - let uniformGPU; - - const group = node.groupNode; - const groupName = group.name; - - const bindings = this.getBindGroupArray( groupName, shaderStage ); - - if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) { - - let texture = null; - - if ( type === 'texture' || type === 'storageTexture' ) { - - texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null ); - - } else if ( type === 'cubeTexture' ) { - - texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, node.access ? node.access : null ); - - } else if ( type === 'texture3D' ) { - - texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, node.access ? node.access : null ); - - } - - texture.store = node.isStorageTextureNode === true; - texture.setVisibility( gpuShaderStageLib[ shaderStage ] ); - - if ( shaderStage === 'fragment' && this.isUnfilterable( node.value ) === false && texture.store === false ) { - - const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node, group ); - sampler.setVisibility( gpuShaderStageLib[ shaderStage ] ); - - bindings.push( sampler, texture ); - - uniformGPU = [ sampler, texture ]; - - } else { - - bindings.push( texture ); - - uniformGPU = [ texture ]; - - } - - } else if ( type === 'buffer' || type === 'storageBuffer' ) { - - const bufferClass = type === 'storageBuffer' ? NodeStorageBuffer : NodeUniformBuffer; - const buffer = new bufferClass( node, group ); - buffer.setVisibility( gpuShaderStageLib[ shaderStage ] ); - - bindings.push( buffer ); - - uniformGPU = buffer; - - } else { - - const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} ); - - let uniformsGroup = uniformsStage[ groupName ]; - - if ( uniformsGroup === undefined ) { - - uniformsGroup = new NodeUniformsGroup( groupName, group ); - uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] ); - - uniformsStage[ groupName ] = uniformsGroup; - - bindings.push( uniformsGroup ); - - } - - uniformGPU = this.getNodeUniform( uniformNode, type ); - - uniformsGroup.addUniform( uniformGPU ); - - } - - nodeData.uniformGPU = uniformGPU; - - } - - return uniformNode; - - } - - getBuiltin( name, property, type, shaderStage = this.shaderStage ) { - - const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() ); - - if ( map.has( name ) === false ) { - - map.set( name, { - name, - property, - type - } ); - - } - - return property; - - } - - getVertexIndex() { - - if ( this.shaderStage === 'vertex' ) { - - return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' ); - - } - - return 'vertexIndex'; - - } - - buildFunctionCode( shaderNode ) { - - const layout = shaderNode.layout; - const flowData = this.flowShaderNode( shaderNode ); - - const parameters = []; - - for ( const input of layout.inputs ) { - - parameters.push( input.name + ' : ' + this.getType( input.type ) ); - - } - - // - - const code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } { -${ flowData.vars } -${ flowData.code } - return ${ flowData.result }; - -}`; - - // - - return code; - - } - - getInstanceIndex() { - - if ( this.shaderStage === 'vertex' ) { - - return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' ); - - } - - return 'instanceIndex'; - - } - - getDrawIndex() { - - return null; - - } - - getFrontFacing() { - - return this.getBuiltin( 'front_facing', 'isFront', 'bool' ); - - } - - getFragCoord() { - - return this.getBuiltin( 'position', 'fragCoord', 'vec4' ) + '.xyz'; - - } - - getFragDepth() { - - return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' ); - - } - - isFlipY() { - - return false; - - } - - enableDirective( name, shaderStage = this.shaderStage ) { - - const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = [] ); - stage.push( name ); - - } - - getDirectives( shaderStage ) { - - const snippets = []; - const directives = this.directives[ shaderStage ]; - - if ( directives !== undefined ) { - - for ( const directive of directives ) { - - snippets.push( `enable ${directive}` ); - - } - - } - - return snippets.join( '\n' ); - - } - - enableClipDistances() { - - this.enableDirective( 'clip_distances' ); - - } - - enableShaderF16() { - - this.enableDirective( 'f16' ); - - } - - enableDualSourceBlending() { - - this.enableDirective( 'dual_source_blending' ); - - } - - getBuiltins( shaderStage ) { - - const snippets = []; - const builtins = this.builtins[ shaderStage ]; - - if ( builtins !== undefined ) { - - for ( const { name, property, type } of builtins.values() ) { - - snippets.push( `@builtin( ${name} ) ${property} : ${type}` ); - - } - - } - - return snippets.join( ',\n\t' ); - - } - - getAttributes( shaderStage ) { - - const snippets = []; - - if ( shaderStage === 'compute' ) { - - this.getBuiltin( 'global_invocation_id', 'id', 'vec3', 'attribute' ); - this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3', 'attribute' ); - this.getBuiltin( 'local_invocation_id', 'localId', 'vec3', 'attribute' ); - this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3', 'attribute' ); - - } - - if ( shaderStage === 'vertex' || shaderStage === 'compute' ) { - - const builtins = this.getBuiltins( 'attribute' ); - - if ( builtins ) snippets.push( builtins ); - - const attributes = this.getAttributesArray(); - - for ( let index = 0, length = attributes.length; index < length; index ++ ) { - - const attribute = attributes[ index ]; - const name = attribute.name; - const type = this.getType( attribute.type ); - - snippets.push( `@location( ${index} ) ${ name } : ${ type }` ); - - } - - } - - return snippets.join( ',\n\t' ); - - } - - getStructMembers( struct ) { - - const snippets = []; - const members = struct.getMemberTypes(); - - for ( let i = 0; i < members.length; i ++ ) { - - const member = members[ i ]; - snippets.push( `\t@location( ${i} ) m${i} : ${ member }` ); - - } - - const builtins = this.getBuiltins( 'output' ); - - if ( builtins ) snippets.push( builtins ); - - return snippets.join( ',\n' ); - - } - - getStructs( shaderStage ) { - - const snippets = []; - const structs = this.structs[ shaderStage ]; - - for ( let index = 0, length = structs.length; index < length; index ++ ) { - - const struct = structs[ index ]; - const name = struct.name; - - let snippet = `\struct ${ name } {\n`; - snippet += this.getStructMembers( struct ); - snippet += '\n}'; - - - snippets.push( snippet ); - - snippets.push( `\nvar output : ${ name };\n\n` ); - - } - - return snippets.join( '\n\n' ); - - } - - getVar( type, name ) { - - return `var ${ name } : ${ this.getType( type ) }`; - - } - - getVars( shaderStage ) { - - const snippets = []; - const vars = this.vars[ shaderStage ]; - - if ( vars !== undefined ) { - - for ( const variable of vars ) { - - snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` ); - - } - - } - - return `\n${ snippets.join( '\n' ) }\n`; - - } - - getVaryings( shaderStage ) { - - const snippets = []; - - if ( shaderStage === 'vertex' ) { - - this.getBuiltin( 'position', 'Vertex', 'vec4', 'vertex' ); - - } - - if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) { - - const varyings = this.varyings; - const vars = this.vars[ shaderStage ]; - - for ( let index = 0; index < varyings.length; index ++ ) { - - const varying = varyings[ index ]; - - if ( varying.needsInterpolation ) { - - let attributesSnippet = `@location( ${index} )`; - - if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) { - - attributesSnippet += ' @interpolate( flat )'; - - - } - - snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` ); - - } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) { - - vars.push( varying ); - - } - - } - - } - - const builtins = this.getBuiltins( shaderStage ); - - if ( builtins ) snippets.push( builtins ); - - const code = snippets.join( ',\n\t' ); - - return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code; - - } - - getUniforms( shaderStage ) { - - const uniforms = this.uniforms[ shaderStage ]; - - const bindingSnippets = []; - const bufferSnippets = []; - const structSnippets = []; - const uniformGroups = {}; - - for ( const uniform of uniforms ) { - - const groundName = uniform.groupNode.name; - const uniformIndexes = this.bindingsIndexes[ groundName ]; - - if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) { - - const texture = uniform.node.value; - - if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true ) { - - if ( texture.isDepthTexture === true && texture.compareFunction !== null ) { - - bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` ); - - } else { - - bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` ); - - } - - } - - let textureType; - - let multisampled = ''; - - if ( texture.isMultisampleRenderTargetTexture === true ) { - - multisampled = '_multisampled'; - - } - - if ( texture.isCubeTexture === true ) { - - textureType = 'texture_cube'; - - } else if ( texture.isDataArrayTexture === true ) { - - textureType = 'texture_2d_array'; - - } else if ( texture.isDepthTexture === true ) { - - textureType = `texture_depth${multisampled}_2d`; - - } else if ( texture.isVideoTexture === true ) { - - textureType = 'texture_external'; - - } else if ( texture.isData3DTexture === true ) { - - textureType = 'texture_3d'; - - } else if ( uniform.node.isStorageTextureNode === true ) { - - const format = getFormat( texture ); - const access = this.getStorageAccess( uniform.node ); - - textureType = `texture_storage_2d<${ format }, ${ access }>`; - - } else { - - const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 ); - - textureType = `texture${multisampled}_2d<${ componentPrefix }32>`; - - } - - bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` ); - - } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) { - - const bufferNode = uniform.node; - const bufferType = this.getType( bufferNode.bufferType ); - const bufferCount = bufferNode.bufferCount; - - const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : ''; - const bufferSnippet = `\t${ uniform.name } : array< ${ bufferType }${ bufferCountSnippet } >\n`; - const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode ) }` : 'uniform'; - - bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) ); - - } else { - - const vectorType = this.getType( this.getVectorType( uniform.type ) ); - const groupName = uniform.groupNode.name; - - const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = { - index: uniformIndexes.binding ++, - id: uniformIndexes.group, - snippets: [] - } ); - - group.snippets.push( `\t${ uniform.name } : ${ vectorType }` ); - - } - - } - - for ( const name in uniformGroups ) { - - const group = uniformGroups[ name ]; - - structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) ); - - } - - let code = bindingSnippets.join( '\n' ); - code += bufferSnippets.join( '\n' ); - code += structSnippets.join( '\n' ); - - return code; - - } - - buildCode() { - - const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} }; - - for ( const shaderStage in shadersData ) { - - const stageData = shadersData[ shaderStage ]; - stageData.uniforms = this.getUniforms( shaderStage ); - stageData.attributes = this.getAttributes( shaderStage ); - stageData.varyings = this.getVaryings( shaderStage ); - stageData.structs = this.getStructs( shaderStage ); - stageData.vars = this.getVars( shaderStage ); - stageData.codes = this.getCodes( shaderStage ); - stageData.directives = this.getDirectives( shaderStage ); - - // - - let flow = '// code\n\n'; - flow += this.flowCode[ shaderStage ]; - - const flowNodes = this.flowNodes[ shaderStage ]; - const mainNode = flowNodes[ flowNodes.length - 1 ]; - - const outputNode = mainNode.outputNode; - const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true ); - - for ( const node of flowNodes ) { - - const flowSlotData = this.getFlowData( node/*, shaderStage*/ ); - const slotName = node.name; - - if ( slotName ) { - - if ( flow.length > 0 ) flow += '\n'; - - flow += `\t// flow -> ${ slotName }\n\t`; - - } - - flow += `${ flowSlotData.code }\n\t`; - - if ( node === mainNode && shaderStage !== 'compute' ) { - - flow += '// result\n\n\t'; - - if ( shaderStage === 'vertex' ) { - - flow += `varyings.Vertex = ${ flowSlotData.result };`; - - } else if ( shaderStage === 'fragment' ) { - - if ( isOutputStruct ) { - - stageData.returnType = outputNode.nodeType; - - flow += `return ${ flowSlotData.result };`; - - } else { - - let structSnippet = '\t@location(0) color: vec4'; - - const builtins = this.getBuiltins( 'output' ); - - if ( builtins ) structSnippet += ',\n\t' + builtins; - - stageData.returnType = 'OutputStruct'; - stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet ); - stageData.structs += '\nvar output : OutputStruct;\n\n'; - - flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`; - - } - - } - - } - - } - - stageData.flow = flow; - - - } - - if ( this.material !== null ) { - - this.vertexShader = this._getWGSLVertexCode( shadersData.vertex ); - this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment ); - - } else { - - this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) ); - - } - - } - - getMethod( method, output = null ) { - - let wgslMethod; - - if ( output !== null ) { - - wgslMethod = this._getWGSLMethod( method + '_' + output ); - - } - - if ( wgslMethod === undefined ) { - - wgslMethod = this._getWGSLMethod( method ); - - } - - return wgslMethod || method; - - } - - getType( type ) { - - return wgslTypeLib[ type ] || type; - - } - - isAvailable( name ) { - - let result = supports[ name ]; - - if ( result === undefined ) { - - if ( name === 'float32Filterable' ) { - - result = this.renderer.hasFeature( 'float32-filterable' ); - - } - - supports[ name ] = result; - - } - - return result; - - } - - _getWGSLMethod( method ) { - - if ( wgslPolyfill[ method ] !== undefined ) { - - this._include( method ); - - } - - return wgslMethods[ method ]; - - } - - _include( name ) { - - const codeNode = wgslPolyfill[ name ]; - codeNode.build( this ); - - if ( this.currentFunctionNode !== null ) { - - this.currentFunctionNode.includes.push( codeNode ); - - } - - return codeNode; - - } - - _getWGSLVertexCode( shaderData ) { - - return `${ this.getSignature() } -// directives -${shaderData.directives}; - -// uniforms -${shaderData.uniforms} - -// varyings -${shaderData.varyings} -var varyings : VaryingsStruct; - -// codes -${shaderData.codes} - -@vertex -fn main( ${shaderData.attributes} ) -> VaryingsStruct { - - // vars - ${shaderData.vars} - - // flow - ${shaderData.flow} - - return varyings; - -} -`; - - } - - _getWGSLFragmentCode( shaderData ) { - - return `${ this.getSignature() } - -diagnostic( off, derivative_uniformity ); - -// uniforms -${shaderData.uniforms} - -// structs -${shaderData.structs} - -// codes -${shaderData.codes} - -@fragment -fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} { - - // vars - ${shaderData.vars} - - // flow - ${shaderData.flow} - -} -`; - - } - - _getWGSLComputeCode( shaderData, workgroupSize ) { - - return `${ this.getSignature() } -// directives -${shaderData.directives} - -// system -var instanceIndex : u32; - -// uniforms -${shaderData.uniforms} - -// codes -${shaderData.codes} - -@compute @workgroup_size( ${workgroupSize} ) -fn main( ${shaderData.attributes} ) { - - // system - instanceIndex = id.x + id.y * numWorkgroups.x * u32(${workgroupSize}) + id.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize}); - - // vars - ${shaderData.vars} - - // flow - ${shaderData.flow} - -} -`; - - } - - _getWGSLStruct( name, vars ) { - - return ` -struct ${name} { -${vars} -};`; - - } - - _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) { - - const structName = name + 'Struct'; - const structSnippet = this._getWGSLStruct( structName, vars ); - - return `${structSnippet} -@binding( ${binding} ) @group( ${group} ) -var<${access}> ${name} : ${structName};`; - - } - -} - -class WebGPUUtils { - - constructor( backend ) { - - this.backend = backend; - - } - - getCurrentDepthStencilFormat( renderContext ) { - - let format; - - if ( renderContext.depthTexture !== null ) { - - format = this.getTextureFormatGPU( renderContext.depthTexture ); - - } else if ( renderContext.depth && renderContext.stencil ) { - - format = GPUTextureFormat.Depth24PlusStencil8; - - } else if ( renderContext.depth ) { - - format = GPUTextureFormat.Depth24Plus; - - } - - return format; - - } - - getTextureFormatGPU( texture ) { - - return this.backend.get( texture ).texture.format; - - } - - getCurrentColorFormat( renderContext ) { - - let format; - - if ( renderContext.textures !== null ) { - - format = this.getTextureFormatGPU( renderContext.textures[ 0 ] ); - - - } else { - - format = GPUTextureFormat.BGRA8Unorm; // default context format - - } - - return format; - - } - - getCurrentColorSpace( renderContext ) { - - if ( renderContext.textures !== null ) { - - return renderContext.textures[ 0 ].colorSpace; - - } - - return this.backend.renderer.outputColorSpace; - - } - - getPrimitiveTopology( object, material ) { - - if ( object.isPoints ) return GPUPrimitiveTopology.PointList; - else if ( object.isLineSegments || ( object.isMesh && material.wireframe === true ) ) return GPUPrimitiveTopology.LineList; - else if ( object.isLine ) return GPUPrimitiveTopology.LineStrip; - else if ( object.isMesh ) return GPUPrimitiveTopology.TriangleList; - - } - - getSampleCount( sampleCount ) { - - let count = 1; - - if ( sampleCount > 1 ) { - - // WebGPU only supports power-of-two sample counts and 2 is not a valid value - count = Math.pow( 2, Math.floor( Math.log2( sampleCount ) ) ); - - if ( count === 2 ) { - - count = 4; - - } - - } - - return count; - - } - - getSampleCountRenderContext( renderContext ) { - - if ( renderContext.textures !== null ) { - - return this.getSampleCount( renderContext.sampleCount ); - - } - - return this.getSampleCount( this.backend.renderer.samples ); - - } - -} - -const typedArraysToVertexFormatPrefix = new Map( [ - [ Int8Array, [ 'sint8', 'snorm8' ]], - [ Uint8Array, [ 'uint8', 'unorm8' ]], - [ Int16Array, [ 'sint16', 'snorm16' ]], - [ Uint16Array, [ 'uint16', 'unorm16' ]], - [ Int32Array, [ 'sint32', 'snorm32' ]], - [ Uint32Array, [ 'uint32', 'unorm32' ]], - [ Float32Array, [ 'float32', ]], -] ); - -const typedAttributeToVertexFormatPrefix = new Map( [ - [ Float16BufferAttribute, [ 'float16', ]], -] ); - -const typeArraysToVertexFormatPrefixForItemSize1 = new Map( [ - [ Int32Array, 'sint32' ], - [ Int16Array, 'sint32' ], // patch for INT16 - [ Uint32Array, 'uint32' ], - [ Uint16Array, 'uint32' ], // patch for UINT16 - [ Float32Array, 'float32' ] -] ); - -class WebGPUAttributeUtils { - - constructor( backend ) { - - this.backend = backend; - - } - - createAttribute( attribute, usage ) { - - const bufferAttribute = this._getBufferAttribute( attribute ); - - const backend = this.backend; - const bufferData = backend.get( bufferAttribute ); - - let buffer = bufferData.buffer; - - if ( buffer === undefined ) { - - const device = backend.device; - - let array = bufferAttribute.array; - - // patch for INT16 and UINT16 - if ( attribute.normalized === false && ( array.constructor === Int16Array || array.constructor === Uint16Array ) ) { - - const tempArray = new Uint32Array( array.length ); - for ( let i = 0; i < array.length; i ++ ) { - - tempArray[ i ] = array[ i ]; - - } - - array = tempArray; - - } - - bufferAttribute.array = array; - - if ( ( bufferAttribute.isStorageBufferAttribute || bufferAttribute.isStorageInstancedBufferAttribute ) && bufferAttribute.itemSize === 3 ) { - - array = new array.constructor( bufferAttribute.count * 4 ); - - for ( let i = 0; i < bufferAttribute.count; i ++ ) { - - array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 ); - - } - - // Update BufferAttribute - bufferAttribute.itemSize = 4; - bufferAttribute.array = array; - - } - - const size = array.byteLength + ( ( 4 - ( array.byteLength % 4 ) ) % 4 ); // ensure 4 byte alignment, see #20441 - - buffer = device.createBuffer( { - label: bufferAttribute.name, - size: size, - usage: usage, - mappedAtCreation: true - } ); - - new array.constructor( buffer.getMappedRange() ).set( array ); - - buffer.unmap(); - - bufferData.buffer = buffer; - - } - - } - - updateAttribute( attribute ) { - - const bufferAttribute = this._getBufferAttribute( attribute ); - - const backend = this.backend; - const device = backend.device; - - const buffer = backend.get( bufferAttribute ).buffer; - - const array = bufferAttribute.array; - const updateRanges = bufferAttribute.updateRanges; - - if ( updateRanges.length === 0 ) { - - // Not using update ranges - - device.queue.writeBuffer( - buffer, - 0, - array, - 0 - ); - - } else { - - for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { - - const range = updateRanges[ i ]; - device.queue.writeBuffer( - buffer, - 0, - array, - range.start * array.BYTES_PER_ELEMENT, - range.count * array.BYTES_PER_ELEMENT - ); - - } - - bufferAttribute.clearUpdateRanges(); - - } - - } - - createShaderVertexBuffers( renderObject ) { - - const attributes = renderObject.getAttributes(); - const vertexBuffers = new Map(); - - for ( let slot = 0; slot < attributes.length; slot ++ ) { - - const geometryAttribute = attributes[ slot ]; - const bytesPerElement = geometryAttribute.array.BYTES_PER_ELEMENT; - const bufferAttribute = this._getBufferAttribute( geometryAttribute ); - - let vertexBufferLayout = vertexBuffers.get( bufferAttribute ); - - if ( vertexBufferLayout === undefined ) { - - let arrayStride, stepMode; - - if ( geometryAttribute.isInterleavedBufferAttribute === true ) { - - arrayStride = geometryAttribute.data.stride * bytesPerElement; - stepMode = geometryAttribute.data.isInstancedInterleavedBuffer ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex; - - } else { - - arrayStride = geometryAttribute.itemSize * bytesPerElement; - stepMode = geometryAttribute.isInstancedBufferAttribute ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex; - - } - - // patch for INT16 and UINT16 - if ( geometryAttribute.normalized === false && ( geometryAttribute.array.constructor === Int16Array || geometryAttribute.array.constructor === Uint16Array ) ) { - - arrayStride = 4; - - } - - vertexBufferLayout = { - arrayStride, - attributes: [], - stepMode - }; - - vertexBuffers.set( bufferAttribute, vertexBufferLayout ); - - } - - const format = this._getVertexFormat( geometryAttribute ); - const offset = ( geometryAttribute.isInterleavedBufferAttribute === true ) ? geometryAttribute.offset * bytesPerElement : 0; - - vertexBufferLayout.attributes.push( { - shaderLocation: slot, - offset, - format - } ); - - } - - return Array.from( vertexBuffers.values() ); - - } - - destroyAttribute( attribute ) { - - const backend = this.backend; - const data = backend.get( this._getBufferAttribute( attribute ) ); - - data.buffer.destroy(); - - backend.delete( attribute ); - - } - - async getArrayBufferAsync( attribute ) { - - const backend = this.backend; - const device = backend.device; - - const data = backend.get( this._getBufferAttribute( attribute ) ); - - const bufferGPU = data.buffer; - const size = bufferGPU.size; - - let readBufferGPU = data.readBuffer; - let needsUnmap = true; - - if ( readBufferGPU === undefined ) { - - readBufferGPU = device.createBuffer( { - label: attribute.name, - size, - usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ - } ); - - needsUnmap = false; - - data.readBuffer = readBufferGPU; - - } - - const cmdEncoder = device.createCommandEncoder( {} ); - - cmdEncoder.copyBufferToBuffer( - bufferGPU, - 0, - readBufferGPU, - 0, - size - ); - - if ( needsUnmap ) readBufferGPU.unmap(); - - const gpuCommands = cmdEncoder.finish(); - device.queue.submit( [ gpuCommands ] ); - - await readBufferGPU.mapAsync( GPUMapMode.READ ); - - const arrayBuffer = readBufferGPU.getMappedRange(); - - return arrayBuffer; - - } - - _getVertexFormat( geometryAttribute ) { - - const { itemSize, normalized } = geometryAttribute; - const ArrayType = geometryAttribute.array.constructor; - const AttributeType = geometryAttribute.constructor; - - let format; - - if ( itemSize == 1 ) { - - format = typeArraysToVertexFormatPrefixForItemSize1.get( ArrayType ); - - } else { - - const prefixOptions = typedAttributeToVertexFormatPrefix.get( AttributeType ) || typedArraysToVertexFormatPrefix.get( ArrayType ); - const prefix = prefixOptions[ normalized ? 1 : 0 ]; - - if ( prefix ) { - - const bytesPerUnit = ArrayType.BYTES_PER_ELEMENT * itemSize; - const paddedBytesPerUnit = Math.floor( ( bytesPerUnit + 3 ) / 4 ) * 4; - const paddedItemSize = paddedBytesPerUnit / ArrayType.BYTES_PER_ELEMENT; - - if ( paddedItemSize % 1 ) { - - throw new Error( 'THREE.WebGPUAttributeUtils: Bad vertex format item size.' ); - - } - - format = `${prefix}x${paddedItemSize}`; - - } - - } - - if ( ! format ) { - - console.error( 'THREE.WebGPUAttributeUtils: Vertex format not supported yet.' ); - - } - - return format; - - } - - _getBufferAttribute( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - return attribute; - - } - -} - -class WebGPUBindingUtils { - - constructor( backend ) { - - this.backend = backend; - - } - - createBindingsLayout( bindGroup ) { - - const backend = this.backend; - const device = backend.device; - - const entries = []; - - let index = 0; - - for ( const binding of bindGroup.bindings ) { - - const bindingGPU = { - binding: index ++, - visibility: binding.visibility - }; - - if ( binding.isUniformBuffer || binding.isStorageBuffer ) { - - const buffer = {}; // GPUBufferBindingLayout - - if ( binding.isStorageBuffer ) { - - buffer.type = binding.access; - - } - - bindingGPU.buffer = buffer; - - } else if ( binding.isSampler ) { - - const sampler = {}; // GPUSamplerBindingLayout - - if ( binding.texture.isDepthTexture ) { - - if ( binding.texture.compareFunction !== null ) { - - sampler.type = 'comparison'; - - } - - } - - bindingGPU.sampler = sampler; - - } else if ( binding.isSampledTexture && binding.texture.isVideoTexture ) { - - bindingGPU.externalTexture = {}; // GPUExternalTextureBindingLayout - - } else if ( binding.isSampledTexture && binding.store ) { - - const format = this.backend.get( binding.texture ).texture.format; - const access = binding.access; - - bindingGPU.storageTexture = { format, access }; // GPUStorageTextureBindingLayout - - } else if ( binding.isSampledTexture ) { - - const texture = {}; // GPUTextureBindingLayout - - if ( binding.texture.isMultisampleRenderTargetTexture === true ) { - - texture.multisampled = true; - - } - - if ( binding.texture.isDepthTexture ) { - - texture.sampleType = GPUTextureSampleType.Depth; - - } else if ( binding.texture.isDataTexture || binding.texture.isDataArrayTexture || binding.texture.isData3DTexture ) { - - const type = binding.texture.type; - - if ( type === IntType ) { - - texture.sampleType = GPUTextureSampleType.SInt; - - } else if ( type === UnsignedIntType ) { - - texture.sampleType = GPUTextureSampleType.UInt; - - } else if ( type === FloatType ) { - - // @TODO: Add support for this soon: backend.hasFeature( 'float32-filterable' ) - - texture.sampleType = GPUTextureSampleType.UnfilterableFloat; - - } - - } - - if ( binding.isSampledCubeTexture ) { - - texture.viewDimension = GPUTextureViewDimension.Cube; - - } else if ( binding.texture.isDataArrayTexture ) { - - texture.viewDimension = GPUTextureViewDimension.TwoDArray; - - } else if ( binding.isSampledTexture3D ) { - - texture.viewDimension = GPUTextureViewDimension.ThreeD; - - } - - bindingGPU.texture = texture; - - } else { - - console.error( `WebGPUBindingUtils: Unsupported binding "${ binding }".` ); - - } - - entries.push( bindingGPU ); - - } - - return device.createBindGroupLayout( { entries } ); - - } - - createBindings( bindGroup ) { - - const backend = this.backend; - const bindingsData = backend.get( bindGroup ); - - // setup (static) binding layout and (dynamic) binding group - - const bindLayoutGPU = this.createBindingsLayout( bindGroup ); - const bindGroupGPU = this.createBindGroup( bindGroup, bindLayoutGPU ); - - bindingsData.layout = bindLayoutGPU; - bindingsData.group = bindGroupGPU; - - } - - updateBinding( binding ) { - - const backend = this.backend; - const device = backend.device; - - const buffer = binding.buffer; - const bufferGPU = backend.get( binding ).buffer; - - device.queue.writeBuffer( bufferGPU, 0, buffer, 0 ); - - } - - createBindGroup( bindGroup, layoutGPU ) { - - const backend = this.backend; - const device = backend.device; - - let bindingPoint = 0; - const entriesGPU = []; - - for ( const binding of bindGroup.bindings ) { - - if ( binding.isUniformBuffer ) { - - const bindingData = backend.get( binding ); - - if ( bindingData.buffer === undefined ) { - - const byteLength = binding.byteLength; - - const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST; - - const bufferGPU = device.createBuffer( { - label: 'bindingBuffer_' + binding.name, - size: byteLength, - usage: usage - } ); - - bindingData.buffer = bufferGPU; - - } - - entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } ); - - } else if ( binding.isStorageBuffer ) { - - const bindingData = backend.get( binding ); - - if ( bindingData.buffer === undefined ) { - - const attribute = binding.attribute; - //const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | /*GPUBufferUsage.COPY_SRC |*/ GPUBufferUsage.COPY_DST; - - //backend.attributeUtils.createAttribute( attribute, usage ); // @TODO: Move it to universal renderer - - bindingData.buffer = backend.get( attribute ).buffer; - - } - - entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } ); - - } else if ( binding.isSampler ) { - - const textureGPU = backend.get( binding.texture ); - - entriesGPU.push( { binding: bindingPoint, resource: textureGPU.sampler } ); - - } else if ( binding.isSampledTexture ) { - - const textureData = backend.get( binding.texture ); - - let dimensionViewGPU; - - if ( binding.isSampledCubeTexture ) { - - dimensionViewGPU = GPUTextureViewDimension.Cube; - - } else if ( binding.isSampledTexture3D ) { - - dimensionViewGPU = GPUTextureViewDimension.ThreeD; - - } else if ( binding.texture.isDataArrayTexture ) { - - dimensionViewGPU = GPUTextureViewDimension.TwoDArray; - - } else { - - dimensionViewGPU = GPUTextureViewDimension.TwoD; - - } - - let resourceGPU; - - if ( textureData.externalTexture !== undefined ) { - - resourceGPU = device.importExternalTexture( { source: textureData.externalTexture } ); - - } else { - - const aspectGPU = GPUTextureAspect.All; - - resourceGPU = textureData.texture.createView( { aspect: aspectGPU, dimension: dimensionViewGPU, mipLevelCount: binding.store ? 1 : textureData.mipLevelCount } ); - - } - - entriesGPU.push( { binding: bindingPoint, resource: resourceGPU } ); - - } - - bindingPoint ++; - - } - - return device.createBindGroup( { - label: 'bindGroup_' + bindGroup.name, - layout: layoutGPU, - entries: entriesGPU - } ); - - } - -} - -class WebGPUPipelineUtils { - - constructor( backend ) { - - this.backend = backend; - - } - - _getSampleCount( renderObjectContext ) { - - return this.backend.utils.getSampleCountRenderContext( renderObjectContext ); - - } - - createRenderPipeline( renderObject, promises ) { - - const { object, material, geometry, pipeline } = renderObject; - const { vertexProgram, fragmentProgram } = pipeline; - - const backend = this.backend; - const device = backend.device; - const utils = backend.utils; - - const pipelineData = backend.get( pipeline ); - - // bind group layouts - - const bindGroupLayouts = []; - - for ( const bindGroup of renderObject.getBindings() ) { - - const bindingsData = backend.get( bindGroup ); - - bindGroupLayouts.push( bindingsData.layout ); - - } - - // vertex buffers - - const vertexBuffers = backend.attributeUtils.createShaderVertexBuffers( renderObject ); - - // blending - - let blending; - - if ( material.transparent === true && material.blending !== NoBlending ) { - - blending = this._getBlending( material ); - - } - - // stencil - - let stencilFront = {}; - - if ( material.stencilWrite === true ) { - - stencilFront = { - compare: this._getStencilCompare( material ), - failOp: this._getStencilOperation( material.stencilFail ), - depthFailOp: this._getStencilOperation( material.stencilZFail ), - passOp: this._getStencilOperation( material.stencilZPass ) - }; - - } - - const colorWriteMask = this._getColorWriteMask( material ); - - const targets = []; - - if ( renderObject.context.textures !== null ) { - - const textures = renderObject.context.textures; - - for ( let i = 0; i < textures.length; i ++ ) { - - const colorFormat = utils.getTextureFormatGPU( textures[ i ] ); - - targets.push( { - format: colorFormat, - blend: blending, - writeMask: colorWriteMask - } ); - - } - - } else { - - const colorFormat = utils.getCurrentColorFormat( renderObject.context ); - - targets.push( { - format: colorFormat, - blend: blending, - writeMask: colorWriteMask - } ); - - } - - const vertexModule = backend.get( vertexProgram ).module; - const fragmentModule = backend.get( fragmentProgram ).module; - - const primitiveState = this._getPrimitiveState( object, geometry, material ); - const depthCompare = this._getDepthCompare( material ); - const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context ); - - const sampleCount = this._getSampleCount( renderObject.context ); - - const pipelineDescriptor = { - label: 'renderPipeline', - vertex: Object.assign( {}, vertexModule, { buffers: vertexBuffers } ), - fragment: Object.assign( {}, fragmentModule, { targets } ), - primitive: primitiveState, - depthStencil: { - format: depthStencilFormat, - depthWriteEnabled: material.depthWrite, - depthCompare: depthCompare, - stencilFront: stencilFront, - stencilBack: {}, // three.js does not provide an API to configure the back function (gl.stencilFuncSeparate() was never used) - stencilReadMask: material.stencilFuncMask, - stencilWriteMask: material.stencilWriteMask - }, - multisample: { - count: sampleCount, - alphaToCoverageEnabled: material.alphaToCoverage - }, - layout: device.createPipelineLayout( { - bindGroupLayouts - } ) - }; - - if ( promises === null ) { - - pipelineData.pipeline = device.createRenderPipeline( pipelineDescriptor ); - - } else { - - const p = new Promise( ( resolve /*, reject*/ ) => { - - device.createRenderPipelineAsync( pipelineDescriptor ).then( pipeline => { - - pipelineData.pipeline = pipeline; - resolve(); - - } ); - - } ); - - promises.push( p ); - - } - - } - - createBundleEncoder( renderContext, renderObject ) { - - const backend = this.backend; - const { utils, device } = backend; - - const renderContextData = backend.get( renderContext ); - const renderObjectData = backend.get( renderObject ); - - const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderContext ); - const colorFormat = utils.getCurrentColorFormat( renderContext ); - const sampleCount = this._getSampleCount( renderObject.context ); - - const descriptor = { - label: 'renderBundleEncoder', - colorFormats: [ colorFormat ], - depthStencilFormat, - sampleCount - }; - - const bundleEncoder = device.createRenderBundleEncoder( descriptor ); - - renderObjectData.bundleEncoder = bundleEncoder; - renderContextData.currentSets = { attributes: {} }; - renderContextData._renderBundleViewport = renderContext.width + '_' + renderContext.height; - - return bundleEncoder; - - } - - createComputePipeline( pipeline, bindings ) { - - const backend = this.backend; - const device = backend.device; - - const computeProgram = backend.get( pipeline.computeProgram ).module; - - const pipelineGPU = backend.get( pipeline ); - - // bind group layouts - - const bindGroupLayouts = []; - - for ( const bindingsGroup of bindings ) { - - const bindingsData = backend.get( bindingsGroup ); - - bindGroupLayouts.push( bindingsData.layout ); - - } - - pipelineGPU.pipeline = device.createComputePipeline( { - compute: computeProgram, - layout: device.createPipelineLayout( { - bindGroupLayouts - } ) - } ); - - } - - _getBlending( material ) { - - let color, alpha; - - const blending = material.blending; - const blendSrc = material.blendSrc; - const blendDst = material.blendDst; - const blendEquation = material.blendEquation; - - - if ( blending === CustomBlending ) { - - const blendSrcAlpha = material.blendSrcAlpha !== null ? material.blendSrcAlpha : blendSrc; - const blendDstAlpha = material.blendDstAlpha !== null ? material.blendDstAlpha : blendDst; - const blendEquationAlpha = material.blendEquationAlpha !== null ? material.blendEquationAlpha : blendEquation; - - color = { - srcFactor: this._getBlendFactor( blendSrc ), - dstFactor: this._getBlendFactor( blendDst ), - operation: this._getBlendOperation( blendEquation ) - }; - - alpha = { - srcFactor: this._getBlendFactor( blendSrcAlpha ), - dstFactor: this._getBlendFactor( blendDstAlpha ), - operation: this._getBlendOperation( blendEquationAlpha ) - }; - - } else { - - const premultipliedAlpha = material.premultipliedAlpha; - - const setBlend = ( srcRGB, dstRGB, srcAlpha, dstAlpha ) => { - - color = { - srcFactor: srcRGB, - dstFactor: dstRGB, - operation: GPUBlendOperation.Add - }; - - alpha = { - srcFactor: srcAlpha, - dstFactor: dstAlpha, - operation: GPUBlendOperation.Add - }; - - }; - - if ( premultipliedAlpha ) { - - switch ( blending ) { - - case NormalBlending: - setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha ); - break; - - case AdditiveBlending: - setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One ); - break; - - case SubtractiveBlending: - setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One ); - break; - - case MultiplyBlending: - setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.SrcAlpha ); - break; - - } - - } else { - - switch ( blending ) { - - case NormalBlending: - setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha ); - break; - - case AdditiveBlending: - setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.One, GPUBlendFactor.SrcAlpha, GPUBlendFactor.One ); - break; - - case SubtractiveBlending: - setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One ); - break; - - case MultiplyBlending: - setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.Src ); - break; - - } - - } - - } - - if ( color !== undefined && alpha !== undefined ) { - - return { color, alpha }; - - } else { - - console.error( 'THREE.WebGPURenderer: Invalid blending: ', blending ); - - } - - } - - _getBlendFactor( blend ) { - - let blendFactor; - - switch ( blend ) { - - case ZeroFactor: - blendFactor = GPUBlendFactor.Zero; - break; - - case OneFactor: - blendFactor = GPUBlendFactor.One; - break; - - case SrcColorFactor: - blendFactor = GPUBlendFactor.Src; - break; - - case OneMinusSrcColorFactor: - blendFactor = GPUBlendFactor.OneMinusSrc; - break; - - case SrcAlphaFactor: - blendFactor = GPUBlendFactor.SrcAlpha; - break; - - case OneMinusSrcAlphaFactor: - blendFactor = GPUBlendFactor.OneMinusSrcAlpha; - break; - - case DstColorFactor: - blendFactor = GPUBlendFactor.Dst; - break; - - case OneMinusDstColorFactor: - blendFactor = GPUBlendFactor.OneMinusDstColor; - break; - - case DstAlphaFactor: - blendFactor = GPUBlendFactor.DstAlpha; - break; - - case OneMinusDstAlphaFactor: - blendFactor = GPUBlendFactor.OneMinusDstAlpha; - break; - - case SrcAlphaSaturateFactor: - blendFactor = GPUBlendFactor.SrcAlphaSaturated; - break; - - case BlendColorFactor: - blendFactor = GPUBlendFactor.Constant; - break; - - case OneMinusBlendColorFactor: - blendFactor = GPUBlendFactor.OneMinusConstant; - break; - - default: - console.error( 'THREE.WebGPURenderer: Blend factor not supported.', blend ); - - } - - return blendFactor; - - } - - _getStencilCompare( material ) { - - let stencilCompare; - - const stencilFunc = material.stencilFunc; - - switch ( stencilFunc ) { - - case NeverStencilFunc: - stencilCompare = GPUCompareFunction.Never; - break; - - case AlwaysStencilFunc: - stencilCompare = GPUCompareFunction.Always; - break; - - case LessStencilFunc: - stencilCompare = GPUCompareFunction.Less; - break; - - case LessEqualStencilFunc: - stencilCompare = GPUCompareFunction.LessEqual; - break; - - case EqualStencilFunc: - stencilCompare = GPUCompareFunction.Equal; - break; - - case GreaterEqualStencilFunc: - stencilCompare = GPUCompareFunction.GreaterEqual; - break; - - case GreaterStencilFunc: - stencilCompare = GPUCompareFunction.Greater; - break; - - case NotEqualStencilFunc: - stencilCompare = GPUCompareFunction.NotEqual; - break; - - default: - console.error( 'THREE.WebGPURenderer: Invalid stencil function.', stencilFunc ); - - } - - return stencilCompare; - - } - - _getStencilOperation( op ) { - - let stencilOperation; - - switch ( op ) { - - case KeepStencilOp: - stencilOperation = GPUStencilOperation.Keep; - break; - - case ZeroStencilOp: - stencilOperation = GPUStencilOperation.Zero; - break; - - case ReplaceStencilOp: - stencilOperation = GPUStencilOperation.Replace; - break; - - case InvertStencilOp: - stencilOperation = GPUStencilOperation.Invert; - break; - - case IncrementStencilOp: - stencilOperation = GPUStencilOperation.IncrementClamp; - break; - - case DecrementStencilOp: - stencilOperation = GPUStencilOperation.DecrementClamp; - break; - - case IncrementWrapStencilOp: - stencilOperation = GPUStencilOperation.IncrementWrap; - break; - - case DecrementWrapStencilOp: - stencilOperation = GPUStencilOperation.DecrementWrap; - break; - - default: - console.error( 'THREE.WebGPURenderer: Invalid stencil operation.', stencilOperation ); - - } - - return stencilOperation; - - } - - _getBlendOperation( blendEquation ) { - - let blendOperation; - - switch ( blendEquation ) { - - case AddEquation: - blendOperation = GPUBlendOperation.Add; - break; - - case SubtractEquation: - blendOperation = GPUBlendOperation.Subtract; - break; - - case ReverseSubtractEquation: - blendOperation = GPUBlendOperation.ReverseSubtract; - break; - - case MinEquation: - blendOperation = GPUBlendOperation.Min; - break; - - case MaxEquation: - blendOperation = GPUBlendOperation.Max; - break; - - default: - console.error( 'THREE.WebGPUPipelineUtils: Blend equation not supported.', blendEquation ); - - } - - return blendOperation; - - } - - _getPrimitiveState( object, geometry, material ) { - - const descriptor = {}; - const utils = this.backend.utils; - - descriptor.topology = utils.getPrimitiveTopology( object, material ); - - if ( geometry.index !== null && object.isLine === true && object.isLineSegments !== true ) { - - descriptor.stripIndexFormat = ( geometry.index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32; - - } - - switch ( material.side ) { - - case FrontSide: - descriptor.frontFace = GPUFrontFace.CCW; - descriptor.cullMode = GPUCullMode.Back; - break; - - case BackSide: - descriptor.frontFace = GPUFrontFace.CCW; - descriptor.cullMode = GPUCullMode.Front; - break; - - case DoubleSide: - descriptor.frontFace = GPUFrontFace.CCW; - descriptor.cullMode = GPUCullMode.None; - break; - - default: - console.error( 'THREE.WebGPUPipelineUtils: Unknown material.side value.', material.side ); - break; - - } - - return descriptor; - - } - - _getColorWriteMask( material ) { - - return ( material.colorWrite === true ) ? GPUColorWriteFlags.All : GPUColorWriteFlags.None; - - } - - _getDepthCompare( material ) { - - let depthCompare; - - if ( material.depthTest === false ) { - - depthCompare = GPUCompareFunction.Always; - - } else { - - const depthFunc = material.depthFunc; - - switch ( depthFunc ) { - - case NeverDepth: - depthCompare = GPUCompareFunction.Never; - break; - - case AlwaysDepth: - depthCompare = GPUCompareFunction.Always; - break; - - case LessDepth: - depthCompare = GPUCompareFunction.Less; - break; - - case LessEqualDepth: - depthCompare = GPUCompareFunction.LessEqual; - break; - - case EqualDepth: - depthCompare = GPUCompareFunction.Equal; - break; - - case GreaterEqualDepth: - depthCompare = GPUCompareFunction.GreaterEqual; - break; - - case GreaterDepth: - depthCompare = GPUCompareFunction.Greater; - break; - - case NotEqualDepth: - depthCompare = GPUCompareFunction.NotEqual; - break; - - default: - console.error( 'THREE.WebGPUPipelineUtils: Invalid depth function.', depthFunc ); - - } - - } - - return depthCompare; - - } - -} - -/*// debugger tools -import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js'; -//*/ - - -// - -class WebGPUBackend extends Backend { - - constructor( parameters = {} ) { - - super( parameters ); - - this.isWebGPUBackend = true; - - // some parameters require default values other than "undefined" - this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha; - - this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits; - - this.trackTimestamp = ( parameters.trackTimestamp === true ); - - this.device = null; - this.context = null; - this.colorBuffer = null; - this.defaultRenderPassdescriptor = null; - - this.utils = new WebGPUUtils( this ); - this.attributeUtils = new WebGPUAttributeUtils( this ); - this.bindingUtils = new WebGPUBindingUtils( this ); - this.pipelineUtils = new WebGPUPipelineUtils( this ); - this.textureUtils = new WebGPUTextureUtils( this ); - this.occludedResolveCache = new Map(); - - } - - async init( renderer ) { - - await super.init( renderer ); - - // - - const parameters = this.parameters; - - // create the device if it is not passed with parameters - - let device; - - if ( parameters.device === undefined ) { - - const adapterOptions = { - powerPreference: parameters.powerPreference - }; - - const adapter = await navigator.gpu.requestAdapter( adapterOptions ); - - if ( adapter === null ) { - - throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' ); - - } - - // feature support - - const features = Object.values( GPUFeatureName ); - - const supportedFeatures = []; - - for ( const name of features ) { - - if ( adapter.features.has( name ) ) { - - supportedFeatures.push( name ); - - } - - } - - const deviceDescriptor = { - requiredFeatures: supportedFeatures, - requiredLimits: parameters.requiredLimits - }; - - device = await adapter.requestDevice( deviceDescriptor ); - - } else { - - device = parameters.device; - - } - - const context = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgpu' ); - - this.device = device; - this.context = context; - - const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque'; - - this.context.configure( { - device: this.device, - format: GPUTextureFormat.BGRA8Unorm, - usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC, - alphaMode: alphaMode - } ); - - this.updateSize(); - - } - - get coordinateSystem() { - - return WebGPUCoordinateSystem; - - } - - async getArrayBufferAsync( attribute ) { - - return await this.attributeUtils.getArrayBufferAsync( attribute ); - - } - - getContext() { - - return this.context; - - } - - _getDefaultRenderPassDescriptor() { - - let descriptor = this.defaultRenderPassdescriptor; - - if ( descriptor === null ) { - - const renderer = this.renderer; - - descriptor = { - colorAttachments: [ { - view: null - } ], - depthStencilAttachment: { - view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView() - } - }; - - const colorAttachment = descriptor.colorAttachments[ 0 ]; - - if ( this.renderer.samples > 0 ) { - - colorAttachment.view = this.colorBuffer.createView(); - - } else { - - colorAttachment.resolveTarget = undefined; - - } - - this.defaultRenderPassdescriptor = descriptor; - - } - - const colorAttachment = descriptor.colorAttachments[ 0 ]; - - if ( this.renderer.samples > 0 ) { - - colorAttachment.resolveTarget = this.context.getCurrentTexture().createView(); - - } else { - - colorAttachment.view = this.context.getCurrentTexture().createView(); - - } - - return descriptor; - - } - - _getRenderPassDescriptor( renderContext ) { - - const renderTarget = renderContext.renderTarget; - const renderTargetData = this.get( renderTarget ); - - let descriptors = renderTargetData.descriptors; - - if ( descriptors === undefined ) { - - descriptors = []; - - renderTargetData.descriptors = descriptors; - - } - - if ( renderTargetData.width !== renderTarget.width || - renderTargetData.height !== renderTarget.height || - renderTargetData.activeMipmapLevel !== renderTarget.activeMipmapLevel || - renderTargetData.samples !== renderTarget.samples || - descriptors.length !== renderTarget.textures.length - ) { - - descriptors.length = 0; - - // dispose - - const onDispose = () => { - - renderTarget.removeEventListener( 'dispose', onDispose ); - - this.delete( renderTarget ); - - }; - - renderTarget.addEventListener( 'dispose', onDispose ); - - } - - let descriptor = descriptors[ renderContext.activeCubeFace ]; - - if ( descriptor === undefined ) { - - const textures = renderContext.textures; - const colorAttachments = []; - - for ( let i = 0; i < textures.length; i ++ ) { - - const textureData = this.get( textures[ i ] ); - - const textureView = textureData.texture.createView( { - baseMipLevel: renderContext.activeMipmapLevel, - mipLevelCount: 1, - baseArrayLayer: renderContext.activeCubeFace, - dimension: GPUTextureViewDimension.TwoD - } ); - - let view, resolveTarget; - - if ( textureData.msaaTexture !== undefined ) { - - view = textureData.msaaTexture.createView(); - resolveTarget = textureView; - - } else { - - view = textureView; - resolveTarget = undefined; - - } - - colorAttachments.push( { - view, - resolveTarget, - loadOp: GPULoadOp.Load, - storeOp: GPUStoreOp.Store - } ); - - } - - const depthTextureData = this.get( renderContext.depthTexture ); - - const depthStencilAttachment = { - view: depthTextureData.texture.createView() - }; - - descriptor = { - colorAttachments, - depthStencilAttachment - }; - - descriptors[ renderContext.activeCubeFace ] = descriptor; - - renderTargetData.width = renderTarget.width; - renderTargetData.height = renderTarget.height; - renderTargetData.samples = renderTarget.samples; - renderTargetData.activeMipmapLevel = renderTarget.activeMipmapLevel; - - } - - return descriptor; - - } - - beginRender( renderContext ) { - - const renderContextData = this.get( renderContext ); - - const device = this.device; - const occlusionQueryCount = renderContext.occlusionQueryCount; - - let occlusionQuerySet; - - if ( occlusionQueryCount > 0 ) { - - if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy(); - if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy(); - - // Get a reference to the array of objects with queries. The renderContextData property - // can be changed by another render pass before the buffer.mapAsyc() completes. - renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet; - renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer; - renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects; - - // - - occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount } ); - - renderContextData.occlusionQuerySet = occlusionQuerySet; - renderContextData.occlusionQueryIndex = 0; - renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount ); - - renderContextData.lastOcclusionObject = null; - - } - - let descriptor; - - if ( renderContext.textures === null ) { - - descriptor = this._getDefaultRenderPassDescriptor(); - - } else { - - descriptor = this._getRenderPassDescriptor( renderContext ); - - } - - this.initTimestampQuery( renderContext, descriptor ); - - descriptor.occlusionQuerySet = occlusionQuerySet; - - const depthStencilAttachment = descriptor.depthStencilAttachment; - - if ( renderContext.textures !== null ) { - - const colorAttachments = descriptor.colorAttachments; - - for ( let i = 0; i < colorAttachments.length; i ++ ) { - - const colorAttachment = colorAttachments[ i ]; - - if ( renderContext.clearColor ) { - - colorAttachment.clearValue = renderContext.clearColorValue; - colorAttachment.loadOp = GPULoadOp.Clear; - colorAttachment.storeOp = GPUStoreOp.Store; - - } else { - - colorAttachment.loadOp = GPULoadOp.Load; - colorAttachment.storeOp = GPUStoreOp.Store; - - } - - } - - } else { - - const colorAttachment = descriptor.colorAttachments[ 0 ]; - - if ( renderContext.clearColor ) { - - colorAttachment.clearValue = renderContext.clearColorValue; - colorAttachment.loadOp = GPULoadOp.Clear; - colorAttachment.storeOp = GPUStoreOp.Store; - - } else { - - colorAttachment.loadOp = GPULoadOp.Load; - colorAttachment.storeOp = GPUStoreOp.Store; - - } - - } - - // - - if ( renderContext.depth ) { - - if ( renderContext.clearDepth ) { - - depthStencilAttachment.depthClearValue = renderContext.clearDepthValue; - depthStencilAttachment.depthLoadOp = GPULoadOp.Clear; - depthStencilAttachment.depthStoreOp = GPUStoreOp.Store; - - } else { - - depthStencilAttachment.depthLoadOp = GPULoadOp.Load; - depthStencilAttachment.depthStoreOp = GPUStoreOp.Store; - - } - - } - - if ( renderContext.stencil ) { - - if ( renderContext.clearStencil ) { - - depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue; - depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear; - depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store; - - } else { - - depthStencilAttachment.stencilLoadOp = GPULoadOp.Load; - depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store; - - } - - } - - // - - const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } ); - const currentPass = encoder.beginRenderPass( descriptor ); - - // - - renderContextData.descriptor = descriptor; - renderContextData.encoder = encoder; - renderContextData.currentPass = currentPass; - renderContextData.currentSets = { attributes: {} }; - - // - - if ( renderContext.viewport ) { - - this.updateViewport( renderContext ); - - } - - if ( renderContext.scissor ) { - - const { x, y, width, height } = renderContext.scissorValue; - - currentPass.setScissorRect( x, renderContext.height - height - y, width, height ); - - } - - } - - finishRender( renderContext ) { - - const renderContextData = this.get( renderContext ); - const occlusionQueryCount = renderContext.occlusionQueryCount; - - if ( renderContextData.renderBundles !== undefined && renderContextData.renderBundles.length > 0 ) { - - renderContextData.registerBundlesPhase = false; - renderContextData.currentPass.executeBundles( renderContextData.renderBundles ); - - } - - if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) { - - renderContextData.currentPass.endOcclusionQuery(); - - } - - renderContextData.currentPass.end(); - - if ( occlusionQueryCount > 0 ) { - - const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results - - // - - let queryResolveBuffer = this.occludedResolveCache.get( bufferSize ); - - if ( queryResolveBuffer === undefined ) { - - queryResolveBuffer = this.device.createBuffer( - { - size: bufferSize, - usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC - } - ); - - this.occludedResolveCache.set( bufferSize, queryResolveBuffer ); - - } - - // - - const readBuffer = this.device.createBuffer( - { - size: bufferSize, - usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ - } - ); - - // two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined - renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 ); - renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize ); - - renderContextData.occlusionQueryBuffer = readBuffer; - - // - - this.resolveOccludedAsync( renderContext ); - - } - - this.prepareTimestampBuffer( renderContext, renderContextData.encoder ); - - this.device.queue.submit( [ renderContextData.encoder.finish() ] ); - - - // - - if ( renderContext.textures !== null ) { - - const textures = renderContext.textures; - - for ( let i = 0; i < textures.length; i ++ ) { - - const texture = textures[ i ]; - - if ( texture.generateMipmaps === true ) { - - this.textureUtils.generateMipmaps( texture ); - - } - - } - - } - - } - - isOccluded( renderContext, object ) { - - const renderContextData = this.get( renderContext ); - - return renderContextData.occluded && renderContextData.occluded.has( object ); - - } - - async resolveOccludedAsync( renderContext ) { - - const renderContextData = this.get( renderContext ); - - // handle occlusion query results - - const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData; - - if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) { - - const occluded = new WeakSet(); - - renderContextData.currentOcclusionQueryObjects = null; - renderContextData.currentOcclusionQueryBuffer = null; - - await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ ); - - const buffer = currentOcclusionQueryBuffer.getMappedRange(); - const results = new BigUint64Array( buffer ); - - for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) { - - if ( results[ i ] !== BigInt( 0 ) ) { - - occluded.add( currentOcclusionQueryObjects[ i ] ); - - } - - } - - currentOcclusionQueryBuffer.destroy(); - - renderContextData.occluded = occluded; - - } - - } - - updateViewport( renderContext ) { - - const { currentPass } = this.get( renderContext ); - const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue; - - currentPass.setViewport( x, renderContext.height - height - y, width, height, minDepth, maxDepth ); - - } - - clear( color, depth, stencil, renderTargetData = null ) { - - const device = this.device; - const renderer = this.renderer; - - let colorAttachments = []; - - let depthStencilAttachment; - let clearValue; - - let supportsDepth; - let supportsStencil; - - if ( color ) { - - const clearColor = this.getClearColor(); - - clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a }; - - } - - if ( renderTargetData === null ) { - - supportsDepth = renderer.depth; - supportsStencil = renderer.stencil; - - const descriptor = this._getDefaultRenderPassDescriptor(); - - if ( color ) { - - colorAttachments = descriptor.colorAttachments; - - const colorAttachment = colorAttachments[ 0 ]; - - colorAttachment.clearValue = clearValue; - colorAttachment.loadOp = GPULoadOp.Clear; - colorAttachment.storeOp = GPUStoreOp.Store; - - } - - if ( supportsDepth || supportsStencil ) { - - depthStencilAttachment = descriptor.depthStencilAttachment; - - } - - } else { - - supportsDepth = renderTargetData.depth; - supportsStencil = renderTargetData.stencil; - - if ( color ) { - - for ( const texture of renderTargetData.textures ) { - - const textureData = this.get( texture ); - const textureView = textureData.texture.createView(); - - let view, resolveTarget; - - if ( textureData.msaaTexture !== undefined ) { - - view = textureData.msaaTexture.createView(); - resolveTarget = textureView; - - } else { - - view = textureView; - resolveTarget = undefined; - - } - - colorAttachments.push( { - view, - resolveTarget, - clearValue, - loadOp: GPULoadOp.Clear, - storeOp: GPUStoreOp.Store - } ); - - } - - } - - if ( supportsDepth || supportsStencil ) { - - const depthTextureData = this.get( renderTargetData.depthTexture ); - - depthStencilAttachment = { - view: depthTextureData.texture.createView() - }; - - } - - } - - // - - if ( supportsDepth ) { - - if ( depth ) { - - depthStencilAttachment.depthLoadOp = GPULoadOp.Clear; - depthStencilAttachment.depthClearValue = renderer.getClearDepth(); - depthStencilAttachment.depthStoreOp = GPUStoreOp.Store; - - } else { - - depthStencilAttachment.depthLoadOp = GPULoadOp.Load; - depthStencilAttachment.depthStoreOp = GPUStoreOp.Store; - - } - - } - - // - - if ( supportsStencil ) { - - if ( stencil ) { - - depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear; - depthStencilAttachment.stencilClearValue = renderer.getClearStencil(); - depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store; - - } else { - - depthStencilAttachment.stencilLoadOp = GPULoadOp.Load; - depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store; - - } - - } - - // - - const encoder = device.createCommandEncoder( {} ); - const currentPass = encoder.beginRenderPass( { - colorAttachments, - depthStencilAttachment - } ); - - currentPass.end(); - - device.queue.submit( [ encoder.finish() ] ); - - } - - // compute - - beginCompute( computeGroup ) { - - const groupGPU = this.get( computeGroup ); - - - const descriptor = {}; - - this.initTimestampQuery( computeGroup, descriptor ); - - groupGPU.cmdEncoderGPU = this.device.createCommandEncoder(); - - groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor ); - - } - - compute( computeGroup, computeNode, bindings, pipeline ) { - - const { passEncoderGPU } = this.get( computeGroup ); - - // pipeline - - const pipelineGPU = this.get( pipeline ).pipeline; - passEncoderGPU.setPipeline( pipelineGPU ); - - // bind groups - - for ( let i = 0, l = bindings.length; i < l; i ++ ) { - - const bindGroup = bindings[ i ]; - const bindingsData = this.get( bindGroup ); - - passEncoderGPU.setBindGroup( i, bindingsData.group ); - - } - - const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension; - - const computeNodeData = this.get( computeNode ); - - if ( computeNodeData.dispatchSize === undefined ) computeNodeData.dispatchSize = { x: 0, y: 1, z: 1 }; - - const { dispatchSize } = computeNodeData; - - if ( computeNode.dispatchCount > maxComputeWorkgroupsPerDimension ) { - - dispatchSize.x = Math.min( computeNode.dispatchCount, maxComputeWorkgroupsPerDimension ); - dispatchSize.y = Math.ceil( computeNode.dispatchCount / maxComputeWorkgroupsPerDimension ); - - } else { - - dispatchSize.x = computeNode.dispatchCount; - - } - - passEncoderGPU.dispatchWorkgroups( - dispatchSize.x, - dispatchSize.y, - dispatchSize.z - ); - - } - - finishCompute( computeGroup ) { - - const groupData = this.get( computeGroup ); - - groupData.passEncoderGPU.end(); - - this.prepareTimestampBuffer( computeGroup, groupData.cmdEncoderGPU ); - - this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] ); - - } - - // render object - - draw( renderObject, info ) { - - const { object, geometry, context, pipeline } = renderObject; - - const bindings = renderObject.getBindings(); - const contextData = this.get( context ); - const pipelineGPU = this.get( pipeline ).pipeline; - const currentSets = contextData.currentSets; - - const renderObjectData = this.get( renderObject ); - - const { bundleEncoder, renderBundle, lastPipelineGPU } = renderObjectData; - - const renderContextData = this.get( context ); - - if ( renderContextData.registerBundlesPhase === true && bundleEncoder !== undefined && lastPipelineGPU === pipelineGPU ) { - - renderContextData.renderBundles.push( renderBundle ); - return; - - } - - const passEncoderGPU = this.renderer._currentRenderBundle ? this.createBundleEncoder( context, renderObject ) : contextData.currentPass; - - // pipeline - - if ( currentSets.pipeline !== pipelineGPU ) { - - passEncoderGPU.setPipeline( pipelineGPU ); - - currentSets.pipeline = pipelineGPU; - - } - - // bind groups - - for ( let i = 0, l = bindings.length; i < l; i ++ ) { - - const bindGroup = bindings[ i ]; - const bindingsData = this.get( bindGroup ); - - passEncoderGPU.setBindGroup( i, bindingsData.group ); - - } - - // attributes - - const index = renderObject.getIndex(); - - const hasIndex = ( index !== null ); - - // index - - if ( hasIndex === true ) { - - if ( currentSets.index !== index ) { - - const buffer = this.get( index ).buffer; - const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32; - - passEncoderGPU.setIndexBuffer( buffer, indexFormat ); - - currentSets.index = index; - - } - - } - - // vertex buffers - - const vertexBuffers = renderObject.getVertexBuffers(); - - for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) { - - const vertexBuffer = vertexBuffers[ i ]; - - if ( currentSets.attributes[ i ] !== vertexBuffer ) { - - const buffer = this.get( vertexBuffer ).buffer; - passEncoderGPU.setVertexBuffer( i, buffer ); - - currentSets.attributes[ i ] = vertexBuffer; - - } - - } - - // occlusion queries - handle multiple consecutive draw calls for an object - - if ( contextData.occlusionQuerySet !== undefined ) { - - const lastObject = contextData.lastOcclusionObject; - - if ( lastObject !== object ) { - - if ( lastObject !== null && lastObject.occlusionTest === true ) { - - passEncoderGPU.endOcclusionQuery(); - contextData.occlusionQueryIndex ++; - - } - - if ( object.occlusionTest === true ) { - - passEncoderGPU.beginOcclusionQuery( contextData.occlusionQueryIndex ); - contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object; - - } - - contextData.lastOcclusionObject = object; - - } - - } - - // draw - - const drawRange = renderObject.drawRange; - const firstVertex = drawRange.start; - - const instanceCount = this.getInstanceCount( renderObject ); - if ( instanceCount === 0 ) return; - - if ( object.isBatchedMesh === true ) { - - const starts = object._multiDrawStarts; - const counts = object._multiDrawCounts; - const drawCount = object._multiDrawCount; - const drawInstances = object._multiDrawInstances; - - const bytesPerElement = index.bytesPerElement || 1; - - for ( let i = 0; i < drawCount; i ++ ) { - - const count = drawInstances ? drawInstances[ i ] : 1; - const firstInstance = count > 1 ? 0 : i; - - passEncoderGPU.drawIndexed( counts[ i ] / bytesPerElement, count, starts[ i ] / 4, 0, firstInstance ); - - } - - } else if ( hasIndex === true ) { - - const indexCount = ( drawRange.count !== Infinity ) ? drawRange.count : index.count; - - passEncoderGPU.drawIndexed( indexCount, instanceCount, firstVertex, 0, 0 ); - - info.update( object, indexCount, instanceCount ); - - } else { - - const positionAttribute = geometry.attributes.position; - const vertexCount = ( drawRange.count !== Infinity ) ? drawRange.count : positionAttribute.count; - - passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 ); - - info.update( object, vertexCount, instanceCount ); - - } - - if ( this.renderer._currentRenderBundle ) { - - const renderBundle = passEncoderGPU.finish(); - renderObjectData.lastPipelineGPU = pipelineGPU; - renderObjectData.renderBundle = renderBundle; - renderObjectData.bundleEncoder = passEncoderGPU; - - } - - } - - // cache key - - needsRenderUpdate( renderObject ) { - - const data = this.get( renderObject ); - - const { object, material } = renderObject; - - const utils = this.utils; - - const sampleCount = utils.getSampleCountRenderContext( renderObject.context ); - const colorSpace = utils.getCurrentColorSpace( renderObject.context ); - const colorFormat = utils.getCurrentColorFormat( renderObject.context ); - const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context ); - const primitiveTopology = utils.getPrimitiveTopology( object, material ); - - let needsUpdate = false; - - if ( data.material !== material || data.materialVersion !== material.version || - data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha || - data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation || - data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha || - data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc || - data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc || - data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass || - data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask || - data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage || - data.sampleCount !== sampleCount || data.colorSpace !== colorSpace || - data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat || - data.primitiveTopology !== primitiveTopology || - data.clippingContextVersion !== renderObject.clippingContextVersion - ) { - - data.material = material; data.materialVersion = material.version; - data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha; - data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation; - data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha; - data.colorWrite = material.colorWrite; - data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc; - data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc; - data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass; - data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask; - data.side = material.side; data.alphaToCoverage = material.alphaToCoverage; - data.sampleCount = sampleCount; - data.colorSpace = colorSpace; - data.colorFormat = colorFormat; - data.depthStencilFormat = depthStencilFormat; - data.primitiveTopology = primitiveTopology; - data.clippingContextVersion = renderObject.clippingContextVersion; - - needsUpdate = true; - - } - - return needsUpdate; - - } - - getRenderCacheKey( renderObject ) { - - const { object, material } = renderObject; - - const utils = this.utils; - const renderContext = renderObject.context; - - return [ - material.transparent, material.blending, material.premultipliedAlpha, - material.blendSrc, material.blendDst, material.blendEquation, - material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha, - material.colorWrite, - material.depthWrite, material.depthTest, material.depthFunc, - material.stencilWrite, material.stencilFunc, - material.stencilFail, material.stencilZFail, material.stencilZPass, - material.stencilFuncMask, material.stencilWriteMask, - material.side, - utils.getSampleCountRenderContext( renderContext ), - utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ), - utils.getPrimitiveTopology( object, material ), - renderObject.clippingContextVersion - ].join(); - - } - - // textures - - createSampler( texture ) { - - this.textureUtils.createSampler( texture ); - - } - - destroySampler( texture ) { - - this.textureUtils.destroySampler( texture ); - - } - - createDefaultTexture( texture ) { - - this.textureUtils.createDefaultTexture( texture ); - - } - - createTexture( texture, options ) { - - this.textureUtils.createTexture( texture, options ); - - } - - updateTexture( texture, options ) { - - this.textureUtils.updateTexture( texture, options ); - - } - - generateMipmaps( texture ) { - - this.textureUtils.generateMipmaps( texture ); - - } - - destroyTexture( texture ) { - - this.textureUtils.destroyTexture( texture ); - - } - - copyTextureToBuffer( texture, x, y, width, height ) { - - return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height ); - - } - - - initTimestampQuery( renderContext, descriptor ) { - - if ( ! this.hasFeature( GPUFeatureName.TimestampQuery ) || ! this.trackTimestamp ) return; - - const renderContextData = this.get( renderContext ); - - if ( ! renderContextData.timeStampQuerySet ) { - - // Create a GPUQuerySet which holds 2 timestamp query results: one for the - // beginning and one for the end of compute pass execution. - const timeStampQuerySet = this.device.createQuerySet( { type: 'timestamp', count: 2 } ); - - const timestampWrites = { - querySet: timeStampQuerySet, - beginningOfPassWriteIndex: 0, // Write timestamp in index 0 when pass begins. - endOfPassWriteIndex: 1, // Write timestamp in index 1 when pass ends. - }; - - Object.assign( descriptor, { - timestampWrites, - } ); - - renderContextData.timeStampQuerySet = timeStampQuerySet; - - } - - } - - // timestamp utils - - prepareTimestampBuffer( renderContext, encoder ) { - - if ( ! this.hasFeature( GPUFeatureName.TimestampQuery ) || ! this.trackTimestamp ) return; - - const renderContextData = this.get( renderContext ); - - const size = 2 * BigInt64Array.BYTES_PER_ELEMENT; - - if ( renderContextData.currentTimestampQueryBuffers === undefined ) { - - renderContextData.currentTimestampQueryBuffers = { - resolveBuffer: this.device.createBuffer( { - label: 'timestamp resolve buffer', - size: size, - usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC, - } ), - resultBuffer: this.device.createBuffer( { - label: 'timestamp result buffer', - size: size, - usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ, - } ), - isMappingPending: false, - }; - - } - - const { resolveBuffer, resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers; - - if ( isMappingPending === true ) return; - - encoder.resolveQuerySet( renderContextData.timeStampQuerySet, 0, 2, resolveBuffer, 0 ); - encoder.copyBufferToBuffer( resolveBuffer, 0, resultBuffer, 0, size ); - - } - - async resolveTimestampAsync( renderContext, type = 'render' ) { - - if ( ! this.hasFeature( GPUFeatureName.TimestampQuery ) || ! this.trackTimestamp ) return; - - const renderContextData = this.get( renderContext ); - - if ( renderContextData.currentTimestampQueryBuffers === undefined ) return; - - const { resultBuffer, isMappingPending } = renderContextData.currentTimestampQueryBuffers; - - if ( isMappingPending === true ) return; - - renderContextData.currentTimestampQueryBuffers.isMappingPending = true; - - resultBuffer.mapAsync( GPUMapMode.READ ).then( () => { - - const times = new BigUint64Array( resultBuffer.getMappedRange() ); - const duration = Number( times[ 1 ] - times[ 0 ] ) / 1000000; - - - this.renderer.info.updateTimestamp( type, duration ); - - resultBuffer.unmap(); - - renderContextData.currentTimestampQueryBuffers.isMappingPending = false; - - } ); - - } - - // node builder - - createNodeBuilder( object, renderer ) { - - return new WGSLNodeBuilder( object, renderer ); - - } - - // program - - createProgram( program ) { - - const programGPU = this.get( program ); - - programGPU.module = { - module: this.device.createShaderModule( { code: program.code, label: program.stage } ), - entryPoint: 'main' - }; - - } - - destroyProgram( program ) { - - this.delete( program ); - - } - - // pipelines - - createRenderPipeline( renderObject, promises ) { - - this.pipelineUtils.createRenderPipeline( renderObject, promises ); - - } - - createComputePipeline( computePipeline, bindings ) { - - this.pipelineUtils.createComputePipeline( computePipeline, bindings ); - - } - - createBundleEncoder( renderContext, renderObject ) { - - return this.pipelineUtils.createBundleEncoder( renderContext, renderObject ); - - } - - // bindings - - createBindings( bindGroup ) { - - this.bindingUtils.createBindings( bindGroup ); - - } - - updateBindings( bindGroup ) { - - this.bindingUtils.createBindings( bindGroup ); - - } - - updateBinding( binding ) { - - this.bindingUtils.updateBinding( binding ); - - } - - // attributes - - createIndexAttribute( attribute ) { - - this.attributeUtils.createAttribute( attribute, GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST ); - - } - - createAttribute( attribute ) { - - this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST ); - - } - - createStorageAttribute( attribute ) { - - this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST ); - - } - - updateAttribute( attribute ) { - - this.attributeUtils.updateAttribute( attribute ); - - } - - destroyAttribute( attribute ) { - - this.attributeUtils.destroyAttribute( attribute ); - - } - - // canvas - - updateSize() { - - this.colorBuffer = this.textureUtils.getColorBuffer(); - this.defaultRenderPassdescriptor = null; - - } - - // utils public - - getMaxAnisotropy() { - - return 16; - - } - - hasFeature( name ) { - - return this.device.features.has( name ); - - } - - copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) { - - let dstX = 0; - let dstY = 0; - - let srcX = 0; - let srcY = 0; - - let srcWidth = srcTexture.image.width; - let srcHeight = srcTexture.image.height; - - if ( srcRegion !== null ) { - - srcX = srcRegion.x; - srcY = srcRegion.y; - srcWidth = srcRegion.width; - srcHeight = srcRegion.height; - - } - - if ( dstPosition !== null ) { - - dstX = dstPosition.x; - dstY = dstPosition.y; - - } - - const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } ); - - const sourceGPU = this.get( srcTexture ).texture; - const destinationGPU = this.get( dstTexture ).texture; - - encoder.copyTextureToTexture( - { - texture: sourceGPU, - mipLevel: level, - origin: { x: srcX, y: srcY, z: 0 } - }, - { - texture: destinationGPU, - mipLevel: level, - origin: { x: dstX, y: dstY, z: 0 } - }, - [ - srcWidth, - srcHeight - ] - ); - - this.device.queue.submit( [ encoder.finish() ] ); - - } - - copyFramebufferToTexture( texture, renderContext ) { - - const renderContextData = this.get( renderContext ); - - const { encoder, descriptor } = renderContextData; - - let sourceGPU = null; - - if ( renderContext.renderTarget ) { - - if ( texture.isDepthTexture ) { - - sourceGPU = this.get( renderContext.depthTexture ).texture; - - } else { - - sourceGPU = this.get( renderContext.textures[ 0 ] ).texture; - - } - - } else { - - if ( texture.isDepthTexture ) { - - sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil ); - - } else { - - sourceGPU = this.context.getCurrentTexture(); - - } - - } - - const destinationGPU = this.get( texture ).texture; - - if ( sourceGPU.format !== destinationGPU.format ) { - - console.error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format ); - - return; - - } - - renderContextData.currentPass.end(); - - encoder.copyTextureToTexture( - { - texture: sourceGPU, - origin: { x: 0, y: 0, z: 0 } - }, - { - texture: destinationGPU - }, - [ - texture.image.width, - texture.image.height - ] - ); - - if ( texture.generateMipmaps ) this.textureUtils.generateMipmaps( texture ); - - for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) { - - descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load; - - } - - if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load; - if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load; - - renderContextData.currentPass = encoder.beginRenderPass( descriptor ); - renderContextData.currentSets = { attributes: {} }; - - } - -} - -/* -const debugHandler = { - - get: function ( target, name ) { - - // Add |update - if ( /^(create|destroy)/.test( name ) ) console.log( 'WebGPUBackend.' + name ); - - return target[ name ]; - - } - -}; -*/ -class WebGPURenderer extends Renderer { - - constructor( parameters = {} ) { - - let BackendClass; - - if ( parameters.forceWebGL ) { - - BackendClass = WebGLBackend; - - } else if ( WebGPU.isAvailable() ) { - - BackendClass = WebGPUBackend; - - } else { - - BackendClass = WebGLBackend; - - console.warn( 'THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend.' ); - - } - - const backend = new BackendClass( parameters ); - - //super( new Proxy( backend, debugHandler ) ); - super( backend, parameters ); - - this.isWebGPURenderer = true; - - } - -} - -const _material = /*@__PURE__*/ new NodeMaterial(); -const _quadMesh = /*@__PURE__*/ new QuadMesh( _material ); - -class PostProcessing { - - constructor( renderer, outputNode = vec4( 0, 0, 1, 1 ) ) { - - this.renderer = renderer; - this.outputNode = outputNode; - - this.outputColorTransform = true; - - this.needsUpdate = true; - - } - - render() { - - this.update(); - - const renderer = this.renderer; - - const toneMapping = renderer.toneMapping; - const outputColorSpace = renderer.outputColorSpace; - - renderer.toneMapping = NoToneMapping; - renderer.outputColorSpace = LinearSRGBColorSpace; - - // - - _quadMesh.render( renderer ); - - // - - renderer.toneMapping = toneMapping; - renderer.outputColorSpace = outputColorSpace; - - } - - update() { - - if ( this.needsUpdate === true ) { - - const renderer = this.renderer; - - const toneMapping = renderer.toneMapping; - const outputColorSpace = renderer.outputColorSpace; - - _quadMesh.material.fragmentNode = this.outputColorTransform === true ? renderOutput( this.outputNode, toneMapping, outputColorSpace ) : this.outputNode.context( { toneMapping, outputColorSpace } ); - _quadMesh.material.needsUpdate = true; - - this.needsUpdate = false; - - } - - } - - async renderAsync() { - - this.update(); - - const renderer = this.renderer; - - const toneMapping = renderer.toneMapping; - const outputColorSpace = renderer.outputColorSpace; - - renderer.toneMapping = NoToneMapping; - renderer.outputColorSpace = LinearSRGBColorSpace; - - // - - await _quadMesh.renderAsync( renderer ); - - // - - renderer.toneMapping = toneMapping; - renderer.outputColorSpace = outputColorSpace; - - } - -} - -class StorageTexture extends Texture { - - constructor( width = 1, height = 1 ) { - - super(); - - this.image = { width, height }; - - this.magFilter = LinearFilter; - this.minFilter = LinearFilter; - - this.isStorageTexture = true; - - } - -} - -class StorageBufferAttribute extends BufferAttribute { - - constructor( array, itemSize, typeClass = Float32Array ) { - - if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize ); - - super( array, itemSize ); - - this.isStorageBufferAttribute = true; - - } - -} - -class StorageInstancedBufferAttribute extends InstancedBufferAttribute { - - constructor( array, itemSize, typeClass = Float32Array ) { - - if ( ArrayBuffer.isView( array ) === false ) array = new typeClass( array * itemSize ); - - super( array, itemSize ); - - this.isStorageInstancedBufferAttribute = true; - - } - -} - -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.' ); - - } else { - - window.__THREE__ = REVISION; - - } - -} - -export { ACESFilmicToneMapping, AONode, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AfterImageNode, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightNode, AnalyticLightNode, AnamorphicNode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrayElementNode, ArrowHelper, AssignNode, AttachedBindMode, AttributeNode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BRDF_GGX, BRDF_Lambert, BackSide, BasicDepthPacking, BasicEnvironmentNode, BasicShadowMap$1 as BasicShadowMap, BatchNode, BatchedMesh, BlendModeNode, BloomNode, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, Break, BufferAttribute, BufferAttributeNode, BufferGeometry, BufferGeometryLoader, BufferNode, BumpMapNode, BypassNode, ByteType, Cache, CacheNode, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CheckerNode, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, CodeNode, Color, ColorAdjustmentNode, ColorKeyframeTrack, ColorManagement, ColorSpaceNode, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ComputeNode, CondNode, ConeGeometry, ConstNode, ConstantAlphaFactor, ConstantColorFactor, ContextNode, Continue, ConvertNode, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeTextureNode, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, DFGApprox, D_GGX, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DenoiseNode, DepthFormat, DepthOfFieldNode, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DirectionalLightNode, DiscardNode, DiscreteInterpolant, DisplayP3ColorSpace, DodecahedronGeometry, DotScreenNode, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EPSILON, EdgesGeometry, EllipseCurve, EnvironmentNode, EqualCompare, EqualDepth, EqualStencilFunc, EquirectUVNode, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExpressionNode, ExtrudeGeometry, FXAANode, F_Schlick, FileLoader, FilmNode, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FogExp2Node, FogNode, FogRangeNode, FramebufferTexture, FrontFacingNode, FrontSide, Frustum, FunctionCallNode, FunctionNode, FunctionOverloadingNode, GLBufferAttribute, GLSL1, GLSL3, GLSLNodeParser, GTAONode, GaussianBlurNode, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HashNode, HemisphereLight, HemisphereLightHelper, HemisphereLightNode, IESSpotLight, IESSpotLightNode, INFINITY, IcosahedronGeometry, If, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, IndexNode, InstanceNode, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, InstancedPointsNodeMaterial, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, IrradianceNode, JoinNode, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightNode, LightProbe, LightingContextNode, LightingModel, LightingNode, LightsNode, Line, Line2NodeMaterial, Line3, LineBasicMaterial, LineBasicNodeMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineDashedNodeMaterial, LineLoop, LineSegments, LinearDisplayP3ColorSpace, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopNode, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, Lut3DNode, MOUSE, MRTNode, MatcapUVNode, Material, MaterialLoader, MaterialNode, MaterialReferenceNode, MathNode, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, MaxMipLevelNode, Mesh, MeshBasicMaterial, MeshBasicNodeMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshLambertNodeMaterial, MeshMatcapMaterial, MeshMatcapNodeMaterial, MeshNormalMaterial, MeshNormalNodeMaterial, MeshPhongMaterial, MeshPhongNodeMaterial, MeshPhysicalMaterial, MeshPhysicalNodeMaterial, MeshSSSNodeMaterial, MeshStandardMaterial, MeshStandardNodeMaterial, MeshToonMaterial, MeshToonNodeMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, ModelNode, ModelViewProjectionNode, MorphNode, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, Node, NodeAttribute, NodeBuilder, NodeCache, NodeCode, NodeFrame, NodeFunctionInput, NodeKeywords, NodeLoader, NodeMaterial, NodeMaterialLoader, NodeObjectLoader, NodeShaderStage, NodeType, NodeUniform, NodeUpdateType, NodeUtils, NodeVar, NodeVarying, NormalAnimationBlendMode, NormalBlending, NormalMapNode, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, Object3DNode, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OperatorNode, OrthographicCamera, OscNode, OutputStructNode, P3Primaries, PCFShadowMap$1 as PCFShadowMap, PCFSoftShadowMap$1 as PCFSoftShadowMap, PI, PI2, PMREMGenerator, PMREMNode, PackingNode, ParameterNode, PassNode, Path, PerspectiveCamera, PhongLightingModel, PhysicalLightingModel, PixelationPassNode, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, PointLightNode, PointUVNode, Points, PointsMaterial, PointsNodeMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PostProcessing, PosterizeNode, PropertyBinding, PropertyMixer, PropertyNode, QuadMesh, 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, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGBShiftNode, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RTTNode, RangeNode, RawShaderMaterial, Ray, Raycaster, Rec709Primaries, RectAreaLight, RectAreaLightNode, RedFormat, RedIntegerFormat, ReferenceNode, ReflectorNode, ReinhardToneMapping, RemapNode, RenderOutputNode, RenderTarget, RendererReferenceNode, RepeatWrapping, ReplaceStencilOp, Return, ReverseSubtractEquation, RingGeometry, RotateNode, RotateUVNode, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, SceneNode, Schlick_to_F0, ScriptableNode, ScriptableValueNode, SetNode, ShaderMaterial, ShaderNode, ShadowMaterial, ShadowNodeMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SkinningNode, SobelOperatorNode, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SplitNode, SpotLight, SpotLightHelper, SpotLightNode, Sprite, SpriteMaterial, SpriteNodeMaterial, SpriteSheetUVNode, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StackNode, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StorageArrayElementNode, StorageBufferAttribute, StorageBufferNode, StorageInstancedBufferAttribute, StorageTexture, StorageTextureNode, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TBNViewMatrix, TOUCH, TangentSpaceNormalMap, TempNode, TetrahedronGeometry, Texture, Texture3DNode, TextureBicubicNode, TextureLoader, TextureNode, TextureSizeNode, TimerNode, ToneMappingNode, TorusGeometry, TorusKnotGeometry, TransitionNode, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TriplanarTexturesNode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform$1 as Uniform, UniformGroupNode, UniformNode, UniformsGroup$1 as UniformsGroup, UniformsNode, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, UserDataNode, VSMShadowMap, V_GGX_SmithCorrelated, VarNode, VaryingNode, Vector2, Vector3, Vector4, VectorKeyframeTrack, VertexColorNode, VideoTexture, ViewportDepthNode, ViewportDepthTextureNode, ViewportNode, ViewportSharedTextureNode, ViewportTextureNode, VolumeNodeMaterial, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGPUCoordinateSystem, WebGPURenderer, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, abs, acos, add, addLightNode, addNodeClass, addNodeElement, addNodeMaterial, afterImage, all, alphaT, anamorphic, and, anisotropy, anisotropyB, anisotropyT, any, ao, append, arrayBuffer, asin, assign, atan, atan2, attribute, backgroundBlurriness, backgroundIntensity, batch, bitAnd, bitNot, bitOr, bitXor, bitangentGeometry, bitangentLocal, bitangentView, bitangentWorld, bitcast, bloom, blur, bmat2, bmat3, bmat4, bool, buffer, bufferAttribute, bumpMap, burn, bvec2, bvec3, bvec4, bypass, cache, call, cameraFar, cameraLogDepth, cameraNear, cameraNormalMatrix, cameraPosition, cameraProjectionMatrix, cameraProjectionMatrixInverse, cameraViewMatrix, cameraWorldMatrix, cbrt, ceil, checker, clamp, clearcoat, clearcoatRoughness, code, color, colorSpaceToLinear, colorToDirection, compute, cond, context, convert, cos, createCanvasElement, createNodeFromType, createNodeMaterialFromType, cross, cubeTexture, dFdx, dFdy, dashSize, defaultBuildStages, defaultShaderStages, defined, degrees, denoise, densityFog, depth, depthPass, difference, diffuseColor, directionToColor, discard, distance, div, dodge, dof, dot, dotScreen, drawIndex, dynamicBufferAttribute, element, emissive, equal, equals, equirectUV, exp, exp2, expression, faceDirection, faceForward, film, float, floor, fog, fract, frameGroup, frameId, frontFacing, fwidth, fxaa, gain, gapSize, gaussianBlur, getConstNodeType, getCurrentStack, getDirection, getDistanceAttenuation, getGeometryRoughness, getRoughness, global, glsl, glslFn, greaterThan, greaterThanEqual, hash, hue, imat2, imat3, imat4, instance, instanceIndex, instancedBufferAttribute, instancedDynamicBufferAttribute, int, inverseSqrt, iridescence, iridescenceIOR, iridescenceThickness, ivec2, ivec3, ivec4, js, label, length, lengthSq, lessThan, lessThanEqual, lightTargetDirection, lightingContext, lights, lightsNode, linearDepth, linearToColorSpace, linearTosRGB, log, log2, loop, luminance, lut3D, mat2, mat3, mat4, matcapUV, materialAOMap, materialAlphaTest, materialAnisotropy, materialAnisotropyVector, materialClearcoat, materialClearcoatNormal, materialClearcoatRoughness, materialColor, materialDispersion, materialEmissive, materialIridescence, materialIridescenceIOR, materialIridescenceThickness, materialLightMap, materialLineDashOffset, materialLineDashSize, materialLineGapSize, materialLineScale, materialLineWidth, materialMetalness, materialNormal, materialOpacity, materialPointWidth, 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viewportBottomRight, viewportCoordinate, viewportDepthTexture, viewportLinearDepth, viewportMipTexture, viewportResolution, viewportSharedTexture, viewportTexture, viewportTopLeft, viewportTopRight, wgsl, wgslFn, xor }; diff --git a/docker-compose/requirements/nginx/static/javascript/three/build/three.webgpu.min.js b/docker-compose/requirements/nginx/static/javascript/three/build/three.webgpu.min.js deleted file mode 100644 index e995d7e..0000000 --- a/docker-compose/requirements/nginx/static/javascript/three/build/three.webgpu.min.js +++ /dev/null @@ -1,6 +0,0 @@ -/** - * @license - * Copyright 2010-2024 Three.js Authors - * SPDX-License-Identifier: MIT - */ -const 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this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}}class ti{constructor(t,e,s,i,r,n,o,a,h){ti.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1],void 0!==t&&this.set(t,e,s,i,r,n,o,a,h)}set(t,e,s,i,r,n,o,a,h){const u=this.elements;return u[0]=t,u[1]=i,u[2]=o,u[3]=e,u[4]=r,u[5]=a,u[6]=s,u[7]=n,u[8]=h,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,s=t.elements;return e[0]=s[0],e[1]=s[1],e[2]=s[2],e[3]=s[3],e[4]=s[4],e[5]=s[5],e[6]=s[6],e[7]=s[7],e[8]=s[8],this}extractBasis(t,e,s){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),s.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 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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,s,i,r,n,o){const a=Math.cos(r),h=Math.sin(r);return this.set(s*a,s*h,-s*(a*n+h*o)+n+t,-i*h,i*a,-i*(-h*n+a*o)+o+e,0,0,1),this}scale(t,e){return this.premultiply(ei.makeScale(t,e)),this}rotate(t){return this.premultiply(ei.makeRotation(-t)),this}translate(t,e){return this.premultiply(ei.makeTranslation(t,e)),this}makeTranslation(t,e){return t.isVector2?this.set(1,0,t.x,0,1,t.y,0,0,1):this.set(1,0,t,0,1,e,0,0,1),this}makeRotation(t){const e=Math.cos(t),s=Math.sin(t);return this.set(e,-s,0,s,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,s=t.elements;for(let t=0;t<9;t++)if(e[t]!==s[t])return!1;return!0}fromArray(t,e=0){for(let s=0;s<9;s++)this.elements[s]=t[s+e];return this}toArray(t=[],e=0){const s=this.elements;return t[e]=s[0],t[e+1]=s[1],t[e+2]=s[2],t[e+3]=s[3],t[e+4]=s[4],t[e+5]=s[5],t[e+6]=s[6],t[e+7]=s[7],t[e+8]=s[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}const ei=new ti;const si={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function ii(t,e){return new si[t](e)}function ri(t){return document.createElementNS("http://www.w3.org/1999/xhtml",t)}function ni(){const t=ri("canvas");return t.style.display="block",t}const oi={};function ai(t){t in oi||(oi[t]=!0,console.warn(t))}const hi=(new ti).set(.8224621,.177538,0,.0331941,.9668058,0,.0170827,.0723974,.9105199),ui=(new ti).set(1.2249401,-.2249404,0,-.0420569,1.0420571,0,-.0196376,-.0786361,1.0982735),li={[Ze]:{transfer:ts,primaries:ss,luminanceCoefficients:[.2126,.7152,.0722],toReference:t=>t,fromReference:t=>t},[Je]:{transfer:es,primaries:ss,luminanceCoefficients:[.2126,.7152,.0722],toReference:t=>t.convertSRGBToLinear(),fromReference:t=>t.convertLinearToSRGB()},[Ke]:{transfer:ts,primaries:is,luminanceCoefficients:[.2289,.6917,.0793],toReference:t=>t.applyMatrix3(ui),fromReference:t=>t.applyMatrix3(hi)},[Qe]:{transfer:es,primaries:is,luminanceCoefficients:[.2289,.6917,.0793],toReference:t=>t.convertSRGBToLinear().applyMatrix3(ui),fromReference:t=>t.applyMatrix3(hi).convertLinearToSRGB()}},ci=new Set([Ze,Ke]),di={enabled:!0,_workingColorSpace:Ze,get workingColorSpace(){return this._workingColorSpace},set workingColorSpace(t){if(!ci.has(t))throw new Error(`Unsupported working color space, "${t}".`);this._workingColorSpace=t},convert:function(t,e,s){if(!1===this.enabled||e===s||!e||!s)return t;const i=li[e].toReference;return(0,li[s].fromReference)(i(t))},fromWorkingColorSpace:function(t,e){return this.convert(t,this._workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this._workingColorSpace)},getPrimaries:function(t){return li[t].primaries},getTransfer:function(t){return t===Ye?ts:li[t].transfer},getLuminanceCoefficients:function(t,e=this._workingColorSpace){return t.fromArray(li[e].luminanceCoefficients)}};function pi(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function mi(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}let gi;class fi{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===gi&&(gi=ri("canvas")),gi.width=t.width,gi.height=t.height;const s=gi.getContext("2d");t instanceof ImageData?s.putImageData(t,0,0):s.drawImage(t,0,0,t.width,t.height),e=gi}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=ri("canvas");e.width=t.width,e.height=t.height;const s=e.getContext("2d");s.drawImage(t,0,0,t.width,t.height);const i=s.getImageData(0,0,t.width,t.height),r=i.data;for(let t=0;t0&&(s.userData=this.userData),e||(t.textures[this.uuid]=s),s}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(t){if(this.mapping!==at)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case pt:t.x=t.x-Math.floor(t.x);break;case mt:t.x=t.x<0?0:1;break;case gt: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 pt:t.y=t.y-Math.floor(t.y);break;case mt:t.y=t.y<0?0:1;break;case gt: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)}set needsPMREMUpdate(t){!0===t&&this.pmremVersion++}}Ti.DEFAULT_IMAGE=null,Ti.DEFAULT_MAPPING=at,Ti.DEFAULT_ANISOTROPY=1;class _i{constructor(t=0,e=0,s=0,i=1){_i.prototype.isVector4=!0,this.x=t,this.y=e,this.z=s,this.w=i}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,s,i){return this.x=t,this.y=e,this.z=s,this.w=i,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,s=this.y,i=this.z,r=this.w,n=t.elements;return this.x=n[0]*e+n[4]*s+n[8]*i+n[12]*r,this.y=n[1]*e+n[5]*s+n[9]*i+n[13]*r,this.z=n[2]*e+n[6]*s+n[10]*i+n[14]*r,this.w=n[3]*e+n[7]*s+n[11]*i+n[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,s,i,r;const n=.01,o=.1,a=t.elements,h=a[0],u=a[4],l=a[8],c=a[1],d=a[5],p=a[9],m=a[2],g=a[6],f=a[10];if(Math.abs(u-c)a&&t>y?ty?a=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),n=Math.atan2(r,e*s);t=Math.sin(t*n)/r,o=Math.sin(o*n)/r}const r=o*s;if(a=a*t+c*r,h=h*t+d*r,u=u*t+p*r,l=l*t+m*r,t===1-o){const t=1/Math.sqrt(a*a+h*h+u*u+l*l);a*=t,h*=t,u*=t,l*=t}}t[e]=a,t[e+1]=h,t[e+2]=u,t[e+3]=l}static multiplyQuaternionsFlat(t,e,s,i,r,n){const o=s[i],a=s[i+1],h=s[i+2],u=s[i+3],l=r[n],c=r[n+1],d=r[n+2],p=r[n+3];return t[e]=o*p+u*l+a*d-h*c,t[e+1]=a*p+u*c+h*l-o*d,t[e+2]=h*p+u*d+o*c-a*l,t[e+3]=u*p-o*l-a*c-h*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,s,i){return this._x=t,this._y=e,this._z=s,this._w=i,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=!0){const s=t._x,i=t._y,r=t._z,n=t._order,o=Math.cos,a=Math.sin,h=o(s/2),u=o(i/2),l=o(r/2),c=a(s/2),d=a(i/2),p=a(r/2);switch(n){case"XYZ":this._x=c*u*l+h*d*p,this._y=h*d*l-c*u*p,this._z=h*u*p+c*d*l,this._w=h*u*l-c*d*p;break;case"YXZ":this._x=c*u*l+h*d*p,this._y=h*d*l-c*u*p,this._z=h*u*p-c*d*l,this._w=h*u*l+c*d*p;break;case"ZXY":this._x=c*u*l-h*d*p,this._y=h*d*l+c*u*p,this._z=h*u*p+c*d*l,this._w=h*u*l-c*d*p;break;case"ZYX":this._x=c*u*l-h*d*p,this._y=h*d*l+c*u*p,this._z=h*u*p-c*d*l,this._w=h*u*l+c*d*p;break;case"YZX":this._x=c*u*l+h*d*p,this._y=h*d*l+c*u*p,this._z=h*u*p-c*d*l,this._w=h*u*l-c*d*p;break;case"XZY":this._x=c*u*l-h*d*p,this._y=h*d*l-c*u*p,this._z=h*u*p+c*d*l,this._w=h*u*l+c*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+n)}return!0===e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const s=e/2,i=Math.sin(s);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(s),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,s=e[0],i=e[4],r=e[8],n=e[1],o=e[5],a=e[9],h=e[2],u=e[6],l=e[10],c=s+o+l;if(c>0){const t=.5/Math.sqrt(c+1);this._w=.25/t,this._x=(u-a)*t,this._y=(r-h)*t,this._z=(n-i)*t}else if(s>o&&s>l){const t=2*Math.sqrt(1+s-o-l);this._w=(u-a)/t,this._x=.25*t,this._y=(i+n)/t,this._z=(r+h)/t}else if(o>l){const t=2*Math.sqrt(1+o-s-l);this._w=(r-h)/t,this._x=(i+n)/t,this._y=.25*t,this._z=(a+u)/t}else{const t=2*Math.sqrt(1+l-s-o);this._w=(n-i)/t,this._x=(r+h)/t,this._y=(a+u)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let s=t.dot(e)+1;return sMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=s):(this._x=0,this._y=-t.z,this._z=t.y,this._w=s)):(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=s),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs($s(this.dot(t),-1,1)))}rotateTowards(t,e){const s=this.angleTo(t);if(0===s)return this;const i=Math.min(1,e/s);return this.slerp(t,i),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 s=t._x,i=t._y,r=t._z,n=t._w,o=e._x,a=e._y,h=e._z,u=e._w;return this._x=s*u+n*o+i*h-r*a,this._y=i*u+n*a+r*o-s*h,this._z=r*u+n*h+s*a-i*o,this._w=n*u-s*o-i*a-r*h,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const s=this._x,i=this._y,r=this._z,n=this._w;let o=n*t._w+s*t._x+i*t._y+r*t._z;if(o<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,o=-o):this.copy(t),o>=1)return this._w=n,this._x=s,this._y=i,this._z=r,this;const a=1-o*o;if(a<=Number.EPSILON){const t=1-e;return this._w=t*n+e*this._w,this._x=t*s+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this}const h=Math.sqrt(a),u=Math.atan2(h,o),l=Math.sin((1-e)*u)/h,c=Math.sin(e*u)/h;return this._w=n*l+this._w*c,this._x=s*l+this._x*c,this._y=i*l+this._y*c,this._z=r*l+this._z*c,this._onChangeCallback(),this}slerpQuaternions(t,e,s){return this.copy(t).slerp(e,s)}random(){const t=2*Math.PI*Math.random(),e=2*Math.PI*Math.random(),s=Math.random(),i=Math.sqrt(1-s),r=Math.sqrt(s);return this.set(i*Math.sin(t),i*Math.cos(t),r*Math.sin(e),r*Math.cos(e))}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._onChangeCallback(),this}toJSON(){return this.toArray()}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class Ei{constructor(t=0,e=0,s=0){Ei.prototype.isVector3=!0,this.x=t,this.y=e,this.z=s}set(t,e,s){return void 0===s&&(s=this.z),this.x=t,this.y=e,this.z=s,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(Ii.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Ii.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,s=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*s+r[6]*i,this.y=r[1]*e+r[4]*s+r[7]*i,this.z=r[2]*e+r[5]*s+r[8]*i,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,s=this.y,i=this.z,r=t.elements,n=1/(r[3]*e+r[7]*s+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*s+r[8]*i+r[12])*n,this.y=(r[1]*e+r[5]*s+r[9]*i+r[13])*n,this.z=(r[2]*e+r[6]*s+r[10]*i+r[14])*n,this}applyQuaternion(t){const e=this.x,s=this.y,i=this.z,r=t.x,n=t.y,o=t.z,a=t.w,h=2*(n*i-o*s),u=2*(o*e-r*i),l=2*(r*s-n*e);return this.x=e+a*h+n*l-o*u,this.y=s+a*u+o*h-r*l,this.z=i+a*l+r*u-n*h,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,s=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*s+r[8]*i,this.y=r[1]*e+r[5]*s+r[9]*i,this.z=r[2]*e+r[6]*s+r[10]*i,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 s=this.length();return this.divideScalar(s||1).multiplyScalar(Math.max(t,Math.min(e,s)))}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=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(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,s){return this.x=t.x+(e.x-t.x)*s,this.y=t.y+(e.y-t.y)*s,this.z=t.z+(e.z-t.z)*s,this}cross(t){return this.crossVectors(this,t)}crossVectors(t,e){const s=t.x,i=t.y,r=t.z,n=e.x,o=e.y,a=e.z;return this.x=i*a-r*o,this.y=r*n-s*a,this.z=s*o-i*n,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const s=t.dot(this)/e;return this.copy(t).multiplyScalar(s)}projectOnPlane(t){return Bi.copy(this).projectOnVector(t),this.sub(Bi)}reflect(t){return this.sub(Bi.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 s=this.dot(t)/e;return Math.acos($s(s,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,s=this.y-t.y,i=this.z-t.z;return e*e+s*s+i*i}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,s){const i=Math.sin(e)*t;return this.x=i*Math.sin(s),this.y=Math.cos(e)*t,this.z=i*Math.cos(s),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,s){return this.x=t*Math.sin(e),this.y=s,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(),s=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=s,this.z=i,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}setFromColor(t){return this.x=t.r,this.y=t.g,this.z=t.b,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=Math.random()*Math.PI*2,e=2*Math.random()-1,s=Math.sqrt(1-e*e);return this.x=s*Math.cos(t),this.y=e,this.z=s*Math.sin(t),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const Bi=new Ei,Ii=new Ci;class Pi{constructor(t=new Ei(1/0,1/0,1/0),e=new Ei(-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){this.makeEmpty();for(let e=0,s=t.length;e=this.min.x&&t.x<=this.max.x&&t.y>=this.min.y&&t.y<=this.max.y&&t.z>=this.min.z&&t.z<=this.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.x>=this.min.x&&t.min.x<=this.max.x&&t.max.y>=this.min.y&&t.min.y<=this.max.y&&t.max.z>=this.min.z&&t.min.z<=this.max.z}intersectsSphere(t){return this.clampPoint(t.center,Ui),Ui.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,s;return t.normal.x>0?(e=t.normal.x*this.min.x,s=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,s=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,s+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,s+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,s+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,s+=t.normal.z*this.min.z),e<=-t.constant&&s>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(Wi),ji.subVectors(this.max,Wi),Oi.subVectors(t.a,Wi),Li.subVectors(t.b,Wi),Vi.subVectors(t.c,Wi),Di.subVectors(Li,Oi),ki.subVectors(Vi,Li),Gi.subVectors(Oi,Vi);let e=[0,-Di.z,Di.y,0,-ki.z,ki.y,0,-Gi.z,Gi.y,Di.z,0,-Di.x,ki.z,0,-ki.x,Gi.z,0,-Gi.x,-Di.y,Di.x,0,-ki.y,ki.x,0,-Gi.y,Gi.x,0];return!!$i(e,Oi,Li,Vi,ji)&&(e=[1,0,0,0,1,0,0,0,1],!!$i(e,Oi,Li,Vi,ji)&&(Hi.crossVectors(Di,ki),e=[Hi.x,Hi.y,Hi.z],$i(e,Oi,Li,Vi,ji)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,Ui).distanceTo(t)}getBoundingSphere(t){return this.isEmpty()?t.makeEmpty():(this.getCenter(t.center),t.radius=.5*this.getSize(Ui).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()||(Fi[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),Fi[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),Fi[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),Fi[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),Fi[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),Fi[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),Fi[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),Fi[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(Fi)),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 Fi=[new Ei,new Ei,new Ei,new Ei,new Ei,new Ei,new Ei,new Ei],Ui=new Ei,zi=new Pi,Oi=new Ei,Li=new Ei,Vi=new Ei,Di=new Ei,ki=new Ei,Gi=new Ei,Wi=new Ei,ji=new Ei,Hi=new Ei,qi=new Ei;function $i(t,e,s,i,r){for(let n=0,o=t.length-3;n<=o;n+=3){qi.fromArray(t,n);const o=r.x*Math.abs(qi.x)+r.y*Math.abs(qi.y)+r.z*Math.abs(qi.z),a=e.dot(qi),h=s.dot(qi),u=i.dot(qi);if(Math.max(-Math.max(a,h,u),Math.min(a,h,u))>o)return!1}return!0}const Xi=new Pi,Yi=new Ei,Ji=new Ei;class Zi{constructor(t=new Ei,e=-1){this.isSphere=!0,this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const s=this.center;void 0!==e?s.copy(e):Xi.setFromPoints(t).getCenter(s);let i=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;Yi.subVectors(t,this.center);const e=Yi.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),s=.5*(t-this.radius);this.center.addScaledVector(Yi,s/t),this.radius+=s}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):(Ji.subVectors(t.center,this.center).setLength(t.radius),this.expandByPoint(Yi.copy(t.center).add(Ji)),this.expandByPoint(Yi.copy(t.center).sub(Ji))),this)}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const Qi=new Ei,Ki=new Ei,tr=new Ei,er=new Ei,sr=new Ei,ir=new Ei,rr=new Ei;class nr{constructor(t=new Ei,e=new Ei(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,Qi)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const s=e.dot(this.direction);return s<0?e.copy(this.origin):e.copy(this.origin).addScaledVector(this.direction,s)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=Qi.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Qi.copy(this.origin).addScaledVector(this.direction,e),Qi.distanceToSquared(t))}distanceSqToSegment(t,e,s,i){Ki.copy(t).add(e).multiplyScalar(.5),tr.copy(e).sub(t).normalize(),er.copy(this.origin).sub(Ki);const r=.5*t.distanceTo(e),n=-this.direction.dot(tr),o=er.dot(this.direction),a=-er.dot(tr),h=er.lengthSq(),u=Math.abs(1-n*n);let l,c,d,p;if(u>0)if(l=n*a-o,c=n*o-a,p=r*u,l>=0)if(c>=-p)if(c<=p){const t=1/u;l*=t,c*=t,d=l*(l+n*c+2*o)+c*(n*l+c+2*a)+h}else c=r,l=Math.max(0,-(n*c+o)),d=-l*l+c*(c+2*a)+h;else c=-r,l=Math.max(0,-(n*c+o)),d=-l*l+c*(c+2*a)+h;else c<=-p?(l=Math.max(0,-(-n*r+o)),c=l>0?-r:Math.min(Math.max(-r,-a),r),d=-l*l+c*(c+2*a)+h):c<=p?(l=0,c=Math.min(Math.max(-r,-a),r),d=c*(c+2*a)+h):(l=Math.max(0,-(n*r+o)),c=l>0?r:Math.min(Math.max(-r,-a),r),d=-l*l+c*(c+2*a)+h);else c=n>0?-r:r,l=Math.max(0,-(n*c+o)),d=-l*l+c*(c+2*a)+h;return s&&s.copy(this.origin).addScaledVector(this.direction,l),i&&i.copy(Ki).addScaledVector(tr,c),d}intersectSphere(t,e){Qi.subVectors(t.center,this.origin);const s=Qi.dot(this.direction),i=Qi.dot(Qi)-s*s,r=t.radius*t.radius;if(i>r)return null;const n=Math.sqrt(r-i),o=s-n,a=s+n;return a<0?null:o<0?this.at(a,e):this.at(o,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 s=-(this.origin.dot(t.normal)+t.constant)/e;return s>=0?s:null}intersectPlane(t,e){const s=this.distanceToPlane(t);return null===s?null:this.at(s,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 s,i,r,n,o,a;const h=1/this.direction.x,u=1/this.direction.y,l=1/this.direction.z,c=this.origin;return h>=0?(s=(t.min.x-c.x)*h,i=(t.max.x-c.x)*h):(s=(t.max.x-c.x)*h,i=(t.min.x-c.x)*h),u>=0?(r=(t.min.y-c.y)*u,n=(t.max.y-c.y)*u):(r=(t.max.y-c.y)*u,n=(t.min.y-c.y)*u),s>n||r>i?null:((r>s||isNaN(s))&&(s=r),(n=0?(o=(t.min.z-c.z)*l,a=(t.max.z-c.z)*l):(o=(t.max.z-c.z)*l,a=(t.min.z-c.z)*l),s>a||o>i?null:((o>s||s!=s)&&(s=o),(a=0?s:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,Qi)}intersectTriangle(t,e,s,i,r){sr.subVectors(e,t),ir.subVectors(s,t),rr.crossVectors(sr,ir);let n,o=this.direction.dot(rr);if(o>0){if(i)return null;n=1}else{if(!(o<0))return null;n=-1,o=-o}er.subVectors(this.origin,t);const a=n*this.direction.dot(ir.crossVectors(er,ir));if(a<0)return null;const h=n*this.direction.dot(sr.cross(er));if(h<0)return null;if(a+h>o)return null;const u=-n*er.dot(rr);return u<0?null:this.at(u/o,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 or{constructor(t,e,s,i,r,n,o,a,h,u,l,c,d,p,m,g){or.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],void 0!==t&&this.set(t,e,s,i,r,n,o,a,h,u,l,c,d,p,m,g)}set(t,e,s,i,r,n,o,a,h,u,l,c,d,p,m,g){const f=this.elements;return f[0]=t,f[4]=e,f[8]=s,f[12]=i,f[1]=r,f[5]=n,f[9]=o,f[13]=a,f[2]=h,f[6]=u,f[10]=l,f[14]=c,f[3]=d,f[7]=p,f[11]=m,f[15]=g,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 or).fromArray(this.elements)}copy(t){const e=this.elements,s=t.elements;return e[0]=s[0],e[1]=s[1],e[2]=s[2],e[3]=s[3],e[4]=s[4],e[5]=s[5],e[6]=s[6],e[7]=s[7],e[8]=s[8],e[9]=s[9],e[10]=s[10],e[11]=s[11],e[12]=s[12],e[13]=s[13],e[14]=s[14],e[15]=s[15],this}copyPosition(t){const e=this.elements,s=t.elements;return e[12]=s[12],e[13]=s[13],e[14]=s[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,s){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),s.setFromMatrixColumn(this,2),this}makeBasis(t,e,s){return this.set(t.x,e.x,s.x,0,t.y,e.y,s.y,0,t.z,e.z,s.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,s=t.elements,i=1/ar.setFromMatrixColumn(t,0).length(),r=1/ar.setFromMatrixColumn(t,1).length(),n=1/ar.setFromMatrixColumn(t,2).length();return e[0]=s[0]*i,e[1]=s[1]*i,e[2]=s[2]*i,e[3]=0,e[4]=s[4]*r,e[5]=s[5]*r,e[6]=s[6]*r,e[7]=0,e[8]=s[8]*n,e[9]=s[9]*n,e[10]=s[10]*n,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){const e=this.elements,s=t.x,i=t.y,r=t.z,n=Math.cos(s),o=Math.sin(s),a=Math.cos(i),h=Math.sin(i),u=Math.cos(r),l=Math.sin(r);if("XYZ"===t.order){const t=n*u,s=n*l,i=o*u,r=o*l;e[0]=a*u,e[4]=-a*l,e[8]=h,e[1]=s+i*h,e[5]=t-r*h,e[9]=-o*a,e[2]=r-t*h,e[6]=i+s*h,e[10]=n*a}else if("YXZ"===t.order){const t=a*u,s=a*l,i=h*u,r=h*l;e[0]=t+r*o,e[4]=i*o-s,e[8]=n*h,e[1]=n*l,e[5]=n*u,e[9]=-o,e[2]=s*o-i,e[6]=r+t*o,e[10]=n*a}else if("ZXY"===t.order){const t=a*u,s=a*l,i=h*u,r=h*l;e[0]=t-r*o,e[4]=-n*l,e[8]=i+s*o,e[1]=s+i*o,e[5]=n*u,e[9]=r-t*o,e[2]=-n*h,e[6]=o,e[10]=n*a}else if("ZYX"===t.order){const t=n*u,s=n*l,i=o*u,r=o*l;e[0]=a*u,e[4]=i*h-s,e[8]=t*h+r,e[1]=a*l,e[5]=r*h+t,e[9]=s*h-i,e[2]=-h,e[6]=o*a,e[10]=n*a}else if("YZX"===t.order){const t=n*a,s=n*h,i=o*a,r=o*h;e[0]=a*u,e[4]=r-t*l,e[8]=i*l+s,e[1]=l,e[5]=n*u,e[9]=-o*u,e[2]=-h*u,e[6]=s*l+i,e[10]=t-r*l}else if("XZY"===t.order){const t=n*a,s=n*h,i=o*a,r=o*h;e[0]=a*u,e[4]=-l,e[8]=h*u,e[1]=t*l+r,e[5]=n*u,e[9]=s*l-i,e[2]=i*l-s,e[6]=o*u,e[10]=r*l+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(ur,t,lr)}lookAt(t,e,s){const i=this.elements;return pr.subVectors(t,e),0===pr.lengthSq()&&(pr.z=1),pr.normalize(),cr.crossVectors(s,pr),0===cr.lengthSq()&&(1===Math.abs(s.z)?pr.x+=1e-4:pr.z+=1e-4,pr.normalize(),cr.crossVectors(s,pr)),cr.normalize(),dr.crossVectors(pr,cr),i[0]=cr.x,i[4]=dr.x,i[8]=pr.x,i[1]=cr.y,i[5]=dr.y,i[9]=pr.y,i[2]=cr.z,i[6]=dr.z,i[10]=pr.z,this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const s=t.elements,i=e.elements,r=this.elements,n=s[0],o=s[4],a=s[8],h=s[12],u=s[1],l=s[5],c=s[9],d=s[13],p=s[2],m=s[6],g=s[10],f=s[14],y=s[3],x=s[7],b=s[11],v=s[15],T=i[0],_=i[4],w=i[8],S=i[12],M=i[1],A=i[5],N=i[9],R=i[13],C=i[2],E=i[6],B=i[10],I=i[14],P=i[3],F=i[7],U=i[11],z=i[15];return r[0]=n*T+o*M+a*C+h*P,r[4]=n*_+o*A+a*E+h*F,r[8]=n*w+o*N+a*B+h*U,r[12]=n*S+o*R+a*I+h*z,r[1]=u*T+l*M+c*C+d*P,r[5]=u*_+l*A+c*E+d*F,r[9]=u*w+l*N+c*B+d*U,r[13]=u*S+l*R+c*I+d*z,r[2]=p*T+m*M+g*C+f*P,r[6]=p*_+m*A+g*E+f*F,r[10]=p*w+m*N+g*B+f*U,r[14]=p*S+m*R+g*I+f*z,r[3]=y*T+x*M+b*C+v*P,r[7]=y*_+x*A+b*E+v*F,r[11]=y*w+x*N+b*B+v*U,r[15]=y*S+x*R+b*I+v*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],s=t[4],i=t[8],r=t[12],n=t[1],o=t[5],a=t[9],h=t[13],u=t[2],l=t[6],c=t[10],d=t[14];return t[3]*(+r*a*l-i*h*l-r*o*c+s*h*c+i*o*d-s*a*d)+t[7]*(+e*a*d-e*h*c+r*n*c-i*n*d+i*h*u-r*a*u)+t[11]*(+e*h*l-e*o*d-r*n*l+s*n*d+r*o*u-s*h*u)+t[15]*(-i*o*u-e*a*l+e*o*c+i*n*l-s*n*c+s*a*u)}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,s){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=s),this}invert(){const t=this.elements,e=t[0],s=t[1],i=t[2],r=t[3],n=t[4],o=t[5],a=t[6],h=t[7],u=t[8],l=t[9],c=t[10],d=t[11],p=t[12],m=t[13],g=t[14],f=t[15],y=l*g*h-m*c*h+m*a*d-o*g*d-l*a*f+o*c*f,x=p*c*h-u*g*h-p*a*d+n*g*d+u*a*f-n*c*f,b=u*m*h-p*l*h+p*o*d-n*m*d-u*o*f+n*l*f,v=p*l*a-u*m*a-p*o*c+n*m*c+u*o*g-n*l*g,T=e*y+s*x+i*b+r*v;if(0===T)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const _=1/T;return t[0]=y*_,t[1]=(m*c*r-l*g*r-m*i*d+s*g*d+l*i*f-s*c*f)*_,t[2]=(o*g*r-m*a*r+m*i*h-s*g*h-o*i*f+s*a*f)*_,t[3]=(l*a*r-o*c*r-l*i*h+s*c*h+o*i*d-s*a*d)*_,t[4]=x*_,t[5]=(u*g*r-p*c*r+p*i*d-e*g*d-u*i*f+e*c*f)*_,t[6]=(p*a*r-n*g*r-p*i*h+e*g*h+n*i*f-e*a*f)*_,t[7]=(n*c*r-u*a*r+u*i*h-e*c*h-n*i*d+e*a*d)*_,t[8]=b*_,t[9]=(p*l*r-u*m*r-p*s*d+e*m*d+u*s*f-e*l*f)*_,t[10]=(n*m*r-p*o*r+p*s*h-e*m*h-n*s*f+e*o*f)*_,t[11]=(u*o*r-n*l*r-u*s*h+e*l*h+n*s*d-e*o*d)*_,t[12]=v*_,t[13]=(u*m*i-p*l*i+p*s*c-e*m*c-u*s*g+e*l*g)*_,t[14]=(p*o*i-n*m*i-p*s*a+e*m*a+n*s*g-e*o*g)*_,t[15]=(n*l*i-u*o*i+u*s*a-e*l*a-n*s*c+e*o*c)*_,this}scale(t){const e=this.elements,s=t.x,i=t.y,r=t.z;return e[0]*=s,e[4]*=i,e[8]*=r,e[1]*=s,e[5]*=i,e[9]*=r,e[2]*=s,e[6]*=i,e[10]*=r,e[3]*=s,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],s=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,s,i))}makeTranslation(t,e,s){return t.isVector3?this.set(1,0,0,t.x,0,1,0,t.y,0,0,1,t.z,0,0,0,1):this.set(1,0,0,t,0,1,0,e,0,0,1,s,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),s=Math.sin(t);return this.set(1,0,0,0,0,e,-s,0,0,s,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),s=Math.sin(t);return this.set(e,0,s,0,0,1,0,0,-s,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),s=Math.sin(t);return this.set(e,-s,0,0,s,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const s=Math.cos(e),i=Math.sin(e),r=1-s,n=t.x,o=t.y,a=t.z,h=r*n,u=r*o;return this.set(h*n+s,h*o-i*a,h*a+i*o,0,h*o+i*a,u*o+s,u*a-i*n,0,h*a-i*o,u*a+i*n,r*a*a+s,0,0,0,0,1),this}makeScale(t,e,s){return this.set(t,0,0,0,0,e,0,0,0,0,s,0,0,0,0,1),this}makeShear(t,e,s,i,r,n){return this.set(1,s,r,0,t,1,n,0,e,i,1,0,0,0,0,1),this}compose(t,e,s){const i=this.elements,r=e._x,n=e._y,o=e._z,a=e._w,h=r+r,u=n+n,l=o+o,c=r*h,d=r*u,p=r*l,m=n*u,g=n*l,f=o*l,y=a*h,x=a*u,b=a*l,v=s.x,T=s.y,_=s.z;return i[0]=(1-(m+f))*v,i[1]=(d+b)*v,i[2]=(p-x)*v,i[3]=0,i[4]=(d-b)*T,i[5]=(1-(c+f))*T,i[6]=(g+y)*T,i[7]=0,i[8]=(p+x)*_,i[9]=(g-y)*_,i[10]=(1-(c+m))*_,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,s){const i=this.elements;let r=ar.set(i[0],i[1],i[2]).length();const n=ar.set(i[4],i[5],i[6]).length(),o=ar.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],hr.copy(this);const a=1/r,h=1/n,u=1/o;return hr.elements[0]*=a,hr.elements[1]*=a,hr.elements[2]*=a,hr.elements[4]*=h,hr.elements[5]*=h,hr.elements[6]*=h,hr.elements[8]*=u,hr.elements[9]*=u,hr.elements[10]*=u,e.setFromRotationMatrix(hr),s.x=r,s.y=n,s.z=o,this}makePerspective(t,e,s,i,r,n,o=2e3){const a=this.elements,h=2*r/(e-t),u=2*r/(s-i),l=(e+t)/(e-t),c=(s+i)/(s-i);let d,p;if(o===Vs)d=-(n+r)/(n-r),p=-2*n*r/(n-r);else{if(o!==Ds)throw new Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: "+o);d=-n/(n-r),p=-n*r/(n-r)}return a[0]=h,a[4]=0,a[8]=l,a[12]=0,a[1]=0,a[5]=u,a[9]=c,a[13]=0,a[2]=0,a[6]=0,a[10]=d,a[14]=p,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,s,i,r,n,o=2e3){const a=this.elements,h=1/(e-t),u=1/(s-i),l=1/(n-r),c=(e+t)*h,d=(s+i)*u;let p,m;if(o===Vs)p=(n+r)*l,m=-2*l;else{if(o!==Ds)throw new Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: "+o);p=r*l,m=-1*l}return a[0]=2*h,a[4]=0,a[8]=0,a[12]=-c,a[1]=0,a[5]=2*u,a[9]=0,a[13]=-d,a[2]=0,a[6]=0,a[10]=m,a[14]=-p,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,s=t.elements;for(let t=0;t<16;t++)if(e[t]!==s[t])return!1;return!0}fromArray(t,e=0){for(let s=0;s<16;s++)this.elements[s]=t[s+e];return this}toArray(t=[],e=0){const s=this.elements;return t[e]=s[0],t[e+1]=s[1],t[e+2]=s[2],t[e+3]=s[3],t[e+4]=s[4],t[e+5]=s[5],t[e+6]=s[6],t[e+7]=s[7],t[e+8]=s[8],t[e+9]=s[9],t[e+10]=s[10],t[e+11]=s[11],t[e+12]=s[12],t[e+13]=s[13],t[e+14]=s[14],t[e+15]=s[15],t}}const ar=new Ei,hr=new or,ur=new Ei(0,0,0),lr=new Ei(1,1,1),cr=new Ei,dr=new Ei,pr=new Ei,mr=new or,gr=new Ci;class fr{constructor(t=0,e=0,s=0,i=fr.DEFAULT_ORDER){this.isEuler=!0,this._x=t,this._y=e,this._z=s,this._order=i}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,s,i=this._order){return this._x=t,this._y=e,this._z=s,this._order=i,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,s=!0){const i=t.elements,r=i[0],n=i[4],o=i[8],a=i[1],h=i[5],u=i[9],l=i[2],c=i[6],d=i[10];switch(e){case"XYZ":this._y=Math.asin($s(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-u,d),this._z=Math.atan2(-n,r)):(this._x=Math.atan2(c,h),this._z=0);break;case"YXZ":this._x=Math.asin(-$s(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(o,d),this._z=Math.atan2(a,h)):(this._y=Math.atan2(-l,r),this._z=0);break;case"ZXY":this._x=Math.asin($s(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(-l,d),this._z=Math.atan2(-n,h)):(this._y=0,this._z=Math.atan2(a,r));break;case"ZYX":this._y=Math.asin(-$s(l,-1,1)),Math.abs(l)<.9999999?(this._x=Math.atan2(c,d),this._z=Math.atan2(a,r)):(this._x=0,this._z=Math.atan2(-n,h));break;case"YZX":this._z=Math.asin($s(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-u,h),this._y=Math.atan2(-l,r)):(this._x=0,this._y=Math.atan2(o,d));break;case"XZY":this._z=Math.asin(-$s(n,-1,1)),Math.abs(n)<.9999999?(this._x=Math.atan2(c,h),this._y=Math.atan2(o,r)):(this._x=Math.atan2(-u,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!0===s&&this._onChangeCallback(),this}setFromQuaternion(t,e,s){return mr.makeRotationFromQuaternion(t),this.setFromRotationMatrix(mr,e,s)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return gr.setFromEuler(this),this.setFromQuaternion(gr,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}}fr.DEFAULT_ORDER="XYZ";class yr{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.userData=this.userData),i.layers=this.layers.mask,i.matrix=this.matrix.toArray(),i.up=this.up.toArray(),!1===this.matrixAutoUpdate&&(i.matrixAutoUpdate=!1),this.isInstancedMesh&&(i.type="InstancedMesh",i.count=this.count,i.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(i.instanceColor=this.instanceColor.toJSON())),this.isBatchedMesh&&(i.type="BatchedMesh",i.perObjectFrustumCulled=this.perObjectFrustumCulled,i.sortObjects=this.sortObjects,i.drawRanges=this._drawRanges,i.reservedRanges=this._reservedRanges,i.visibility=this._visibility,i.active=this._active,i.bounds=this._bounds.map((t=>({boxInitialized:t.boxInitialized,boxMin:t.box.min.toArray(),boxMax:t.box.max.toArray(),sphereInitialized:t.sphereInitialized,sphereRadius:t.sphere.radius,sphereCenter:t.sphere.center.toArray()}))),i.maxInstanceCount=this._maxInstanceCount,i.maxVertexCount=this._maxVertexCount,i.maxIndexCount=this._maxIndexCount,i.geometryInitialized=this._geometryInitialized,i.geometryCount=this._geometryCount,i.matricesTexture=this._matricesTexture.toJSON(t),null!==this._colorsTexture&&(i.colorsTexture=this._colorsTexture.toJSON(t)),null!==this.boundingSphere&&(i.boundingSphere={center:i.boundingSphere.center.toArray(),radius:i.boundingSphere.radius}),null!==this.boundingBox&&(i.boundingBox={min:i.boundingBox.min.toArray(),max:i.boundingBox.max.toArray()})),this.isScene)this.background&&(this.background.isColor?i.background=this.background.toJSON():this.background.isTexture&&(i.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(i.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){i.geometry=r(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const s=e.shapes;if(Array.isArray(s))for(let e=0,i=s.length;e0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(s.geometries=e),i.length>0&&(s.materials=i),r.length>0&&(s.textures=r),o.length>0&&(s.images=o),a.length>0&&(s.shapes=a),h.length>0&&(s.skeletons=h),u.length>0&&(s.animations=u),l.length>0&&(s.nodes=l)}return s.object=i,s;function n(t){const e=[];for(const s in t){const i=t[s];delete i.metadata,e.push(i)}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.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,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.animations=t.animations.slice(),this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(t,e,s,i,r){Fr.subVectors(i,e),Ur.subVectors(s,e),zr.subVectors(t,e);const n=Fr.dot(Fr),o=Fr.dot(Ur),a=Fr.dot(zr),h=Ur.dot(Ur),u=Ur.dot(zr),l=n*h-o*o;if(0===l)return r.set(0,0,0),null;const c=1/l,d=(h*a-o*u)*c,p=(n*u-o*a)*c;return r.set(1-d-p,p,d)}static containsPoint(t,e,s,i){return null!==this.getBarycoord(t,e,s,i,Or)&&(Or.x>=0&&Or.y>=0&&Or.x+Or.y<=1)}static getInterpolation(t,e,s,i,r,n,o,a){return null===this.getBarycoord(t,e,s,i,Or)?(a.x=0,a.y=0,"z"in a&&(a.z=0),"w"in a&&(a.w=0),null):(a.setScalar(0),a.addScaledVector(r,Or.x),a.addScaledVector(n,Or.y),a.addScaledVector(o,Or.z),a)}static isFrontFacing(t,e,s,i){return Fr.subVectors(s,e),Ur.subVectors(t,e),Fr.cross(Ur).dot(i)<0}set(t,e,s){return this.a.copy(t),this.b.copy(e),this.c.copy(s),this}setFromPointsAndIndices(t,e,s,i){return this.a.copy(t[e]),this.b.copy(t[s]),this.c.copy(t[i]),this}setFromAttributeAndIndices(t,e,s,i){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,s),this.c.fromBufferAttribute(t,i),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 Fr.subVectors(this.c,this.b),Ur.subVectors(this.a,this.b),.5*Fr.cross(Ur).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return jr.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return jr.getBarycoord(t,this.a,this.b,this.c,e)}getInterpolation(t,e,s,i,r){return jr.getInterpolation(t,this.a,this.b,this.c,e,s,i,r)}containsPoint(t){return jr.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return jr.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const s=this.a,i=this.b,r=this.c;let n,o;Lr.subVectors(i,s),Vr.subVectors(r,s),kr.subVectors(t,s);const a=Lr.dot(kr),h=Vr.dot(kr);if(a<=0&&h<=0)return e.copy(s);Gr.subVectors(t,i);const u=Lr.dot(Gr),l=Vr.dot(Gr);if(u>=0&&l<=u)return e.copy(i);const c=a*l-u*h;if(c<=0&&a>=0&&u<=0)return n=a/(a-u),e.copy(s).addScaledVector(Lr,n);Wr.subVectors(t,r);const d=Lr.dot(Wr),p=Vr.dot(Wr);if(p>=0&&d<=p)return e.copy(r);const m=d*h-a*p;if(m<=0&&h>=0&&p<=0)return o=h/(h-p),e.copy(s).addScaledVector(Vr,o);const g=u*p-d*l;if(g<=0&&l-u>=0&&d-p>=0)return Dr.subVectors(r,i),o=(l-u)/(l-u+(d-p)),e.copy(i).addScaledVector(Dr,o);const f=1/(g+m+c);return n=m*f,o=c*f,e.copy(s).addScaledVector(Lr,n).addScaledVector(Vr,o)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}const Hr={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},qr={h:0,s:0,l:0},$r={h:0,s:0,l:0};function Xr(t,e,s){return s<0&&(s+=1),s>1&&(s-=1),s<1/6?t+6*(e-t)*s:s<.5?e:s<2/3?t+6*(e-t)*(2/3-s):t}class Yr{constructor(t,e,s){return this.isColor=!0,this.r=1,this.g=1,this.b=1,this.set(t,e,s)}set(t,e,s){if(void 0===e&&void 0===s){const e=t;e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e)}else this.setRGB(t,e,s);return this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t,e=Je){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,di.toWorkingColorSpace(this,e),this}setRGB(t,e,s,i=di.workingColorSpace){return this.r=t,this.g=e,this.b=s,di.toWorkingColorSpace(this,i),this}setHSL(t,e,s,i=di.workingColorSpace){if(t=Xs(t,1),e=$s(e,0,1),s=$s(s,0,1),0===e)this.r=this.g=this.b=s;else{const i=s<=.5?s*(1+e):s+e-s*e,r=2*s-i;this.r=Xr(r,i,t+1/3),this.g=Xr(r,i,t),this.b=Xr(r,i,t-1/3)}return di.toWorkingColorSpace(this,i),this}setStyle(t,e=Je){function s(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let i;if(i=/^(\w+)\(([^\)]*)\)/.exec(t)){let r;const n=i[1],o=i[2];switch(n){case"rgb":case"rgba":if(r=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return s(r[4]),this.setRGB(Math.min(255,parseInt(r[1],10))/255,Math.min(255,parseInt(r[2],10))/255,Math.min(255,parseInt(r[3],10))/255,e);if(r=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return s(r[4]),this.setRGB(Math.min(100,parseInt(r[1],10))/100,Math.min(100,parseInt(r[2],10))/100,Math.min(100,parseInt(r[3],10))/100,e);break;case"hsl":case"hsla":if(r=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return s(r[4]),this.setHSL(parseFloat(r[1])/360,parseFloat(r[2])/100,parseFloat(r[3])/100,e);break;default:console.warn("THREE.Color: Unknown color model "+t)}}else if(i=/^\#([A-Fa-f\d]+)$/.exec(t)){const s=i[1],r=s.length;if(3===r)return this.setRGB(parseInt(s.charAt(0),16)/15,parseInt(s.charAt(1),16)/15,parseInt(s.charAt(2),16)/15,e);if(6===r)return this.setHex(parseInt(s,16),e);console.warn("THREE.Color: Invalid hex color "+t)}else if(t&&t.length>0)return this.setColorName(t,e);return this}setColorName(t,e=Je){const s=Hr[t.toLowerCase()];return void 0!==s?this.setHex(s,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=pi(t.r),this.g=pi(t.g),this.b=pi(t.b),this}copyLinearToSRGB(t){return this.r=mi(t.r),this.g=mi(t.g),this.b=mi(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(t=Je){return di.fromWorkingColorSpace(Jr.copy(this),t),65536*Math.round($s(255*Jr.r,0,255))+256*Math.round($s(255*Jr.g,0,255))+Math.round($s(255*Jr.b,0,255))}getHexString(t=Je){return("000000"+this.getHex(t).toString(16)).slice(-6)}getHSL(t,e=di.workingColorSpace){di.fromWorkingColorSpace(Jr.copy(this),e);const s=Jr.r,i=Jr.g,r=Jr.b,n=Math.max(s,i,r),o=Math.min(s,i,r);let a,h;const u=(o+n)/2;if(o===n)a=0,h=0;else{const t=n-o;switch(h=u<=.5?t/(n+o):t/(2-n-o),n){case s:a=(i-r)/t+(i0!=t>0&&this.version++,this._alphaTest=t}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const s=t[e];if(void 0===s){console.warn(`THREE.Material: parameter '${e}' has value of undefined.`);continue}const i=this[e];void 0!==i?i&&i.isColor?i.set(s):i&&i.isVector3&&s&&s.isVector3?i.copy(s):this[e]=s:console.warn(`THREE.Material: '${e}' is not a property of THREE.${this.type}.`)}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const s={metadata:{version:4.6,type:"Material",generator:"Material.toJSON"}};function i(t){const e=[];for(const s in t){const i=t[s];delete i.metadata,e.push(i)}return e}if(s.uuid=this.uuid,s.type=this.type,""!==this.name&&(s.name=this.name),this.color&&this.color.isColor&&(s.color=this.color.getHex()),void 0!==this.roughness&&(s.roughness=this.roughness),void 0!==this.metalness&&(s.metalness=this.metalness),void 0!==this.sheen&&(s.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(s.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(s.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(s.emissive=this.emissive.getHex()),void 0!==this.emissiveIntensity&&1!==this.emissiveIntensity&&(s.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(s.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(s.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(s.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(s.shininess=this.shininess),void 0!==this.clearcoat&&(s.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(s.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(s.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(s.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(s.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,s.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.dispersion&&(s.dispersion=this.dispersion),void 0!==this.iridescence&&(s.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(s.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(s.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(s.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(s.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),void 0!==this.anisotropy&&(s.anisotropy=this.anisotropy),void 0!==this.anisotropyRotation&&(s.anisotropyRotation=this.anisotropyRotation),this.anisotropyMap&&this.anisotropyMap.isTexture&&(s.anisotropyMap=this.anisotropyMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(s.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(s.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(s.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(s.lightMap=this.lightMap.toJSON(t).uuid,s.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(s.aoMap=this.aoMap.toJSON(t).uuid,s.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(s.bumpMap=this.bumpMap.toJSON(t).uuid,s.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(s.normalMap=this.normalMap.toJSON(t).uuid,s.normalMapType=this.normalMapType,s.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(s.displacementMap=this.displacementMap.toJSON(t).uuid,s.displacementScale=this.displacementScale,s.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(s.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(s.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(s.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(s.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(s.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(s.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(s.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(s.combine=this.combine)),void 0!==this.envMapRotation&&(s.envMapRotation=this.envMapRotation.toArray()),void 0!==this.envMapIntensity&&(s.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(s.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(s.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(s.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(s.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(s.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(s.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(s.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(s.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(s.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(s.size=this.size),null!==this.shadowSide&&(s.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(s.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(s.blending=this.blending),this.side!==c&&(s.side=this.side),!0===this.vertexColors&&(s.vertexColors=!0),this.opacity<1&&(s.opacity=this.opacity),!0===this.transparent&&(s.transparent=!0),this.blendSrc!==C&&(s.blendSrc=this.blendSrc),this.blendDst!==E&&(s.blendDst=this.blendDst),this.blendEquation!==v&&(s.blendEquation=this.blendEquation),null!==this.blendSrcAlpha&&(s.blendSrcAlpha=this.blendSrcAlpha),null!==this.blendDstAlpha&&(s.blendDstAlpha=this.blendDstAlpha),null!==this.blendEquationAlpha&&(s.blendEquationAlpha=this.blendEquationAlpha),this.blendColor&&this.blendColor.isColor&&(s.blendColor=this.blendColor.getHex()),0!==this.blendAlpha&&(s.blendAlpha=this.blendAlpha),3!==this.depthFunc&&(s.depthFunc=this.depthFunc),!1===this.depthTest&&(s.depthTest=this.depthTest),!1===this.depthWrite&&(s.depthWrite=this.depthWrite),!1===this.colorWrite&&(s.colorWrite=this.colorWrite),255!==this.stencilWriteMask&&(s.stencilWriteMask=this.stencilWriteMask),this.stencilFunc!==bs&&(s.stencilFunc=this.stencilFunc),0!==this.stencilRef&&(s.stencilRef=this.stencilRef),255!==this.stencilFuncMask&&(s.stencilFuncMask=this.stencilFuncMask),this.stencilFail!==ns&&(s.stencilFail=this.stencilFail),this.stencilZFail!==ns&&(s.stencilZFail=this.stencilZFail),this.stencilZPass!==ns&&(s.stencilZPass=this.stencilZPass),!0===this.stencilWrite&&(s.stencilWrite=this.stencilWrite),void 0!==this.rotation&&0!==this.rotation&&(s.rotation=this.rotation),!0===this.polygonOffset&&(s.polygonOffset=!0),0!==this.polygonOffsetFactor&&(s.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(s.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(s.linewidth=this.linewidth),void 0!==this.dashSize&&(s.dashSize=this.dashSize),void 0!==this.gapSize&&(s.gapSize=this.gapSize),void 0!==this.scale&&(s.scale=this.scale),!0===this.dithering&&(s.dithering=!0),this.alphaTest>0&&(s.alphaTest=this.alphaTest),!0===this.alphaHash&&(s.alphaHash=!0),!0===this.alphaToCoverage&&(s.alphaToCoverage=!0),!0===this.premultipliedAlpha&&(s.premultipliedAlpha=!0),!0===this.forceSinglePass&&(s.forceSinglePass=!0),!0===this.wireframe&&(s.wireframe=!0),this.wireframeLinewidth>1&&(s.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(s.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(s.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(s.flatShading=!0),!1===this.visible&&(s.visible=!1),!1===this.toneMapped&&(s.toneMapped=!1),!1===this.fog&&(s.fog=!1),Object.keys(this.userData).length>0&&(s.userData=this.userData),e){const e=i(t.textures),r=i(t.images);e.length>0&&(s.textures=e),r.length>0&&(s.images=r)}return s}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.blendColor.copy(t.blendColor),this.blendAlpha=t.blendAlpha,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 s=null;if(null!==e){const t=e.length;s=new Array(t);for(let i=0;i!==t;++i)s[i]=e[i].clone()}return this.clippingPlanes=s,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.alphaHash=t.alphaHash,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++}onBuild(){console.warn("Material: onBuild() has been removed.")}onBeforeRender(){console.warn("Material: onBeforeRender() has been removed.")}}class Kr extends Qr{constructor(t){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new Yr(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.envMapRotation=new fr,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.envMapRotation.copy(t.envMapRotation),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 tn=en();function en(){const t=new ArrayBuffer(4),e=new Float32Array(t),s=new Uint32Array(t),i=new Uint32Array(512),r=new Uint32Array(512);for(let t=0;t<256;++t){const e=t-127;e<-27?(i[t]=0,i[256|t]=32768,r[t]=24,r[256|t]=24):e<-14?(i[t]=1024>>-e-14,i[256|t]=1024>>-e-14|32768,r[t]=-e-1,r[256|t]=-e-1):e<=15?(i[t]=e+15<<10,i[256|t]=e+15<<10|32768,r[t]=13,r[256|t]=13):e<128?(i[t]=31744,i[256|t]=64512,r[t]=24,r[256|t]=24):(i[t]=31744,i[256|t]=64512,r[t]=13,r[256|t]=13)}const n=new Uint32Array(2048),o=new Uint32Array(64),a=new Uint32Array(64);for(let t=1;t<1024;++t){let e=t<<13,s=0;for(;0==(8388608&e);)e<<=1,s-=8388608;e&=-8388609,s+=947912704,n[t]=e|s}for(let t=1024;t<2048;++t)n[t]=939524096+(t-1024<<13);for(let t=1;t<31;++t)o[t]=t<<23;o[31]=1199570944,o[32]=2147483648;for(let t=33;t<63;++t)o[t]=2147483648+(t-32<<23);o[63]=3347054592;for(let t=1;t<64;++t)32!==t&&(a[t]=1024);return{floatView:e,uint32View:s,baseTable:i,shiftTable:r,mantissaTable:n,exponentTable:o,offsetTable:a}}function sn(t){Math.abs(t)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),t=$s(t,-65504,65504),tn.floatView[0]=t;const e=tn.uint32View[0],s=e>>23&511;return tn.baseTable[s]+((8388607&e)>>tn.shiftTable[s])}function rn(t){const e=t>>10;return tn.uint32View[0]=tn.mantissaTable[tn.offsetTable[e]+(1023&t)]+tn.exponentTable[e],tn.floatView[0]}const nn={toHalfFloat:sn,fromHalfFloat:rn},on=new Ei,an=new Ks;class hn{constructor(t,e,s=!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=s,this.usage=Rs,this._updateRange={offset:0,count:-1},this.updateRanges=[],this.gpuType=It,this.version=0}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}get updateRange(){return ai("THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead."),this._updateRange}setUsage(t){return this.usage=t,this}addUpdateRange(t,e){this.updateRanges.push({start:t,count:e})}clearUpdateRanges(){this.updateRanges.length=0}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.gpuType=t.gpuType,this}copyAt(t,e,s){t*=this.itemSize,s*=e.itemSize;for(let i=0,r=this.itemSize;i=0;--e)if(t[e]>=65535)return!0;return!1}(t)?gn:pn)(t,1):this.index=t,this}getAttribute(t){return this.attributes[t]}setAttribute(t,e){return this.attributes[t]=e,this}deleteAttribute(t){return delete this.attributes[t],this}hasAttribute(t){return void 0!==this.attributes[t]}addGroup(t,e,s=0){this.groups.push({start:t,count:e,materialIndex:s})}clearGroups(){this.groups=[]}setDrawRange(t,e){this.drawRange.start=t,this.drawRange.count=e}applyMatrix4(t){const e=this.attributes.position;void 0!==e&&(e.applyMatrix4(t),e.needsUpdate=!0);const s=this.attributes.normal;if(void 0!==s){const e=(new ti).getNormalMatrix(t);s.applyNormalMatrix(e),s.needsUpdate=!0}const i=this.attributes.tangent;return void 0!==i&&(i.transformDirection(t),i.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}applyQuaternion(t){return bn.makeRotationFromQuaternion(t),this.applyMatrix4(bn),this}rotateX(t){return bn.makeRotationX(t),this.applyMatrix4(bn),this}rotateY(t){return bn.makeRotationY(t),this.applyMatrix4(bn),this}rotateZ(t){return bn.makeRotationZ(t),this.applyMatrix4(bn),this}translate(t,e,s){return bn.makeTranslation(t,e,s),this.applyMatrix4(bn),this}scale(t,e,s){return bn.makeScale(t,e,s),this.applyMatrix4(bn),this}lookAt(t){return vn.lookAt(t),vn.updateMatrix(),this.applyMatrix4(vn.matrix),this}center(){return this.computeBoundingBox(),this.boundingBox.getCenter(Tn).negate(),this.translate(Tn.x,Tn.y,Tn.z),this}setFromPoints(t){const e=[];for(let s=0,i=t.length;s0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const s in e)void 0!==e[s]&&(t[s]=e[s]);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 s=this.attributes;for(const e in s){const i=s[e];t.data.attributes[e]=i.toJSON(t.data)}const i={};let r=!1;for(const e in this.morphAttributes){const s=this.morphAttributes[e],n=[];for(let e=0,i=s.length;e0&&(i[e]=n,r=!0)}r&&(t.data.morphAttributes=i,t.data.morphTargetsRelative=this.morphTargetsRelative);const n=this.groups;n.length>0&&(t.data.groups=JSON.parse(JSON.stringify(n)));const o=this.boundingSphere;return null!==o&&(t.data.boundingSphere={center:o.center.toArray(),radius:o.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 s=t.index;null!==s&&this.setIndex(s.clone(e));const i=t.attributes;for(const t in i){const s=i[t];this.setAttribute(t,s.clone(e))}const r=t.morphAttributes;for(const t in r){const s=[],i=r[t];for(let t=0,r=i.length;t0){const s=t[e[0]];if(void 0!==s){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=s.length;t(t.far-t.near)**2)return}An.copy(r).invert(),Nn.copy(t.ray).applyMatrix4(An),null!==s.boundingBox&&!1===Nn.intersectsBox(s.boundingBox)||this._computeIntersections(t,e,Nn)}}_computeIntersections(t,e,s){let i;const r=this.geometry,n=this.material,o=r.index,a=r.attributes.position,h=r.attributes.uv,u=r.attributes.uv1,l=r.attributes.normal,c=r.groups,d=r.drawRange;if(null!==o)if(Array.isArray(n))for(let r=0,a=c.length;rs.far?null:{distance:u,point:Gn.clone(),object:t}}(t,e,s,i,En,Bn,In,kn);if(l){r&&(Un.fromBufferAttribute(r,a),zn.fromBufferAttribute(r,h),On.fromBufferAttribute(r,u),l.uv=jr.getInterpolation(kn,En,Bn,In,Un,zn,On,new Ks)),n&&(Un.fromBufferAttribute(n,a),zn.fromBufferAttribute(n,h),On.fromBufferAttribute(n,u),l.uv1=jr.getInterpolation(kn,En,Bn,In,Un,zn,On,new Ks)),o&&(Ln.fromBufferAttribute(o,a),Vn.fromBufferAttribute(o,h),Dn.fromBufferAttribute(o,u),l.normal=jr.getInterpolation(kn,En,Bn,In,Ln,Vn,Dn,new Ei),l.normal.dot(i.direction)>0&&l.normal.multiplyScalar(-1));const t={a:a,b:h,c:u,normal:new Ei,materialIndex:0};jr.getNormal(En,Bn,In,t.normal),l.face=t}return l}class Hn extends Mn{constructor(t=1,e=1,s=1,i=1,r=1,n=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:s,widthSegments:i,heightSegments:r,depthSegments:n};const o=this;i=Math.floor(i),r=Math.floor(r),n=Math.floor(n);const a=[],h=[],u=[],l=[];let c=0,d=0;function p(t,e,s,i,r,n,p,m,g,f,y){const x=n/g,b=p/f,v=n/2,T=p/2,_=m/2,w=g+1,S=f+1;let M=0,A=0;const N=new Ei;for(let n=0;n0?1:-1,u.push(N.x,N.y,N.z),l.push(a/g),l.push(1-n/f),M+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader,e.lights=this.lights,e.clipping=this.clipping;const s={};for(const t in this.extensions)!0===this.extensions[t]&&(s[t]=!0);return Object.keys(s).length>0&&(e.extensions=s),e}}class Xn extends Pr{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new or,this.projectionMatrix=new or,this.projectionMatrixInverse=new or,this.coordinateSystem=Vs}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this.coordinateSystem=t.coordinateSystem,this}getWorldDirection(t){return super.getWorldDirection(t).negate()}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)}}const Yn=new Ei,Jn=new Ks,Zn=new Ks;class Qn extends Xn{constructor(t=50,e=1,s=.1,i=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=s,this.far=i,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*Hs*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*js*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*Hs*Math.atan(Math.tan(.5*js*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(t,e,s){Yn.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),e.set(Yn.x,Yn.y).multiplyScalar(-t/Yn.z),Yn.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),s.set(Yn.x,Yn.y).multiplyScalar(-t/Yn.z)}getViewSize(t,e){return this.getViewBounds(t,Jn,Zn),e.subVectors(Zn,Jn)}setViewOffset(t,e,s,i,r,n){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=s,this.view.offsetY=i,this.view.width=r,this.view.height=n,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*js*this.fov)/this.zoom,s=2*e,i=this.aspect*s,r=-.5*i;const n=this.view;if(null!==this.view&&this.view.enabled){const t=n.fullWidth,o=n.fullHeight;r+=n.offsetX*i/t,e-=n.offsetY*s/o,i*=n.width/t,s*=n.height/o}const o=this.filmOffset;0!==o&&(r+=t*o/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-s,t,this.far,this.coordinateSystem),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 Kn=-90;class to extends Pr{constructor(t,e,s){super(),this.type="CubeCamera",this.renderTarget=s,this.coordinateSystem=null,this.activeMipmapLevel=0;const i=new Qn(Kn,1,t,e);i.layers=this.layers,this.add(i);const r=new Qn(Kn,1,t,e);r.layers=this.layers,this.add(r);const n=new Qn(Kn,1,t,e);n.layers=this.layers,this.add(n);const o=new Qn(Kn,1,t,e);o.layers=this.layers,this.add(o);const a=new Qn(Kn,1,t,e);a.layers=this.layers,this.add(a);const h=new Qn(Kn,1,t,e);h.layers=this.layers,this.add(h)}updateCoordinateSystem(){const t=this.coordinateSystem,e=this.children.concat(),[s,i,r,n,o,a]=e;for(const t of e)this.remove(t);if(t===Vs)s.up.set(0,1,0),s.lookAt(1,0,0),i.up.set(0,1,0),i.lookAt(-1,0,0),r.up.set(0,0,-1),r.lookAt(0,1,0),n.up.set(0,0,1),n.lookAt(0,-1,0),o.up.set(0,1,0),o.lookAt(0,0,1),a.up.set(0,1,0),a.lookAt(0,0,-1);else{if(t!==Ds)throw new Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: "+t);s.up.set(0,-1,0),s.lookAt(-1,0,0),i.up.set(0,-1,0),i.lookAt(1,0,0),r.up.set(0,0,1),r.lookAt(0,1,0),n.up.set(0,0,-1),n.lookAt(0,-1,0),o.up.set(0,-1,0),o.lookAt(0,0,1),a.up.set(0,-1,0),a.lookAt(0,0,-1)}for(const t of e)this.add(t),t.updateMatrixWorld()}update(t,e){null===this.parent&&this.updateMatrixWorld();const{renderTarget:s,activeMipmapLevel:i}=this;this.coordinateSystem!==t.coordinateSystem&&(this.coordinateSystem=t.coordinateSystem,this.updateCoordinateSystem());const[r,n,o,a,h,u]=this.children,l=t.getRenderTarget(),c=t.getActiveCubeFace(),d=t.getActiveMipmapLevel(),p=t.xr.enabled;t.xr.enabled=!1;const m=s.texture.generateMipmaps;s.texture.generateMipmaps=!1,t.setRenderTarget(s,0,i),t.render(e,r),t.setRenderTarget(s,1,i),t.render(e,n),t.setRenderTarget(s,2,i),t.render(e,o),t.setRenderTarget(s,3,i),t.render(e,a),t.setRenderTarget(s,4,i),t.render(e,h),s.texture.generateMipmaps=m,t.setRenderTarget(s,5,i),t.render(e,u),t.setRenderTarget(l,c,d),t.xr.enabled=p,s.texture.needsPMREMUpdate=!0}}class eo extends Ti{constructor(t,e,s,i,r,n,o,a,h,u){super(t=void 0!==t?t:[],e=void 0!==e?e:ht,s,i,r,n,o,a,h,u),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}class so extends Si{constructor(t=1,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const s={width:t,height:t,depth:1},i=[s,s,s,s,s,s];this.texture=new eo(i,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.colorSpace),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:Tt}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.colorSpace=e.colorSpace,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const s={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"},i=new Hn(5,5,5),r=new $n({name:"CubemapFromEquirect",uniforms:qn(s.uniforms),vertexShader:s.vertexShader,fragmentShader:s.fragmentShader,side:d,blending:m});r.uniforms.tEquirect.value=e;const n=new Wn(i,r),o=e.minFilter;e.minFilter===St&&(e.minFilter=Tt);return new to(1,10,this).update(t,n),e.minFilter=o,n.geometry.dispose(),n.material.dispose(),this}clear(t,e,s,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,s,i);t.setRenderTarget(r)}}class io{constructor(t,e=25e-5){this.isFogExp2=!0,this.name="",this.color=new Yr(t),this.density=e}clone(){return new io(this.color,this.density)}toJSON(){return{type:"FogExp2",name:this.name,color:this.color.getHex(),density:this.density}}}class ro{constructor(t,e=1,s=1e3){this.isFog=!0,this.name="",this.color=new Yr(t),this.near=e,this.far=s}clone(){return new ro(this.color,this.near,this.far)}toJSON(){return{type:"Fog",name:this.name,color:this.color.getHex(),near:this.near,far:this.far}}}class no extends Pr{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.backgroundRotation=new fr,this.environmentIntensity=1,this.environmentRotation=new fr,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,this.backgroundRotation.copy(t.backgroundRotation),this.environmentIntensity=t.environmentIntensity,this.environmentRotation.copy(t.environmentRotation),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.object.backgroundRotation=this.backgroundRotation.toArray(),1!==this.environmentIntensity&&(e.object.environmentIntensity=this.environmentIntensity),e.object.environmentRotation=this.environmentRotation.toArray(),e}}class oo{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=Rs,this._updateRange={offset:0,count:-1},this.updateRanges=[],this.version=0,this.uuid=qs()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}get updateRange(){return ai("THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead."),this._updateRange}setUsage(t){return this.usage=t,this}addUpdateRange(t,e){this.updateRanges.push({start:t,count:e})}clearUpdateRanges(){this.updateRanges.length=0}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,s){t*=this.stride,s*=e.stride;for(let i=0,r=this.stride;it.far||e.push({distance:a,point:co.clone(),uv:jr.getInterpolation(co,xo,bo,vo,To,_o,wo,new Ks),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 Mo(t,e,s,i,r,n){go.subVectors(t,s).addScalar(.5).multiply(i),void 0!==r?(fo.x=n*go.x-r*go.y,fo.y=r*go.x+n*go.y):fo.copy(go),t.copy(e),t.x+=fo.x,t.y+=fo.y,t.applyMatrix4(yo)}const Ao=new Ei,No=new Ei;class Ro extends Pr{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,s=e.length;t0){let s,i;for(s=1,i=e.length;s0){Ao.setFromMatrixPosition(this.matrixWorld);const s=t.ray.origin.distanceTo(Ao);this.getObjectForDistance(s).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){Ao.setFromMatrixPosition(t.matrixWorld),No.setFromMatrixPosition(this.matrixWorld);const s=Ao.distanceTo(No)/t.zoom;let i,r;for(e[0].object.visible=!0,i=1,r=e.length;i=t))break;e[i-1].object.visible=!1,e[i].object.visible=!0}for(this._currentLevel=i-1;i1?null:e.copy(t.start).addScaledVector(s,r)}intersectsLine(t){const e=this.distanceToPoint(t.start),s=this.distanceToPoint(t.end);return e<0&&s>0||s<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 s=e||ea.getNormalMatrix(t),i=this.coplanarPoint(Ko).applyMatrix4(t),r=this.normal.applyMatrix3(s).normalize();return this.constant=-i.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 ia=new Zi,ra=new Ei;class na{constructor(t=new sa,e=new sa,s=new sa,i=new sa,r=new sa,n=new sa){this.planes=[t,e,s,i,r,n]}set(t,e,s,i,r,n){const o=this.planes;return o[0].copy(t),o[1].copy(e),o[2].copy(s),o[3].copy(i),o[4].copy(r),o[5].copy(n),this}copy(t){const e=this.planes;for(let s=0;s<6;s++)e[s].copy(t.planes[s]);return this}setFromProjectionMatrix(t,e=2e3){const s=this.planes,i=t.elements,r=i[0],n=i[1],o=i[2],a=i[3],h=i[4],u=i[5],l=i[6],c=i[7],d=i[8],p=i[9],m=i[10],g=i[11],f=i[12],y=i[13],x=i[14],b=i[15];if(s[0].setComponents(a-r,c-h,g-d,b-f).normalize(),s[1].setComponents(a+r,c+h,g+d,b+f).normalize(),s[2].setComponents(a+n,c+u,g+p,b+y).normalize(),s[3].setComponents(a-n,c-u,g-p,b-y).normalize(),s[4].setComponents(a-o,c-l,g-m,b-x).normalize(),e===Vs)s[5].setComponents(a+o,c+l,g+m,b+x).normalize();else{if(e!==Ds)throw new Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+e);s[5].setComponents(o,l,m,x).normalize()}return this}intersectsObject(t){if(void 0!==t.boundingSphere)null===t.boundingSphere&&t.computeBoundingSphere(),ia.copy(t.boundingSphere).applyMatrix4(t.matrixWorld);else{const e=t.geometry;null===e.boundingSphere&&e.computeBoundingSphere(),ia.copy(e.boundingSphere).applyMatrix4(t.matrixWorld)}return this.intersectsSphere(ia)}intersectsSprite(t){return ia.center.set(0,0,0),ia.radius=.7071067811865476,ia.applyMatrix4(t.matrixWorld),this.intersectsSphere(ia)}intersectsSphere(t){const e=this.planes,s=t.center,i=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(s)0?t.max.x:t.min.x,ra.y=i.normal.y>0?t.max.y:t.min.y,ra.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(ra)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let s=0;s<6;s++)if(e[s].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function oa(t,e){return t.z-e.z}function aa(t,e){return e.z-t.z}class ha{constructor(){this.index=0,this.pool=[],this.list=[]}push(t,e,s){const i=this.pool,r=this.list;this.index>=i.length&&i.push({start:-1,count:-1,z:-1,index:-1});const n=i[this.index];r.push(n),this.index++,n.start=t.start,n.count=t.count,n.z=e,n.index=s}reset(){this.list.length=0,this.index=0}}const ua=new or,la=new or,ca=new or,da=new Yr(1,1,1),pa=new or,ma=new na,ga=new Pi,fa=new Zi,ya=new Ei,xa=new Ei,ba=new Ei,va=new ha,Ta=new Wn,_a=[];function wa(t,e,s=0){const i=e.itemSize;if(t.isInterleavedBufferAttribute||t.array.constructor!==e.array.constructor){const r=t.count;for(let n=0;n65535?new Uint32Array(i):new Uint16Array(i);e.setIndex(new hn(t,1))}this._geometryInitialized=!0}}_validateGeometry(t){const e=this.geometry;if(Boolean(t.getIndex())!==Boolean(e.getIndex()))throw new Error('BatchedMesh: All geometries must consistently have "index".');for(const s in e.attributes){if(!t.hasAttribute(s))throw new Error(`BatchedMesh: Added geometry missing "${s}". All geometries must have consistent attributes.`);const i=t.getAttribute(s),r=e.getAttribute(s);if(i.itemSize!==r.itemSize||i.normalized!==r.normalized)throw new Error("BatchedMesh: All attributes must have a consistent itemSize and normalized value.")}}setCustomSort(t){return this.customSort=t,this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new Pi);const t=this._geometryCount,e=this.boundingBox,s=this._drawInfo;e.makeEmpty();for(let i=0;i=this._maxInstanceCount)throw new Error("BatchedMesh: Maximum item count reached.");this._drawInfo.push({visible:!0,active:!0,geometryIndex:t});const e=this._drawInfo.length-1,s=this._matricesTexture,i=s.image.data;ca.toArray(i,16*e),s.needsUpdate=!0;const r=this._colorsTexture;return r&&(da.toArray(r.image.data,4*e),r.needsUpdate=!0),e}addGeometry(t,e=-1,s=-1){if(this._initializeGeometry(t),this._validateGeometry(t),this._drawInfo.length>=this._maxInstanceCount)throw new Error("BatchedMesh: Maximum item count reached.");const i={vertexStart:-1,vertexCount:-1,indexStart:-1,indexCount:-1};let r=null;const n=this._reservedRanges,o=this._drawRanges,a=this._bounds;0!==this._geometryCount&&(r=n[n.length-1]),i.vertexCount=-1===e?t.getAttribute("position").count:e,i.vertexStart=null===r?0:r.vertexStart+r.vertexCount;const h=t.getIndex(),u=null!==h;if(u&&(i.indexCount=-1===s?h.count:s,i.indexStart=null===r?0:r.indexStart+r.indexCount),-1!==i.indexStart&&i.indexStart+i.indexCount>this._maxIndexCount||i.vertexStart+i.vertexCount>this._maxVertexCount)throw new Error("BatchedMesh: Reserved space request exceeds the maximum buffer size.");const l=this._geometryCount;return this._geometryCount++,n.push(i),o.push({start:u?i.indexStart:i.vertexStart,count:-1}),a.push({boxInitialized:!1,box:new Pi,sphereInitialized:!1,sphere:new Zi}),this.setGeometryAt(l,t),l}setGeometryAt(t,e){if(t>=this._geometryCount)throw new Error("BatchedMesh: Maximum geometry count reached.");this._validateGeometry(e);const s=this.geometry,i=null!==s.getIndex(),r=s.getIndex(),n=e.getIndex(),o=this._reservedRanges[t];if(i&&n.count>o.indexCount||e.attributes.position.count>o.vertexCount)throw new Error("BatchedMesh: Reserved space not large enough for provided geometry.");const a=o.vertexStart,h=o.vertexCount;for(const t in s.attributes){const i=e.getAttribute(t),r=s.getAttribute(t);wa(i,r,a);const n=i.itemSize;for(let t=i.count,e=h;t=this._geometryCount)return null;const s=this._bounds[t],i=s.box,r=this.geometry;if(!1===s.boxInitialized){i.makeEmpty();const e=r.index,n=r.attributes.position,o=this._drawRanges[t];for(let t=o.start,s=o.start+o.count;t=this._geometryCount)return null;const s=this._bounds[t],i=s.sphere,r=this.geometry;if(!1===s.sphereInitialized){i.makeEmpty(),this.getBoundingBoxAt(t,ga),ga.getCenter(i.center);const e=r.index,n=r.attributes.position,o=this._drawRanges[t];let a=0;for(let t=o.start,s=o.start+o.count;t=s.length||!1===s[t].active||(e.toArray(r,16*t),i.needsUpdate=!0),this}getMatrixAt(t,e){const s=this._drawInfo,i=this._matricesTexture.image.data;return t>=s.length||!1===s[t].active?null:e.fromArray(i,16*t)}setColorAt(t,e){null===this._colorsTexture&&this._initColorsTexture();const s=this._colorsTexture,i=this._colorsTexture.image.data,r=this._drawInfo;return t>=r.length||!1===r[t].active||(e.toArray(i,4*t),s.needsUpdate=!0),this}getColorAt(t,e){const s=this._colorsTexture.image.data,i=this._drawInfo;return t>=i.length||!1===i[t].active?null:e.fromArray(s,4*t)}setVisibleAt(t,e){const s=this._drawInfo;return t>=s.length||!1===s[t].active||s[t].visible===e||(s[t].visible=e,this._visibilityChanged=!0),this}getVisibleAt(t){const e=this._drawInfo;return!(t>=e.length||!1===e[t].active)&&e[t].visible}raycast(t,e){const s=this._drawInfo,i=this._drawRanges,r=this.matrixWorld,n=this.geometry;Ta.material=this.material,Ta.geometry.index=n.index,Ta.geometry.attributes=n.attributes,null===Ta.geometry.boundingBox&&(Ta.geometry.boundingBox=new Pi),null===Ta.geometry.boundingSphere&&(Ta.geometry.boundingSphere=new Zi);for(let n=0,o=s.length;n({...t}))),this._reservedRanges=t._reservedRanges.map((t=>({...t}))),this._drawInfo=t._drawInfo.map((t=>({...t}))),this._bounds=t._bounds.map((t=>({boxInitialized:t.boxInitialized,box:t.box.clone(),sphereInitialized:t.sphereInitialized,sphere:t.sphere.clone()}))),this._maxInstanceCount=t._maxInstanceCount,this._maxVertexCount=t._maxVertexCount,this._maxIndexCount=t._maxIndexCount,this._geometryInitialized=t._geometryInitialized,this._geometryCount=t._geometryCount,this._multiDrawCounts=t._multiDrawCounts.slice(),this._multiDrawStarts=t._multiDrawStarts.slice(),this._matricesTexture=t._matricesTexture.clone(),this._matricesTexture.image.data=this._matricesTexture.image.data.slice(),null!==this._colorsTexture&&(this._colorsTexture=t._colorsTexture.clone(),this._colorsTexture.image.data=this._colorsTexture.image.data.slice()),this}dispose(){return this.geometry.dispose(),this._matricesTexture.dispose(),this._matricesTexture=null,this._indirectTexture.dispose(),this._indirectTexture=null,null!==this._colorsTexture&&(this._colorsTexture.dispose(),this._colorsTexture=null),this}onBeforeRender(t,e,s,i,r){if(!this._visibilityChanged&&!this.perObjectFrustumCulled&&!this.sortObjects)return;const n=i.getIndex(),o=null===n?1:n.array.BYTES_PER_ELEMENT,a=this._drawInfo,h=this._multiDrawStarts,u=this._multiDrawCounts,l=this._drawRanges,c=this.perObjectFrustumCulled,d=this._indirectTexture,p=d.image.data;c&&(pa.multiplyMatrices(s.projectionMatrix,s.matrixWorldInverse).multiply(this.matrixWorld),ma.setFromProjectionMatrix(pa,t.coordinateSystem));let m=0;if(this.sortObjects){la.copy(this.matrixWorld).invert(),ya.setFromMatrixPosition(s.matrixWorld).applyMatrix4(la),xa.set(0,0,-1).transformDirection(s.matrixWorld).transformDirection(la);for(let t=0,e=a.length;t0){const s=t[e[0]];if(void 0!==s){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=s.length;ti)return;Ba.applyMatrix4(t.matrixWorld);const a=e.ray.origin.distanceTo(Ba);return ae.far?void 0:{distance:a,point:Ia.clone().applyMatrix4(t.matrixWorld),index:r,face:null,faceIndex:null,object:t}}const Ua=new Ei,za=new Ei;class Oa extends Pa{constructor(t,e){super(t,e),this.isLineSegments=!0,this.type="LineSegments"}computeLineDistances(){const t=this.geometry;if(null===t.index){const e=t.attributes.position,s=[];for(let t=0,i=e.count;t0){const s=t[e[0]];if(void 0!==s){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=s.length;tr.far)return;n.push({distance:h,distanceToRay:Math.sqrt(a),point:s,index:e,face:null,object:o})}}class qa extends Pr{constructor(){super(),this.isGroup=!0,this.type="Group"}}class $a extends Ti{constructor(t,e,s,i,r,n,o,a,h){super(t,e,s,i,r,n,o,a,h),this.isVideoTexture=!0,this.minFilter=void 0!==n?n:Tt,this.magFilter=void 0!==r?r:Tt,this.generateMipmaps=!1;const u=this;"requestVideoFrameCallback"in t&&t.requestVideoFrameCallback((function e(){u.needsUpdate=!0,t.requestVideoFrameCallback(e)}))}clone(){return new this.constructor(this.image).copy(this)}update(){const t=this.image;!1==="requestVideoFrameCallback"in t&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}class Xa extends Ti{constructor(t,e){super({width:t,height:e}),this.isFramebufferTexture=!0,this.magFilter=ft,this.minFilter=ft,this.generateMipmaps=!1,this.needsUpdate=!0}}class Ya extends Ti{constructor(t,e,s,i,r,n,o,a,h,u,l,c){super(null,n,o,a,h,u,i,r,l,c),this.isCompressedTexture=!0,this.image={width:e,height:s},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}class Ja extends Ya{constructor(t,e,s,i,r,n){super(t,e,s,r,n),this.isCompressedArrayTexture=!0,this.image.depth=i,this.wrapR=mt,this.layerUpdates=new Set}addLayerUpdate(t){this.layerUpdates.add(t)}clearLayerUpdates(){this.layerUpdates.clear()}}class Za extends Ya{constructor(t,e,s){super(void 0,t[0].width,t[0].height,e,s,ht),this.isCompressedCubeTexture=!0,this.isCubeTexture=!0,this.image=t}}class Qa extends Ti{constructor(t,e,s,i,r,n,o,a,h){super(t,e,s,i,r,n,o,a,h),this.isCanvasTexture=!0,this.needsUpdate=!0}}class Ka extends Ti{constructor(t,e,s,i,r,n,o,a,h,u=1026){if(u!==Wt&&u!==jt)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===s&&u===Wt&&(s=Bt),void 0===s&&u===jt&&(s=zt),super(null,i,r,n,o,a,u,s,h),this.isDepthTexture=!0,this.image={width:t,height:e},this.magFilter=void 0!==o?o:ft,this.minFilter=void 0!==a?a:ft,this.flipY=!1,this.generateMipmaps=!1,this.compareFunction=null}copy(t){return super.copy(t),this.compareFunction=t.compareFunction,this}toJSON(t){const e=super.toJSON(t);return null!==this.compareFunction&&(e.compareFunction=this.compareFunction),e}}class th{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const s=this.getUtoTmapping(t);return this.getPoint(s,e)}getPoints(t=5){const e=[];for(let s=0;s<=t;s++)e.push(this.getPoint(s/t));return e}getSpacedPoints(t=5){const e=[];for(let s=0;s<=t;s++)e.push(this.getPointAt(s/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 s,i=this.getPoint(0),r=0;e.push(0);for(let n=1;n<=t;n++)s=this.getPoint(n/t),r+=s.distanceTo(i),e.push(r),i=s;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const s=this.getLengths();let i=0;const r=s.length;let n;n=e||t*s[r-1];let o,a=0,h=r-1;for(;a<=h;)if(i=Math.floor(a+(h-a)/2),o=s[i]-n,o<0)a=i+1;else{if(!(o>0)){h=i;break}h=i-1}if(i=h,s[i]===n)return i/(r-1);const u=s[i];return(i+(n-u)/(s[i+1]-u))/(r-1)}getTangent(t,e){const s=1e-4;let i=t-s,r=t+s;i<0&&(i=0),r>1&&(r=1);const n=this.getPoint(i),o=this.getPoint(r),a=e||(n.isVector2?new Ks:new Ei);return a.copy(o).sub(n).normalize(),a}getTangentAt(t,e){const s=this.getUtoTmapping(t);return this.getTangent(s,e)}computeFrenetFrames(t,e){const s=new Ei,i=[],r=[],n=[],o=new Ei,a=new or;for(let e=0;e<=t;e++){const s=e/t;i[e]=this.getTangentAt(s,new Ei)}r[0]=new Ei,n[0]=new Ei;let h=Number.MAX_VALUE;const u=Math.abs(i[0].x),l=Math.abs(i[0].y),c=Math.abs(i[0].z);u<=h&&(h=u,s.set(1,0,0)),l<=h&&(h=l,s.set(0,1,0)),c<=h&&s.set(0,0,1),o.crossVectors(i[0],s).normalize(),r[0].crossVectors(i[0],o),n[0].crossVectors(i[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),n[e]=n[e-1].clone(),o.crossVectors(i[e-1],i[e]),o.length()>Number.EPSILON){o.normalize();const t=Math.acos($s(i[e-1].dot(i[e]),-1,1));r[e].applyMatrix4(a.makeRotationAxis(o,t))}n[e].crossVectors(i[e],r[e])}if(!0===e){let e=Math.acos($s(r[0].dot(r[t]),-1,1));e/=t,i[0].dot(o.crossVectors(r[0],r[t]))>0&&(e=-e);for(let s=1;s<=t;s++)r[s].applyMatrix4(a.makeRotationAxis(i[s],e*s)),n[s].crossVectors(i[s],r[s])}return{tangents:i,normals:r,binormals:n}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.6,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class eh extends th{constructor(t=0,e=0,s=1,i=1,r=0,n=2*Math.PI,o=!1,a=0){super(),this.isEllipseCurve=!0,this.type="EllipseCurve",this.aX=t,this.aY=e,this.xRadius=s,this.yRadius=i,this.aStartAngle=r,this.aEndAngle=n,this.aClockwise=o,this.aRotation=a}getPoint(t,e=new Ks){const s=e,i=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const n=Math.abs(r)i;)r-=i;r0?0:(Math.floor(Math.abs(h)/r)+1)*r:0===u&&h===r-1&&(h=r-2,u=1),this.closed||h>0?o=i[(h-1)%r]:(rh.subVectors(i[0],i[1]).add(i[0]),o=rh);const l=i[h%r],c=i[(h+1)%r];if(this.closed||h+2i.length-2?i.length-1:n+1],l=i[n>i.length-3?i.length-1:n+2];return s.set(uh(o,a.x,h.x,u.x,l.x),uh(o,a.y,h.y,u.y,l.y)),s}copy(t){super.copy(t),this.points=[];for(let e=0,s=t.points.length;e=s){const t=i[r]-s,n=this.curves[r],o=n.getLength(),a=0===o?0:1-t/o;return n.getPointAt(a,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 s=0,i=this.curves.length;s1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,s=t.curves.length;e0){const t=h.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(h);const u=h.getPoint(1);return this.currentPoint.copy(u),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 _h extends Mn{constructor(t=[new Ks(0,-.5),new Ks(.5,0),new Ks(0,.5)],e=12,s=0,i=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:t,segments:e,phiStart:s,phiLength:i},e=Math.floor(e),i=$s(i,0,2*Math.PI);const r=[],n=[],o=[],a=[],h=[],u=1/e,l=new Ei,c=new Ks,d=new Ei,p=new Ei,m=new Ei;let g=0,f=0;for(let e=0;e<=t.length-1;e++)switch(e){case 0:g=t[e+1].x-t[e].x,f=t[e+1].y-t[e].y,d.x=1*f,d.y=-g,d.z=0*f,m.copy(d),d.normalize(),a.push(d.x,d.y,d.z);break;case 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super.copy(t),this.parameters=Object.assign({},t.parameters),this}static fromJSON(t){return new Nh(t.vertices,t.indices,t.radius,t.details)}}class Rh extends Nh{constructor(t=1,e=0){const s=(1+Math.sqrt(5))/2,i=1/s;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,-i,-s,0,-i,s,0,i,-s,0,i,s,-i,-s,0,-i,s,0,i,-s,0,i,s,0,-s,0,-i,s,0,-i,-s,0,i,s,0,i],[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 Rh(t.radius,t.detail)}}const Ch=new Ei,Eh=new Ei,Bh=new Ei,Ih=new jr;class Ph extends Mn{constructor(t=null,e=1){if(super(),this.type="EdgesGeometry",this.parameters={geometry:t,thresholdAngle:e},null!==t){const 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t=!1;o>Number.EPSILON?h>Number.EPSILON&&(t=!0):o<-Number.EPSILON?h<-Number.EPSILON&&(t=!0):Math.sign(a)===Math.sign(u)&&(t=!0),t?(i=-a,r=o,n=Math.sqrt(l)):(i=o,r=a,n=Math.sqrt(l/2))}return new Ks(i/n,r/n)}const B=[];for(let t=0,e=A.length,s=e-1,i=t+1;t=0;t--){const e=t/p,s=l*Math.cos(e*Math.PI/2),i=c*Math.sin(e*Math.PI/2)+d;for(let t=0,e=A.length;t=0;){const i=s;let r=s-1;r<0&&(r=t.length-1);for(let t=0,s=a+2*p;t0)&&d.push(e,r,h),(t!==s-1||a0!=t>0&&this.version++,this._anisotropy=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 dispersion(){return this._dispersion}set dispersion(t){this._dispersion>0!=t>0&&this.version++,this._dispersion=t}get sheen(){return this._sheen}set sheen(t){this._sheen>0!=t>0&&this.version++,this._sheen=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.anisotropy=t.anisotropy,this.anisotropyRotation=t.anisotropyRotation,this.anisotropyMap=t.anisotropyMap,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.dispersion=t.dispersion,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 Ru extends Qr{constructor(t){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new Yr(16777215),this.specular=new Yr(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Yr(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Ks(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new fr,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.envMapRotation.copy(t.envMapRotation),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 Cu extends Qr{constructor(t){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new Yr(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Yr(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Ks(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 Eu extends Qr{constructor(t){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Ks(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 Bu extends Qr{constructor(t){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new Yr(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Yr(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Ks(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new fr,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.envMapRotation.copy(t.envMapRotation),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 Iu extends Qr{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 Pu extends Qr{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",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.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}class Fu extends Qr{constructor(t){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new Yr(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new Ks(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 Uu extends Ma{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 zu(t,e,s){return!t||!s&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)}function Ou(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function Lu(t){const e=t.length,s=new Array(e);for(let t=0;t!==e;++t)s[t]=t;return s.sort((function(e,s){return t[e]-t[s]})),s}function Vu(t,e,s){const i=t.length,r=new t.constructor(i);for(let n=0,o=0;o!==i;++n){const i=s[n]*e;for(let s=0;s!==e;++s)r[o++]=t[i+s]}return r}function Du(t,e,s,i){let r=1,n=t[0];for(;void 0!==n&&void 0===n[i];)n=t[r++];if(void 0===n)return;let o=n[i];if(void 0!==o)if(Array.isArray(o))do{o=n[i],void 0!==o&&(e.push(n.time),s.push.apply(s,o)),n=t[r++]}while(void 0!==n);else if(void 0!==o.toArray)do{o=n[i],void 0!==o&&(e.push(n.time),o.toArray(s,s.length)),n=t[r++]}while(void 0!==n);else do{o=n[i],void 0!==o&&(e.push(n.time),s.push(o)),n=t[r++]}while(void 0!==n)}const ku={convertArray:zu,isTypedArray:Ou,getKeyframeOrder:Lu,sortedArray:Vu,flattenJSON:Du,subclip:function(t,e,s,i,r=30){const n=t.clone();n.name=e;const o=[];for(let t=0;t=i)){h.push(e.times[t]);for(let s=0;sn.tracks[t].times[0]&&(a=n.tracks[t].times[0]);for(let t=0;t=i.times[c]){const t=c*h+a,e=t+h-a;d=i.values.slice(t,e)}else{const t=i.createInterpolant(),e=a,s=h-a;t.evaluate(n),d=t.resultBuffer.slice(e,s)}if("quaternion"===r){(new Ci).fromArray(d).normalize().conjugate().toArray(d)}const p=o.times.length;for(let t=0;t=r)break t;{const o=e[1];t=r)break e}n=s,s=0}}for(;s>>1;te;)--n;if(++n,0!==r||n!==i){r>=n&&(n=Math.max(n,1),r=n-1);const t=this.getValueSize();this.times=s.slice(r,n),this.values=this.values.slice(r*t,n*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 s=this.times,i=this.values,r=s.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let n=null;for(let e=0;e!==r;e++){const i=s[e];if("number"==typeof i&&isNaN(i)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,i),t=!1;break}if(null!==n&&n>i){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,i,n),t=!1;break}n=i}if(void 0!==i&&Ou(i))for(let e=0,s=i.length;e!==s;++e){const s=i[e];if(isNaN(s)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,s),t=!1;break}}return t}optimize(){const t=this.times.slice(),e=this.values.slice(),s=this.getValueSize(),i=this.getInterpolation()===Fe,r=t.length-1;let n=1;for(let o=1;o0){t[n]=t[r];for(let t=r*s,i=n*s,o=0;o!==s;++o)e[i+o]=e[t+o];++n}return n!==t.length?(this.times=t.slice(0,n),this.values=e.slice(0,n*s)):(this.times=t,this.values=e),this}clone(){const t=this.times.slice(),e=this.values.slice(),s=new(0,this.constructor)(this.name,t,e);return s.createInterpolant=this.createInterpolant,s}}qu.prototype.TimeBufferType=Float32Array,qu.prototype.ValueBufferType=Float32Array,qu.prototype.DefaultInterpolation=Pe;class $u extends qu{constructor(t,e,s){super(t,e,s)}}$u.prototype.ValueTypeName="bool",$u.prototype.ValueBufferType=Array,$u.prototype.DefaultInterpolation=Ie,$u.prototype.InterpolantFactoryMethodLinear=void 0,$u.prototype.InterpolantFactoryMethodSmooth=void 0;class Xu extends qu{}Xu.prototype.ValueTypeName="color";class Yu extends qu{}Yu.prototype.ValueTypeName="number";class Ju extends Gu{constructor(t,e,s,i){super(t,e,s,i)}interpolate_(t,e,s,i){const r=this.resultBuffer,n=this.sampleValues,o=this.valueSize,a=(s-e)/(i-e);let h=t*o;for(let t=h+o;h!==t;h+=4)Ci.slerpFlat(r,0,n,h-o,n,h,a);return r}}class Zu extends qu{InterpolantFactoryMethodLinear(t){return new Ju(this.times,this.values,this.getValueSize(),t)}}Zu.prototype.ValueTypeName="quaternion",Zu.prototype.InterpolantFactoryMethodSmooth=void 0;class Qu extends qu{constructor(t,e,s){super(t,e,s)}}Qu.prototype.ValueTypeName="string",Qu.prototype.ValueBufferType=Array,Qu.prototype.DefaultInterpolation=Ie,Qu.prototype.InterpolantFactoryMethodLinear=void 0,Qu.prototype.InterpolantFactoryMethodSmooth=void 0;class Ku extends qu{}Ku.prototype.ValueTypeName="vector";class tl{constructor(t="",e=-1,s=[],i=2500){this.name=t,this.tracks=s,this.duration=e,this.blendMode=i,this.uuid=qs(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],s=t.tracks,i=1/(t.fps||1);for(let t=0,r=s.length;t!==r;++t)e.push(el(s[t]).scale(i));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],s=t.tracks,i={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,i=s.length;t!==i;++t)e.push(qu.toJSON(s[t]));return i}static CreateFromMorphTargetSequence(t,e,s,i){const r=e.length,n=[];for(let t=0;t1){const t=n[1];let e=i[t];e||(i[t]=e=[]),e.push(s)}}const n=[];for(const t in i)n.push(this.CreateFromMorphTargetSequence(t,i[t],e,s));return n}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const s=function(t,e,s,i,r){if(0!==s.length){const n=[],o=[];Du(s,n,o,i),0!==n.length&&r.push(new t(e,n,o))}},i=[],r=t.name||"default",n=t.fps||30,o=t.blendMode;let a=t.length||-1;const h=t.hierarchy||[];for(let t=0;t{e&&e(r),this.manager.itemEnd(t)}),0),r;if(void 0!==ol[t])return void ol[t].push({onLoad:e,onProgress:s,onError:i});ol[t]=[],ol[t].push({onLoad:e,onProgress:s,onError:i});const n=new Request(t,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin"}),o=this.mimeType,a=this.responseType;fetch(n).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 s=ol[t],i=e.body.getReader(),r=e.headers.get("X-File-Size")||e.headers.get("Content-Length"),n=r?parseInt(r):0,o=0!==n;let a=0;const h=new ReadableStream({start(t){!function e(){i.read().then((({done:i,value:r})=>{if(i)t.close();else{a+=r.byteLength;const i=new ProgressEvent("progress",{lengthComputable:o,loaded:a,total:n});for(let t=0,e=s.length;t{t.error(e)}))}()}});return new Response(h)}throw new al(`fetch for "${e.url}" responded with ${e.status}: ${e.statusText}`,e)})).then((t=>{switch(a){case"arraybuffer":return t.arrayBuffer();case"blob":return t.blob();case"document":return t.text().then((t=>(new DOMParser).parseFromString(t,o)));case"json":return t.json();default:if(void 0===o)return t.text();{const e=/charset="?([^;"\s]*)"?/i.exec(o),s=e&&e[1]?e[1].toLowerCase():void 0,i=new TextDecoder(s);return t.arrayBuffer().then((t=>i.decode(t)))}}})).then((e=>{sl.add(t,e);const s=ol[t];delete ol[t];for(let t=0,i=s.length;t{const s=ol[t];if(void 0===s)throw this.manager.itemError(t),e;delete ol[t];for(let t=0,i=s.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 ul extends nl{constructor(t){super(t)}load(t,e,s,i){const r=this,n=new hl(this.manager);n.setPath(this.path),n.setRequestHeader(this.requestHeader),n.setWithCredentials(this.withCredentials),n.load(t,(function(s){try{e(r.parse(JSON.parse(s)))}catch(e){i?i(e):console.error(e),r.manager.itemError(t)}}),s,i)}parse(t){const e=[];for(let s=0;s0:i.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(i.uniforms[e]={},r.type){case"t":i.uniforms[e].value=s(r.value);break;case"c":i.uniforms[e].value=(new Yr).setHex(r.value);break;case"v2":i.uniforms[e].value=(new Ks).fromArray(r.value);break;case"v3":i.uniforms[e].value=(new Ei).fromArray(r.value);break;case"v4":i.uniforms[e].value=(new _i).fromArray(r.value);break;case"m3":i.uniforms[e].value=(new ti).fromArray(r.value);break;case"m4":i.uniforms[e].value=(new or).fromArray(r.value);break;default:i.uniforms[e].value=r.value}}if(void 0!==t.defines&&(i.defines=t.defines),void 0!==t.vertexShader&&(i.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(i.fragmentShader=t.fragmentShader),void 0!==t.glslVersion&&(i.glslVersion=t.glslVersion),void 0!==t.extensions)for(const e in t.extensions)i.extensions[e]=t.extensions[e];if(void 0!==t.lights&&(i.lights=t.lights),void 0!==t.clipping&&(i.clipping=t.clipping),void 0!==t.size&&(i.size=t.size),void 0!==t.sizeAttenuation&&(i.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(i.map=s(t.map)),void 0!==t.matcap&&(i.matcap=s(t.matcap)),void 0!==t.alphaMap&&(i.alphaMap=s(t.alphaMap)),void 0!==t.bumpMap&&(i.bumpMap=s(t.bumpMap)),void 0!==t.bumpScale&&(i.bumpScale=t.bumpScale),void 0!==t.normalMap&&(i.normalMap=s(t.normalMap)),void 0!==t.normalMapType&&(i.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),i.normalScale=(new Ks).fromArray(e)}return void 0!==t.displacementMap&&(i.displacementMap=s(t.displacementMap)),void 0!==t.displacementScale&&(i.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(i.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(i.roughnessMap=s(t.roughnessMap)),void 0!==t.metalnessMap&&(i.metalnessMap=s(t.metalnessMap)),void 0!==t.emissiveMap&&(i.emissiveMap=s(t.emissiveMap)),void 0!==t.emissiveIntensity&&(i.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(i.specularMap=s(t.specularMap)),void 0!==t.specularIntensityMap&&(i.specularIntensityMap=s(t.specularIntensityMap)),void 0!==t.specularColorMap&&(i.specularColorMap=s(t.specularColorMap)),void 0!==t.envMap&&(i.envMap=s(t.envMap)),void 0!==t.envMapRotation&&i.envMapRotation.fromArray(t.envMapRotation),void 0!==t.envMapIntensity&&(i.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(i.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(i.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(i.lightMap=s(t.lightMap)),void 0!==t.lightMapIntensity&&(i.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(i.aoMap=s(t.aoMap)),void 0!==t.aoMapIntensity&&(i.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(i.gradientMap=s(t.gradientMap)),void 0!==t.clearcoatMap&&(i.clearcoatMap=s(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(i.clearcoatRoughnessMap=s(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(i.clearcoatNormalMap=s(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(i.clearcoatNormalScale=(new Ks).fromArray(t.clearcoatNormalScale)),void 0!==t.iridescenceMap&&(i.iridescenceMap=s(t.iridescenceMap)),void 0!==t.iridescenceThicknessMap&&(i.iridescenceThicknessMap=s(t.iridescenceThicknessMap)),void 0!==t.transmissionMap&&(i.transmissionMap=s(t.transmissionMap)),void 0!==t.thicknessMap&&(i.thicknessMap=s(t.thicknessMap)),void 0!==t.anisotropyMap&&(i.anisotropyMap=s(t.anisotropyMap)),void 0!==t.sheenColorMap&&(i.sheenColorMap=s(t.sheenColorMap)),void 0!==t.sheenRoughnessMap&&(i.sheenRoughnessMap=s(t.sheenRoughnessMap)),i}setTextures(t){return this.textures=t,this}static createMaterialFromType(t){return new{ShadowMaterial:Su,SpriteMaterial:uo,RawShaderMaterial:Mu,ShaderMaterial:$n,PointsMaterial:Va,MeshPhysicalMaterial:Nu,MeshStandardMaterial:Au,MeshPhongMaterial:Ru,MeshToonMaterial:Cu,MeshNormalMaterial:Eu,MeshLambertMaterial:Bu,MeshDepthMaterial:Iu,MeshDistanceMaterial:Pu,MeshBasicMaterial:Kr,MeshMatcapMaterial:Fu,LineDashedMaterial:Uu,LineBasicMaterial:Ma,Material:Qr}[t]}}class zl{static decodeText(t){if(console.warn("THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead."),"undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let s=0,i=t.length;s0){const s=new il(e);r=new cl(s),r.setCrossOrigin(this.crossOrigin);for(let e=0,s=t.length;e0){i=new cl(this.manager),i.setCrossOrigin(this.crossOrigin);for(let e=0,i=t.length;e{const e=new Pi;e.min.fromArray(t.boxMin),e.max.fromArray(t.boxMax);const s=new Zi;return s.radius=t.sphereRadius,s.center.fromArray(t.sphereCenter),{boxInitialized:t.boxInitialized,box:e,sphereInitialized:t.sphereInitialized,sphere:s}})),n._maxInstanceCount=t.maxInstanceCount,n._maxVertexCount=t.maxVertexCount,n._maxIndexCount=t.maxIndexCount,n._geometryInitialized=t.geometryInitialized,n._geometryCount=t.geometryCount,n._matricesTexture=l(t.matricesTexture.uuid),void 0!==t.colorsTexture&&(n._colorsTexture=l(t.colorsTexture.uuid));break;case"LOD":n=new Ro;break;case"Line":n=new Pa(h(t.geometry),u(t.material));break;case"LineLoop":n=new La(h(t.geometry),u(t.material));break;case"LineSegments":n=new Oa(h(t.geometry),u(t.material));break;case"PointCloud":case"Points":n=new ja(h(t.geometry),u(t.material));break;case"Sprite":n=new So(u(t.material));break;case"Group":n=new qa;break;case"Bone":n=new Vo;break;default:n=new Pr}if(n.uuid=t.uuid,void 0!==t.name&&(n.name=t.name),void 0!==t.matrix?(n.matrix.fromArray(t.matrix),void 0!==t.matrixAutoUpdate&&(n.matrixAutoUpdate=t.matrixAutoUpdate),n.matrixAutoUpdate&&n.matrix.decompose(n.position,n.quaternion,n.scale)):(void 0!==t.position&&n.position.fromArray(t.position),void 0!==t.rotation&&n.rotation.fromArray(t.rotation),void 0!==t.quaternion&&n.quaternion.fromArray(t.quaternion),void 0!==t.scale&&n.scale.fromArray(t.scale)),void 0!==t.up&&n.up.fromArray(t.up),void 0!==t.castShadow&&(n.castShadow=t.castShadow),void 0!==t.receiveShadow&&(n.receiveShadow=t.receiveShadow),t.shadow&&(void 0!==t.shadow.intensity&&(n.shadow.intensity=t.shadow.intensity),void 0!==t.shadow.bias&&(n.shadow.bias=t.shadow.bias),void 0!==t.shadow.normalBias&&(n.shadow.normalBias=t.shadow.normalBias),void 0!==t.shadow.radius&&(n.shadow.radius=t.shadow.radius),void 0!==t.shadow.mapSize&&n.shadow.mapSize.fromArray(t.shadow.mapSize),void 0!==t.shadow.camera&&(n.shadow.camera=this.parseObject(t.shadow.camera))),void 0!==t.visible&&(n.visible=t.visible),void 0!==t.frustumCulled&&(n.frustumCulled=t.frustumCulled),void 0!==t.renderOrder&&(n.renderOrder=t.renderOrder),void 0!==t.userData&&(n.userData=t.userData),void 0!==t.layers&&(n.layers.mask=t.layers),void 0!==t.children){const o=t.children;for(let t=0;t{e&&e(s),r.manager.itemEnd(t)})).catch((t=>{i&&i(t)})):(setTimeout((function(){e&&e(n),r.manager.itemEnd(t)}),0),n);const o={};o.credentials="anonymous"===this.crossOrigin?"same-origin":"include",o.headers=this.requestHeader;const a=fetch(t,o).then((function(t){return t.blob()})).then((function(t){return createImageBitmap(t,Object.assign(r.options,{colorSpaceConversion:"none"}))})).then((function(s){return sl.add(t,s),e&&e(s),r.manager.itemEnd(t),s})).catch((function(e){i&&i(e),sl.remove(t),r.manager.itemError(t),r.manager.itemEnd(t)}));sl.add(t,a),r.manager.itemStart(t)}}let jl;class Hl{static getContext(){return void 0===jl&&(jl=new(window.AudioContext||window.webkitAudioContext)),jl}static setContext(t){jl=t}}class ql extends nl{constructor(t){super(t)}load(t,e,s,i){const r=this,n=new hl(this.manager);function o(e){i?i(e):console.error(e),r.manager.itemError(t)}n.setResponseType("arraybuffer"),n.setPath(this.path),n.setRequestHeader(this.requestHeader),n.setWithCredentials(this.withCredentials),n.load(t,(function(t){try{const s=t.slice(0);Hl.getContext().decodeAudioData(s,(function(t){e(t)})).catch(o)}catch(t){o(t)}}),s,i)}}const $l=new or,Xl=new or,Yl=new or;class Jl{constructor(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new Qn,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new Qn,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}update(t){const e=this._cache;if(e.focus!==t.focus||e.fov!==t.fov||e.aspect!==t.aspect*this.aspect||e.near!==t.near||e.far!==t.far||e.zoom!==t.zoom||e.eyeSep!==this.eyeSep){e.focus=t.focus,e.fov=t.fov,e.aspect=t.aspect*this.aspect,e.near=t.near,e.far=t.far,e.zoom=t.zoom,e.eyeSep=this.eyeSep,Yl.copy(t.projectionMatrix);const s=e.eyeSep/2,i=s*e.near/e.focus,r=e.near*Math.tan(js*e.fov*.5)/e.zoom;let n,o;Xl.elements[12]=-s,$l.elements[12]=s,n=-r*e.aspect+i,o=r*e.aspect+i,Yl.elements[0]=2*e.near/(o-n),Yl.elements[8]=(o+n)/(o-n),this.cameraL.projectionMatrix.copy(Yl),n=-r*e.aspect-i,o=r*e.aspect-i,Yl.elements[0]=2*e.near/(o-n),Yl.elements[8]=(o+n)/(o-n),this.cameraR.projectionMatrix.copy(Yl)}this.cameraL.matrixWorld.copy(t.matrixWorld).multiply(Xl),this.cameraR.matrixWorld.copy(t.matrixWorld).multiply($l)}}class Zl extends Qn{constructor(t=[]){super(),this.isArrayCamera=!0,this.cameras=t}}class Ql{constructor(t=!0){this.autoStart=t,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}start(){this.startTime=Kl(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0}stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1}getElapsedTime(){return this.getDelta(),this.elapsedTime}getDelta(){let t=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){const e=Kl();t=(e-this.oldTime)/1e3,this.oldTime=e,this.elapsedTime+=t}return t}}function Kl(){return("undefined"==typeof performance?Date:performance).now()}const tc=new Ei,ec=new Ci,sc=new Ei,ic=new Ei;class rc extends Pr{constructor(){super(),this.type="AudioListener",this.context=Hl.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new Ql}getInput(){return this.gain}removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this}getFilter(){return this.filter}setFilter(t){return null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination),this.filter=t,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(t){return this.gain.gain.setTargetAtTime(t,this.context.currentTime,.01),this}updateMatrixWorld(t){super.updateMatrixWorld(t);const e=this.context.listener,s=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(tc,ec,sc),ic.set(0,0,-1).applyQuaternion(ec),e.positionX){const t=this.context.currentTime+this.timeDelta;e.positionX.linearRampToValueAtTime(tc.x,t),e.positionY.linearRampToValueAtTime(tc.y,t),e.positionZ.linearRampToValueAtTime(tc.z,t),e.forwardX.linearRampToValueAtTime(ic.x,t),e.forwardY.linearRampToValueAtTime(ic.y,t),e.forwardZ.linearRampToValueAtTime(ic.z,t),e.upX.linearRampToValueAtTime(s.x,t),e.upY.linearRampToValueAtTime(s.y,t),e.upZ.linearRampToValueAtTime(s.z,t)}else e.setPosition(tc.x,tc.y,tc.z),e.setOrientation(ic.x,ic.y,ic.z,s.x,s.y,s.z)}}class nc extends Pr{constructor(t){super(),this.type="Audio",this.listener=t,this.context=t.context,this.gain=this.context.createGain(),this.gain.connect(t.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.source=null,this.sourceType="empty",this._startedAt=0,this._progress=0,this._connected=!1,this.filters=[]}getOutput(){return this.gain}setNodeSource(t){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=t,this.connect(),this}setMediaElementSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(t),this.connect(),this}setMediaStreamSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(t),this.connect(),this}setBuffer(t){return this.buffer=t,this.sourceType="buffer",this.autoplay&&this.play(),this}play(t=0){if(!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+t;const e=this.context.createBufferSource();return e.buffer=this.buffer,e.loop=this.loop,e.loopStart=this.loopStart,e.loopEnd=this.loopEnd,e.onended=this.onEnded.bind(this),e.start(this._startedAt,this._progress+this.offset,this.duration),this.isPlaying=!0,this.source=e,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()}pause(){if(!1!==this.hasPlaybackControl)return!0===this.isPlaying&&(this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate,!0===this.loop&&(this._progress=this._progress%(this.duration||this.buffer.duration)),this.source.stop(),this.source.onended=null,this.isPlaying=!1),this;console.warn("THREE.Audio: this Audio has no playback control.")}stop(){if(!1!==this.hasPlaybackControl)return this._progress=0,null!==this.source&&(this.source.stop(),this.source.onended=null),this.isPlaying=!1,this;console.warn("THREE.Audio: this Audio has no playback control.")}connect(){if(this.filters.length>0){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(s,i,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(s[t]!==s[t+e]){o.setValue(s,i);break}}saveOriginalState(){const t=this.binding,e=this.buffer,s=this.valueSize,i=s*this._origIndex;t.getValue(e,i);for(let t=s,r=i;t!==r;++t)e[t]=e[i+t%s];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 s=t;s=.5)for(let i=0;i!==r;++i)t[e+i]=t[s+i]}_slerp(t,e,s,i){Ci.slerpFlat(t,e,t,e,t,s,i)}_slerpAdditive(t,e,s,i,r){const n=this._workIndex*r;Ci.multiplyQuaternionsFlat(t,n,t,e,t,s),Ci.slerpFlat(t,e,t,e,t,n,i)}_lerp(t,e,s,i,r){const n=1-i;for(let o=0;o!==r;++o){const r=e+o;t[r]=t[r]*n+t[s+o]*i}}_lerpAdditive(t,e,s,i,r){for(let n=0;n!==r;++n){const r=e+n;t[r]=t[r]+t[s+n]*i}}}const pc="\\[\\]\\.:\\/",mc=new RegExp("["+pc+"]","g"),gc="[^"+pc+"]",fc="[^"+pc.replace("\\.","")+"]",yc=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",gc)+/(WCOD+)?/.source.replace("WCOD",fc)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",gc)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",gc)+"$"),xc=["material","materials","bones","map"];class bc{constructor(t,e,s){this.path=e,this.parsedPath=s||bc.parseTrackName(e),this.node=bc.findNode(t,this.parsedPath.nodeName),this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,s){return t&&t.isAnimationObjectGroup?new bc.Composite(t,e,s):new bc(t,e,s)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(mc,"")}static parseTrackName(t){const e=yc.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const s={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},i=s.nodeName&&s.nodeName.lastIndexOf(".");if(void 0!==i&&-1!==i){const t=s.nodeName.substring(i+1);-1!==xc.indexOf(t)&&(s.nodeName=s.nodeName.substring(0,i),s.objectName=t)}if(null===s.propertyName||0===s.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return s}static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const s=t.skeleton.getBoneByName(e);if(void 0!==s)return s}if(t.children){const s=function(t){for(let i=0;i=r){const n=r++,u=t[n];e[u.uuid]=h,t[h]=u,e[a]=n,t[n]=o;for(let t=0,e=i;t!==e;++t){const e=s[t],i=e[n],r=e[h];e[h]=i,e[n]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,s=this._bindings,i=s.length;let r=this.nCachedObjects_,n=t.length;for(let o=0,a=arguments.length;o!==a;++o){const a=arguments[o].uuid,h=e[a];if(void 0!==h)if(delete e[a],h0&&(e[o.uuid]=h),t[h]=o,t.pop();for(let t=0,e=i;t!==e;++t){const e=s[t];e[h]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const s=this._bindingsIndicesByPath;let i=s[t];const r=this._bindings;if(void 0!==i)return r[i];const n=this._paths,o=this._parsedPaths,a=this._objects,h=a.length,u=this.nCachedObjects_,l=new Array(h);i=r.length,s[t]=i,n.push(t),o.push(e),r.push(l);for(let s=u,i=a.length;s!==i;++s){const i=a[s];l[s]=new bc(i,t,e)}return l}unsubscribe_(t){const e=this._bindingsIndicesByPath,s=e[t];if(void 0!==s){const i=this._paths,r=this._parsedPaths,n=this._bindings,o=n.length-1,a=n[o];e[t[o]]=s,n[s]=a,n.pop(),r[s]=r[o],r.pop(),i[s]=i[o],i.pop()}}}class Tc{constructor(t,e,s=null,i=e.blendMode){this._mixer=t,this._clip=e,this._localRoot=s,this.blendMode=i;const r=e.tracks,n=r.length,o=new Array(n),a={endingStart:Ue,endingEnd:Ue};for(let t=0;t!==n;++t){const e=r[t].createInterpolant(null);o[t]=e,e.settings=a}this._interpolantSettings=a,this._interpolants=o,this._propertyBindings=new Array(n),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(t){return this._startTime=t,this}setLoop(t,e){return this.loop=t,this.repetitions=e,this}setEffectiveWeight(t){return this.weight=t,this._effectiveWeight=this.enabled?t:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(t){return this._scheduleFading(t,0,1)}fadeOut(t){return this._scheduleFading(t,1,0)}crossFadeFrom(t,e,s){if(t.fadeOut(e),this.fadeIn(e),s){const s=this._clip.duration,i=t._clip.duration,r=i/s,n=s/i;t.warp(1,r,e),this.warp(n,1,e)}return this}crossFadeTo(t,e,s){return t.crossFadeFrom(this,e,s)}stopFading(){const t=this._weightInterpolant;return null!==t&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}setEffectiveTimeScale(t){return this.timeScale=t,this._effectiveTimeScale=this.paused?0:t,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(t){return this.timeScale=this._clip.duration/t,this.stopWarping()}syncWith(t){return this.time=t.time,this.timeScale=t.timeScale,this.stopWarping()}halt(t){return this.warp(this._effectiveTimeScale,0,t)}warp(t,e,s){const i=this._mixer,r=i.time,n=this.timeScale;let o=this._timeScaleInterpolant;null===o&&(o=i._lendControlInterpolant(),this._timeScaleInterpolant=o);const a=o.parameterPositions,h=o.sampleValues;return a[0]=r,a[1]=r+s,h[0]=t/n,h[1]=e/n,this}stopWarping(){const t=this._timeScaleInterpolant;return null!==t&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(t,e,s,i){if(!this.enabled)return void this._updateWeight(t);const r=this._startTime;if(null!==r){const i=(t-r)*s;i<0||0===s?e=0:(this._startTime=null,e=s*i)}e*=this._updateTimeScale(t);const n=this._updateTime(e),o=this._updateWeight(t);if(o>0){const t=this._interpolants,e=this._propertyBindings;if(this.blendMode===Ve)for(let s=0,i=t.length;s!==i;++s)t[s].evaluate(n),e[s].accumulateAdditive(o);else for(let s=0,r=t.length;s!==r;++s)t[s].evaluate(n),e[s].accumulate(i,o)}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const s=this._weightInterpolant;if(null!==s){const i=s.evaluate(t)[0];e*=i,t>s.parameterPositions[1]&&(this.stopFading(),0===i&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const s=this._timeScaleInterpolant;if(null!==s){e*=s.evaluate(t)[0],t>s.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,s=this.loop;let i=this.time+t,r=this._loopCount;const n=2202===s;if(0===t)return-1===r?i:n&&1==(1&r)?e-i:i;if(2200===s){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(i>=e)i=e;else{if(!(i<0)){this.time=i;break t}i=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,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,n)):this._setEndings(0===this.repetitions,!0,n)),i>=e||i<0){const s=Math.floor(i/e);i-=e*s,r+=Math.abs(s);const o=this.repetitions-r;if(o<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=t>0?e:0,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===o){const e=t<0;this._setEndings(e,!e,n)}else this._setEndings(!1,!1,n);this._loopCount=r,this.time=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:s})}}else this.time=i;if(n&&1==(1&r))return e-i}return i}_setEndings(t,e,s){const i=this._interpolantSettings;s?(i.endingStart=ze,i.endingEnd=ze):(i.endingStart=t?this.zeroSlopeAtStart?ze:Ue:Oe,i.endingEnd=e?this.zeroSlopeAtEnd?ze:Ue:Oe)}_scheduleFading(t,e,s){const i=this._mixer,r=i.time;let n=this._weightInterpolant;null===n&&(n=i._lendControlInterpolant(),this._weightInterpolant=n);const o=n.parameterPositions,a=n.sampleValues;return o[0]=r,a[0]=e,o[1]=r+t,a[1]=s,this}}const _c=new Float32Array(1);class wc extends ks{constructor(t){super(),this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(t,e){const s=t._localRoot||this._root,i=t._clip.tracks,r=i.length,n=t._propertyBindings,o=t._interpolants,a=s.uuid,h=this._bindingsByRootAndName;let u=h[a];void 0===u&&(u={},h[a]=u);for(let t=0;t!==r;++t){const r=i[t],h=r.name;let l=u[h];if(void 0!==l)++l.referenceCount,n[t]=l;else{if(l=n[t],void 0!==l){null===l._cacheIndex&&(++l.referenceCount,this._addInactiveBinding(l,a,h));continue}const i=e&&e._propertyBindings[t].binding.parsedPath;l=new dc(bc.create(s,h,i),r.ValueTypeName,r.getValueSize()),++l.referenceCount,this._addInactiveBinding(l,a,h),n[t]=l}o[t].resultBuffer=l.buffer}}_activateAction(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,s=t._clip.uuid,i=this._actionsByClip[s];this._bindAction(t,i&&i.knownActions[0]),this._addInactiveAction(t,s,e)}const e=t._propertyBindings;for(let t=0,s=e.length;t!==s;++t){const s=e[t];0==s.useCount++&&(this._lendBinding(s),s.saveOriginalState())}this._lendAction(t)}}_deactivateAction(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,s=e.length;t!==s;++t){const s=e[t];0==--s.useCount&&(s.restoreOriginalState(),this._takeBackBinding(s))}this._takeBackAction(t)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}}_isActiveAction(t){const e=t._cacheIndex;return null!==e&&e=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,s=this._nActiveActions,i=this.time+=t,r=Math.sign(t),n=this._accuIndex^=1;for(let o=0;o!==s;++o){e[o]._update(i,t,r,n)}const o=this._bindings,a=this._nActiveBindings;for(let t=0;t!==a;++t)o[t].apply(n);return this}setTime(t){this.time=0;for(let t=0;t=this.min.x&&t.x<=this.max.x&&t.y>=this.min.y&&t.y<=this.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.x>=this.min.x&&t.min.x<=this.max.x&&t.max.y>=this.min.y&&t.min.y<=this.max.y}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,zc).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)}}const Lc=new Ei,Vc=new Ei;class Dc{constructor(t=new Ei,e=new Ei){this.start=t,this.end=e}set(t,e){return this.start.copy(t),this.end.copy(e),this}copy(t){return this.start.copy(t.start),this.end.copy(t.end),this}getCenter(t){return t.addVectors(this.start,this.end).multiplyScalar(.5)}delta(t){return t.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(t,e){return this.delta(e).multiplyScalar(t).add(this.start)}closestPointToPointParameter(t,e){Lc.subVectors(t,this.start),Vc.subVectors(this.end,this.start);const s=Vc.dot(Vc);let i=Vc.dot(Lc)/s;return e&&(i=$s(i,0,1)),i}closestPointToPoint(t,e,s){const i=this.closestPointToPointParameter(t,e);return this.delta(s).multiplyScalar(i).add(this.start)}applyMatrix4(t){return this.start.applyMatrix4(t),this.end.applyMatrix4(t),this}equals(t){return t.start.equals(this.start)&&t.end.equals(this.end)}clone(){return(new this.constructor).copy(this)}}const kc=new Ei;class Gc extends Pr{constructor(t,e){super(),this.light=t,this.matrixAutoUpdate=!1,this.color=e,this.type="SpotLightHelper";const s=new Mn,i=[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 t=0,e=1,s=32;t1)for(let s=0;s.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{pd.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(pd,e)}}setLength(t,e=.2*t,s=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(s,e,s),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()}}class yd extends Oa{constructor(t=1){const e=[0,0,0,t,0,0,0,0,0,0,t,0,0,0,0,0,0,t],s=new Mn;s.setAttribute("position",new yn(e,3)),s.setAttribute("color",new yn([1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1],3));super(s,new Ma({vertexColors:!0,toneMapped:!1})),this.type="AxesHelper"}setColors(t,e,s){const i=new Yr,r=this.geometry.attributes.color.array;return i.set(t),i.toArray(r,0),i.toArray(r,3),i.set(e),i.toArray(r,6),i.toArray(r,9),i.set(s),i.toArray(r,12),i.toArray(r,15),this.geometry.attributes.color.needsUpdate=!0,this}dispose(){this.geometry.dispose(),this.material.dispose()}}class xd{constructor(){this.type="ShapePath",this.color=new Yr,this.subPaths=[],this.currentPath=null}moveTo(t,e){return this.currentPath=new Th,this.subPaths.push(this.currentPath),this.currentPath.moveTo(t,e),this}lineTo(t,e){return this.currentPath.lineTo(t,e),this}quadraticCurveTo(t,e,s,i){return this.currentPath.quadraticCurveTo(t,e,s,i),this}bezierCurveTo(t,e,s,i,r,n){return this.currentPath.bezierCurveTo(t,e,s,i,r,n),this}splineThru(t){return this.currentPath.splineThru(t),this}toShapes(t){function e(t,e){const s=e.length;let i=!1;for(let r=s-1,n=0;nNumber.EPSILON){if(h<0&&(s=e[n],a=-a,o=e[r],h=-h),t.yo.y)continue;if(t.y===s.y){if(t.x===s.x)return!0}else{const e=h*(t.x-s.x)-a*(t.y-s.y);if(0===e)return!0;if(e<0)continue;i=!i}}else{if(t.y!==s.y)continue;if(o.x<=t.x&&t.x<=s.x||s.x<=t.x&&t.x<=o.x)return!0}}return i}const s=ou.isClockWise,i=this.subPaths;if(0===i.length)return[];let r,n,o;const a=[];if(1===i.length)return n=i[0],o=new Fh,o.curves=n.curves,a.push(o),a;let h=!s(i[0].getPoints());h=t?!h:h;const u=[],l=[];let c,d,p=[],m=0;l[m]=void 0,p[m]=[];for(let e=0,o=i.length;e1){let t=!1,s=0;for(let t=0,e=l.length;t0&&!1===t&&(p=u)}for(let t=0,e=l.length;t{this.requestId=self.requestAnimationFrame(t),!0===this.info.autoReset&&this.info.reset(),this.nodes.nodeFrame.update(),this.info.frame=this.nodes.nodeFrame.frameId,null!==this.animationLoop&&this.animationLoop(e,s)};t()}dispose(){self.cancelAnimationFrame(this.requestId),this.requestId=null}setAnimationLoop(t){this.animationLoop=t}}class wd{constructor(){this.weakMap=new WeakMap}get(t){let e=this.weakMap;for(let s=0;s{this.dispose()},this.material.addEventListener("dispose",this.onMaterialDispose)}updateClipping(t){const e=this.material;let s=this.clippingContext;Array.isArray(e.clippingPlanes)?(s!==t&&s||(s=new Ad,this.clippingContext=s),s.update(t,e)):this.clippingContext!==t&&(this.clippingContext=t)}get clippingNeedsUpdate(){return this.clippingContext.version!==this.clippingContextVersion&&(this.clippingContextVersion=this.clippingContext.version,!0)}getNodeBuilderState(){return this._nodeBuilderState||(this._nodeBuilderState=this._nodes.getForRender(this))}getBindings(){return this._bindings||(this._bindings=this.getNodeBuilderState().createBindings())}getIndex(){return this._geometries.getIndex(this)}getChainArray(){return[this.object,this.material,this.context,this.lightsNode]}getAttributes(){if(null!==this.attributes)return this.attributes;const t=this.getNodeBuilderState().nodeAttributes,e=this.geometry,s=[],i=new Set;for(const r of t){const t=r.node&&r.node.attribute?r.node.attribute:e.getAttribute(r.name);if(void 0===t)continue;s.push(t);const n=t.isInterleavedBufferAttribute?t.data:t;i.add(n)}return this.attributes=s,this.vertexBuffers=Array.from(i.values()),s}getVertexBuffers(){return null===this.vertexBuffers&&this.getAttributes(),this.vertexBuffers}getMaterialCacheKey(){const{object:t,material:e}=this;let s=e.customProgramCacheKey();for(const t of function(t){const e=Object.keys(t);let s=Object.getPrototypeOf(t);for(;s;){const t=Object.getOwnPropertyDescriptors(s);for(const s in t)if(void 0!==t[s]){const i=t[s];i&&"function"==typeof i.get&&e.push(s)}s=Object.getPrototypeOf(s)}return e}(e)){if(/^(is[A-Z]|_)|^(visible|version|uuid|name|opacity|userData)$/.test(t))continue;const i=e[t];let r;if(null!==i){const t=typeof i;"number"===t?r=0!==i?"1":"0":"object"===t?(r="{",i.isTexture&&(r+=i.mapping),r+="}"):r=String(i)}else r=String(i);s+=r+","}return s+=this.clippingContextVersion+",",t.skeleton&&(s+=t.skeleton.bones.length+","),t.morphTargetInfluences&&(s+=t.morphTargetInfluences.length+","),t.isBatchedMesh&&(s+=t._matricesTexture.uuid+",",null!==t._colorsTexture&&(s+=t._colorsTexture.uuid+",")),t.count>1&&(s+=t.count+","),s}get needsUpdate(){return this.initialNodesCacheKey!==this.getDynamicCacheKey()||this.clippingNeedsUpdate}getDynamicCacheKey(){return this.object.receiveShadow+","+this._nodes.getCacheKey(this.scene,this.lightsNode)}getCacheKey(){return this.getMaterialCacheKey()+","+this.getDynamicCacheKey()}dispose(){this.material.removeEventListener("dispose",this.onMaterialDispose),this.onDispose()}}class Cd{constructor(t,e,s,i,r,n){this.renderer=t,this.nodes=e,this.geometries=s,this.pipelines=i,this.bindings=r,this.info=n,this.chainMaps={}}get(t,e,s,i,r,n,o){const a=this.getChainMap(o),h=[t,e,n,r];let u=a.get(h);return void 0===u?(u=this.createRenderObject(this.nodes,this.geometries,this.renderer,t,e,s,i,r,n,o),a.set(h,u)):(u.updateClipping(n.clippingContext),(u.version!==e.version||u.needsUpdate)&&(u.initialCacheKey!==u.getCacheKey()?(u.dispose(),u=this.get(t,e,s,i,r,n,o)):u.version=e.version)),u}getChainMap(t="default"){return this.chainMaps[t]||(this.chainMaps[t]=new wd)}dispose(){this.chainMaps={}}createRenderObject(t,e,s,i,r,n,o,a,h,u){const l=this.getChainMap(u),c=new Rd(t,e,s,i,r,n,o,a,h);return c.onDispose=()=>{this.pipelines.delete(c),this.bindings.delete(c),this.nodes.delete(c),l.delete(c.getChainArray())},c}}class Ed{constructor(){this.data=new WeakMap}get(t){let e=this.data.get(t);return void 0===e&&(e={},this.data.set(t,e)),e}delete(t){let e;return this.data.has(t)&&(e=this.data.get(t),this.data.delete(t)),e}has(t){return this.data.has(t)}dispose(){this.data=new WeakMap}}const Bd=1,Id=2,Pd=4,Fd=16;class Ud extends Ed{constructor(t){super(),this.backend=t}delete(t){const e=super.delete(t);return void 0!==e&&this.backend.destroyAttribute(t),e}update(t,e){const s=this.get(t);if(void 0===s.version)e===Bd?this.backend.createAttribute(t):e===Id?this.backend.createIndexAttribute(t):e===Pd&&this.backend.createStorageAttribute(t),s.version=this._getBufferAttribute(t).version;else{const e=this._getBufferAttribute(t);(s.version=0;--e)if(t[e]>=65535)return!0;return!1}(e)?gn:pn)(e,1);return r.version=zd(t),r}class Ld extends Ed{constructor(t,e){super(),this.attributes=t,this.info=e,this.wireframes=new WeakMap,this.attributeCall=new WeakMap}has(t){const e=t.geometry;return super.has(e)&&!0===this.get(e).initialized}updateForRender(t){!1===this.has(t)&&this.initGeometry(t),this.updateAttributes(t)}initGeometry(t){const e=t.geometry;this.get(e).initialized=!0,this.info.memory.geometries++;const s=()=>{this.info.memory.geometries--;const i=e.index,r=t.getAttributes();null!==i&&this.attributes.delete(i);for(const t of r)this.attributes.delete(t);const n=this.wireframes.get(e);void 0!==n&&this.attributes.delete(n),e.removeEventListener("dispose",s)};e.addEventListener("dispose",s)}updateAttributes(t){const e=t.getAttributes();for(const t of e)t.isStorageBufferAttribute||t.isStorageInstancedBufferAttribute?this.updateAttribute(t,Pd):this.updateAttribute(t,Bd);const s=this.getIndex(t);null!==s&&this.updateAttribute(s,Id)}updateAttribute(t,e){const s=this.info.render.calls;t.isInterleavedBufferAttribute?void 0===this.attributeCall.get(t)?(this.attributes.update(t,e),this.attributeCall.set(t,s)):this.attributeCall.get(t.data)!==s&&(this.attributes.update(t,e),this.attributeCall.set(t.data,s),this.attributeCall.set(t,s)):this.attributeCall.get(t)!==s&&(this.attributes.update(t,e),this.attributeCall.set(t,s))}getIndex(t){const{geometry:e,material:s}=t;let i=e.index;if(!0===s.wireframe){const t=this.wireframes;let s=t.get(e);void 0===s?(s=Od(e),t.set(e,s)):s.version!==zd(e)&&(this.attributes.delete(s),s=Od(e),t.set(e,s)),i=s}return i}}class Vd{constructor(){this.autoReset=!0,this.frame=0,this.calls=0,this.render={calls:0,frameCalls:0,drawCalls:0,triangles:0,points:0,lines:0,timestamp:0,previousFrameCalls:0,timestampCalls:0},this.compute={calls:0,frameCalls:0,timestamp:0,previousFrameCalls:0,timestampCalls:0},this.memory={geometries:0,textures:0}}update(t,e,s){this.render.drawCalls++,t.isMesh||t.isSprite?this.render.triangles+=s*(e/3):t.isPoints?this.render.points+=s*e:t.isLineSegments?this.render.lines+=s*(e/2):t.isLine?this.render.lines+=s*(e-1):console.error("THREE.WebGPUInfo: Unknown object type.")}updateTimestamp(t,e){0===this[t].timestampCalls&&(this[t].timestamp=0),this[t].timestamp+=e,this[t].timestampCalls++,this[t].timestampCalls>=this[t].previousFrameCalls&&(this[t].timestampCalls=0)}reset(){const t=this.render.frameCalls;this.render.previousFrameCalls=t;const e=this.compute.frameCalls;this.compute.previousFrameCalls=e,this.render.drawCalls=0,this.render.frameCalls=0,this.compute.frameCalls=0,this.render.triangles=0,this.render.points=0,this.render.lines=0}dispose(){this.reset(),this.calls=0,this.render.calls=0,this.compute.calls=0,this.render.timestamp=0,this.compute.timestamp=0,this.memory.geometries=0,this.memory.textures=0}}class Dd{constructor(t){this.cacheKey=t,this.usedTimes=0}}class kd extends Dd{constructor(t,e,s){super(t),this.vertexProgram=e,this.fragmentProgram=s}}class Gd extends Dd{constructor(t,e){super(t),this.computeProgram=e,this.isComputePipeline=!0}}let Wd=0;class jd{constructor(t,e,s=null,i=null){this.id=Wd++,this.code=t,this.stage=e,this.transforms=s,this.attributes=i,this.usedTimes=0}}class Hd extends Ed{constructor(t,e){super(),this.backend=t,this.nodes=e,this.bindings=null,this.caches=new Map,this.programs={vertex:new Map,fragment:new Map,compute:new Map}}getForCompute(t,e){const{backend:s}=this,i=this.get(t);if(this._needsComputeUpdate(t)){const r=i.pipeline;r&&(r.usedTimes--,r.computeProgram.usedTimes--);const n=this.nodes.getForCompute(t);let o=this.programs.compute.get(n.computeShader);void 0===o&&(r&&0===r.computeProgram.usedTimes&&this._releaseProgram(r.computeProgram),o=new jd(n.computeShader,"compute",n.transforms,n.nodeAttributes),this.programs.compute.set(n.computeShader,o),s.createProgram(o));const a=this._getComputeCacheKey(t,o);let h=this.caches.get(a);void 0===h&&(r&&0===r.usedTimes&&this._releasePipeline(r),h=this._getComputePipeline(t,o,a,e)),h.usedTimes++,o.usedTimes++,i.version=t.version,i.pipeline=h}return i.pipeline}getForRender(t,e=null){const{backend:s}=this,i=this.get(t);if(this._needsRenderUpdate(t)){const r=i.pipeline;r&&(r.usedTimes--,r.vertexProgram.usedTimes--,r.fragmentProgram.usedTimes--);const n=t.getNodeBuilderState();let o=this.programs.vertex.get(n.vertexShader);void 0===o&&(r&&0===r.vertexProgram.usedTimes&&this._releaseProgram(r.vertexProgram),o=new jd(n.vertexShader,"vertex"),this.programs.vertex.set(n.vertexShader,o),s.createProgram(o));let a=this.programs.fragment.get(n.fragmentShader);void 0===a&&(r&&0===r.fragmentProgram.usedTimes&&this._releaseProgram(r.fragmentProgram),a=new jd(n.fragmentShader,"fragment"),this.programs.fragment.set(n.fragmentShader,a),s.createProgram(a));const h=this._getRenderCacheKey(t,o,a);let u=this.caches.get(h);void 0===u?(r&&0===r.usedTimes&&this._releasePipeline(r),u=this._getRenderPipeline(t,o,a,h,e)):t.pipeline=u,u.usedTimes++,o.usedTimes++,a.usedTimes++,i.pipeline=u}return i.pipeline}delete(t){const e=this.get(t).pipeline;return e&&(e.usedTimes--,0===e.usedTimes&&this._releasePipeline(e),e.isComputePipeline?(e.computeProgram.usedTimes--,0===e.computeProgram.usedTimes&&this._releaseProgram(e.computeProgram)):(e.fragmentProgram.usedTimes--,e.vertexProgram.usedTimes--,0===e.vertexProgram.usedTimes&&this._releaseProgram(e.vertexProgram),0===e.fragmentProgram.usedTimes&&this._releaseProgram(e.fragmentProgram))),super.delete(t)}dispose(){super.dispose(),this.caches=new Map,this.programs={vertex:new Map,fragment:new Map,compute:new Map}}updateForRender(t){this.getForRender(t)}_getComputePipeline(t,e,s,i){s=s||this._getComputeCacheKey(t,e);let r=this.caches.get(s);return void 0===r&&(r=new Gd(s,e),this.caches.set(s,r),this.backend.createComputePipeline(r,i)),r}_getRenderPipeline(t,e,s,i,r){i=i||this._getRenderCacheKey(t,e,s);let n=this.caches.get(i);return void 0===n&&(n=new kd(i,e,s),this.caches.set(i,n),t.pipeline=n,this.backend.createRenderPipeline(t,r)),n}_getComputeCacheKey(t,e){return t.id+","+e.id}_getRenderCacheKey(t,e,s){return e.id+","+s.id+","+this.backend.getRenderCacheKey(t)}_releasePipeline(t){this.caches.delete(t.cacheKey)}_releaseProgram(t){const e=t.code,s=t.stage;this.programs[s].delete(e)}_needsComputeUpdate(t){const e=this.get(t);return void 0===e.pipeline||e.version!==t.version}_needsRenderUpdate(t){return void 0===this.get(t).pipeline||this.backend.needsRenderUpdate(t)}}class qd extends Ed{constructor(t,e,s,i,r,n){super(),this.backend=t,this.textures=s,this.pipelines=r,this.attributes=i,this.nodes=e,this.info=n,this.pipelines.bindings=this}getForRender(t){const e=t.getBindings();for(const t of e){const s=this.get(t);void 0===s.bindGroup&&(this._init(t),this.backend.createBindings(t,e),s.bindGroup=t)}return e}getForCompute(t){const e=this.nodes.getForCompute(t).bindings;for(const t of e){const s=this.get(t);void 0===s.bindGroup&&(this._init(t),this.backend.createBindings(t,e),s.bindGroup=t)}return e}updateForCompute(t){this._updateBindings(t,this.getForCompute(t))}updateForRender(t){this._updateBindings(t,this.getForRender(t))}_updateBindings(t,e){for(const s of e)this._update(t,s,e)}_init(t){for(const e of t.bindings)if(e.isSampledTexture)this.textures.updateTexture(e.texture);else if(e.isStorageBuffer){const t=e.attribute;this.attributes.update(t,Pd)}}_update(t,e,s){const{backend:i}=this;let r=!1;for(const t of e.bindings){if(t.isNodeUniformsGroup){if(!this.nodes.updateGroup(t))continue}if(t.isUniformBuffer){t.update()&&i.updateBinding(t)}else if(t.isSampler)t.update();else if(t.isSampledTexture){const e=t.texture;t.needsBindingsUpdate&&(r=!0);const s=t.update();s&&this.textures.updateTexture(t.texture);const n=i.get(t.texture);if(!0===i.isWebGPUBackend&&void 0===n.texture&&void 0===n.externalTexture&&(console.error("Bindings._update: binding should be available:",t,s,t.texture,t.textureNode.value),this.textures.updateTexture(t.texture),r=!0),!0===e.isStorageTexture){const s=this.get(e);!0===t.store?s.needsMipmap=!0:!0===e.generateMipmaps&&this.textures.needsMipmaps(e)&&!0===s.needsMipmap&&(this.backend.generateMipmaps(e),s.needsMipmap=!1)}}}if(!0===r){const i=this.pipelines.getForRender(t);this.backend.updateBindings(e,s,i)}}}const $d={VERTEX:"vertex",FRAGMENT:"fragment"},Xd={NONE:"none",FRAME:"frame",RENDER:"render",OBJECT:"object"},Yd={BOOLEAN:"bool",INTEGER:"int",FLOAT:"float",VECTOR2:"vec2",VECTOR3:"vec3",VECTOR4:"vec4",MATRIX2:"mat2",MATRIX3:"mat3",MATRIX4:"mat4"},Jd=["fragment","vertex"],Zd=["setup","analyze","generate"],Qd=[...Jd,"compute"],Kd=["x","y","z","w"];function tp(t,e=!1){let s="{";!0===t.isNode&&(s+=t.id);for(const{property:i,childNode:r}of ep(t))s+=","+i.slice(0,-4)+":"+r.getCacheKey(e);return s+="}",s}function*ep(t,e=!1){for(const s in t){if(!0===s.startsWith("_"))continue;const i=t[s];if(!0===Array.isArray(i))for(let t=0;tt.charCodeAt(0))).buffer}var op=Object.freeze({__proto__:null,arrayBufferToBase64:rp,base64ToArrayBuffer:np,getCacheKey:tp,getNodeChildren:ep,getValueFromType:ip,getValueType:sp});const ap=new Map;let hp=0;class up extends ks{constructor(t=null){super(),this.nodeType=t,this.updateType=Xd.NONE,this.updateBeforeType=Xd.NONE,this.updateAfterType=Xd.NONE,this.uuid=Qs.generateUUID(),this.version=0,this._cacheKey=null,this._cacheKeyVersion=0,this.global=!1,this.isNode=!0,Object.defineProperty(this,"id",{value:hp++})}set needsUpdate(t){!0===t&&this.version++}get type(){return this.constructor.type}onUpdate(t,e){return this.updateType=e,this.update=t.bind(this.getSelf()),this}onFrameUpdate(t){return this.onUpdate(t,Xd.FRAME)}onRenderUpdate(t){return this.onUpdate(t,Xd.RENDER)}onObjectUpdate(t){return this.onUpdate(t,Xd.OBJECT)}onReference(t){return this.updateReference=t.bind(this.getSelf()),this}getSelf(){return this.self||this}updateReference(){return this}isGlobal(){return this.global}*getChildren(){for(const{childNode:t}of ep(this))yield t}dispose(){this.dispatchEvent({type:"dispose"})}traverse(t){t(this);for(const e of this.getChildren())e.traverse(t)}getCacheKey(t=!1){return!0!==(t=t||this.version!==this._cacheKeyVersion)&&null!==this._cacheKey||(this._cacheKey=tp(this,t),this._cacheKeyVersion=this.version),this._cacheKey}getHash(){return this.uuid}getUpdateType(){return this.updateType}getUpdateBeforeType(){return this.updateBeforeType}getUpdateAfterType(){return this.updateAfterType}getElementType(t){const e=this.getNodeType(t);return t.getElementType(e)}getNodeType(t){const e=t.getNodeProperties(this);return e.outputNode?e.outputNode.getNodeType(t):this.nodeType}getShared(t){const e=this.getHash(t);return t.getNodeFromHash(e)||this}setup(t){const e=t.getNodeProperties(this);let s=0;for(const t of this.getChildren())e["node"+s++]=t;return null}increaseUsage(t){const e=t.getDataFromNode(this);return e.usageCount=void 0===e.usageCount?1:e.usageCount+1,e.usageCount}analyze(t){if(1===this.increaseUsage(t)){const e=t.getNodeProperties(this);for(const s of Object.values(e))s&&!0===s.isNode&&s.build(t)}}generate(t,e){const{outputNode:s}=t.getNodeProperties(this);if(s&&!0===s.isNode)return s.build(t,e)}updateBefore(){console.warn("Abstract function.")}updateAfter(){console.warn("Abstract function.")}update(){console.warn("Abstract function.")}build(t,e=null){const s=this.getShared(t);if(this!==s)return s.build(t,e);t.addNode(this),t.addChain(this);let i=null;const r=t.getBuildStage();if("setup"===r){this.updateReference(t);const e=t.getNodeProperties(this);if(!0!==e.initialized){const s=t.stack.nodes.length;e.initialized=!0,e.outputNode=this.setup(t),null!==e.outputNode&&t.stack.nodes.length!==s&&(e.outputNode=t.stack);for(const s of Object.values(e))s&&!0===s.isNode&&s.build(t)}}else if("analyze"===r)this.analyze(t);else if("generate"===r){if(1===this.generate.length){const s=this.getNodeType(t),r=t.getDataFromNode(this);i=r.snippet,void 0===i&&(i=this.generate(t)||"",r.snippet=i),i=t.format(i,s,e)}else i=this.generate(t,e)||""}return t.removeChain(this),i}getSerializeChildren(){return ep(this)}serialize(t){const e=this.getSerializeChildren(),s={};for(const{property:i,index:r,childNode:n}of e)void 0!==r?(void 0===s[i]&&(s[i]=Number.isInteger(r)?[]:{}),s[i][r]=n.toJSON(t.meta).uuid):s[i]=n.toJSON(t.meta).uuid;Object.keys(s).length>0&&(t.inputNodes=s)}deserialize(t){if(void 0!==t.inputNodes){const e=t.meta.nodes;for(const s in t.inputNodes)if(Array.isArray(t.inputNodes[s])){const i=[];for(const r of t.inputNodes[s])i.push(e[r]);this[s]=i}else if("object"==typeof t.inputNodes[s]){const i={};for(const r in t.inputNodes[s]){const n=t.inputNodes[s][r];i[r]=e[n]}this[s]=i}else{const i=t.inputNodes[s];this[s]=e[i]}}}toJSON(t){const{uuid:e,type:s}=this,i=void 0===t||"string"==typeof t;i&&(t={textures:{},images:{},nodes:{}});let r=t.nodes[e];function n(t){const e=[];for(const s in t){const i=t[s];delete i.metadata,e.push(i)}return e}if(void 0===r&&(r={uuid:e,type:s,meta:t,metadata:{version:4.6,type:"Node",generator:"Node.toJSON"}},!0!==i&&(t.nodes[r.uuid]=r),this.serialize(r),delete r.meta),i){const e=n(t.textures),s=n(t.images),i=n(t.nodes);e.length>0&&(r.textures=e),s.length>0&&(r.images=s),i.length>0&&(r.nodes=i)}return r}}function lp(t,e){if("function"!=typeof e||!t)throw new Error(`Node class ${t} is not a class`);ap.has(t)?console.warn(`Redefinition of node class ${t}`):(ap.set(t,e),e.type=t)}function cp(t){const e=ap.get(t);if(void 0!==e)return new e}class dp extends up{constructor(t){super(t),this.isTempNode=!0}hasDependencies(t){return t.getDataFromNode(this).usageCount>1}build(t,e){if("generate"===t.getBuildStage()){const s=t.getVectorType(this.getNodeType(t,e)),i=t.getDataFromNode(this);if(void 0!==i.propertyName)return t.format(i.propertyName,s,e);if("void"!==s&&"void"!==e&&this.hasDependencies(t)){const r=super.build(t,s),n=t.getVarFromNode(this,null,s),o=t.getPropertyName(n);return t.addLineFlowCode(`${o} = ${r}`),i.snippet=r,i.propertyName=o,t.format(i.propertyName,s,e)}}return super.build(t,e)}}lp("TempNode",dp);class pp extends up{constructor(t,e){super(),this.node=t,this.indexNode=e,this.isArrayElementNode=!0}getNodeType(t){return this.node.getElementType(t)}generate(t){return`${this.node.build(t)}[ ${this.indexNode.build(t,"uint")} ]`}}lp("ArrayElementNode",pp);class mp extends up{constructor(t,e){super(),this.node=t,this.convertTo=e}getNodeType(t){const e=this.node.getNodeType(t);let s=null;for(const i of this.convertTo.split("|"))null!==s&&t.getTypeLength(e)!==t.getTypeLength(i)||(s=i);return s}serialize(t){super.serialize(t),t.convertTo=this.convertTo}deserialize(t){super.deserialize(t),this.convertTo=t.convertTo}generate(t,e){const s=this.node,i=this.getNodeType(t),r=s.build(t,i);return t.format(r,i,e)}}lp("ConvertNode",mp);class gp extends dp{constructor(t=[],e=null){super(e),this.nodes=t}getNodeType(t){return null!==this.nodeType?t.getVectorType(this.nodeType):t.getTypeFromLength(this.nodes.reduce(((e,s)=>e+t.getTypeLength(s.getNodeType(t))),0))}generate(t,e){const s=this.getNodeType(t),i=this.nodes,r=t.getComponentType(s),n=[];for(const e of i){let s=e.build(t);const i=t.getComponentType(e.getNodeType(t));i!==r&&(s=t.format(s,i,r)),n.push(s)}const o=`${t.getType(s)}( ${n.join(", ")} )`;return t.format(o,s,e)}}lp("JoinNode",gp);const fp=Kd.join("");class yp extends up{constructor(t,e="x"){super(),this.node=t,this.components=e,this.isSplitNode=!0}getVectorLength(){let t=this.components.length;for(const e of this.components)t=Math.max(Kd.indexOf(e)+1,t);return t}getComponentType(t){return t.getComponentType(this.node.getNodeType(t))}getNodeType(t){return t.getTypeFromLength(this.components.length,this.getComponentType(t))}generate(t,e){const s=this.node,i=t.getTypeLength(s.getNodeType(t));let r=null;if(i>1){let n=null;this.getVectorLength()>=i&&(n=t.getTypeFromLength(this.getVectorLength(),this.getComponentType(t)));const o=s.build(t,n);r=this.components.length===i&&this.components===fp.slice(0,this.components.length)?t.format(o,n,e):t.format(`${o}.${this.components}`,this.getNodeType(t),e)}else r=s.build(t,e);return r}serialize(t){super.serialize(t),t.components=this.components}deserialize(t){super.deserialize(t),this.components=t.components}}lp("SplitNode",yp);class xp extends dp{constructor(t,e,s){super(),this.sourceNode=t,this.components=e,this.targetNode=s}getNodeType(t){return this.sourceNode.getNodeType(t)}generate(t){const{sourceNode:e,components:s,targetNode:i}=this,r=this.getNodeType(t),n=t.getTypeFromLength(s.length),o=i.build(t,n),a=e.build(t,r),h=t.getTypeLength(r),u=[];for(let t=0;tt.replace(/r|s/g,"x").replace(/g|t/g,"y").replace(/b|p/g,"z").replace(/a|q/g,"w"),Mp={setup(t,e){const s=e.shift();return t(Jp(s),...e)},get(t,e,s){if("string"==typeof e&&void 0===t[e]){if(!0!==t.isStackNode&&"assign"===e)return(...t)=>(Tp.assign(s,...t),s);if(_p.has(e)){const i=_p.get(e);return t.isStackNode?(...t)=>s.add(i(...t)):(...t)=>i(s,...t)}if("self"===e)return t;if(e.endsWith("Assign")&&_p.has(e.slice(0,e.length-6))){const i=_p.get(e.slice(0,e.length-6));return t.isStackNode?(...t)=>s.assign(t[0],i(...t)):(...t)=>s.assign(i(s,...t))}if(!0===/^[xyzwrgbastpq]{1,4}$/.test(e))return e=Sp(e),Yp(new yp(s,e));if(!0===/^set[XYZWRGBASTPQ]{1,4}$/.test(e))return e=(e=Sp(e.slice(3).toLowerCase())).split("").sort().join(""),s=>Yp(new xp(t,e,s));if("width"===e||"height"===e||"depth"===e)return"width"===e?e="x":"height"===e?e="y":"depth"===e&&(e="z"),Yp(new yp(t,e));if(!0===/^\d+$/.test(e))return Yp(new pp(s,new vp(Number(e),"uint")))}return Reflect.get(t,e,s)},set:(t,e,s,i)=>"string"!=typeof e||void 0!==t[e]||!0!==/^[xyzwrgbastpq]{1,4}$/.test(e)&&"width"!==e&&"height"!==e&&"depth"!==e&&!0!==/^\d+$/.test(e)?Reflect.set(t,e,s,i):(i[e].assign(s),!0)},Ap=new WeakMap,Np=new WeakMap,Rp=function(t,e=null){for(const s in t)t[s]=Yp(t[s],e);return t},Cp=function(t,e=null){const s=t.length;for(let i=0;iYp(null!==i?Object.assign(t,i):t);return null===e?(...e)=>r(new t(...Zp(e))):null!==s?(s=Yp(s),(...i)=>r(new t(e,...Zp(i),s))):(...s)=>r(new t(e,...Zp(s)))},Bp=function(t,...e){return Yp(new t(...Zp(e)))};class Ip extends up{constructor(t,e){super(),this.shaderNode=t,this.inputNodes=e}getNodeType(t){const e=t.getNodeProperties(this);return null===e.outputNode&&(e.outputNode=this.setupOutput(t)),e.outputNode.getNodeType(t)}call(t){const{shaderNode:e,inputNodes:s}=this;if(e.layout){let i=Np.get(t.constructor);void 0===i&&(i=new WeakMap,Np.set(t.constructor,i));let r=i.get(e);return void 0===r&&(r=Yp(t.buildFunctionNode(e)),i.set(e,r)),null!==t.currentFunctionNode&&t.currentFunctionNode.includes.push(r),Yp(r.call(s))}const i=e.jsFunc,r=null!==s?i(s,t.stack,t):i(t.stack,t);return Yp(r)}setup(t){const{outputNode:e}=t.getNodeProperties(this);return e||this.setupOutput(t)}setupOutput(t){return t.addStack(),t.stack.outputNode=this.call(t),t.removeStack()}generate(t,e){const{outputNode:s}=t.getNodeProperties(this);return null===s?this.call(t).build(t,e):super.generate(t,e)}}class Pp extends up{constructor(t){super(),this.jsFunc=t,this.layout=null,this.global=!0}get isArrayInput(){return/^\((\s+)?\[/.test(this.jsFunc.toString())}setLayout(t){return this.layout=t,this}call(t=null){return Jp(t),Yp(new Ip(this,t))}setup(){return this.call()}}const Fp=[!1,!0],Up=[0,1,2,3],zp=[-1,-2],Op=[.5,1.5,1/3,1e-6,1e6,Math.PI,2*Math.PI,1/Math.PI,2/Math.PI,1/(2*Math.PI),Math.PI/2],Lp=new Map;for(const t of Fp)Lp.set(t,new vp(t));const Vp=new Map;for(const t of Up)Vp.set(t,new vp(t,"uint"));const Dp=new Map([...Vp].map((t=>new vp(t.value,"int"))));for(const t of zp)Dp.set(t,new vp(t,"int"));const kp=new Map([...Dp].map((t=>new vp(t.value))));for(const t of Op)kp.set(t,new vp(t));for(const t of Op)kp.set(-t,new vp(-t));const Gp={bool:Lp,uint:Vp,ints:Dp,float:kp},Wp=new Map([...Lp,...kp]),jp=(t,e)=>Wp.has(t)?Wp.get(t):!0===t.isNode?t:new vp(t,e),Hp=function(t,e=null){return(...s)=>{if((0===s.length||!["bool","float","int","uint"].includes(t)&&s.every((t=>"object"!=typeof t)))&&(s=[ip(t,...s)]),1===s.length&&null!==e&&e.has(s[0]))return Yp(e.get(s[0]));if(1===s.length){const e=jp(s[0],t);return(t=>{try{return t.getNodeType()}catch(t){return}})(e)===t?Yp(e):Yp(new mp(e,t))}const i=s.map((t=>jp(t)));return Yp(new gp(i,t))}},qp=t=>t&&t.value,$p=t=>null!=t?t.nodeType||t.convertTo||("string"==typeof t?t:null):null;function Xp(t){return new Proxy(new Pp(t),Mp)}const Yp=(t,e=null)=>function(t,e=null){const s=sp(t);if("node"===s){let e=Ap.get(t);return void 0===e&&(e=new Proxy(t,Mp),Ap.set(t,e),Ap.set(e,e)),e}return null===e&&("float"===s||"boolean"===s)||s&&"shader"!==s&&"string"!==s?Yp(jp(t,e)):"shader"===s?tm(t):t}(t,e),Jp=(t,e=null)=>new Rp(t,e),Zp=(t,e=null)=>new Cp(t,e),Qp=(...t)=>new Ep(...t),Kp=(...t)=>new Bp(...t),tm=t=>{const e=new Xp(t),s=(...t)=>{let s;return Jp(t),s=t[0]&&t[0].isNode?[...t]:t[0],e.call(s)};return s.shaderNode=e,s.setLayout=t=>(e.setLayout(t),s),s};lp("ShaderNode",Xp),wp("toGlobal",(t=>(t.global=!0,t)));const em=t=>{Tp=t},sm=()=>Tp,im=(...t)=>Tp.if(...t);function rm(t){return Tp&&Tp.add(t),t}wp("append",rm);const nm=new Hp("color"),om=new Hp("float",Gp.float),am=new Hp("int",Gp.ints),hm=new Hp("uint",Gp.uint),um=new Hp("bool",Gp.bool),lm=new Hp("vec2"),cm=new Hp("ivec2"),dm=new Hp("uvec2"),pm=new Hp("bvec2"),mm=new Hp("vec3"),gm=new Hp("ivec3"),fm=new Hp("uvec3"),ym=new Hp("bvec3"),xm=new Hp("vec4"),bm=new Hp("ivec4"),vm=new Hp("uvec4"),Tm=new Hp("bvec4"),_m=new Hp("mat2"),wm=new Hp("imat2"),Sm=new Hp("umat2"),Mm=new Hp("bmat2"),Am=new Hp("mat3"),Nm=new Hp("imat3"),Rm=new Hp("umat3"),Cm=new Hp("bmat3"),Em=new Hp("mat4"),Bm=new Hp("imat4"),Im=new Hp("umat4"),Pm=new Hp("bmat4"),Fm=(t="")=>Yp(new vp(t,"string")),Um=t=>Yp(new vp(t,"ArrayBuffer"));wp("toColor",nm),wp("toFloat",om),wp("toInt",am),wp("toUint",hm),wp("toBool",um),wp("toVec2",lm),wp("toIvec2",cm),wp("toUvec2",dm),wp("toBvec2",pm),wp("toVec3",mm),wp("toIvec3",gm),wp("toUvec3",fm),wp("toBvec3",ym),wp("toVec4",xm),wp("toIvec4",bm),wp("toUvec4",vm),wp("toBvec4",Tm),wp("toMat2",_m),wp("toImat2",wm),wp("toUmat2",Sm),wp("toBmat2",Mm),wp("toMat3",Am),wp("toImat3",Nm),wp("toUmat3",Rm),wp("toBmat3",Cm),wp("toMat4",Em),wp("toImat4",Bm),wp("toUmat4",Im),wp("toBmat4",Pm);const zm=Qp(pp),Om=(t,e)=>Yp(new mp(Yp(t),e)),Lm=(t,e)=>Yp(new yp(Yp(t),e));wp("element",zm),wp("convert",Om);class Vm extends dp{constructor(t,e){super(),this.targetNode=t,this.sourceNode=e}hasDependencies(){return!1}getNodeType(t,e){return"void"!==e?this.targetNode.getNodeType(t):"void"}needsSplitAssign(t){const{targetNode:e}=this;if(!1===t.isAvailable("swizzleAssign")&&e.isSplitNode&&e.components.length>1){const s=t.getTypeLength(e.node.getNodeType(t));return Kd.join("").slice(0,s)!==e.components}return!1}generate(t,e){const{targetNode:s,sourceNode:i}=this,r=this.needsSplitAssign(t),n=s.getNodeType(t),o=s.context({assign:!0}).build(t),a=i.build(t,n),h=i.getNodeType(t),u=t.getDataFromNode(this);let l;if(!0===u.initialized)"void"!==e&&(l=o);else if(r){const i=t.getVarFromNode(this,null,n),r=t.getPropertyName(i);t.addLineFlowCode(`${r} = ${a}`);const h=s.node.context({assign:!0}).build(t);for(let e=0;eYp(new Wm(t,e,Yp(s)));lp("AttributeNode",Wm);class Hm extends up{constructor(t,e){super(),this.isBypassNode=!0,this.outputNode=t,this.callNode=e}getNodeType(t){return this.outputNode.getNodeType(t)}generate(t){const e=this.callNode.build(t,"void");return""!==e&&t.addLineFlowCode(e),this.outputNode.build(t)}}const qm=Qp(Hm);wp("bypass",qm),lp("BypassNode",Hm);class $m extends up{constructor(t,e=!0){super(),this.node=t,this.parent=e,this.isCacheNode=!0}getNodeType(t){return this.node.getNodeType(t)}build(t,...e){const s=t.getCache(),i=t.getCacheFromNode(this,parent);t.setCache(i);const r=this.node.build(t,...e);return t.setCache(s),r}}const Xm=(t,...e)=>Yp(new $m(Yp(t),...e));wp("cache",Xm),lp("CacheNode",$m);class Ym extends up{constructor(t,e={}){super(),this.isContextNode=!0,this.node=t,this.context=e}getNodeType(t){return this.node.getNodeType(t)}analyze(t){this.node.build(t)}setup(t){const e=t.getContext();t.setContext({...t.context,...this.context});const s=this.node.build(t);return t.setContext(e),s}generate(t,e){const s=t.getContext();t.setContext({...t.context,...this.context});const i=this.node.build(t,e);return t.setContext(s),i}}const Jm=Qp(Ym),Zm=(t,e)=>Jm(t,{label:e});wp("context",Jm),wp("label",Zm),lp("ContextNode",Ym);class Qm extends up{constructor(t){super("uint"),this.scope=t,this.isInstanceIndexNode=!0}generate(t){const e=this.getNodeType(t),s=this.scope;let i,r;if(s===Qm.VERTEX)i=t.getVertexIndex();else if(s===Qm.INSTANCE)i=t.getInstanceIndex();else{if(s!==Qm.DRAW)throw new Error("THREE.IndexNode: Unknown scope: "+s);i=t.getDrawIndex()}if("vertex"===t.shaderStage||"compute"===t.shaderStage)r=i;else{r=Gm(this).build(t,e)}return r}}Qm.VERTEX="vertex",Qm.INSTANCE="instance",Qm.DRAW="draw";const Km=Kp(Qm,Qm.VERTEX),tg=Kp(Qm,Qm.INSTANCE),eg=Kp(Qm,Qm.DRAW);lp("IndexNode",Qm);class sg{start(){}finish(){}direct(){}directRectArea(){}indirect(){}ambientOcclusion(){}}class ig extends up{constructor(t,e=null){super(),this.node=t,this.name=e,this.global=!0,this.isVarNode=!0}getHash(t){return this.name||super.getHash(t)}getNodeType(t){return this.node.getNodeType(t)}generate(t){const{node:e,name:s}=this,i=t.getVarFromNode(this,s,t.getVectorType(this.getNodeType(t))),r=t.getPropertyName(i),n=e.build(t,i.type);return t.addLineFlowCode(`${r} = ${n}`),r}}const rg=Qp(ig);wp("temp",rg),wp("toVar",((...t)=>rg(...t).append())),lp("VarNode",ig);class ng{constructor(t,e,s=null){this.isNodeAttribute=!0,this.name=t,this.type=e,this.node=s}}class og{constructor(t,e,s){this.isNodeUniform=!0,this.name=t,this.type=e,this.node=s.getSelf()}get value(){return this.node.value}set value(t){this.node.value=t}get id(){return this.node.id}get groupNode(){return this.node.groupNode}}class ag{constructor(t,e){this.isNodeVar=!0,this.name=t,this.type=e}}class hg extends ag{constructor(t,e){super(t,e),this.needsInterpolation=!1,this.isNodeVarying=!0}}class ug{constructor(t,e,s=""){this.name=t,this.type=e,this.code=s,Object.defineProperty(this,"isNodeCode",{value:!0})}}class lg{constructor(){this.keywords=[],this.nodes={},this.keywordsCallback={}}getNode(t){let e=this.nodes[t];return void 0===e&&void 0!==this.keywordsCallback[t]&&(e=this.keywordsCallback[t](t),this.nodes[t]=e),e}addKeyword(t,e){return this.keywords.push(t),this.keywordsCallback[t]=e,this}parse(t){const e=this.keywords,s=new RegExp(`\\b${e.join("\\b|\\b")}\\b`,"g"),i=t.match(s),r=[];if(null!==i)for(const t of i){const e=this.getNode(t);void 0!==e&&-1===r.indexOf(e)&&r.push(e)}return r}include(t,e){const s=this.parse(e);for(const e of s)e.build(t)}}let cg=0;class dg{constructor(t=null){this.id=cg++,this.nodesData=new WeakMap,this.parent=t}getData(t){let e=this.nodesData.get(t);return void 0===e&&null!==this.parent&&(e=this.parent.getData(t)),e}setData(t,e){this.nodesData.set(t,e)}}class pg extends up{constructor(t,e=null,s=!1){super(t),this.name=e,this.varying=s,this.isPropertyNode=!0}getHash(t){return this.name||super.getHash(t)}isGlobal(){return!0}generate(t){let e;return!0===this.varying?(e=t.getVaryingFromNode(this,this.name),e.needsInterpolation=!0):e=t.getVarFromNode(this,this.name),t.getPropertyName(e)}}const mg=(t,e)=>Yp(new pg(t,e)),gg=(t,e)=>Yp(new pg(t,e,!0)),fg=Kp(pg,"vec4","DiffuseColor"),yg=Kp(pg,"vec3","EmissiveColor"),xg=Kp(pg,"float","Roughness"),bg=Kp(pg,"float","Metalness"),vg=Kp(pg,"float","Clearcoat"),Tg=Kp(pg,"float","ClearcoatRoughness"),_g=Kp(pg,"vec3","Sheen"),wg=Kp(pg,"float","SheenRoughness"),Sg=Kp(pg,"float","Iridescence"),Mg=Kp(pg,"float","IridescenceIOR"),Ag=Kp(pg,"float","IridescenceThickness"),Ng=Kp(pg,"float","AlphaT"),Rg=Kp(pg,"float","Anisotropy"),Cg=Kp(pg,"vec3","AnisotropyT"),Eg=Kp(pg,"vec3","AnisotropyB"),Bg=Kp(pg,"color","SpecularColor"),Ig=Kp(pg,"float","SpecularF90"),Pg=Kp(pg,"float","Shininess"),Fg=Kp(pg,"vec4","Output"),Ug=Kp(pg,"float","dashSize"),zg=Kp(pg,"float","gapSize"),Og=Kp(pg,"float","pointWidth"),Lg=Kp(pg,"float","IOR"),Vg=Kp(pg,"float","Transmission"),Dg=Kp(pg,"float","Thickness"),kg=Kp(pg,"float","AttenuationDistance"),Gg=Kp(pg,"color","AttenuationColor"),Wg=Kp(pg,"float","Dispersion");lp("PropertyNode",pg);class jg extends pg{constructor(t,e=null){super(t,e),this.isParameterNode=!0}getHash(){return this.uuid}generate(){return this.name}}const Hg=(t,e)=>Yp(new jg(t,e));lp("ParameterNode",jg);class qg extends up{constructor(t="",e=[],s=""){super("code"),this.isCodeNode=!0,this.code=t,this.language=s,this.includes=e}isGlobal(){return!0}setIncludes(t){return this.includes=t,this}getIncludes(){return this.includes}generate(t){const e=this.getIncludes(t);for(const s of e)s.build(t);const s=t.getCodeFromNode(this,this.getNodeType(t));return s.code=this.code,s.code}serialize(t){super.serialize(t),t.code=this.code,t.language=this.language}deserialize(t){super.deserialize(t),this.code=t.code,this.language=t.language}}const $g=Qp(qg),Xg=(t,e)=>$g(t,e,"js"),Yg=(t,e)=>$g(t,e,"wgsl"),Jg=(t,e)=>$g(t,e,"glsl");lp("CodeNode",qg);class Zg extends qg{constructor(t="",e=[],s=""){super(t,e,s),this.keywords={}}getNodeType(t){return this.getNodeFunction(t).type}getInputs(t){return this.getNodeFunction(t).inputs}getNodeFunction(t){const e=t.getDataFromNode(this);let s=e.nodeFunction;return void 0===s&&(s=t.parser.parseFunction(this.code),e.nodeFunction=s),s}generate(t,e){super.generate(t);const s=this.getNodeFunction(t),i=s.name,r=s.type,n=t.getCodeFromNode(this,r);""!==i&&(n.name=i);const o=t.getPropertyName(n);let a=this.getNodeFunction(t).getCode(o);const h=this.keywords,u=Object.keys(h);if(u.length>0)for(const e of u){const s=new RegExp(`\\b${e}\\b`,"g"),i=h[e].build(t,"property");a=a.replace(s,i)}return n.code=a+"\n","property"===e?o:t.format(`${o}()`,r,e)}}const Qg=(t,e=[],s="")=>{for(let t=0;ti.call(...t);return r.functionNode=i,r},Kg=(t,e)=>Qg(t,e,"glsl"),tf=(t,e)=>Qg(t,e,"wgsl");lp("FunctionNode",Zg);class ef extends up{constructor(t,e=!1){super("string"),this.name=t,this.version=0,this.shared=e,this.isUniformGroup=!0}set needsUpdate(t){!0===t&&this.version++}serialize(t){super.serialize(t),t.name=this.name,t.version=this.version,t.shared=this.shared}deserialize(t){super.deserialize(t),this.name=t.name,this.version=t.version,this.shared=t.shared}}const sf=t=>new ef(t),rf=t=>new ef(t,!0),nf=rf("frame"),of=rf("render"),af=sf("object");lp("UniformGroupNode",ef);class hf extends bp{constructor(t,e=null){super(t,e),this.isUniformNode=!0,this.name="",this.groupNode=af}label(t){return this.name=t,this}setGroup(t){return this.groupNode=t,this}getGroup(){return this.groupNode}getUniformHash(t){return this.getHash(t)}onUpdate(t,e){const s=this.getSelf();return t=t.bind(s),super.onUpdate((e=>{const i=t(e,s);void 0!==i&&(this.value=i)}),e)}generate(t,e){const s=this.getNodeType(t),i=this.getUniformHash(t);let r=t.getNodeFromHash(i);void 0===r&&(t.setHashNode(this,i),r=this);const n=r.getInputType(t),o=t.getUniformFromNode(r,n,t.shaderStage,this.name||t.context.label),a=t.getPropertyName(o);return void 0!==t.context.label&&delete t.context.label,t.format(a,s,e)}}const uf=(t,e)=>{const s=$p(e||t),i=t&&!0===t.isNode?t.node&&t.node.value||t.value:t;return Yp(new hf(i,s))};lp("UniformNode",hf);const lf=t=>jm("uv"+(t>0?t:""),"vec2");class cf extends up{constructor(t,e=null){super("uvec2"),this.isTextureSizeNode=!0,this.textureNode=t,this.levelNode=e}generate(t,e){const s=this.textureNode.build(t,"property"),i=this.levelNode.build(t,"int");return t.format(`${t.getMethod("textureDimensions")}( ${s}, ${i} )`,this.getNodeType(t),e)}}const df=Qp(cf);wp("textureSize",df),lp("TextureSizeNode",cf);class pf extends dp{constructor(t,e,s,...i){if(super(),i.length>0){let r=new pf(t,e,s);for(let e=0;e>"===s||"<<"===s)return t.getIntegerType(n);if("!"===s||"=="===s||"&&"===s||"||"===s||"^^"===s)return"bool";if("<"===s||">"===s||"<="===s||">="===s){const s=e?t.getTypeLength(e):Math.max(t.getTypeLength(n),t.getTypeLength(o));return s>1?`bvec${s}`:"bool"}return"float"===n&&t.isMatrix(o)?o:t.isMatrix(n)&&t.isVector(o)?t.getVectorFromMatrix(n):t.isVector(n)&&t.isMatrix(o)?t.getVectorFromMatrix(o):t.getTypeLength(o)>t.getTypeLength(n)?o:n}generate(t,e){const s=this.op,i=this.aNode,r=this.bNode,n=this.getNodeType(t,e);let o=null,a=null;"void"!==n?(o=i.getNodeType(t),a=void 0!==r?r.getNodeType(t):null,"<"===s||">"===s||"<="===s||">="===s||"=="===s?t.isVector(o)?a=o:o=a="float":">>"===s||"<<"===s?(o=n,a=t.changeComponentType(a,"uint")):t.isMatrix(o)&&t.isVector(a)?a=t.getVectorFromMatrix(o):o=t.isVector(o)&&t.isMatrix(a)?t.getVectorFromMatrix(a):a=n):o=a=n;const h=i.build(t,o),u=void 0!==r?r.build(t,a):null,l=t.getTypeLength(e),c=t.getFunctionOperator(s);return"void"!==e?"<"===s&&l>1?t.format(`${t.getMethod("lessThan")}( ${h}, ${u} )`,n,e):"<="===s&&l>1?t.format(`${t.getMethod("lessThanEqual")}( ${h}, ${u} )`,n,e):">"===s&&l>1?t.format(`${t.getMethod("greaterThan")}( ${h}, ${u} )`,n,e):">="===s&&l>1?t.format(`${t.getMethod("greaterThanEqual")}( ${h}, ${u} )`,n,e):"!"===s||"~"===s?t.format(`(${s}${h})`,o,e):c?t.format(`${c}( ${h}, ${u} )`,n,e):t.format(`( ${h} ${s} ${u} )`,n,e):"void"!==o?c?t.format(`${c}( ${h}, ${u} )`,n,e):t.format(`${h} ${s} ${u}`,n,e):void 0}serialize(t){super.serialize(t),t.op=this.op}deserialize(t){super.deserialize(t),this.op=t.op}}const mf=Qp(pf,"+"),gf=Qp(pf,"-"),ff=Qp(pf,"*"),yf=Qp(pf,"/"),xf=Qp(pf,"%"),bf=Qp(pf,"=="),vf=Qp(pf,"!="),Tf=Qp(pf,"<"),_f=Qp(pf,">"),wf=Qp(pf,"<="),Sf=Qp(pf,">="),Mf=Qp(pf,"&&"),Af=Qp(pf,"||"),Nf=Qp(pf,"!"),Rf=Qp(pf,"^^"),Cf=Qp(pf,"&"),Ef=Qp(pf,"~"),Bf=Qp(pf,"|"),If=Qp(pf,"^"),Pf=Qp(pf,"<<"),Ff=Qp(pf,">>");wp("add",mf),wp("sub",gf),wp("mul",ff),wp("div",yf),wp("remainder",xf),wp("equal",bf),wp("notEqual",vf),wp("lessThan",Tf),wp("greaterThan",_f),wp("lessThanEqual",wf),wp("greaterThanEqual",Sf),wp("and",Mf),wp("or",Af),wp("not",Nf),wp("xor",Rf),wp("bitAnd",Cf),wp("bitNot",Ef),wp("bitOr",Bf),wp("bitXor",If),wp("shiftLeft",Pf),wp("shiftRight",Ff),lp("OperatorNode",pf);class Uf extends dp{constructor(t,e,s=null,i=null){super(),this.method=t,this.aNode=e,this.bNode=s,this.cNode=i}getInputType(t){const e=this.aNode.getNodeType(t),s=this.bNode?this.bNode.getNodeType(t):null,i=this.cNode?this.cNode.getNodeType(t):null,r=t.isMatrix(e)?0:t.getTypeLength(e),n=t.isMatrix(s)?0:t.getTypeLength(s),o=t.isMatrix(i)?0:t.getTypeLength(i);return r>n&&r>o?e:n>o?s:o>r?i:e}getNodeType(t){const e=this.method;return e===Uf.LENGTH||e===Uf.DISTANCE||e===Uf.DOT?"float":e===Uf.CROSS?"vec3":e===Uf.ALL?"bool":e===Uf.EQUALS?t.changeComponentType(this.aNode.getNodeType(t),"bool"):e===Uf.MOD?this.aNode.getNodeType(t):this.getInputType(t)}generate(t,e){const s=this.method,i=this.getNodeType(t),r=this.getInputType(t),n=this.aNode,o=this.bNode,a=this.cNode,h=!0===t.renderer.isWebGLRenderer;if(s===Uf.TRANSFORM_DIRECTION){let s=n,i=o;t.isMatrix(s.getNodeType(t))?i=xm(mm(i),0):s=xm(mm(s),0);const r=ff(s,i).xyz;return Kf(r).build(t,e)}if(s===Uf.NEGATE)return t.format("( - "+n.build(t,r)+" )",i,e);if(s===Uf.ONE_MINUS)return gf(1,n).build(t,e);if(s===Uf.RECIPROCAL)return yf(1,n).build(t,e);if(s===Uf.DIFFERENCE)return ay(gf(n,o)).build(t,e);{const u=[];return s===Uf.CROSS||s===Uf.MOD?u.push(n.build(t,i),o.build(t,i)):s===Uf.STEP?u.push(n.build(t,1===t.getTypeLength(n.getNodeType(t))?"float":r),o.build(t,r)):h&&(s===Uf.MIN||s===Uf.MAX)||s===Uf.MOD?u.push(n.build(t,r),o.build(t,1===t.getTypeLength(o.getNodeType(t))?"float":r)):s===Uf.REFRACT?u.push(n.build(t,r),o.build(t,r),a.build(t,"float")):s===Uf.MIX?u.push(n.build(t,r),o.build(t,r),a.build(t,1===t.getTypeLength(a.getNodeType(t))?"float":r)):(u.push(n.build(t,r)),null!==o&&u.push(o.build(t,r)),null!==a&&u.push(a.build(t,r))),t.format(`${t.getMethod(s,i)}( ${u.join(", ")} )`,i,e)}}serialize(t){super.serialize(t),t.method=this.method}deserialize(t){super.deserialize(t),this.method=t.method}}Uf.ALL="all",Uf.ANY="any",Uf.EQUALS="equals",Uf.RADIANS="radians",Uf.DEGREES="degrees",Uf.EXP="exp",Uf.EXP2="exp2",Uf.LOG="log",Uf.LOG2="log2",Uf.SQRT="sqrt",Uf.INVERSE_SQRT="inversesqrt",Uf.FLOOR="floor",Uf.CEIL="ceil",Uf.NORMALIZE="normalize",Uf.FRACT="fract",Uf.SIN="sin",Uf.COS="cos",Uf.TAN="tan",Uf.ASIN="asin",Uf.ACOS="acos",Uf.ATAN="atan",Uf.ABS="abs",Uf.SIGN="sign",Uf.LENGTH="length",Uf.NEGATE="negate",Uf.ONE_MINUS="oneMinus",Uf.DFDX="dFdx",Uf.DFDY="dFdy",Uf.ROUND="round",Uf.RECIPROCAL="reciprocal",Uf.TRUNC="trunc",Uf.FWIDTH="fwidth",Uf.BITCAST="bitcast",Uf.TRANSPOSE="transpose",Uf.ATAN2="atan2",Uf.MIN="min",Uf.MAX="max",Uf.MOD="mod",Uf.STEP="step",Uf.REFLECT="reflect",Uf.DISTANCE="distance",Uf.DIFFERENCE="difference",Uf.DOT="dot",Uf.CROSS="cross",Uf.POW="pow",Uf.TRANSFORM_DIRECTION="transformDirection",Uf.MIX="mix",Uf.CLAMP="clamp",Uf.REFRACT="refract",Uf.SMOOTHSTEP="smoothstep",Uf.FACEFORWARD="faceforward";const zf=om(1e-6),Of=om(1e6),Lf=om(Math.PI),Vf=om(2*Math.PI),Df=Qp(Uf,Uf.ALL),kf=Qp(Uf,Uf.ANY),Gf=Qp(Uf,Uf.EQUALS),Wf=Qp(Uf,Uf.RADIANS),jf=Qp(Uf,Uf.DEGREES),Hf=Qp(Uf,Uf.EXP),qf=Qp(Uf,Uf.EXP2),$f=Qp(Uf,Uf.LOG),Xf=Qp(Uf,Uf.LOG2),Yf=Qp(Uf,Uf.SQRT),Jf=Qp(Uf,Uf.INVERSE_SQRT),Zf=Qp(Uf,Uf.FLOOR),Qf=Qp(Uf,Uf.CEIL),Kf=Qp(Uf,Uf.NORMALIZE),ty=Qp(Uf,Uf.FRACT),ey=Qp(Uf,Uf.SIN),sy=Qp(Uf,Uf.COS),iy=Qp(Uf,Uf.TAN),ry=Qp(Uf,Uf.ASIN),ny=Qp(Uf,Uf.ACOS),oy=Qp(Uf,Uf.ATAN),ay=Qp(Uf,Uf.ABS),hy=Qp(Uf,Uf.SIGN),uy=Qp(Uf,Uf.LENGTH),ly=Qp(Uf,Uf.NEGATE),cy=Qp(Uf,Uf.ONE_MINUS),dy=Qp(Uf,Uf.DFDX),py=Qp(Uf,Uf.DFDY),my=Qp(Uf,Uf.ROUND),gy=Qp(Uf,Uf.RECIPROCAL),fy=Qp(Uf,Uf.TRUNC),yy=Qp(Uf,Uf.FWIDTH),xy=Qp(Uf,Uf.BITCAST),by=Qp(Uf,Uf.TRANSPOSE),vy=Qp(Uf,Uf.ATAN2),Ty=Qp(Uf,Uf.MIN),_y=Qp(Uf,Uf.MAX),wy=Qp(Uf,Uf.MOD),Sy=Qp(Uf,Uf.STEP),My=Qp(Uf,Uf.REFLECT),Ay=Qp(Uf,Uf.DISTANCE),Ny=Qp(Uf,Uf.DIFFERENCE),Ry=Qp(Uf,Uf.DOT),Cy=Qp(Uf,Uf.CROSS),Ey=Qp(Uf,Uf.POW),By=Qp(Uf,Uf.POW,2),Iy=Qp(Uf,Uf.POW,3),Py=Qp(Uf,Uf.POW,4),Fy=Qp(Uf,Uf.TRANSFORM_DIRECTION),Uy=t=>ff(hy(t),Ey(ay(t),1/3)),zy=t=>Ry(t,t),Oy=Qp(Uf,Uf.MIX),Ly=(t,e=0,s=1)=>Yp(new Uf(Uf.CLAMP,Yp(t),Yp(e),Yp(s))),Vy=t=>Ly(t),Dy=Qp(Uf,Uf.REFRACT),ky=Qp(Uf,Uf.SMOOTHSTEP),Gy=Qp(Uf,Uf.FACEFORWARD),Wy=tm((([t])=>{const e=Ry(t.xy,lm(12.9898,78.233)),s=wy(e,Lf);return ty(ey(s).mul(43758.5453))}));wp("all",Df),wp("any",kf),wp("equals",Gf),wp("radians",Wf),wp("degrees",jf),wp("exp",Hf),wp("exp2",qf),wp("log",$f),wp("log2",Xf),wp("sqrt",Yf),wp("inverseSqrt",Jf),wp("floor",Zf),wp("ceil",Qf),wp("normalize",Kf),wp("fract",ty),wp("sin",ey),wp("cos",sy),wp("tan",iy),wp("asin",ry),wp("acos",ny),wp("atan",oy),wp("abs",ay),wp("sign",hy),wp("length",uy),wp("lengthSq",zy),wp("negate",ly),wp("oneMinus",cy),wp("dFdx",dy),wp("dFdy",py),wp("round",my),wp("reciprocal",gy),wp("trunc",fy),wp("fwidth",yy),wp("atan2",vy),wp("min",Ty),wp("max",_y),wp("mod",wy),wp("step",Sy),wp("reflect",My),wp("distance",Ay),wp("dot",Ry),wp("cross",Cy),wp("pow",Ey),wp("pow2",By),wp("pow3",Iy),wp("pow4",Py),wp("transformDirection",Fy),wp("mix",((t,e,s)=>Oy(e,s,t))),wp("clamp",Ly),wp("refract",Dy),wp("smoothstep",((t,e,s)=>ky(e,s,t))),wp("faceForward",Gy),wp("difference",Ny),wp("saturate",Vy),wp("cbrt",Uy),wp("transpose",by),wp("rand",Wy),lp("MathNode",Uf);const jy=tm((t=>{const{value:e}=t,{rgb:s}=e,i=s.mul(.9478672986).add(.0521327014).pow(2.4),r=s.mul(.0773993808),n=s.lessThanEqual(.04045),o=Oy(i,r,n);return xm(o,e.a)})),Hy=tm((t=>{const{value:e}=t,{rgb:s}=e,i=s.pow(.41666).mul(1.055).sub(.055),r=s.mul(12.92),n=s.lessThanEqual(.0031308),o=Oy(i,r,n);return xm(o,e.a)})),qy=t=>{let e=null;return t===Ze?e="Linear":t===Je&&(e="sRGB"),e},$y=(t,e)=>qy(t)+"To"+qy(e);class Xy extends dp{constructor(t,e){super("vec4"),this.method=t,this.node=e}setup(){const{method:t,node:e}=this;return t===Xy.LINEAR_TO_LINEAR?e:Yy[t]({value:e})}}Xy.LINEAR_TO_LINEAR="LinearToLinear",Xy.LINEAR_TO_sRGB="LinearTosRGB",Xy.sRGB_TO_LINEAR="sRGBToLinear";const Yy={[Xy.LINEAR_TO_sRGB]:Hy,[Xy.sRGB_TO_LINEAR]:jy},Jy=(t,e)=>Yp(new Xy($y(Ze,e),Yp(t))),Zy=(t,e)=>Yp(new Xy($y(e,Ze),Yp(t))),Qy=Qp(Xy,Xy.LINEAR_TO_sRGB),Ky=Qp(Xy,Xy.sRGB_TO_LINEAR);wp("linearTosRGB",Qy),wp("sRGBToLinear",Ky),wp("linearToColorSpace",Jy),wp("colorSpaceToLinear",Zy),lp("ColorSpaceNode",Xy);class tx extends up{constructor(t="",e="void"){super(e),this.snippet=t}generate(t,e){const s=this.getNodeType(t),i=this.snippet;if("void"!==s)return t.format(`( ${i} )`,s,e);t.addLineFlowCode(i)}}const ex=Qp(tx);lp("ExpressionNode",tx);class sx extends hf{constructor(t){super(0),this._textureNode=t,this.updateType=Xd.FRAME}get textureNode(){return this._textureNode}get texture(){return this._textureNode.value}update(){const t=this.texture,e=t.images,s=e&&e.length>0?e[0]&&e[0].image||e[0]:t.image;if(s&&void 0!==s.width){const{width:t,height:e}=s;this.value=Math.log2(Math.max(t,e))}}}const ix=Qp(sx);lp("MaxMipLevelNode",sx);class rx extends hf{constructor(t,e=null,s=null,i=null){super(t),this.isTextureNode=!0,this.uvNode=e,this.levelNode=s,this.biasNode=i,this.compareNode=null,this.depthNode=null,this.gradNode=null,this.sampler=!0,this.updateMatrix=!1,this.updateType=Xd.NONE,this.referenceNode=null,this._value=t,this._matrixUniform=null,this.setUpdateMatrix(null===e)}set value(t){this.referenceNode?this.referenceNode.value=t:this._value=t}get value(){return this.referenceNode?this.referenceNode.value:this._value}getUniformHash(){return this.value.uuid}getNodeType(){return!0===this.value.isDepthTexture?"float":this.value.type===Bt?"uvec4":this.value.type===Et?"ivec4":"vec4"}getInputType(){return"texture"}getDefaultUV(){return lf(this.value.channel)}updateReference(){return this.value}getTransformedUV(t){return null===this._matrixUniform&&(this._matrixUniform=uf(this.value.matrix)),this._matrixUniform.mul(mm(t,1)).xy}setUpdateMatrix(t){return this.updateMatrix=t,this.updateType=t?Xd.FRAME:Xd.NONE,this}setupUV(t,e){const s=this.value;return!t.isFlipY()||!0!==s.isRenderTargetTexture&&!0!==s.isFramebufferTexture&&!0!==s.isDepthTexture||(e=e.setY(e.y.oneMinus())),e}setup(t){const e=t.getNodeProperties(this);e.referenceNode=this.referenceNode;let s=this.uvNode;null!==s&&!0!==t.context.forceUVContext||!t.context.getUV||(s=t.context.getUV(this)),s||(s=this.getDefaultUV()),!0===this.updateMatrix&&(s=this.getTransformedUV(s)),s=this.setupUV(t,s);let i=this.levelNode;null===i&&t.context.getTextureLevel&&(i=t.context.getTextureLevel(this)),e.uvNode=s,e.levelNode=i,e.biasNode=this.biasNode,e.compareNode=this.compareNode,e.gradNode=this.gradNode,e.depthNode=this.depthNode}generateUV(t,e){return e.build(t,!0===this.sampler?"vec2":"ivec2")}generateSnippet(t,e,s,i,r,n,o,a){const h=this.value;let u;return u=i?t.generateTextureLevel(h,e,s,i,n):r?t.generateTextureBias(h,e,s,r,n):a?t.generateTextureGrad(h,e,s,a,n):o?t.generateTextureCompare(h,e,s,o,n):!1===this.sampler?t.generateTextureLoad(h,e,s,n):t.generateTexture(h,e,s,n),u}generate(t,e){const s=t.getNodeProperties(this),i=this.value;if(!i||!0!==i.isTexture)throw new Error("TextureNode: Need a three.js texture.");const r=super.generate(t,"property");if("sampler"===e)return r+"_sampler";if(t.isReference(e))return r;{const n=t.getDataFromNode(this);let o=n.propertyName;if(void 0===o){const{uvNode:e,levelNode:i,biasNode:a,compareNode:h,depthNode:u,gradNode:l}=s,c=this.generateUV(t,e),d=i?i.build(t,"float"):null,p=a?a.build(t,"float"):null,m=u?u.build(t,"int"):null,g=h?h.build(t,"float"):null,f=l?[l[0].build(t,"vec2"),l[1].build(t,"vec2")]:null,y=t.getVarFromNode(this);o=t.getPropertyName(y);const x=this.generateSnippet(t,r,c,d,p,m,g,f);t.addLineFlowCode(`${o} = ${x}`),n.snippet=x,n.propertyName=o}let a=o;const h=this.getNodeType(t);return t.needsColorSpaceToLinear(i)&&(a=Zy(ex(a,h),i.colorSpace).setup(t).build(t,h)),t.format(a,h,e)}}setSampler(t){return this.sampler=t,this}getSampler(){return this.sampler}uv(t){const e=this.clone();return e.uvNode=Yp(t),e.referenceNode=this,Yp(e)}blur(t){const e=this.clone();return e.biasNode=Yp(t).mul(ix(e)),e.referenceNode=this,Yp(e)}level(t){const e=this.clone();return e.levelNode=Yp(t),e.referenceNode=this,Yp(e)}size(t){return df(this,t)}bias(t){const e=this.clone();return e.biasNode=Yp(t),e.referenceNode=this,Yp(e)}compare(t){const e=this.clone();return e.compareNode=Yp(t),e.referenceNode=this,Yp(e)}grad(t,e){const s=this.clone();return s.gradNode=[Yp(t),Yp(e)],s.referenceNode=this,Yp(s)}depth(t){const e=this.clone();return e.depthNode=Yp(t),e.referenceNode=this,Yp(e)}serialize(t){super.serialize(t),t.value=this.value.toJSON(t.meta).uuid,t.sampler=this.sampler,t.updateMatrix=this.updateMatrix,t.updateType=this.updateType}deserialize(t){super.deserialize(t),this.value=t.meta.textures[t.value],this.sampler=t.sampler,this.updateMatrix=t.updateMatrix,this.updateType=t.updateType}update(){const t=this.value,e=this._matrixUniform;null!==e&&(e.value=t.matrix),!0===t.matrixAutoUpdate&&t.updateMatrix()}clone(){const t=new this.constructor(this.value,this.uvNode,this.levelNode,this.biasNode);return t.sampler=this.sampler,t}}const nx=Qp(rx),ox=(...t)=>nx(...t).setSampler(!1),ax=t=>(!0===t.isNode?t:nx(t)).convert("sampler");wp("texture",nx),lp("TextureNode",rx);class hx extends hf{constructor(t,e,s=0){super(t,e),this.isBufferNode=!0,this.bufferType=e,this.bufferCount=s}getElementType(t){return this.getNodeType(t)}getInputType(){return"buffer"}}const ux=(t,e,s)=>Yp(new hx(t,e,s));lp("BufferNode",hx);class lx extends pp{constructor(t,e){super(t,e),this.isArrayBufferElementNode=!0}getNodeType(t){return this.node.getElementType(t)}generate(t){const e=super.generate(t),s=this.getNodeType();return t.format(e,"vec4",s)}}class cx extends hx{constructor(t,e=null){super(null,"vec4"),this.array=t,this.elementType=e,this._elementType=null,this._elementLength=0,this.updateType=Xd.RENDER,this.isArrayBufferNode=!0}getElementType(){return this.elementType||this._elementType}getElementLength(){return this._elementLength}update(){const{array:t,value:e}=this,s=this.getElementLength(),i=this.getElementType();if(1===s)for(let s=0;sYp(new cx(t,e));lp("UniformsNode",cx);class px extends pp{constructor(t,e){super(t,e),this.referenceNode=t,this.isReferenceElementNode=!0}getNodeType(){return this.referenceNode.uniformType}generate(t){const e=super.generate(t),s=this.referenceNode.getNodeType(),i=this.getNodeType();return t.format(e,s,i)}}class mx extends up{constructor(t,e,s=null,i=null){super(),this.property=t,this.uniformType=e,this.object=s,this.count=i,this.properties=t.split("."),this.reference=s,this.node=null,this.updateType=Xd.OBJECT}element(t){return Yp(new px(this,Yp(t)))}setNodeType(t){let e=null;e=null!==this.count?ux(null,t,this.count):Array.isArray(this.getValueFromReference())?dx(null,t):"texture"===t?nx(null):uf(null,t),this.node=e}getNodeType(t){return null===this.node&&this.updateValue(),this.node.getNodeType(t)}getValueFromReference(t=this.reference){const{properties:e}=this;let s=t[e[0]];for(let t=1;tYp(new mx(t,e,s)),fx=(t,e,s,i)=>Yp(new mx(t,e,i,s));lp("ReferenceNode",mx);class yx extends mx{constructor(t,e,s=null){super(t,e,s),this.material=s}updateReference(t){return this.reference=null!==this.material?this.material:t.material,this.reference}}const xx=(t,e,s)=>Yp(new yx(t,e,s));lp("MaterialReferenceNode",yx);const bx=rf("camera").onRenderUpdate((()=>{bx.needsUpdate=!0})),vx=uf("float").label("cameraNear").setGroup(bx).onRenderUpdate((({camera:t})=>t.near)),Tx=uf("float").label("cameraFar").setGroup(bx).onRenderUpdate((({camera:t})=>t.far)),_x=uf("float").label("cameraLogDepth").setGroup(bx).onRenderUpdate((({camera:t})=>2/(Math.log(t.far+1)/Math.LN2))),wx=uf("mat4").label("cameraProjectionMatrix").setGroup(bx).onRenderUpdate((({camera:t})=>t.projectionMatrix)),Sx=uf("mat4").label("cameraProjectionMatrixInverse").setGroup(bx).onRenderUpdate((({camera:t})=>t.projectionMatrixInverse)),Mx=uf("mat4").label("cameraViewMatrix").setGroup(bx).onRenderUpdate((({camera:t})=>t.matrixWorldInverse)),Ax=uf("mat4").label("cameraWorldMatrix").setGroup(bx).onRenderUpdate((({camera:t})=>t.matrixWorld)),Nx=uf("mat3").label("cameraNormalMatrix").setGroup(bx).onRenderUpdate((({camera:t})=>t.normalMatrix)),Rx=uf(new Ei).label("cameraPosition").setGroup(bx).onRenderUpdate((({camera:t},e)=>e.value.setFromMatrixPosition(t.matrixWorld)));class Cx extends up{constructor(t=Cx.VIEW_MATRIX,e=null){super(),this.scope=t,this.object3d=e,this.updateType=Xd.OBJECT,this._uniformNode=new hf(null)}getNodeType(){const t=this.scope;return t===Cx.WORLD_MATRIX||t===Cx.VIEW_MATRIX?"mat4":t===Cx.NORMAL_MATRIX?"mat3":t===Cx.POSITION||t===Cx.VIEW_POSITION||t===Cx.DIRECTION||t===Cx.SCALE?"vec3":void 0}update(t){const e=this.object3d,s=this._uniformNode,i=this.scope;if(i===Cx.VIEW_MATRIX)s.value=e.modelViewMatrix;else if(i===Cx.NORMAL_MATRIX)s.value=e.normalMatrix;else if(i===Cx.WORLD_MATRIX)s.value=e.matrixWorld;else if(i===Cx.POSITION)s.value=s.value||new Ei,s.value.setFromMatrixPosition(e.matrixWorld);else if(i===Cx.SCALE)s.value=s.value||new Ei,s.value.setFromMatrixScale(e.matrixWorld);else if(i===Cx.DIRECTION)s.value=s.value||new Ei,e.getWorldDirection(s.value);else if(i===Cx.VIEW_POSITION){const i=t.camera;s.value=s.value||new Ei,s.value.setFromMatrixPosition(e.matrixWorld),s.value.applyMatrix4(i.matrixWorldInverse)}}generate(t){const e=this.scope;return e===Cx.WORLD_MATRIX||e===Cx.VIEW_MATRIX?this._uniformNode.nodeType="mat4":e===Cx.NORMAL_MATRIX?this._uniformNode.nodeType="mat3":e!==Cx.POSITION&&e!==Cx.VIEW_POSITION&&e!==Cx.DIRECTION&&e!==Cx.SCALE||(this._uniformNode.nodeType="vec3"),this._uniformNode.build(t)}serialize(t){super.serialize(t),t.scope=this.scope}deserialize(t){super.deserialize(t),this.scope=t.scope}}Cx.VIEW_MATRIX="viewMatrix",Cx.NORMAL_MATRIX="normalMatrix",Cx.WORLD_MATRIX="worldMatrix",Cx.POSITION="position",Cx.SCALE="scale",Cx.VIEW_POSITION="viewPosition",Cx.DIRECTION="direction";const Ex=Qp(Cx,Cx.DIRECTION),Bx=Qp(Cx,Cx.VIEW_MATRIX),Ix=Qp(Cx,Cx.NORMAL_MATRIX),Px=Qp(Cx,Cx.WORLD_MATRIX),Fx=Qp(Cx,Cx.POSITION),Ux=Qp(Cx,Cx.SCALE),zx=Qp(Cx,Cx.VIEW_POSITION);lp("Object3DNode",Cx);class Ox extends Cx{constructor(t=Ox.VIEW_MATRIX){super(t)}update(t){this.object3d=t.object,super.update(t)}}const Lx=Kp(Ox,Ox.DIRECTION),Vx=Kp(Ox,Ox.VIEW_MATRIX).label("modelViewMatrix").temp("ModelViewMatrix"),Dx=Kp(Ox,Ox.NORMAL_MATRIX),kx=Kp(Ox,Ox.WORLD_MATRIX),Gx=Kp(Ox,Ox.POSITION),Wx=Kp(Ox,Ox.SCALE),jx=Kp(Ox,Ox.VIEW_POSITION),Hx=uf(new or).onObjectUpdate((({object:t},e)=>e.value.copy(t.matrixWorld).invert()));lp("ModelNode",Ox);const qx=jm("normal","vec3",mm(0,1,0)),$x=qx.toVar("normalLocal"),Xx=Gm(Dx.mul($x),"v_normalView").normalize().toVar("normalView"),Yx=Gm(Xx.transformDirection(Mx),"v_normalWorld").normalize().toVar("normalWorld"),Jx=mg("vec3","transformedNormalView"),Zx=Jx.transformDirection(Mx).normalize().toVar("transformedNormalWorld"),Qx=mg("vec3","transformedClearcoatNormalView"),Kx=new Map;class tb extends up{constructor(t){super(),this.scope=t}getCache(t,e){let s=Kx.get(t);return void 0===s&&(s=xx(t,e),Kx.set(t,s)),s}getFloat(t){return this.getCache(t,"float")}getColor(t){return this.getCache(t,"color")}getTexture(t){return this.getCache("map"===t?"map":t+"Map","texture")}setup(t){const e=t.context.material,s=this.scope;let i=null;if(s===tb.COLOR){const t=this.getColor(s);i=e.map&&!0===e.map.isTexture?t.mul(this.getTexture("map")):t}else if(s===tb.OPACITY){const t=this.getFloat(s);i=e.alphaMap&&!0===e.alphaMap.isTexture?t.mul(this.getTexture("alpha")):t}else if(s===tb.SPECULAR_STRENGTH)i=e.specularMap&&!0===e.specularMap.isTexture?this.getTexture("specular").r:om(1);else if(s===tb.SPECULAR_INTENSITY){const t=this.getFloat(s);i=e.specularMap?t.mul(this.getTexture(s).a):t}else if(s===tb.SPECULAR_COLOR){const t=this.getColor(s);i=e.specularColorMap&&!0===e.specularColorMap.isTexture?t.mul(this.getTexture(s).rgb):t}else if(s===tb.ROUGHNESS){const t=this.getFloat(s);i=e.roughnessMap&&!0===e.roughnessMap.isTexture?t.mul(this.getTexture(s).g):t}else if(s===tb.METALNESS){const t=this.getFloat(s);i=e.metalnessMap&&!0===e.metalnessMap.isTexture?t.mul(this.getTexture(s).b):t}else if(s===tb.EMISSIVE){const t=this.getFloat("emissiveIntensity"),r=this.getColor(s).mul(t);i=e.emissiveMap&&!0===e.emissiveMap.isTexture?r.mul(this.getTexture(s)):r}else if(s===tb.NORMAL)i=e.normalMap?this.getTexture("normal").normalMap(this.getCache("normalScale","vec2")):e.bumpMap?this.getTexture("bump").r.bumpMap(this.getFloat("bumpScale")):Xx;else if(s===tb.CLEARCOAT){const t=this.getFloat(s);i=e.clearcoatMap&&!0===e.clearcoatMap.isTexture?t.mul(this.getTexture(s).r):t}else if(s===tb.CLEARCOAT_ROUGHNESS){const t=this.getFloat(s);i=e.clearcoatRoughnessMap&&!0===e.clearcoatRoughnessMap.isTexture?t.mul(this.getTexture(s).r):t}else if(s===tb.CLEARCOAT_NORMAL)i=e.clearcoatNormalMap?this.getTexture(s).normalMap(this.getCache(s+"Scale","vec2")):Xx;else if(s===tb.SHEEN){const t=this.getColor("sheenColor").mul(this.getFloat("sheen"));i=e.sheenColorMap&&!0===e.sheenColorMap.isTexture?t.mul(this.getTexture("sheenColor").rgb):t}else if(s===tb.SHEEN_ROUGHNESS){const t=this.getFloat(s);i=e.sheenRoughnessMap&&!0===e.sheenRoughnessMap.isTexture?t.mul(this.getTexture(s).a):t,i=i.clamp(.07,1)}else if(s===tb.ANISOTROPY)if(e.anisotropyMap&&!0===e.anisotropyMap.isTexture){const t=this.getTexture(s);i=_m(Vb.x,Vb.y,Vb.y.negate(),Vb.x).mul(t.rg.mul(2).sub(lm(1)).normalize().mul(t.b))}else i=Vb;else if(s===tb.IRIDESCENCE_THICKNESS){const t=gx("1","float",e.iridescenceThicknessRange);if(e.iridescenceThicknessMap){const r=gx("0","float",e.iridescenceThicknessRange);i=t.sub(r).mul(this.getTexture(s).g).add(r)}else i=t}else if(s===tb.TRANSMISSION){const t=this.getFloat(s);i=e.transmissionMap?t.mul(this.getTexture(s).r):t}else if(s===tb.THICKNESS){const t=this.getFloat(s);i=e.thicknessMap?t.mul(this.getTexture(s).g):t}else if(s===tb.IOR)i=this.getFloat(s);else if(s===tb.REFRACTION_RATIO)i=this.getFloat(s);else if(s===tb.LIGHT_MAP)i=this.getTexture(s).rgb.mul(this.getFloat("lightMapIntensity"));else if(s===tb.AO_MAP)i=this.getTexture(s).r.sub(1).mul(this.getFloat("aoMapIntensity")).add(1);else{const e=this.getNodeType(t);i=this.getCache(s,e)}return i}}tb.ALPHA_TEST="alphaTest",tb.COLOR="color",tb.OPACITY="opacity",tb.SHININESS="shininess",tb.SPECULAR="specular",tb.SPECULAR_STRENGTH="specularStrength",tb.SPECULAR_INTENSITY="specularIntensity",tb.SPECULAR_COLOR="specularColor",tb.REFLECTIVITY="reflectivity",tb.ROUGHNESS="roughness",tb.METALNESS="metalness",tb.NORMAL="normal",tb.CLEARCOAT="clearcoat",tb.CLEARCOAT_ROUGHNESS="clearcoatRoughness",tb.CLEARCOAT_NORMAL="clearcoatNormal",tb.EMISSIVE="emissive",tb.ROTATION="rotation",tb.SHEEN="sheen",tb.SHEEN_ROUGHNESS="sheenRoughness",tb.ANISOTROPY="anisotropy",tb.IRIDESCENCE="iridescence",tb.IRIDESCENCE_IOR="iridescenceIOR",tb.IRIDESCENCE_THICKNESS="iridescenceThickness",tb.IOR="ior",tb.TRANSMISSION="transmission",tb.THICKNESS="thickness",tb.ATTENUATION_DISTANCE="attenuationDistance",tb.ATTENUATION_COLOR="attenuationColor",tb.LINE_SCALE="scale",tb.LINE_DASH_SIZE="dashSize",tb.LINE_GAP_SIZE="gapSize",tb.LINE_WIDTH="linewidth",tb.LINE_DASH_OFFSET="dashOffset",tb.POINT_WIDTH="pointWidth",tb.DISPERSION="dispersion",tb.LIGHT_MAP="light",tb.AO_MAP="ao",tb.REFRACTION_RATIO="refractionRatio";const eb=Kp(tb,tb.ALPHA_TEST),sb=Kp(tb,tb.COLOR),ib=Kp(tb,tb.SHININESS),rb=Kp(tb,tb.EMISSIVE),nb=Kp(tb,tb.OPACITY),ob=Kp(tb,tb.SPECULAR),ab=Kp(tb,tb.SPECULAR_INTENSITY),hb=Kp(tb,tb.SPECULAR_COLOR),ub=Kp(tb,tb.SPECULAR_STRENGTH),lb=Kp(tb,tb.REFLECTIVITY),cb=Kp(tb,tb.ROUGHNESS),db=Kp(tb,tb.METALNESS),pb=Kp(tb,tb.NORMAL),mb=Kp(tb,tb.CLEARCOAT),gb=Kp(tb,tb.CLEARCOAT_ROUGHNESS),fb=Kp(tb,tb.CLEARCOAT_NORMAL),yb=Kp(tb,tb.ROTATION),xb=Kp(tb,tb.SHEEN),bb=Kp(tb,tb.SHEEN_ROUGHNESS),vb=Kp(tb,tb.ANISOTROPY),Tb=Kp(tb,tb.IRIDESCENCE),_b=Kp(tb,tb.IRIDESCENCE_IOR),wb=Kp(tb,tb.IRIDESCENCE_THICKNESS),Sb=Kp(tb,tb.TRANSMISSION),Mb=Kp(tb,tb.THICKNESS),Ab=Kp(tb,tb.IOR),Nb=Kp(tb,tb.ATTENUATION_DISTANCE),Rb=Kp(tb,tb.ATTENUATION_COLOR),Cb=Kp(tb,tb.LINE_SCALE),Eb=Kp(tb,tb.LINE_DASH_SIZE),Bb=Kp(tb,tb.LINE_GAP_SIZE),Ib=Kp(tb,tb.LINE_WIDTH),Pb=Kp(tb,tb.LINE_DASH_OFFSET),Fb=Kp(tb,tb.POINT_WIDTH),Ub=Kp(tb,tb.DISPERSION),zb=Kp(tb,tb.LIGHT_MAP),Ob=Kp(tb,tb.AO_MAP),Lb=Kp(tb,tb.REFRACTION_RATIO),Vb=uf(new Ks).onReference((function(t){return t.material})).onRenderUpdate((function({material:t}){this.value.set(t.anisotropy*Math.cos(t.anisotropyRotation),t.anisotropy*Math.sin(t.anisotropyRotation))}));lp("MaterialNode",tb);const Db=jm("position","vec3"),kb=Db.toVar("positionLocal"),Gb=Gm(kx.mul(kb).xyz,"v_positionWorld"),Wb=Gm(kb.transformDirection(kx),"v_positionWorldDirection").normalize().toVar("positionWorldDirection"),jb=Gm(Vx.mul(kb).xyz,"v_positionView"),Hb=Gm(jb.negate(),"v_positionViewDirection").normalize().toVar("positionViewDirection");class qb extends dp{constructor(t=null){super("vec4"),this.positionNode=t}setup(t){if("fragment"===t.shaderStage)return Gm(t.context.mvp);const e=this.positionNode||kb;return wx.mul(Vx).mul(e)}}const $b=Qp(qb);lp("ModelViewProjectionNode",qb);class Xb extends bp{constructor(t,e=null,s=0,i=0){super(t,e),this.isBufferNode=!0,this.bufferType=e,this.bufferStride=s,this.bufferOffset=i,this.usage=Rs,this.instanced=!1,this.attribute=null,this.global=!0,t&&!0===t.isBufferAttribute&&(this.attribute=t,this.usage=t.usage,this.instanced=t.isInstancedBufferAttribute)}getHash(t){if(0===this.bufferStride&&0===this.bufferOffset){let e=t.globalCache.getData(this.value);return void 0===e&&(e={node:this},t.globalCache.setData(this.value,e)),e.node.uuid}return this.uuid}getNodeType(t){return null===this.bufferType&&(this.bufferType=t.getTypeFromAttribute(this.attribute)),this.bufferType}setup(t){if(null!==this.attribute)return;const e=this.getNodeType(t),s=this.value,i=t.getTypeLength(e),r=this.bufferStride||i,n=this.bufferOffset,o=!0===s.isInterleavedBuffer?s:new oo(s,r),a=new ho(o,i,n);o.setUsage(this.usage),this.attribute=a,this.attribute.isInstancedBufferAttribute=this.instanced}generate(t){const e=this.getNodeType(t),s=t.getBufferAttributeFromNode(this,e),i=t.getPropertyName(s);let r=null;if("vertex"===t.shaderStage||"compute"===t.shaderStage)this.name=i,r=i;else{r=Gm(this).build(t,e)}return r}getInputType(){return"bufferAttribute"}setUsage(t){return this.usage=t,this.attribute&&!0===this.attribute.isBufferAttribute&&(this.attribute.usage=t),this}setInstanced(t){return this.instanced=t,this}}const Yb=(t,e,s,i)=>Yp(new Xb(t,e,s,i)),Jb=(t,e,s,i)=>Yb(t,e,s,i).setUsage(Cs),Zb=(t,e,s,i)=>Yb(t,e,s,i).setInstanced(!0),Qb=(t,e,s,i)=>Jb(t,e,s,i).setInstanced(!0);wp("toAttribute",(t=>Yb(t.value))),lp("BufferAttributeNode",Xb);class Kb extends up{constructor(t){super("void"),this.instanceMesh=t,this.instanceMatrixNode=null,this.instanceColorNode=null,this.updateType=Xd.FRAME,this.buffer=null,this.bufferColor=null}setup(){let t=this.instanceMatrixNode,e=this.instanceColorNode;const s=this.instanceMesh;if(null===t){const e=s.instanceMatrix;if(s.count<=1e3)t=ux(e.array,"mat4",s.count).element(tg);else{const s=new Nc(e.array,16,1);this.buffer=s;const i=e.usage===Cs?Qb:Zb,r=[i(s,"vec4",16,0),i(s,"vec4",16,4),i(s,"vec4",16,8),i(s,"vec4",16,12)];t=Em(...r)}this.instanceMatrixNode=t}const i=s.instanceColor;if(i&&null===e){const t=new jo(i.array,3),s=i.usage===Cs?Qb:Zb;this.bufferColor=t,e=mm(s(t,"vec3",3,0)),this.instanceColorNode=e}const r=t.mul(kb).xyz,n=Am(t),o=$x.div(mm(n[0].dot(n[0]),n[1].dot(n[1]),n[2].dot(n[2]))),a=n.mul(o).xyz;kb.assign(r),$x.assign(a),null!==this.instanceColorNode&&gg("vec3","vInstanceColor").assign(this.instanceColorNode)}update(){this.instanceMesh.instanceMatrix.usage!==Cs&&null!=this.buffer&&this.instanceMesh.instanceMatrix.version!==this.buffer.version&&(this.buffer.version=this.instanceMesh.instanceMatrix.version),this.instanceMesh.instanceColor&&this.instanceMesh.instanceColor.usage!==Cs&&null!=this.bufferColor&&this.instanceMesh.instanceColor.version!==this.bufferColor.version&&(this.bufferColor.version=this.instanceMesh.instanceColor.version)}}const tv=Qp(Kb);lp("InstanceNode",Kb);const ev=tm(((t,e)=>(!1===e.geometry.hasAttribute("tangent")&&e.geometry.computeTangents(),jm("tangent","vec4"))))(),sv=ev.xyz.toVar("tangentLocal"),iv=Gm(Vx.mul(xm(sv,0)).xyz,"v_tangentView").normalize().toVar("tangentView"),rv=Gm(iv.transformDirection(Mx),"v_tangentWorld").normalize().toVar("tangentWorld"),nv=iv.toVar("transformedTangentView"),ov=nv.transformDirection(Mx).normalize().toVar("transformedTangentWorld");class av extends up{constructor(t){super("void"),this.batchMesh=t,this.instanceColorNode=null,this.batchingIdNode=null}setup(t){null===this.batchingIdNode&&(null===t.getDrawIndex()?this.batchingIdNode=tg:this.batchingIdNode=eg);const e=tm((([t])=>{const e=df(ox(this.batchMesh._indirectTexture),0),s=am(t).remainder(am(e)),i=am(t).div(am(e));return ox(this.batchMesh._indirectTexture,cm(s,i)).x})).setLayout({name:"getIndirectIndex",type:"uint",inputs:[{name:"id",type:"int"}]}),s=this.batchMesh._matricesTexture,i=df(ox(s),0),r=om(e(am(this.batchingIdNode))).mul(4).toVar(),n=am(r.mod(i)),o=am(r).div(am(i)),a=Em(ox(s,cm(n,o)),ox(s,cm(n.add(1),o)),ox(s,cm(n.add(2),o)),ox(s,cm(n.add(3),o))),h=Am(a);kb.assign(a.mul(kb));const u=$x.div(mm(h[0].dot(h[0]),h[1].dot(h[1]),h[2].dot(h[2]))),l=h.mul(u).xyz;$x.assign(l),t.hasGeometryAttribute("tangent")&&sv.mulAssign(h)}}const hv=Qp(av);lp("batch",av);class uv extends up{constructor(t,e=!1){let s,i,r;super("void"),this.skinnedMesh=t,this.useReference=e,this.updateType=Xd.OBJECT,this.skinIndexNode=jm("skinIndex","uvec4"),this.skinWeightNode=jm("skinWeight","vec4"),e?(s=gx("bindMatrix","mat4"),i=gx("bindMatrixInverse","mat4"),r=fx("skeleton.boneMatrices","mat4",t.skeleton.bones.length)):(s=uf(t.bindMatrix,"mat4"),i=uf(t.bindMatrixInverse,"mat4"),r=ux(t.skeleton.boneMatrices,"mat4",t.skeleton.bones.length)),this.bindMatrixNode=s,this.bindMatrixInverseNode=i,this.boneMatricesNode=r}setup(t){const{skinIndexNode:e,skinWeightNode:s,bindMatrixNode:i,bindMatrixInverseNode:r,boneMatricesNode:n}=this,o=n.element(e.x),a=n.element(e.y),h=n.element(e.z),u=n.element(e.w),l=i.mul(kb),c=mf(o.mul(s.x).mul(l),a.mul(s.y).mul(l),h.mul(s.z).mul(l),u.mul(s.w).mul(l)),d=r.mul(c).xyz;let p=mf(s.x.mul(o),s.y.mul(a),s.z.mul(h),s.w.mul(u));p=r.mul(p).mul(i);const m=p.transformDirection($x).xyz;kb.assign(d),$x.assign(m),t.hasGeometryAttribute("tangent")&&sv.assign(m)}generate(t,e){if("void"!==e)return kb.build(t,e)}update(t){(this.useReference?t.object:this.skinnedMesh).skeleton.update()}}const lv=t=>Yp(new uv(t)),cv=t=>Yp(new uv(t,!0));lp("SkinningNode",uv);class dv extends up{constructor(t=[]){super(),this.params=t}getVarName(t){return String.fromCharCode("i".charCodeAt()+t)}getProperties(t){const e=t.getNodeProperties(this);if(void 0!==e.stackNode)return e;const s={};for(let t=0,e=this.params.length-1;tNumber(n)?">=":"<"));const l={start:r,end:n,condition:h},c=l.start,d=l.end;let p="",m="",g="";u||(u="int"===a||"uint"===a?h.includes("<")?"++":"--":h.includes("<")?"+= 1.":"-= 1."),p+=t.getVar(a,o)+" = "+c,m+=o+" "+h+" "+d,g+=o+" "+u;const f=`for ( ${p}; ${m}; ${g} )`;t.addFlowCode((0===e?"\n":"")+t.tab+f+" {\n\n").addFlowTab()}const r=i.build(t,"void"),n=e.returnsNode?e.returnsNode.build(t):"";t.removeFlowTab().addFlowCode("\n"+t.tab+r);for(let e=0,s=this.params.length-1;eYp(new dv(Zp(t,"int"))).append(),mv=()=>ex("continue").append(),gv=()=>ex("break").append();wp("loop",((t,...e)=>qm(t,pv(...e)))),lp("LoopNode",dv);const fv=new WeakMap,yv=new _i,xv=tm((({bufferMap:t,influence:e,stride:s,width:i,depth:r,offset:n})=>{const o=am(Km).mul(s).add(n),a=o.div(i),h=o.sub(a.mul(i));return ox(t,cm(h,a)).depth(r).mul(e)}));class bv extends up{constructor(t){super("void"),this.mesh=t,this.morphBaseInfluence=uf(1),this.updateType=Xd.OBJECT}setup(t){const{geometry:e}=t,s=void 0!==e.morphAttributes.position,i=void 0!==e.morphAttributes.normal,r=e.morphAttributes.position||e.morphAttributes.normal||e.morphAttributes.color,n=void 0!==r?r.length:0,{texture:o,stride:a,size:h}=function(t){const e=void 0!==t.morphAttributes.position,s=void 0!==t.morphAttributes.normal,i=void 0!==t.morphAttributes.color,r=t.morphAttributes.position||t.morphAttributes.normal||t.morphAttributes.color,n=void 0!==r?r.length:0;let o=fv.get(t);if(void 0===o||o.count!==n){void 0!==o&&o.texture.dispose();const a=t.morphAttributes.position||[],h=t.morphAttributes.normal||[],u=t.morphAttributes.color||[];let l=0;!0===e&&(l=1),!0===s&&(l=2),!0===i&&(l=3);let c=t.attributes.position.count*l,d=1;const p=4096;c>p&&(d=Math.ceil(c/p),c=p);const m=new Float32Array(c*d*4*n),g=new Mi(m,c,d,n);g.type=It,g.needsUpdate=!0;const f=4*l;for(let x=0;x{const e=om(0).toVar();this.mesh.count>1&&null!==this.mesh.morphTexture&&void 0!==this.mesh.morphTexture?e.assign(ox(this.mesh.morphTexture,cm(am(t).add(1),am(tg))).r):e.assign(gx("morphTargetInfluences","float").element(t).toVar()),!0===s&&kb.addAssign(xv({bufferMap:o,influence:e,stride:a,width:u,depth:t,offset:am(0)})),!0===i&&$x.addAssign(xv({bufferMap:o,influence:e,stride:a,width:u,depth:t,offset:am(1)}))}))}update(){const t=this.morphBaseInfluence;this.mesh.geometry.morphTargetsRelative?t.value=1:t.value=1-this.mesh.morphTargetInfluences.reduce(((t,e)=>t+e),0)}}const vv=Qp(bv);lp("MorphNode",bv);const Tv=Hb.negate().reflect(Jx),_v=Hb.negate().refract(Jx,Lb),wv=Tv.transformDirection(Mx).toVar("reflectVector"),Sv=_v.transformDirection(Mx).toVar("reflectVector");class Mv extends rx{constructor(t,e=null,s=null,i=null){super(t,e,s,i),this.isCubeTextureNode=!0}getInputType(){return"cubeTexture"}getDefaultUV(){const t=this.value;return t.mapping===ht?wv:t.mapping===ut?Sv:(console.error('THREE.CubeTextureNode: Mapping "%s" not supported.',t.mapping),mm(0,0,0))}setUpdateMatrix(){}setupUV(t,e){const s=this.value;return t.renderer.coordinateSystem!==Ds&&s.isRenderTargetTexture?e:mm(e.x.negate(),e.yz)}generateUV(t,e){return e.build(t,"vec3")}}const Av=Qp(Mv);wp("cubeTexture",Av),lp("CubeTextureNode",Mv);class Nv extends up{constructor(){super("vec3"),this.isLightingNode=!0}generate(){console.warn("Abstract function.")}}lp("LightingNode",Nv);const Rv=tm((({depthTexture:t,shadowCoord:e})=>nx(t,e.xy).compare(e.z))),Cv=tm((({depthTexture:t,shadowCoord:e,shadow:s})=>{const i=(e,s)=>nx(t,e).compare(s),r=gx("mapSize","vec2",s),n=gx("radius","float",s),o=lm(1).div(r),a=o.x.negate().mul(n),h=o.y.negate().mul(n),u=o.x.mul(n),l=o.y.mul(n),c=a.div(2),d=h.div(2),p=u.div(2),m=l.div(2);return mf(i(e.xy.add(lm(a,h)),e.z),i(e.xy.add(lm(0,h)),e.z),i(e.xy.add(lm(u,h)),e.z),i(e.xy.add(lm(c,d)),e.z),i(e.xy.add(lm(0,d)),e.z),i(e.xy.add(lm(p,d)),e.z),i(e.xy.add(lm(a,0)),e.z),i(e.xy.add(lm(c,0)),e.z),i(e.xy,e.z),i(e.xy.add(lm(p,0)),e.z),i(e.xy.add(lm(u,0)),e.z),i(e.xy.add(lm(c,m)),e.z),i(e.xy.add(lm(0,m)),e.z),i(e.xy.add(lm(p,m)),e.z),i(e.xy.add(lm(a,l)),e.z),i(e.xy.add(lm(0,l)),e.z),i(e.xy.add(lm(u,l)),e.z)).mul(1/17)})),Ev=tm((({depthTexture:t,shadowCoord:e,shadow:s})=>{const i=(e,s)=>nx(t,e).compare(s),r=gx("mapSize","vec2",s),n=lm(1).div(r),o=n.x,a=n.y,h=e.xy,u=ty(h.mul(r).add(.5));return h.subAssign(u.mul(n)),mf(i(h,e.z),i(h.add(lm(o,0)),e.z),i(h.add(lm(0,a)),e.z),i(h.add(n),e.z),Oy(i(h.add(lm(o.negate(),0)),e.z),i(h.add(lm(o.mul(2),0)),e.z),u.x),Oy(i(h.add(lm(o.negate(),a)),e.z),i(h.add(lm(o.mul(2),a)),e.z),u.x),Oy(i(h.add(lm(0,a.negate())),e.z),i(h.add(lm(0,a.mul(2))),e.z),u.y),Oy(i(h.add(lm(o,a.negate())),e.z),i(h.add(lm(o,a.mul(2))),e.z),u.y),Oy(Oy(i(h.add(lm(o.negate(),a.negate())),e.z),i(h.add(lm(o.mul(2),a.negate())),e.z),u.x),Oy(i(h.add(lm(o.negate(),a.mul(2))),e.z),i(h.add(lm(o.mul(2),a.mul(2))),e.z),u.x),u.y)).mul(1/9)})),Bv=[Rv,Cv,Ev];let Iv=null;class Pv extends Nv{constructor(t=null){super(),this.updateType=Xd.FRAME,this.light=t,this.color=new Yr,this.colorNode=uf(this.color),this.baseColorNode=null,this.shadowMap=null,this.shadowNode=null,this.shadowColorNode=null,this.isAnalyticLightNode=!0}getCacheKey(){return super.getCacheKey()+"-"+this.light.id+"-"+(this.light.castShadow?"1":"0")}getHash(){return this.light.uuid}setupShadow(t){const{object:e,renderer:s}=t;let i=this.shadowColorNode;if(null===i){null===Iv&&(Iv=t.createNodeMaterial(),Iv.fragmentNode=xm(0,0,0,1),Iv.isShadowNodeMaterial=!0);const r=new Ka;r.compareFunction=Ts;const n=this.light.shadow,o=t.createRenderTarget(n.mapSize.width,n.mapSize.height);o.depthTexture=r,n.camera.updateProjectionMatrix();const a=gx("intensity","float",n),h=gx("bias","float",n),u=gx("normalBias","float",n),l=e.material.shadowPositionNode||Gb;let c=uf(n.matrix).mul(l.add(Yx.mul(u)));c=c.xyz.div(c.w);let d=c.z.add(h);s.coordinateSystem===Ds&&(d=d.mul(2).sub(1)),c=mm(c.x,c.y.oneMinus(),d);const p=c.x.greaterThanEqual(0).and(c.x.lessThanEqual(1)).and(c.y.greaterThanEqual(0)).and(c.y.lessThanEqual(1)).and(c.z.lessThanEqual(1)),m=n.filterNode||Bv[s.shadowMap.type]||null;if(null===m)throw new Error("THREE.WebGPURenderer: Shadow map type not supported yet.");const g=p.cond(m({depthTexture:r,shadowCoord:c,shadow:n}),om(1));this.shadowMap=o,this.shadowNode=g,this.shadowColorNode=i=this.colorNode.mul(Oy(1,g,a)),this.baseColorNode=this.colorNode}this.colorNode=i,this.updateBeforeType=Xd.RENDER}setup(t){this.colorNode=this.baseColorNode||this.colorNode,this.light.castShadow?t.object.receiveShadow&&this.setupShadow(t):null!==this.shadowNode&&this.disposeShadow()}updateShadow(t){const{shadowMap:e,light:s}=this,{renderer:i,scene:r,camera:n}=t,o=r.overrideMaterial;r.overrideMaterial=Iv,e.setSize(s.shadow.mapSize.width,s.shadow.mapSize.height),s.shadow.updateMatrices(s),s.shadow.camera.layers.mask=n.layers.mask;const a=i.getRenderTarget(),h=i.getRenderObjectFunction();i.setRenderObjectFunction(((t,...e)=>{!0===t.castShadow&&i.renderObject(t,...e)})),i.setRenderTarget(e),i.render(r,s.shadow.camera),i.setRenderTarget(a),i.setRenderObjectFunction(h),r.overrideMaterial=o}disposeShadow(){this.shadowMap.dispose(),this.shadowMap=null,this.shadowNode=null,this.shadowColorNode=null,this.baseColorNode=null,this.updateBeforeType=Xd.NONE}updateBefore(t){this.updateShadow(t)}update(){const{light:t}=this;this.color.copy(t.color).multiplyScalar(t.intensity)}}lp("AnalyticLightNode",Pv);const Fv=new WeakMap;class Uv extends up{constructor(t=[]){super("vec3"),this.totalDiffuseNode=mm().temp("totalDiffuse"),this.totalSpecularNode=mm().temp("totalSpecular"),this.outgoingLightNode=mm().temp("outgoingLight"),this.lightNodes=t,this._hash=null}get hasLight(){return this.lightNodes.length>0}getHash(){if(null===this._hash){const t=[];for(const e of this.lightNodes)t.push(e.getHash());this._hash="lights-"+t.join(",")}return this._hash}analyze(t){const e=t.getDataFromNode(this);for(const s of e.nodes)s.build(t)}setup(t){const e=t.context,s=e.lightingModel;let i=this.outgoingLightNode;if(s){const{lightNodes:r,totalDiffuseNode:n,totalSpecularNode:o}=this;e.outgoingLight=i;const a=t.addStack();t.getDataFromNode(this).nodes=a.nodes,s.start(e,a,t);for(const e of r)e.build(t);s.indirect(e,a,t);const{backdrop:h,backdropAlpha:u}=e,{directDiffuse:l,directSpecular:c,indirectDiffuse:d,indirectSpecular:p}=e.reflectedLight;let m=l.add(d);null!==h&&(m=mm(null!==u?u.mix(m,h):h),e.material.transparent=!0),n.assign(m),o.assign(c.add(p)),i.assign(n.add(o)),s.finish(e,a,t),i=i.bypass(t.removeStack())}return i}_getLightNodeById(t){for(const e of this.lightNodes)if(e.isAnalyticLightNode&&e.light.id===t)return e;return null}fromLights(t=[]){const e=[];t=(t=>t.sort(((t,e)=>t.id-e.id)))(t);for(const s of t){let t=this._getLightNodeById(s.id);if(null===t){const e=s.constructor,i=Fv.has(e)?Fv.get(e):Pv;t=Yp(new i(s))}e.push(t)}return this.lightNodes=e,this._hash=null,this}}const zv=t=>Yp((new Uv).fromLights(t)),Ov=Qp(Uv);function Lv(t,e){if(Fv.has(t))console.warn(`Redefinition of light node ${e.type}`);else{if("function"!=typeof t)throw new Error(`Light ${t.name} is not a class`);if("function"!=typeof e||!e.type)throw new Error(`Light node ${e.type} is not a class`);Fv.set(t,e)}}class Vv extends Nv{constructor(t=null){super(),this.aoNode=t}setup(t){t.context.ambientOcclusion.mulAssign(this.aoNode)}}lp("AONode",Vv);class Dv extends Ym{constructor(t,e=null,s=null,i=null){super(t),this.lightingModel=e,this.backdropNode=s,this.backdropAlphaNode=i,this._context=null}getContext(){const{backdropNode:t,backdropAlphaNode:e}=this,s={directDiffuse:mm().temp("directDiffuse"),directSpecular:mm().temp("directSpecular"),indirectDiffuse:mm().temp("indirectDiffuse"),indirectSpecular:mm().temp("indirectSpecular")};return{radiance:mm().temp("radiance"),irradiance:mm().temp("irradiance"),iblIrradiance:mm().temp("iblIrradiance"),ambientOcclusion:om(1).temp("ambientOcclusion"),reflectedLight:s,backdrop:t,backdropAlpha:e}}setup(t){return this.context=this._context||(this._context=this.getContext()),this.context.lightingModel=this.lightingModel||t.context.lightingModel,super.setup(t)}}const kv=Qp(Dv);wp("lightingContext",kv),lp("LightingContextNode",Dv);class Gv extends Nv{constructor(t){super(),this.node=t}setup(t){t.context.irradiance.addAssign(this.node)}}let Wv,jv;lp("IrradianceNode",Gv);class Hv extends up{constructor(t){super(),this.scope=t,this.isViewportNode=!0}getNodeType(){return this.scope===Hv.VIEWPORT?"vec4":this.scope===Hv.COORDINATE?"vec3":"vec2"}getUpdateType(){let t=Xd.NONE;return this.scope!==Hv.RESOLUTION&&this.scope!==Hv.VIEWPORT||(t=Xd.RENDER),this.updateType=t,t}update({renderer:t}){this.scope===Hv.VIEWPORT?t.getViewport(jv):t.getDrawingBufferSize(Wv)}setup(){const t=this.scope;let e=null;if(t===Hv.RESOLUTION)e=uf(Wv||(Wv=new Ks));else if(t===Hv.VIEWPORT)e=uf(jv||(jv=new _i));else{e=qv.div($v);let s=e.x,i=e.y;/bottom/i.test(t)&&(i=i.oneMinus()),/right/i.test(t)&&(s=s.oneMinus()),e=lm(s,i)}return e}generate(t){if(this.scope===Hv.COORDINATE){let e=t.getFragCoord();if(t.isFlipY()){const s=t.getNodeProperties($v).outputNode.build(t);e=`${t.getType("vec3")}( ${e}.x, ${s}.y - ${e}.y, ${e}.z )`}return e}return super.generate(t)}}Hv.COORDINATE="coordinate",Hv.RESOLUTION="resolution",Hv.VIEWPORT="viewport",Hv.TOP_LEFT="topLeft",Hv.BOTTOM_LEFT="bottomLeft",Hv.TOP_RIGHT="topRight",Hv.BOTTOM_RIGHT="bottomRight";const qv=Kp(Hv,Hv.COORDINATE),$v=Kp(Hv,Hv.RESOLUTION),Xv=Kp(Hv,Hv.VIEWPORT),Yv=Kp(Hv,Hv.TOP_LEFT),Jv=Kp(Hv,Hv.BOTTOM_LEFT),Zv=Kp(Hv,Hv.TOP_RIGHT),Qv=Kp(Hv,Hv.BOTTOM_RIGHT);lp("ViewportNode",Hv);const Kv=new Ks;class tT extends rx{constructor(t=Yv,e=null,s=null){null===s&&((s=new Xa).minFilter=St),super(s,t,e),this.generateMipmaps=!1,this.isOutputTextureNode=!0,this.updateBeforeType=Xd.FRAME}updateBefore(t){const e=t.renderer;e.getDrawingBufferSize(Kv);const s=this.value;s.image.width===Kv.width&&s.image.height===Kv.height||(s.image.width=Kv.width,s.image.height=Kv.height,s.needsUpdate=!0);const i=s.generateMipmaps;s.generateMipmaps=this.generateMipmaps,e.copyFramebufferToTexture(s),s.generateMipmaps=i}clone(){const t=new this.constructor(this.uvNode,this.levelNode,this.value);return t.generateMipmaps=this.generateMipmaps,t}}const eT=Qp(tT),sT=Qp(tT,null,null,{generateMipmaps:!0});wp("viewportTexture",eT),wp("viewportMipTexture",sT),lp("ViewportTextureNode",tT);let iT=null;class rT extends tT{constructor(t=Yv,e=null){null===iT&&(iT=new Ka),super(t,e,iT)}}const nT=Qp(rT);wp("viewportDepthTexture",nT),lp("ViewportDepthTextureNode",rT);class oT extends up{constructor(t,e=null){super("float"),this.scope=t,this.valueNode=e,this.isViewportDepthNode=!0}generate(t){const{scope:e}=this;return e===oT.DEPTH?t.getFragDepth():super.generate(t)}setup({camera:t}){const{scope:e}=this,s=this.valueNode;let i=null;if(e===oT.DEPTH)i=null!==s?cT().assign(s):t.isPerspectiveCamera?uT(jb.z,vx,Tx):aT(jb.z,vx,Tx);else if(e===oT.LINEAR_DEPTH)if(null!==s)if(t.isPerspectiveCamera){const t=lT(s,vx,Tx);i=aT(t,vx,Tx)}else i=s;else i=aT(jb.z,vx,Tx);return i}}const aT=(t,e,s)=>t.add(e).div(e.sub(s)),hT=(t,e,s)=>e.sub(s).mul(t).sub(e),uT=(t,e,s)=>e.add(t).mul(s).div(s.sub(e).mul(t)),lT=(t,e,s)=>e.mul(s).div(s.sub(e).mul(t).sub(s));oT.DEPTH="depth",oT.LINEAR_DEPTH="linearDepth";const cT=Qp(oT,oT.DEPTH),dT=Kp(oT,oT.DEPTH),pT=Qp(oT,oT.LINEAR_DEPTH),mT=pT(nT());dT.assign=t=>cT(t),lp("ViewportDepthNode",oT);class gT extends up{constructor(t=gT.DEFAULT){super(),this.scope=t}setup(t){super.setup(t);const e=t.clippingContext,{localClipIntersection:s,localClippingCount:i,globalClippingCount:r}=e,n=r+i,o=s?n-i:n;return this.scope===gT.ALPHA_TO_COVERAGE?this.setupAlphaToCoverage(e.planes,n,o):this.setupDefault(e.planes,n,o)}setupAlphaToCoverage(t,e,s){return tm((()=>{const i=dx(t),r=mg("float","distanceToPlane"),n=mg("float","distanceToGradient"),o=mg("float","clipOpacity");let a;if(o.assign(1),pv(s,(({i:t})=>{a=i.element(t),r.assign(jb.dot(a.xyz).negate().add(a.w)),n.assign(r.fwidth().div(2)),o.mulAssign(ky(n.negate(),n,r)),o.equal(0).discard()})),s{a=i.element(e),r.assign(jb.dot(a.xyz).negate().add(a.w)),n.assign(r.fwidth().div(2)),t.mulAssign(ky(n.negate(),n,r).oneMinus())})),o.mulAssign(t.oneMinus())}fg.a.mulAssign(o),fg.a.equal(0).discard()}))()}setupDefault(t,e,s){return tm((()=>{const i=dx(t);let r;if(pv(s,(({i:t})=>{r=i.element(t),jb.dot(r.xyz).greaterThan(r.w).discard()})),s{r=i.element(e),t.assign(jb.dot(r.xyz).greaterThan(r.w).and(t))})),t.discard()}}))()}}gT.ALPHA_TO_COVERAGE="alphaToCoverage",gT.DEFAULT="default";class fT extends up{constructor(){super("bool"),this.isFrontFacingNode=!0}generate(t){const{renderer:e,material:s}=t;return e.coordinateSystem===Vs&&s.side===d?"false":t.getFrontFacing()}}const yT=Kp(fT),xT=om(yT).mul(2).sub(1);lp("FrontFacingNode",fT);const bT=new Map;class vT extends Qr{constructor(){super(),this.isNodeMaterial=!0,this.type=this.constructor.type,this.forceSinglePass=!1,this.fog=!0,this.lights=!1,this.normals=!0,this.lightsNode=null,this.envNode=null,this.aoNode=null,this.colorNode=null,this.normalNode=null,this.opacityNode=null,this.backdropNode=null,this.backdropAlphaNode=null,this.alphaTestNode=null,this.positionNode=null,this.depthNode=null,this.shadowNode=null,this.shadowPositionNode=null,this.outputNode=null,this.mrtNode=null,this.fragmentNode=null,this.vertexNode=null}customProgramCacheKey(){return this.type+tp(this)}build(t){this.setup(t)}setup(t){let e;t.addStack(),t.stack.outputNode=this.vertexNode||this.setupPosition(t),t.addFlow("vertex",t.removeStack()),t.addStack();const s=this.setupClipping(t);if(!0===this.depthWrite&&this.setupDepth(t),null===this.fragmentNode){!0===this.normals&&this.setupNormal(t),this.setupDiffuseColor(t),this.setupVariants(t);const i=this.setupLighting(t);null!==s&&t.stack.add(s);const r=xm(i,fg.a).max(0);e=this.setupOutput(t,r),Fg.assign(e),null!==this.outputNode&&(e=this.outputNode);if(null!==t.renderer.getRenderTarget()){const s=t.renderer.getMRT(),i=this.mrtNode;null!==s?(e=s,null!==i&&(e=s.merge(i))):null!==i&&(e=i)}}else{let s=this.fragmentNode;!0!==s.isOutputStructNode&&(s=xm(s)),e=this.setupOutput(t,s)}t.stack.outputNode=e,t.addFlow("fragment",t.removeStack())}setupClipping(t){if(null===t.clippingContext)return null;const{globalClippingCount:e,localClippingCount:s}=t.clippingContext;let i=null;return(e||s)&&(this.alphaToCoverage?i=Yp(new gT(gT.ALPHA_TO_COVERAGE)):t.stack.add(Yp(new gT))),i}setupDepth(t){const{renderer:e}=t;let s=this.depthNode;if(null===s&&!0===e.logarithmicDepthBuffer){s=$b().w.add(1).log2().mul(_x).mul(.5)}null!==s&&dT.assign(s).append()}setupPosition(t){const{object:e}=t,s=e.geometry;if(t.addStack(),(s.morphAttributes.position||s.morphAttributes.normal||s.morphAttributes.color)&&vv(e).append(),!0===e.isSkinnedMesh&&cv(e).append(),this.displacementMap){const t=xx("displacementMap","texture"),e=xx("displacementScale","float"),s=xx("displacementBias","float");kb.addAssign($x.normalize().mul(t.x.mul(e).add(s)))}e.isBatchedMesh&&hv(e).append(),e.instanceMatrix&&!0===e.instanceMatrix.isInstancedBufferAttribute&&tv(e).append(),null!==this.positionNode&&kb.assign(this.positionNode);const i=$b();return t.context.vertex=t.removeStack(),t.context.mvp=i,i}setupDiffuseColor({object:t,geometry:e}){let s=this.colorNode?xm(this.colorNode):sb;if(!0===this.vertexColors&&e.hasAttribute("color")&&(s=xm(s.xyz.mul(jm("color","vec3")),s.a)),t.instanceColor){s=gg("vec3","vInstanceColor").mul(s)}fg.assign(s);const i=this.opacityNode?om(this.opacityNode):nb;if(fg.a.assign(fg.a.mul(i)),null!==this.alphaTestNode||this.alphaTest>0){const t=null!==this.alphaTestNode?om(this.alphaTestNode):eb;fg.a.lessThanEqual(t).discard()}!1===this.transparent&&1===this.blending&&!1===this.alphaToCoverage&&fg.a.assign(1)}setupVariants(){}setupOutgoingLight(){return!0===this.lights?mm(0):fg.rgb}setupNormal(){if(!0===this.flatShading){const t=jb.dFdx().cross(jb.dFdy()).normalize();Jx.assign(t.mul(xT))}else{const t=this.normalNode?mm(this.normalNode):pb;Jx.assign(t.mul(xT))}}setupEnvironment(t){let e=null;return this.envNode?e=this.envNode:this.envMap?e=this.envMap.isCubeTexture?Av(this.envMap):nx(this.envMap):t.environmentNode&&(e=t.environmentNode),e}setupLightMap(t){let e=null;return t.material.lightMap&&(e=new Gv(zb)),e}setupLights(t){const e=[],s=this.setupEnvironment(t);s&&s.isLightingNode&&e.push(s);const i=this.setupLightMap(t);if(i&&i.isLightingNode&&e.push(i),null!==this.aoNode||t.material.aoMap){const t=null!==this.aoNode?this.aoNode:Ob;e.push(new Vv(t))}let r=this.lightsNode||t.lightsNode;return e.length>0&&(r=Ov([...r.lightNodes,...e])),r}setupLightingModel(){}setupLighting(t){const{material:e}=t,{backdropNode:s,backdropAlphaNode:i,emissiveNode:r}=this,n=!0===this.lights||null!==this.lightsNode?this.setupLights(t):null;let o=this.setupOutgoingLight(t);if(n&&!1!==n.hasLight){const e=this.setupLightingModel(t);o=kv(n,e,s,i)}else null!==s&&(o=mm(null!==i?Oy(o,s,i):s));return(r&&!0===r.isNode||e.emissive&&!0===e.emissive.isColor)&&(yg.assign(mm(r||rb)),o=o.add(yg)),o}setupOutput(t,e){if(!0===this.fog){const s=t.fogNode;s&&(e=xm(s.mix(e.rgb,s.colorNode),e.a))}return e}setDefaultValues(t){for(const e in t){const s=t[e];void 0===this[e]&&(this[e]=s,s&&s.clone&&(this[e]=s.clone()))}const e=Object.getOwnPropertyDescriptors(t.constructor.prototype);for(const t in e)void 0===Object.getOwnPropertyDescriptor(this.constructor.prototype,t)&&void 0!==e[t].get&&Object.defineProperty(this.constructor.prototype,t,e[t])}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{},nodes:{}});const s=Qr.prototype.toJSON.call(this,t),i=ep(this);s.inputNodes={};for(const{property:e,childNode:r}of i)s.inputNodes[e]=r.toJSON(t).uuid;function r(t){const e=[];for(const s in t){const i=t[s];delete i.metadata,e.push(i)}return e}if(e){const e=r(t.textures),i=r(t.images),n=r(t.nodes);e.length>0&&(s.textures=e),i.length>0&&(s.images=i),n.length>0&&(s.nodes=n)}return s}copy(t){return this.lightsNode=t.lightsNode,this.envNode=t.envNode,this.colorNode=t.colorNode,this.normalNode=t.normalNode,this.opacityNode=t.opacityNode,this.backdropNode=t.backdropNode,this.backdropAlphaNode=t.backdropAlphaNode,this.alphaTestNode=t.alphaTestNode,this.positionNode=t.positionNode,this.depthNode=t.depthNode,this.shadowNode=t.shadowNode,this.shadowPositionNode=t.shadowPositionNode,this.outputNode=t.outputNode,this.mrtNode=t.mrtNode,this.fragmentNode=t.fragmentNode,this.vertexNode=t.vertexNode,super.copy(t)}static fromMaterial(t){if(!0===t.isNodeMaterial)return t;const e=_T(t.type.replace("Material","NodeMaterial"));if(void 0===e)throw new Error(`NodeMaterial: Material "${t.type}" is not compatible.`);for(const s in t)e[s]=t[s];return e}}function TT(t,e){if("function"!=typeof e||!t)throw new Error(`Node material ${t} is not a class`);bT.has(t)?console.warn(`Redefinition of node material ${t}`):(bT.set(t,e),e.type=t)}function _T(t){const e=bT.get(t);if(void 0!==e)return new e}TT("NodeMaterial",vT);class wT{constructor(t,e){this.name=t,this.value=e,this.boundary=0,this.itemSize=0,this.offset=0}setValue(t){this.value=t}getValue(){return this.value}}class ST extends wT{constructor(t,e=0){super(t,e),this.isNumberUniform=!0,this.boundary=4,this.itemSize=1}}class MT extends wT{constructor(t,e=new Ks){super(t,e),this.isVector2Uniform=!0,this.boundary=8,this.itemSize=2}}class AT extends wT{constructor(t,e=new Ei){super(t,e),this.isVector3Uniform=!0,this.boundary=16,this.itemSize=3}}class NT extends wT{constructor(t,e=new _i){super(t,e),this.isVector4Uniform=!0,this.boundary=16,this.itemSize=4}}class RT extends wT{constructor(t,e=new Yr){super(t,e),this.isColorUniform=!0,this.boundary=16,this.itemSize=3}}class CT extends wT{constructor(t,e=new ti){super(t,e),this.isMatrix3Uniform=!0,this.boundary=48,this.itemSize=12}}class ET extends wT{constructor(t,e=new or){super(t,e),this.isMatrix4Uniform=!0,this.boundary=64,this.itemSize=16}}class BT extends ST{constructor(t){super(t.name,t.value),this.nodeUniform=t}getValue(){return this.nodeUniform.value}}class IT extends MT{constructor(t){super(t.name,t.value),this.nodeUniform=t}getValue(){return this.nodeUniform.value}}class PT extends AT{constructor(t){super(t.name,t.value),this.nodeUniform=t}getValue(){return this.nodeUniform.value}}class FT extends NT{constructor(t){super(t.name,t.value),this.nodeUniform=t}getValue(){return this.nodeUniform.value}}class UT extends RT{constructor(t){super(t.name,t.value),this.nodeUniform=t}getValue(){return this.nodeUniform.value}}class zT extends CT{constructor(t){super(t.name,t.value),this.nodeUniform=t}getValue(){return this.nodeUniform.value}}class OT extends ET{constructor(t){super(t.name,t.value),this.nodeUniform=t}getValue(){return this.nodeUniform.value}}class LT extends up{constructor(t,e,s=null){super(),this.condNode=t,this.ifNode=e,this.elseNode=s}getNodeType(t){const e=this.ifNode.getNodeType(t);if(null!==this.elseNode){const s=this.elseNode.getNodeType(t);if(t.getTypeLength(s)>t.getTypeLength(e))return s}return e}setup(t){const e=t.getNodeProperties(this);e.condNode=this.condNode.cache(),e.ifNode=this.ifNode.cache(),e.elseNode=this.elseNode?this.elseNode.cache():null}generate(t,e){const s=this.getNodeType(t),i=t.getDataFromNode(this);if(void 0!==i.nodeProperty)return i.nodeProperty;const{condNode:r,ifNode:n,elseNode:o}=t.getNodeProperties(this),a="void"!==e,h=a?mg(s).build(t):"";i.nodeProperty=h;const u=r.build(t,"bool");t.addFlowCode(`\n${t.tab}if ( ${u} ) {\n\n`).addFlowTab();let l=n.build(t,s);if(l&&(l=a?h+" = "+l+";":"return "+l+";"),t.removeFlowTab().addFlowCode(t.tab+"\t"+l+"\n\n"+t.tab+"}"),null!==o){t.addFlowCode(" else {\n\n").addFlowTab();let e=o.build(t,s);e&&(e=a?h+" = "+e+";":"return "+e+";"),t.removeFlowTab().addFlowCode(t.tab+"\t"+e+"\n\n"+t.tab+"}\n\n")}else t.addFlowCode("\n\n");return t.format(h,s,e)}}const VT=Qp(LT);wp("cond",VT),lp("CondNode",LT);class DT extends up{constructor(t=null){super(),this.nodes=[],this.outputNode=null,this.parent=t,this._currentCond=null,this.isStackNode=!0}getNodeType(t){return this.outputNode?this.outputNode.getNodeType(t):"void"}add(t){return this.nodes.push(t),this}if(t,e){const s=new Xp(e);return this._currentCond=VT(t,s),this.add(this._currentCond)}elseif(t,e){const s=new Xp(e),i=VT(t,s);return this._currentCond.elseNode=i,this._currentCond=i,this}else(t){return this._currentCond.elseNode=new Xp(t),this}build(t,...e){const s=sm();em(this);for(const e of this.nodes)e.build(t,"void");return em(s),this.outputNode?this.outputNode.build(t,...e):super.build(t,...e)}}const kT=Qp(DT);lp("StackNode",DT);class GT extends dp{constructor(t=Wb){super("vec2"),this.dirNode=t}setup(){const t=this.dirNode,e=t.z.atan2(t.x).mul(1/(2*Math.PI)).add(.5),s=t.y.clamp(-1,1).asin().mul(1/Math.PI).add(.5);return lm(e,s)}}const WT=Qp(GT);lp("EquirectUVNode",GT);class jT extends so{constructor(t=1,e={}){super(t,e),this.isCubeRenderTarget=!0}fromEquirectangularTexture(t,e){const s=e.minFilter,i=e.generateMipmaps;e.generateMipmaps=!0,this.texture.type=e.type,this.texture.colorSpace=e.colorSpace,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const r=new Hn(5,5,5),n=WT(Wb),o=_T("MeshBasicNodeMaterial");o.colorNode=nx(e,n,0),o.side=d,o.blending=m;const a=new Wn(r,o),h=new no;h.add(a),e.minFilter===St&&(e.minFilter=Tt);return new to(1,10,this).update(t,h),e.minFilter=s,e.currentGenerateMipmaps=i,a.geometry.dispose(),a.material.dispose(),this}}const HT=om(1),qT=om(-2),$T=om(.8),XT=om(-1),YT=om(.4),JT=om(2),ZT=om(.305),QT=om(3),KT=om(.21),t_=om(4),e_=om(4),s_=om(16),i_=tm((([t])=>{const e=mm(ay(t)).toVar(),s=om(-1).toVar();return im(e.x.greaterThan(e.z),(()=>{im(e.x.greaterThan(e.y),(()=>{s.assign(VT(t.x.greaterThan(0),0,3))})).else((()=>{s.assign(VT(t.y.greaterThan(0),1,4))}))})).else((()=>{im(e.z.greaterThan(e.y),(()=>{s.assign(VT(t.z.greaterThan(0),2,5))})).else((()=>{s.assign(VT(t.y.greaterThan(0),1,4))}))})),s})).setLayout({name:"getFace",type:"float",inputs:[{name:"direction",type:"vec3"}]}),r_=tm((([t,e])=>{const s=lm().toVar();return im(e.equal(0),(()=>{s.assign(lm(t.z,t.y).div(ay(t.x)))})).elseif(e.equal(1),(()=>{s.assign(lm(t.x.negate(),t.z.negate()).div(ay(t.y)))})).elseif(e.equal(2),(()=>{s.assign(lm(t.x.negate(),t.y).div(ay(t.z)))})).elseif(e.equal(3),(()=>{s.assign(lm(t.z.negate(),t.y).div(ay(t.x)))})).elseif(e.equal(4),(()=>{s.assign(lm(t.x.negate(),t.z).div(ay(t.y)))})).else((()=>{s.assign(lm(t.x,t.y).div(ay(t.z)))})),ff(.5,s.add(1))})).setLayout({name:"getUV",type:"vec2",inputs:[{name:"direction",type:"vec3"},{name:"face",type:"float"}]}),n_=tm((([t])=>{const e=om(0).toVar();return im(t.greaterThanEqual($T),(()=>{e.assign(HT.sub(t).mul(XT.sub(qT)).div(HT.sub($T)).add(qT))})).elseif(t.greaterThanEqual(YT),(()=>{e.assign($T.sub(t).mul(JT.sub(XT)).div($T.sub(YT)).add(XT))})).elseif(t.greaterThanEqual(ZT),(()=>{e.assign(YT.sub(t).mul(QT.sub(JT)).div(YT.sub(ZT)).add(JT))})).elseif(t.greaterThanEqual(KT),(()=>{e.assign(ZT.sub(t).mul(t_.sub(QT)).div(ZT.sub(KT)).add(QT))})).else((()=>{e.assign(om(-2).mul(Xf(ff(1.16,t))))})),e})).setLayout({name:"roughnessToMip",type:"float",inputs:[{name:"roughness",type:"float"}]}),o_=tm((([t,e])=>{const s=t.toVar();s.assign(ff(2,s).sub(1));const i=mm(s,1).toVar();return im(e.equal(0),(()=>{i.assign(i.zyx)})).elseif(e.equal(1),(()=>{i.assign(i.xzy),i.xz.mulAssign(-1)})).elseif(e.equal(2),(()=>{i.x.mulAssign(-1)})).elseif(e.equal(3),(()=>{i.assign(i.zyx),i.xz.mulAssign(-1)})).elseif(e.equal(4),(()=>{i.assign(i.xzy),i.xy.mulAssign(-1)})).elseif(e.equal(5),(()=>{i.z.mulAssign(-1)})),i})).setLayout({name:"getDirection",type:"vec3",inputs:[{name:"uv",type:"vec2"},{name:"face",type:"float"}]}),a_=tm((([t,e,s,i,r,n])=>{const o=om(s),a=mm(e),h=Ly(n_(o),qT,n),u=ty(h),l=Zf(h),c=mm(h_(t,a,l,i,r,n)).toVar();return im(u.notEqual(0),(()=>{const e=mm(h_(t,a,l.add(1),i,r,n)).toVar();c.assign(Oy(c,e,u))})),c})),h_=tm((([t,e,s,i,r,n])=>{const o=om(s).toVar(),a=mm(e),h=om(i_(a)).toVar(),u=om(_y(e_.sub(o),0)).toVar();o.assign(_y(o,e_));const l=om(qf(o)).toVar(),c=lm(r_(a,h).mul(l.sub(2)).add(1)).toVar();return im(h.greaterThan(2),(()=>{c.y.addAssign(l),h.subAssign(3)})),c.x.addAssign(h.mul(l)),c.x.addAssign(u.mul(ff(3,s_))),c.y.addAssign(ff(4,qf(n).sub(l))),c.x.mulAssign(i),c.y.mulAssign(r),t.uv(c).grad(lm(),lm())})),u_=tm((({envMap:t,mipInt:e,outputDirection:s,theta:i,axis:r,CUBEUV_TEXEL_WIDTH:n,CUBEUV_TEXEL_HEIGHT:o,CUBEUV_MAX_MIP:a})=>{const h=sy(i),u=s.mul(h).add(r.cross(s).mul(ey(i))).add(r.mul(r.dot(s).mul(h.oneMinus())));return h_(t,u,e,n,o,a)})),l_=tm((({n:t,latitudinal:e,poleAxis:s,outputDirection:i,weights:r,samples:n,dTheta:o,mipInt:a,envMap:h,CUBEUV_TEXEL_WIDTH:u,CUBEUV_TEXEL_HEIGHT:l,CUBEUV_MAX_MIP:c})=>{const d=mm(VT(e,s,Cy(s,i))).toVar();im(Df(d.equals(mm(0))),(()=>{d.assign(mm(i.z,0,i.x.negate()))})),d.assign(Kf(d));const p=mm().toVar();return p.addAssign(r.element(am(0)).mul(u_({theta:0,axis:d,outputDirection:i,mipInt:a,envMap:h,CUBEUV_TEXEL_WIDTH:u,CUBEUV_TEXEL_HEIGHT:l,CUBEUV_MAX_MIP:c}))),pv({start:am(1),end:t},(({i:t})=>{im(t.greaterThanEqual(n),(()=>{gv()}));const e=om(o.mul(om(t))).toVar();p.addAssign(r.element(t).mul(u_({theta:e.mul(-1),axis:d,outputDirection:i,mipInt:a,envMap:h,CUBEUV_TEXEL_WIDTH:u,CUBEUV_TEXEL_HEIGHT:l,CUBEUV_MAX_MIP:c}))),p.addAssign(r.element(t).mul(u_({theta:e,axis:d,outputDirection:i,mipInt:a,envMap:h,CUBEUV_TEXEL_WIDTH:u,CUBEUV_TEXEL_HEIGHT:l,CUBEUV_MAX_MIP:c})))})),xm(p,1)})),c_=[.125,.215,.35,.446,.526,.582],d_=20,p_=new Rl(-1,1,1,-1,0,1),m_=new Qn(90,1),g_=new Yr;let f_=null,y_=0,x_=0;const b_=(1+Math.sqrt(5))/2,v_=1/b_,T_=[new Ei(-b_,v_,0),new Ei(b_,v_,0),new Ei(-v_,0,b_),new Ei(v_,0,b_),new Ei(0,b_,-v_),new Ei(0,b_,v_),new Ei(-1,1,-1),new Ei(1,1,-1),new Ei(-1,1,1),new Ei(1,1,1)],__=[3,1,5,0,4,2],w_=o_(lf(),jm("faceIndex")).normalize(),S_=mm(w_.x,w_.y.negate(),w_.z);class M_{constructor(t){this._renderer=t,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._lodMeshes=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._backgroundBox=null}fromScene(t,e=0,s=.1,i=100){f_=this._renderer.getRenderTarget(),y_=this._renderer.getActiveCubeFace(),x_=this._renderer.getActiveMipmapLevel(),this._setSize(256);const r=this._allocateTargets();return r.depthBuffer=!0,this._sceneToCubeUV(t,s,i,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=C_(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=E_(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose(),null!==this._backgroundBox&&(this._backgroundBox.geometry.dispose(),this._backgroundBox.material.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?h=c_[a-t+4-1]:0===a&&(h=0),i.push(h);const u=1/(o-2),l=-u,c=1+u,d=[l,l,c,l,c,c,l,l,c,c,l,c],p=6,m=6,g=3,f=2,y=1,x=new Float32Array(g*m*p),b=new Float32Array(f*m*p),v=new Float32Array(y*m*p);for(let t=0;t2?0:-1,i=[e,s,0,e+2/3,s,0,e+2/3,s+1,0,e,s,0,e+2/3,s+1,0,e,s+1,0],r=__[t];x.set(i,g*m*r),b.set(d,f*m*r);const n=[r,r,r,r,r,r];v.set(n,y*m*r)}const T=new Mn;T.setAttribute("position",new hn(x,g)),T.setAttribute("uv",new hn(b,f)),T.setAttribute("faceIndex",new hn(v,y)),e.push(T),r.push(new Wn(T,null)),n>4&&n--}return{lodPlanes:e,sizeLods:s,sigmas:i,lodMeshes:r}}(i)),this._blurMaterial=function(t,e,s){const i=dx(new Array(d_).fill(0)),r=uf(new Ei(0,1,0)),n=uf(0),o=om(d_),a=uf(0),h=uf(1),u=nx(null),l=uf(0),c=om(1/e),d=om(1/s),p=om(t),m={n:o,latitudinal:a,weights:i,poleAxis:r,outputDirection:S_,dTheta:n,samples:h,envMap:u,mipInt:l,CUBEUV_TEXEL_WIDTH:c,CUBEUV_TEXEL_HEIGHT:d,CUBEUV_MAX_MIP:p},g=R_();return g.uniforms=m,g.fragmentNode=l_({...m,latitudinal:a.equal(1)}),g}(i,t,e)}return i}_compileMaterial(t){const e=this._lodMeshes[0];e.material=t,this._renderer.compile(e,p_)}_sceneToCubeUV(t,e,s,i){const r=m_;r.near=e,r.far=s;const n=[-1,1,-1,-1,-1,-1],o=[1,1,1,-1,-1,-1],a=this._renderer,h=a.autoClear;a.getClearColor(g_),a.autoClear=!1;let u=this._backgroundBox;if(null===u){const t=new Kr({name:"PMREM.Background",side:d,depthWrite:!1,depthTest:!1});u=new Wn(new Hn,t)}let l=!1;const c=t.background;c?c.isColor&&(u.material.color.copy(c),t.background=null,l=!0):(u.material.color.copy(g_),l=!0),a.setRenderTarget(i),a.clear(),l&&a.render(u,r);for(let e=0;e<6;e++){const s=e%3;0===s?(r.up.set(0,n[e],0),r.lookAt(o[e],0,0)):1===s?(r.up.set(0,0,n[e]),r.lookAt(0,o[e],0)):(r.up.set(0,n[e],0),r.lookAt(0,0,o[e]));const h=this._cubeSize;N_(i,s*h,e>2?h:0,h,h),a.render(t,r)}a.autoClear=h,t.background=c}_textureToCubeUV(t,e){const s=this._renderer,i=t.mapping===ht||t.mapping===ut;i?null===this._cubemapMaterial&&(this._cubemapMaterial=C_(t)):null===this._equirectMaterial&&(this._equirectMaterial=E_(t));const r=i?this._cubemapMaterial:this._equirectMaterial;r.fragmentNode.value=t;const n=this._lodMeshes[0];n.material=r;const o=this._cubeSize;N_(e,0,0,3*o,2*o),s.setRenderTarget(e),s.render(n,p_)}_applyPMREM(t){const e=this._renderer,s=e.autoClear;e.autoClear=!1;const i=this._lodPlanes.length;for(let e=1;ed_&&console.warn(`sigmaRadians, ${r}, is too large and will clip, as it requested ${m} samples when the maximum is set to 20`);const g=[];let f=0;for(let t=0;ty-4?i-y+4:0),4*(this._cubeSize-x),3*x,2*x),a.setRenderTarget(e),a.render(u,p_)}}function A_(t,e,s){const i=new wi(t,e,s);return i.texture.mapping=306,i.texture.name="PMREM.cubeUv",i.texture.isPMREMTexture=!0,i.scissorTest=!0,i}function N_(t,e,s,i,r){const n=t.height-r-s;t.viewport.set(e,n,i,r),t.scissor.set(e,n,i,r)}function R_(){const t=new vT;return t.depthTest=!1,t.depthWrite=!1,t.blending=m,t}function C_(t){const e=R_();return e.fragmentNode=Av(t,S_),e}function E_(t){const e=R_();return e.fragmentNode=nx(t,WT(S_),0),e}let B_=0;class I_{constructor(t="",e=[]){this.name=t,this.bindings=e,this.id=B_++}}const P_=new WeakMap,F_=new Map([[2,"vec2"],[3,"vec3"],[4,"vec4"],[9,"mat3"],[16,"mat4"]]),U_=new Map([[Int8Array,"int"],[Int16Array,"int"],[Int32Array,"int"],[Uint8Array,"uint"],[Uint16Array,"uint"],[Uint32Array,"uint"],[Float32Array,"float"]]),z_=t=>(t=Number(t))+(t%1?"":".0");class O_{constructor(t,e,s){this.object=t,this.material=t&&t.material||null,this.geometry=t&&t.geometry||null,this.renderer=e,this.parser=s,this.scene=null,this.camera=null,this.nodes=[],this.updateNodes=[],this.updateBeforeNodes=[],this.updateAfterNodes=[],this.hashNodes={},this.lightsNode=null,this.environmentNode=null,this.fogNode=null,this.clippingContext=null,this.vertexShader=null,this.fragmentShader=null,this.computeShader=null,this.flowNodes={vertex:[],fragment:[],compute:[]},this.flowCode={vertex:"",fragment:"",compute:""},this.uniforms={vertex:[],fragment:[],compute:[],index:0},this.structs={vertex:[],fragment:[],compute:[],index:0},this.bindings={vertex:{},fragment:{},compute:{}},this.bindingsIndexes={},this.bindGroups=null,this.attributes=[],this.bufferAttributes=[],this.varyings=[],this.codes={},this.vars={},this.flow={code:""},this.chaining=[],this.stack=kT(),this.stacks=[],this.tab="\t",this.instanceBindGroups=!0,this.currentFunctionNode=null,this.context={keywords:new lg,material:this.material},this.cache=new dg,this.globalCache=this.cache,this.flowsData=new WeakMap,this.shaderStage=null,this.buildStage=null}getBingGroupsCache(){let t=P_.get(this.renderer);return void 0===t&&(t=new wd,P_.set(this.renderer,t)),t}createRenderTarget(t,e,s){return new wi(t,e,s)}createCubeRenderTarget(t,e){return new jT(t,e)}createPMREMGenerator(){return new M_(this.renderer)}includes(t){return this.nodes.includes(t)}_getBindGroup(t,e){const s=this.getBingGroupsCache(),i=[];let r,n=!0;for(const t of e)i.push(t),n=n&&!0!==t.groupNode.shared;return n?(r=s.get(i),void 0===r&&(r=new I_(t,i),s.set(i,r))):r=new I_(t,i),r}getBindGroupArray(t,e){const s=this.bindings[e];let i=s[t];return void 0===i&&(void 0===this.bindingsIndexes[t]&&(this.bindingsIndexes[t]={binding:0,group:Object.keys(this.bindingsIndexes).length}),s[t]=i=[]),i}getBindings(){let t=this.bindGroups;if(null===t){const e={},s=this.bindings;for(const t of Qd)for(const i in s[t]){const r=s[t][i];(e[i]||(e[i]=[])).push(...r)}t=[];for(const s in e){const i=e[s],r=this._getBindGroup(s,i);t.push(r)}this.bindGroups=t}return t}setHashNode(t,e){this.hashNodes[e]=t}addNode(t){!1===this.nodes.includes(t)&&(this.nodes.push(t),this.setHashNode(t,t.getHash(this)))}buildUpdateNodes(){for(const t of this.nodes){const e=t.getUpdateType(),s=t.getUpdateBeforeType(),i=t.getUpdateAfterType();e!==Xd.NONE&&this.updateNodes.push(t.getSelf()),s!==Xd.NONE&&this.updateBeforeNodes.push(t),i!==Xd.NONE&&this.updateAfterNodes.push(t)}}get currentNode(){return this.chaining[this.chaining.length-1]}isFilteredTexture(t){return t.magFilter===Tt||t.magFilter===_t||t.magFilter===bt||t.magFilter===St||t.minFilter===Tt||t.minFilter===_t||t.minFilter===bt||t.minFilter===St}addChain(t){this.chaining.push(t)}removeChain(t){if(this.chaining.pop()!==t)throw new Error("NodeBuilder: Invalid node chaining!")}getMethod(t){return t}getNodeFromHash(t){return this.hashNodes[t]}addFlow(t,e){return this.flowNodes[t].push(e),e}setContext(t){this.context=t}getContext(){return this.context}getSharedContext(){return this.context,this.context}setCache(t){this.cache=t}getCache(){return this.cache}getCacheFromNode(t,e=!0){const s=this.getDataFromNode(t);return void 0===s.cache&&(s.cache=new dg(e?this.getCache():null)),s.cache}isAvailable(){return!1}getVertexIndex(){console.warn("Abstract function.")}getInstanceIndex(){console.warn("Abstract function.")}getDrawIndex(){console.warn("Abstract function.")}getFrontFacing(){console.warn("Abstract function.")}getFragCoord(){console.warn("Abstract function.")}isFlipY(){return!1}generateTexture(){console.warn("Abstract function.")}generateTextureLod(){console.warn("Abstract function.")}generateConst(t,e=null){if(null===e&&("float"===t||"int"===t||"uint"===t?e=0:"bool"===t?e=!1:"color"===t?e=new Yr:"vec2"===t?e=new Ks:"vec3"===t?e=new Ei:"vec4"===t&&(e=new _i)),"float"===t)return z_(e);if("int"===t)return`${Math.round(e)}`;if("uint"===t)return e>=0?`${Math.round(e)}u`:"0u";if("bool"===t)return e?"true":"false";if("color"===t)return`${this.getType("vec3")}( ${z_(e.r)}, ${z_(e.g)}, ${z_(e.b)} )`;const s=this.getTypeLength(t),i=this.getComponentType(t),r=t=>this.generateConst(i,t);if(2===s)return`${this.getType(t)}( ${r(e.x)}, ${r(e.y)} )`;if(3===s)return`${this.getType(t)}( ${r(e.x)}, ${r(e.y)}, ${r(e.z)} )`;if(4===s)return`${this.getType(t)}( ${r(e.x)}, ${r(e.y)}, ${r(e.z)}, ${r(e.w)} )`;if(s>4&&e&&(e.isMatrix3||e.isMatrix4))return`${this.getType(t)}( ${e.elements.map(r).join(", ")} )`;if(s>4)return`${this.getType(t)}()`;throw new Error(`NodeBuilder: Type '${t}' not found in generate constant attempt.`)}getType(t){return"color"===t?"vec3":t}hasGeometryAttribute(t){return this.geometry&&void 0!==this.geometry.getAttribute(t)}getAttribute(t,e){const s=this.attributes;for(const e of s)if(e.name===t)return e;const i=new ng(t,e);return s.push(i),i}getPropertyName(t){return t.name}isVector(t){return/vec\d/.test(t)}isMatrix(t){return/mat\d/.test(t)}isReference(t){return"void"===t||"property"===t||"sampler"===t||"texture"===t||"cubeTexture"===t||"storageTexture"===t||"depthTexture"===t||"texture3D"===t}needsColorSpaceToLinear(){return!1}getComponentTypeFromTexture(t){const e=t.type;if(t.isDataTexture){if(e===Et)return"int";if(e===Bt)return"uint"}return"float"}getElementType(t){return"mat2"===t?"vec2":"mat3"===t?"vec3":"mat4"===t?"vec4":this.getComponentType(t)}getComponentType(t){if("float"===(t=this.getVectorType(t))||"bool"===t||"int"===t||"uint"===t)return t;const e=/(b|i|u|)(vec|mat)([2-4])/.exec(t);return null===e?null:"b"===e[1]?"bool":"i"===e[1]?"int":"u"===e[1]?"uint":"float"}getVectorType(t){return"color"===t?"vec3":"texture"===t||"cubeTexture"===t||"storageTexture"===t||"texture3D"===t?"vec4":t}getTypeFromLength(t,e="float"){if(1===t)return e;const s=F_.get(t);return("float"===e?"":e[0])+s}getTypeFromArray(t){return U_.get(t.constructor)}getTypeFromAttribute(t){let e=t;t.isInterleavedBufferAttribute&&(e=t.data);const s=e.array,i=t.itemSize,r=t.normalized;let n;return t instanceof fn||!0===r||(n=this.getTypeFromArray(s)),this.getTypeFromLength(i,n)}getTypeLength(t){const e=this.getVectorType(t),s=/vec([2-4])/.exec(e);return null!==s?Number(s[1]):"float"===e||"bool"===e||"int"===e||"uint"===e?1:!0===/mat2/.test(t)?4:!0===/mat3/.test(t)?9:!0===/mat4/.test(t)?16:0}getVectorFromMatrix(t){return t.replace("mat","vec")}changeComponentType(t,e){return this.getTypeFromLength(this.getTypeLength(t),e)}getIntegerType(t){const e=this.getComponentType(t);return"int"===e||"uint"===e?t:this.changeComponentType(t,"int")}addStack(){return this.stack=kT(this.stack),this.stacks.push(sm()||this.stack),em(this.stack),this.stack}removeStack(){const t=this.stack;return this.stack=t.parent,em(this.stacks.pop()),t}getDataFromNode(t,e=this.shaderStage,s=null){let i=(s=null===s?t.isGlobal(this)?this.globalCache:this.cache:s).getData(t);return void 0===i&&(i={},s.setData(t,i)),void 0===i[e]&&(i[e]={}),i[e]}getNodeProperties(t,e="any"){const s=this.getDataFromNode(t,e);return s.properties||(s.properties={outputNode:null})}getBufferAttributeFromNode(t,e){const s=this.getDataFromNode(t);let i=s.bufferAttribute;if(void 0===i){const r=this.uniforms.index++;i=new ng("nodeAttribute"+r,e,t),this.bufferAttributes.push(i),s.bufferAttribute=i}return i}getStructTypeFromNode(t,e=this.shaderStage){const s=this.getDataFromNode(t,e);if(void 0===s.structType){const i=this.structs.index++;t.name=`StructType${i}`,this.structs[e].push(t),s.structType=t}return t}getUniformFromNode(t,e,s=this.shaderStage,i=null){const r=this.getDataFromNode(t,s,this.globalCache);let n=r.uniform;if(void 0===n){const o=this.uniforms.index++;n=new og(i||"nodeUniform"+o,e,t),this.uniforms[s].push(n),r.uniform=n}return n}getVarFromNode(t,e=null,s=t.getNodeType(this),i=this.shaderStage){const r=this.getDataFromNode(t,i);let n=r.variable;if(void 0===n){const t=this.vars[i]||(this.vars[i]=[]);null===e&&(e="nodeVar"+t.length),n=new ag(e,s),t.push(n),r.variable=n}return n}getVaryingFromNode(t,e=null,s=t.getNodeType(this)){const i=this.getDataFromNode(t,"any");let r=i.varying;if(void 0===r){const t=this.varyings,n=t.length;null===e&&(e="nodeVarying"+n),r=new hg(e,s),t.push(r),i.varying=r}return r}getCodeFromNode(t,e,s=this.shaderStage){const i=this.getDataFromNode(t);let r=i.code;if(void 0===r){const t=this.codes[s]||(this.codes[s]=[]),n=t.length;r=new ug("nodeCode"+n,e),t.push(r),i.code=r}return r}addLineFlowCode(t){return""===t||(t=this.tab+t,/;\s*$/.test(t)||(t+=";\n"),this.flow.code+=t),this}addFlowCode(t){return this.flow.code+=t,this}addFlowTab(){return this.tab+="\t",this}removeFlowTab(){return this.tab=this.tab.slice(0,-1),this}getFlowData(t){return this.flowsData.get(t)}flowNode(t){const e=t.getNodeType(this),s=this.flowChildNode(t,e);return this.flowsData.set(t,s),s}buildFunctionNode(t){const e=new Zg,s=this.currentFunctionNode;return this.currentFunctionNode=e,e.code=this.buildFunctionCode(t),this.currentFunctionNode=s,e}flowShaderNode(t){const e=t.layout;let s;if(t.isArrayInput){s=[];for(const t of e.inputs)s.push(new jg(t.type,t.name))}else{s={};for(const t of e.inputs)s[t.name]=new jg(t.type,t.name)}t.layout=null;const i=t.call(s),r=this.flowStagesNode(i,e.type);return t.layout=e,r}flowStagesNode(t,e=null){const s=this.flow,i=this.vars,r=this.cache,n=this.buildStage,o=this.stack,a={code:""};this.flow=a,this.vars={},this.cache=new dg,this.stack=kT();for(const s of Zd)this.setBuildStage(s),a.result=t.build(this,e);return a.vars=this.getVars(this.shaderStage),this.flow=s,this.vars=i,this.cache=r,this.stack=o,this.setBuildStage(n),a}getFunctionOperator(){return null}flowChildNode(t,e=null){const s=this.flow,i={code:""};return this.flow=i,i.result=t.build(this,e),this.flow=s,i}flowNodeFromShaderStage(t,e,s=null,i=null){const r=this.shaderStage;this.setShaderStage(t);const n=this.flowChildNode(e,s);return null!==i&&(n.code+=`${this.tab+i} = ${n.result};\n`),this.flowCode[t]=this.flowCode[t]+n.code,this.setShaderStage(r),n}getAttributesArray(){return this.attributes.concat(this.bufferAttributes)}getAttributes(){console.warn("Abstract function.")}getVaryings(){console.warn("Abstract function.")}getVar(t,e){return`${this.getType(t)} ${e}`}getVars(t){let e="";const s=this.vars[t];if(void 0!==s)for(const t of s)e+=`${this.getVar(t.type,t.name)}; `;return e}getUniforms(){console.warn("Abstract function.")}getCodes(t){const e=this.codes[t];let s="";if(void 0!==e)for(const t of e)s+=t.code+"\n";return s}getHash(){return this.vertexShader+this.fragmentShader+this.computeShader}setShaderStage(t){this.shaderStage=t}getShaderStage(){return this.shaderStage}setBuildStage(t){this.buildStage=t}getBuildStage(){return this.buildStage}buildCode(){console.warn("Abstract function.")}build(){const{object:t,material:e}=this;null!==e?vT.fromMaterial(e).build(this):this.addFlow("compute",t);for(const t of Zd){this.setBuildStage(t),this.context.vertex&&this.context.vertex.isNode&&this.flowNodeFromShaderStage("vertex",this.context.vertex);for(const e of Qd){this.setShaderStage(e);const s=this.flowNodes[e];for(const e of s)"generate"===t?this.flowNode(e):e.build(this)}}return this.setBuildStage(null),this.setShaderStage(null),this.buildCode(),this.buildUpdateNodes(),this}getNodeUniform(t,e){if("float"===e||"int"===e||"uint"===e)return new BT(t);if("vec2"===e||"ivec2"===e||"uvec2"===e)return new IT(t);if("vec3"===e||"ivec3"===e||"uvec3"===e)return new PT(t);if("vec4"===e||"ivec4"===e||"uvec4"===e)return new FT(t);if("color"===e)return new UT(t);if("mat3"===e)return new zT(t);if("mat4"===e)return new OT(t);throw new Error(`Uniform "${e}" not declared.`)}createNodeMaterial(t="NodeMaterial"){return _T(t)}format(t,e,s){if((e=this.getVectorType(e))===(s=this.getVectorType(s))||null===s||this.isReference(s))return t;const i=this.getTypeLength(e),r=this.getTypeLength(s);return 16===i&&9===r?`${this.getType(s)}(${t}[0].xyz, ${t}[1].xyz, ${t}[2].xyz)`:9===i&&4===r?`${this.getType(s)}(${t}[0].xy, ${t}[1].xy)`:i>4||r>4||0===r?t:i===r?`${this.getType(s)}( ${t} )`:i>r?this.format(`${t}.${"xyz".slice(0,r)}`,this.getTypeFromLength(r,this.getComponentType(e)),s):4===r&&i>1?`${this.getType(s)}( ${this.format(t,e,"vec3")}, 1.0 )`:2===i?`${this.getType(s)}( ${this.format(t,e,"vec2")}, 0.0 )`:(1===i&&r>1&&e!==this.getComponentType(s)&&(t=`${this.getType(this.getComponentType(s))}( ${t} )`),`${this.getType(s)}( ${t} )`)}getSignature(){return`// Three.js r${t} - Node System\n`}}class L_{constructor(){this.time=0,this.deltaTime=0,this.frameId=0,this.renderId=0,this.startTime=null,this.updateMap=new WeakMap,this.updateBeforeMap=new WeakMap,this.updateAfterMap=new WeakMap,this.renderer=null,this.material=null,this.camera=null,this.object=null,this.scene=null}_getMaps(t,e){let s=t.get(e);return void 0===s&&(s={renderMap:new WeakMap,frameMap:new WeakMap},t.set(e,s)),s}updateBeforeNode(t){const e=t.getUpdateBeforeType(),s=t.updateReference(this);if(e===Xd.FRAME){const{frameMap:e}=this._getMaps(this.updateBeforeMap,s);e.get(s)!==this.frameId&&!1!==t.updateBefore(this)&&e.set(s,this.frameId)}else if(e===Xd.RENDER){const{renderMap:e}=this._getMaps(this.updateBeforeMap,s);e.get(s)!==this.renderId&&!1!==t.updateBefore(this)&&e.set(s,this.renderId)}else e===Xd.OBJECT&&t.updateBefore(this)}updateAfterNode(t){const e=t.getUpdateAfterType(),s=t.updateReference(this);if(e===Xd.FRAME){const{frameMap:e}=this._getMaps(this.updateAfterMap,s);e.get(s)!==this.frameId&&!1!==t.updateAfter(this)&&e.set(s,this.frameId)}else if(e===Xd.RENDER){const{renderMap:e}=this._getMaps(this.updateAfterMap,s);e.get(s)!==this.renderId&&!1!==t.updateAfter(this)&&e.set(s,this.renderId)}else e===Xd.OBJECT&&t.updateAfter(this)}updateNode(t){const e=t.getUpdateType(),s=t.updateReference(this);if(e===Xd.FRAME){const{frameMap:e}=this._getMaps(this.updateMap,s);e.get(s)!==this.frameId&&!1!==t.update(this)&&e.set(s,this.frameId)}else if(e===Xd.RENDER){const{renderMap:e}=this._getMaps(this.updateMap,s);e.get(s)!==this.renderId&&!1!==t.update(this)&&e.set(s,this.renderId)}else e===Xd.OBJECT&&t.update(this)}update(){this.frameId++,void 0===this.lastTime&&(this.lastTime=performance.now()),this.deltaTime=(performance.now()-this.lastTime)/1e3,this.lastTime=performance.now(),this.time+=this.deltaTime}}class V_{constructor(t,e,s=null,i="",r=!1){this.type=t,this.name=e,this.count=s,this.qualifier=i,this.isConst=r}}V_.isNodeFunctionInput=!0;class D_ extends up{constructor(t){super(),this.types=t,this.isStructTypeNode=!0}getMemberTypes(){return this.types}}lp("StructTypeNode",D_);class k_ extends up{constructor(...t){super(),this.members=t,this.isOutputStructNode=!0}setup(t){super.setup(t);const e=this.members,s=[];for(let i=0;iEy(ff(4,t.mul(gf(1,t))),e),Y_=(t,e)=>t.lessThan(.5)?X_(t.mul(2),e).div(2):gf(1,X_(ff(gf(1,t),2),e).div(2)),J_=(t,e,s)=>Ey(yf(Ey(t,e),mf(Ey(t,e),Ey(gf(1,t),s))),1/e),Z_=(t,e)=>ey(Lf.mul(e.mul(t).sub(1))).div(Lf.mul(e.mul(t).sub(1)));wp("parabola",X_),wp("gain",Y_),wp("pcurve",J_),wp("sinc",Z_);const Q_=tm((([t])=>t.fract().sub(.5).abs())),K_=tm((([t])=>mm(Q_(t.z.add(Q_(t.y.mul(1)))),Q_(t.z.add(Q_(t.x.mul(1)))),Q_(t.y.add(Q_(t.x.mul(1))))))),tw=tm((([t,e,s])=>{const i=mm(t).toVar(),r=om(1.4).toVar(),n=om(0).toVar(),o=mm(i).toVar();return pv({start:om(0),end:om(3),type:"float",condition:"<="},(()=>{const t=mm(K_(o.mul(2))).toVar();i.addAssign(t.add(s.mul(om(.1).mul(e)))),o.mulAssign(1.8),r.mulAssign(1.5),i.mulAssign(1.2);const a=om(Q_(i.z.add(Q_(i.x.add(Q_(i.y)))))).toVar();n.addAssign(a.div(r)),o.addAssign(.14)})),n}));let ew;Q_.setLayout({name:"tri",type:"float",inputs:[{name:"x",type:"float"}]}),K_.setLayout({name:"tri3",type:"vec3",inputs:[{name:"p",type:"vec3"}]}),tw.setLayout({name:"triNoise3D",type:"float",inputs:[{name:"p",type:"vec3"},{name:"spd",type:"float"},{name:"time",type:"float"}]});class sw extends LT{constructor(t){ew=ew||ex("discard"),super(t,ew)}}const iw=Qp(sw),rw=t=>iw(t).append(),nw=()=>ex("return").append();wp("discard",rw),lp("DiscardNode",sw);class ow extends up{constructor(t=[],...e){super(),this.functionNodes=t,this.parametersNodes=e,this._candidateFnCall=null,this.global=!0}getNodeType(){return this.functionNodes[0].shaderNode.layout.type}setup(t){const e=this.parametersNodes;let s=this._candidateFnCall;if(null===s){let i=null,r=-1;for(const s of this.functionNodes){const n=s.shaderNode.layout;if(null===n)throw new Error("FunctionOverloadingNode: FunctionNode must be a layout.");const o=n.inputs;if(e.length===o.length){let n=0;for(let s=0;sr&&(i=s,r=n)}}this._candidateFnCall=s=i(...e)}return s}}const aw=Qp(ow),hw=t=>(...e)=>aw(t,...e);lp("FunctionOverloadingNode",ow);class uw extends dp{constructor(){super("vec2")}setup(){const t=mm(Hb.z,0,Hb.x.negate()).normalize(),e=Hb.cross(t);return lm(t.dot(Jx),e.dot(Jx)).mul(.495).add(.5)}}const lw=Kp(uw);lp("MatcapUVNode",uw);class cw extends hf{constructor(t=cw.LOCAL,e=1,s=0){super(s),this.scope=t,this.scale=e,this.updateType=Xd.FRAME}update(t){const e=this.scope,s=this.scale;e===cw.LOCAL?this.value+=t.deltaTime*s:e===cw.DELTA?this.value=t.deltaTime*s:e===cw.FRAME?this.value=t.frameId:this.value=t.time*s}serialize(t){super.serialize(t),t.scope=this.scope,t.scale=this.scale}deserialize(t){super.deserialize(t),this.scope=t.scope,this.scale=t.scale}}cw.LOCAL="local",cw.GLOBAL="global",cw.DELTA="delta",cw.FRAME="frame";const dw=(t,e=0)=>Yp(new cw(cw.LOCAL,t,e)),pw=(t,e=0)=>Yp(new cw(cw.GLOBAL,t,e)),mw=(t,e=0)=>Yp(new cw(cw.DELTA,t,e)),gw=Kp(cw,cw.FRAME).toUint();lp("TimerNode",cw);class fw extends up{constructor(t=fw.SINE,e=dw()){super(),this.method=t,this.timeNode=e}getNodeType(t){return this.timeNode.getNodeType(t)}setup(){const t=this.method,e=Yp(this.timeNode);let s=null;return t===fw.SINE?s=e.add(.75).mul(2*Math.PI).sin().mul(.5).add(.5):t===fw.SQUARE?s=e.fract().round():t===fw.TRIANGLE?s=e.add(.5).fract().mul(2).sub(1).abs():t===fw.SAWTOOTH&&(s=e.fract()),s}serialize(t){super.serialize(t),t.method=this.method}deserialize(t){super.deserialize(t),this.method=t.method}}fw.SINE="sine",fw.SQUARE="square",fw.TRIANGLE="triangle",fw.SAWTOOTH="sawtooth";const yw=Qp(fw,fw.SINE),xw=Qp(fw,fw.SQUARE),bw=Qp(fw,fw.TRIANGLE),vw=Qp(fw,fw.SAWTOOTH);lp("OscNode",fw);class Tw extends dp{constructor(t,e){super(),this.scope=t,this.node=e}getNodeType(t){return this.node.getNodeType(t)}setup(){const{scope:t,node:e}=this;let s=null;return t===Tw.DIRECTION_TO_COLOR?s=e.mul(.5).add(.5):t===Tw.COLOR_TO_DIRECTION&&(s=e.mul(2).sub(1)),s}}Tw.DIRECTION_TO_COLOR="directionToColor",Tw.COLOR_TO_DIRECTION="colorToDirection";const _w=Qp(Tw,Tw.DIRECTION_TO_COLOR),ww=Qp(Tw,Tw.COLOR_TO_DIRECTION);wp("directionToColor",_w),wp("colorToDirection",ww),lp("PackingNode",Tw);class Sw extends up{constructor(t,e,s,i=om(0),r=om(1)){super(),this.node=t,this.inLowNode=e,this.inHighNode=s,this.outLowNode=i,this.outHighNode=r,this.doClamp=!0}setup(){const{node:t,inLowNode:e,inHighNode:s,outLowNode:i,outHighNode:r,doClamp:n}=this;let o=t.sub(e).div(s.sub(e));return!0===n&&(o=o.clamp()),o.mul(r.sub(i)).add(i)}}const Mw=Qp(Sw,null,null,{doClamp:!1}),Aw=Qp(Sw);wp("remap",Mw),wp("remapClamp",Aw),lp("RemapNode",Sw);class Nw extends dp{constructor(t,e,s=lm(.5)){super("vec2"),this.uvNode=t,this.rotationNode=e,this.centerNode=s}setup(){const{uvNode:t,rotationNode:e,centerNode:s}=this;return t.sub(s).rotate(e).add(s)}}const Rw=Qp(Nw);wp("rotateUV",Rw),lp("RotateUVNode",Nw);class Cw extends dp{constructor(t,e){super(),this.positionNode=t,this.rotationNode=e}getNodeType(t){return this.positionNode.getNodeType(t)}setup(t){const{rotationNode:e,positionNode:s}=this;if("vec2"===this.getNodeType(t)){const t=e.cos(),i=e.sin();return _m(t,i,i.negate(),t).mul(s)}{const t=e,i=Em(xm(1,0,0,0),xm(0,sy(t.x),ey(t.x).negate(),0),xm(0,ey(t.x),sy(t.x),0),xm(0,0,0,1)),r=Em(xm(sy(t.y),0,ey(t.y),0),xm(0,1,0,0),xm(ey(t.y).negate(),0,sy(t.y),0),xm(0,0,0,1)),n=Em(xm(sy(t.z),ey(t.z).negate(),0,0),xm(ey(t.z),sy(t.z),0,0),xm(0,0,1,0),xm(0,0,0,1));return i.mul(r).mul(n).mul(xm(s,1)).xyz}}}const Ew=Qp(Cw);wp("rotate",Ew),lp("RotateNode",Cw);class Bw extends up{constructor(t,e=lf(),s=om(0)){super("vec2"),this.countNode=t,this.uvNode=e,this.frameNode=s}setup(){const{frameNode:t,uvNode:e,countNode:s}=this,{width:i,height:r}=s,n=t.mod(i.mul(r)).floor(),o=n.mod(i),a=r.sub(n.add(1).div(i).ceil()),h=s.reciprocal(),u=lm(o,a);return e.add(u).mul(h)}}const Iw=Qp(Bw);lp("SpriteSheetUVNode",Bw);class Pw extends pp{constructor(t,e){super(t,e),this.isStorageArrayElementNode=!0}set storageBufferNode(t){this.node=t}get storageBufferNode(){return this.node}setup(t){return!1===t.isAvailable("storageBuffer")&&(this.node.instanceIndex||!0!==this.node.bufferObject||t.setupPBO(this.node)),super.setup(t)}generate(t,e){let s;const i=t.context.assign;if(!1===t.isAvailable("storageBuffer")){const{node:e}=this;s=e.instanceIndex||!0!==this.node.bufferObject||!0===i?e.build(t):t.generatePBO(this)}else s=super.generate(t);if(!0!==i){const i=this.getNodeType(t);s=t.format(s,i,e)}return s}}const Fw=Qp(Pw);wp("storageElement",Fw),lp("StorageArrayElementNode",Pw);class Uw extends up{constructor(t,e=null,s=null,i=om(1),r=kb,n=$x){super("vec4"),this.textureXNode=t,this.textureYNode=e,this.textureZNode=s,this.scaleNode=i,this.positionNode=r,this.normalNode=n}setup(){const{textureXNode:t,textureYNode:e,textureZNode:s,scaleNode:i,positionNode:r,normalNode:n}=this;let o=n.abs().normalize();o=o.div(o.dot(mm(1)));const a=r.yz.mul(i),h=r.zx.mul(i),u=r.xy.mul(i),l=t.value,c=null!==e?e.value:l,d=null!==s?s.value:l,p=nx(l,a).mul(o.x),m=nx(c,h).mul(o.y),g=nx(d,u).mul(o.z);return mf(p,m,g)}}const zw=Qp(Uw),Ow=(...t)=>zw(...t);wp("triplanarTexture",Ow),lp("TriplanarTexturesNode",Uw);const Lw=new sa,Vw=new Ei,Dw=new Ei,kw=new Ei,Gw=new or,Ww=new Ei(0,0,-1),jw=new _i,Hw=new Ei,qw=new Ei,$w=new _i,Xw=new Ks,Yw=new wi,Jw=lm(Yv.x.oneMinus(),Yv.y);let Zw=!1;class Qw extends rx{constructor(t={}){super(Yw.texture,Jw);const{target:e=new Pr,resolution:s=1,generateMipmaps:i=!1,bounces:r=!0}=t;this.target=e,this.resolution=s,this.generateMipmaps=i,this.bounces=r,this.updateBeforeType=r?Xd.RENDER:Xd.FRAME,this.virtualCameras=new WeakMap,this.renderTargets=new WeakMap}_updateResolution(t,e){const s=this.resolution;e.getDrawingBufferSize(Xw),t.setSize(Math.round(Xw.width*s),Math.round(Xw.height*s))}setup(t){return this._updateResolution(Yw,t.renderer),super.setup(t)}getTextureNode(){return this.textureNode}getVirtualCamera(t){let e=this.virtualCameras.get(t);return void 0===e&&(e=t.clone(),this.virtualCameras.set(t,e)),e}getRenderTarget(t){let e=this.renderTargets.get(t);return void 0===e&&(e=new wi(0,0,{type:Pt}),!0===this.generateMipmaps&&(e.texture.minFilter=1008,e.texture.generateMipmaps=!0),this.renderTargets.set(t,e)),e}updateBefore(t){if(!1===this.bounces&&Zw)return!1;Zw=!0;const{scene:e,camera:s,renderer:i,material:r}=t,{target:n}=this,o=this.getVirtualCamera(s),a=this.getRenderTarget(o);if(i.getDrawingBufferSize(Xw),this._updateResolution(a,i),Dw.setFromMatrixPosition(n.matrixWorld),kw.setFromMatrixPosition(s.matrixWorld),Gw.extractRotation(n.matrixWorld),Vw.set(0,0,1),Vw.applyMatrix4(Gw),Hw.subVectors(Dw,kw),Hw.dot(Vw)>0)return;Hw.reflect(Vw).negate(),Hw.add(Dw),Gw.extractRotation(s.matrixWorld),Ww.set(0,0,-1),Ww.applyMatrix4(Gw),Ww.add(kw),qw.subVectors(Dw,Ww),qw.reflect(Vw).negate(),qw.add(Dw),o.coordinateSystem=s.coordinateSystem,o.position.copy(Hw),o.up.set(0,1,0),o.up.applyMatrix4(Gw),o.up.reflect(Vw),o.lookAt(qw),o.near=s.near,o.far=s.far,o.updateMatrixWorld(),o.projectionMatrix.copy(s.projectionMatrix),Lw.setFromNormalAndCoplanarPoint(Vw,Dw),Lw.applyMatrix4(o.matrixWorldInverse),jw.set(Lw.normal.x,Lw.normal.y,Lw.normal.z,Lw.constant);const h=o.projectionMatrix;$w.x=(Math.sign(jw.x)+h.elements[8])/h.elements[0],$w.y=(Math.sign(jw.y)+h.elements[9])/h.elements[5],$w.z=-1,$w.w=(1+h.elements[10])/h.elements[14],jw.multiplyScalar(1/jw.dot($w));h.elements[2]=jw.x,h.elements[6]=jw.y,h.elements[10]=jw.z-0,h.elements[14]=jw.w,this.value=a.texture,r.visible=!1;const u=i.getRenderTarget();i.setRenderTarget(a),i.render(e,o),i.setRenderTarget(u),r.visible=!0,Zw=!1}}const Kw=t=>Yp(new Qw(t)),tS=new Rl(-1,1,1,-1,0,1);class eS extends Mn{constructor(t=!1){super();const e=!1===t?[0,-1,0,1,2,1]:[0,2,0,0,2,0];this.setAttribute("position",new yn([-1,3,0,-1,-1,0,3,-1,0],3)),this.setAttribute("uv",new yn(e,2))}}const sS=new eS;class iS extends Wn{constructor(t=null){super(sS,t),this.camera=tS}renderAsync(t){return t.renderAsync(this,tS)}render(t){t.render(this,tS)}}const rS=new Ks;class nS extends rx{constructor(t,e=null,s=null,i={type:Pt}){const r=new wi(e,s,i);super(r.texture,lf()),this.node=t,this.width=e,this.height=s,this.renderTarget=r,this.textureNeedsUpdate=!0,this.autoUpdate=!0,this.updateMap=new WeakMap,this._rttNode=null,this._quadMesh=new iS(new vT),this.updateBeforeType=Xd.RENDER}get autoSize(){return null===this.width}setup(t){return this._rttNode=this.node.context(t.getSharedContext()),this._quadMesh.material.needsUpdate=!0,super.setup(t)}setSize(t,e){this.width=t,this.height=e;const s=t*this.pixelRatio,i=e*this.pixelRatio;this.renderTarget.setSize(s,i),this.textureNeedsUpdate=!0}setPixelRatio(t){this.pixelRatio=t,this.setSize(this.width,this.height)}updateBefore({renderer:t}){if(!1===this.textureNeedsUpdate&&!1===this.autoUpdate)return;if(this.textureNeedsUpdate=!1,!0===this.autoSize){this.pixelRatio=t.getPixelRatio();const e=t.getSize(rS);this.setSize(e.width,e.height)}this._quadMesh.material.fragmentNode=this._rttNode;const e=t.getRenderTarget();t.setRenderTarget(this.renderTarget),this._quadMesh.render(t),t.setRenderTarget(e)}clone(){const t=new rx(this.value,this.uvNode,this.levelNode);return t.sampler=this.sampler,t.referenceNode=this,t}}const oS=(t,...e)=>Yp(new nS(Yp(t),...e));wp("toTexture",((t,...e)=>t.isTextureNode?t:oS(t,...e))),lp("RTTNode",nS);const aS=t=>t.mul(ev.w).xyz,hS=Gm(aS(qx.cross(ev)),"v_bitangentGeometry").normalize().toVar("bitangentGeometry"),uS=Gm(aS($x.cross(sv)),"v_bitangentLocal").normalize().toVar("bitangentLocal"),lS=Gm(aS(Xx.cross(iv)),"v_bitangentView").normalize().toVar("bitangentView"),cS=Gm(aS(Yx.cross(rv)),"v_bitangentWorld").normalize().toVar("bitangentWorld"),dS=aS(Jx.cross(nv)).normalize().toVar("transformedBitangentView"),pS=dS.transformDirection(Mx).normalize().toVar("transformedBitangentWorld"),mS=Am(iv,lS,Xx),gS=Hb.mul(mS),fS=(t,e)=>t.sub(gS.mul(e)),yS=(()=>{let t=Eg.cross(Hb);return t=t.cross(Eg).normalize(),t=Oy(t,Jx,Rg.mul(xg.oneMinus()).oneMinus().pow2().pow2()).normalize(),t})();class xS extends Wm{constructor(t=0){super(null,"vec4"),this.isVertexColorNode=!0,this.index=t}getAttributeName(){const t=this.index;return"color"+(t>0?t:"")}generate(t){const e=this.getAttributeName(t);let s;return s=!0===t.hasGeometryAttribute(e)?super.generate(t):t.generateConst(this.nodeType,new _i(1,1,1,1)),s}serialize(t){super.serialize(t),t.index=this.index}deserialize(t){super.deserialize(t),this.index=t.index}}const bS=(...t)=>Yp(new xS(...t));lp("VertexColorNode",xS);class vS extends mx{constructor(t,e,s=null){super(t,e,s),this.renderer=s}updateReference(t){return this.reference=null!==this.renderer?this.renderer:t.renderer,this.reference}}const TS=(t,e,s)=>Yp(new vS(t,e,s));lp("RendererReferenceNode",vS);const _S=1/6,wS=t=>ff(_S,ff(t,ff(t,t.negate().add(3)).sub(3)).add(1)),SS=t=>ff(_S,ff(t,ff(t,ff(3,t).sub(6))).add(4)),MS=t=>ff(_S,ff(t,ff(t,ff(-3,t).add(3)).add(3)).add(1)),AS=t=>ff(_S,Ey(t,3)),NS=t=>wS(t).add(SS(t)),RS=t=>MS(t).add(AS(t)),CS=t=>mf(-1,SS(t).div(wS(t).add(SS(t)))),ES=t=>mf(1,AS(t).div(MS(t).add(AS(t)))),BS=(t,e,s)=>{const i=t.uvNode,r=ff(i,e.zw).add(.5),n=Zf(r),o=ty(r),a=NS(o.x),h=RS(o.x),u=CS(o.x),l=ES(o.x),c=CS(o.y),d=ES(o.y),p=lm(n.x.add(u),n.y.add(c)).sub(.5).mul(e.xy),m=lm(n.x.add(l),n.y.add(c)).sub(.5).mul(e.xy),g=lm(n.x.add(u),n.y.add(d)).sub(.5).mul(e.xy),f=lm(n.x.add(l),n.y.add(d)).sub(.5).mul(e.xy),y=NS(o.y).mul(mf(a.mul(t.uv(p).level(s)),h.mul(t.uv(m).level(s)))),x=RS(o.y).mul(mf(a.mul(t.uv(g).level(s)),h.mul(t.uv(f).level(s))));return y.add(x)};class IS extends dp{constructor(t,e=om(3)){super("vec4"),this.textureNode=t,this.blurNode=e}setup(){return((t,e)=>{const s=lm(t.size(am(e))),i=lm(t.size(am(e.add(1)))),r=yf(1,s),n=yf(1,i),o=BS(t,xm(r,s),Zf(e)),a=BS(t,xm(n,i),Qf(e));return ty(e).mix(o,a)})(this.textureNode,this.blurNode)}}const PS=Qp(IS);wp("bicubic",PS),lp("TextureBicubicNode",IS);class FS extends up{constructor(){super("vec2"),this.isPointUVNode=!0}generate(){return"vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y )"}}const US=Kp(FS);lp("PointUVNode",FS);class zS extends up{constructor(t=zS.BACKGROUND_BLURRINESS,e=null){super(),this.scope=t,this.scene=e}setup(t){const e=this.scope,s=null!==this.scene?this.scene:t.scene;let i;return e===zS.BACKGROUND_BLURRINESS?i=gx("backgroundBlurriness","float",s):e===zS.BACKGROUND_INTENSITY?i=gx("backgroundIntensity","float",s):console.error("THREE.SceneNode: Unknown scope:",e),i}}zS.BACKGROUND_BLURRINESS="backgroundBlurriness",zS.BACKGROUND_INTENSITY="backgroundIntensity";const OS=Kp(zS,zS.BACKGROUND_BLURRINESS),LS=Kp(zS,zS.BACKGROUND_INTENSITY);lp("SceneNode",zS);const VS="point-list",DS="line-list",kS="line-strip",GS="triangle-list",WS="triangle-strip",jS="never",HS="less",qS="equal",$S="less-equal",XS="greater",YS="not-equal",JS="greater-equal",ZS="always",QS="store",KS="load",tM="clear",eM="ccw",sM="none",iM="front",rM="back",nM="uint16",oM="uint32",aM={R8Unorm:"r8unorm",R8Snorm:"r8snorm",R8Uint:"r8uint",R8Sint:"r8sint",R16Uint:"r16uint",R16Sint:"r16sint",R16Float:"r16float",RG8Unorm:"rg8unorm",RG8Snorm:"rg8snorm",RG8Uint:"rg8uint",RG8Sint:"rg8sint",R32Uint:"r32uint",R32Sint:"r32sint",R32Float:"r32float",RG16Uint:"rg16uint",RG16Sint:"rg16sint",RG16Float:"rg16float",RGBA8Unorm:"rgba8unorm",RGBA8UnormSRGB:"rgba8unorm-srgb",RGBA8Snorm:"rgba8snorm",RGBA8Uint:"rgba8uint",RGBA8Sint:"rgba8sint",BGRA8Unorm:"bgra8unorm",BGRA8UnormSRGB:"bgra8unorm-srgb",RGB9E5UFloat:"rgb9e5ufloat",RGB10A2Unorm:"rgb10a2unorm",RG11B10uFloat:"rgb10a2unorm",RG32Uint:"rg32uint",RG32Sint:"rg32sint",RG32Float:"rg32float",RGBA16Uint:"rgba16uint",RGBA16Sint:"rgba16sint",RGBA16Float:"rgba16float",RGBA32Uint:"rgba32uint",RGBA32Sint:"rgba32sint",RGBA32Float:"rgba32float",Stencil8:"stencil8",Depth16Unorm:"depth16unorm",Depth24Plus:"depth24plus",Depth24PlusStencil8:"depth24plus-stencil8",Depth32Float:"depth32float",Depth32FloatStencil8:"depth32float-stencil8",BC1RGBAUnorm:"bc1-rgba-unorm",BC1RGBAUnormSRGB:"bc1-rgba-unorm-srgb",BC2RGBAUnorm:"bc2-rgba-unorm",BC2RGBAUnormSRGB:"bc2-rgba-unorm-srgb",BC3RGBAUnorm:"bc3-rgba-unorm",BC3RGBAUnormSRGB:"bc3-rgba-unorm-srgb",BC4RUnorm:"bc4-r-unorm",BC4RSnorm:"bc4-r-snorm",BC5RGUnorm:"bc5-rg-unorm",BC5RGSnorm:"bc5-rg-snorm",BC6HRGBUFloat:"bc6h-rgb-ufloat",BC6HRGBFloat:"bc6h-rgb-float",BC7RGBAUnorm:"bc7-rgba-unorm",BC7RGBAUnormSRGB:"bc7-rgba-srgb",ETC2RGB8Unorm:"etc2-rgb8unorm",ETC2RGB8UnormSRGB:"etc2-rgb8unorm-srgb",ETC2RGB8A1Unorm:"etc2-rgb8a1unorm",ETC2RGB8A1UnormSRGB:"etc2-rgb8a1unorm-srgb",ETC2RGBA8Unorm:"etc2-rgba8unorm",ETC2RGBA8UnormSRGB:"etc2-rgba8unorm-srgb",EACR11Unorm:"eac-r11unorm",EACR11Snorm:"eac-r11snorm",EACRG11Unorm:"eac-rg11unorm",EACRG11Snorm:"eac-rg11snorm",ASTC4x4Unorm:"astc-4x4-unorm",ASTC4x4UnormSRGB:"astc-4x4-unorm-srgb",ASTC5x4Unorm:"astc-5x4-unorm",ASTC5x4UnormSRGB:"astc-5x4-unorm-srgb",ASTC5x5Unorm:"astc-5x5-unorm",ASTC5x5UnormSRGB:"astc-5x5-unorm-srgb",ASTC6x5Unorm:"astc-6x5-unorm",ASTC6x5UnormSRGB:"astc-6x5-unorm-srgb",ASTC6x6Unorm:"astc-6x6-unorm",ASTC6x6UnormSRGB:"astc-6x6-unorm-srgb",ASTC8x5Unorm:"astc-8x5-unorm",ASTC8x5UnormSRGB:"astc-8x5-unorm-srgb",ASTC8x6Unorm:"astc-8x6-unorm",ASTC8x6UnormSRGB:"astc-8x6-unorm-srgb",ASTC8x8Unorm:"astc-8x8-unorm",ASTC8x8UnormSRGB:"astc-8x8-unorm-srgb",ASTC10x5Unorm:"astc-10x5-unorm",ASTC10x5UnormSRGB:"astc-10x5-unorm-srgb",ASTC10x6Unorm:"astc-10x6-unorm",ASTC10x6UnormSRGB:"astc-10x6-unorm-srgb",ASTC10x8Unorm:"astc-10x8-unorm",ASTC10x8UnormSRGB:"astc-10x8-unorm-srgb",ASTC10x10Unorm:"astc-10x10-unorm",ASTC10x10UnormSRGB:"astc-10x10-unorm-srgb",ASTC12x10Unorm:"astc-12x10-unorm",ASTC12x10UnormSRGB:"astc-12x10-unorm-srgb",ASTC12x12Unorm:"astc-12x12-unorm",ASTC12x12UnormSRGB:"astc-12x12-unorm-srgb"},hM="clamp-to-edge",uM="repeat",lM="mirror-repeat",cM="linear",dM="nearest",pM="zero",mM="one",gM="src",fM="one-minus-src",yM="src-alpha",xM="one-minus-src-alpha",bM="dst",vM="one-minus-dst",TM="dst-alpha",_M="one-minus-dst-alpha",wM="src-alpha-saturated",SM="constant",MM="one-minus-constant",AM="add",NM="subtract",RM="reverse-subtract",CM="min",EM="max",BM=0,IM=15,PM="keep",FM="zero",UM="replace",zM="invert",OM="increment-clamp",LM="decrement-clamp",VM="increment-wrap",DM="decrement-wrap",kM="storage",GM="read-only-storage",WM="write-only",jM="read-only",HM="unfilterable-float",qM="depth",$M="sint",XM="uint",YM="2d",JM="3d",ZM="2d",QM="2d-array",KM="cube",tA="3d",eA="all",sA="vertex",iA="instance",rA={DepthClipControl:"depth-clip-control",Depth32FloatStencil8:"depth32float-stencil8",TextureCompressionBC:"texture-compression-bc",TextureCompressionETC2:"texture-compression-etc2",TextureCompressionASTC:"texture-compression-astc",TimestampQuery:"timestamp-query",IndirectFirstInstance:"indirect-first-instance",ShaderF16:"shader-f16",RG11B10UFloat:"rg11b10ufloat-renderable",BGRA8UNormStorage:"bgra8unorm-storage",Float32Filterable:"float32-filterable",ClipDistances:"clip-distances",DualSourceBlending:"dual-source-blending"};class nA extends hx{constructor(t,e,s=0){super(t,e,s),this.isStorageBufferNode=!0,this.access=kM,this.bufferObject=!1,this.bufferCount=s,this._attribute=null,this._varying=null,this.global=!0,!0!==t.isStorageBufferAttribute&&!0!==t.isStorageInstancedBufferAttribute&&(t.isInstancedBufferAttribute?t.isStorageInstancedBufferAttribute=!0:t.isStorageBufferAttribute=!0)}getHash(t){if(0===this.bufferCount){let e=t.globalCache.getData(this.value);return void 0===e&&(e={node:this},t.globalCache.setData(this.value,e)),e.node.uuid}return this.uuid}getInputType(){return"storageBuffer"}element(t){return Fw(this,t)}setBufferObject(t){return this.bufferObject=t,this}setAccess(t){return this.access=t,this}toReadOnly(){return this.setAccess(GM)}generate(t){if(t.isAvailable("storageBuffer"))return super.generate(t);const e=this.getNodeType(t);null===this._attribute&&(this._attribute=Yb(this.value),this._varying=Gm(this._attribute));const s=this._varying.build(t,e);return t.registerTransform(s,this._attribute),s}}const oA=(t,e,s)=>Yp(new nA(t,e,s)),aA=(t,e,s)=>Yp(new nA(t,e,s).setBufferObject(!0));lp("StorageBufferNode",nA);class hA extends rx{constructor(t,e,s=null){super(t,e),this.storeNode=s,this.isStorageTextureNode=!0,this.access=WM}getInputType(){return"storageTexture"}setup(t){super.setup(t);t.getNodeProperties(this).storeNode=this.storeNode}setAccess(t){return this.access=t,this}generate(t,e){let s;return s=null!==this.storeNode?this.generateStore(t):super.generate(t,e),s}toReadOnly(){return this.setAccess(jM)}toWriteOnly(){return this.setAccess(WM)}generateStore(t){const e=t.getNodeProperties(this),{uvNode:s,storeNode:i}=e,r=super.generate(t,"property"),n=s.build(t,"uvec2"),o=i.build(t,"vec4"),a=t.generateTextureStore(t,r,n,o);t.addLineFlowCode(a)}}const uA=Qp(hA),lA=(t,e,s)=>{const i=uA(t,e,s);return null!==s&&i.append(),i};lp("StorageTextureNode",hA);const cA=tm((({texture:t,uv:e})=>{const s=1e-4,i=mm().temp();return im(e.x.lessThan(s),(()=>{i.assign(mm(1,0,0))})).elseif(e.y.lessThan(s),(()=>{i.assign(mm(0,1,0))})).elseif(e.z.lessThan(s),(()=>{i.assign(mm(0,0,1))})).elseif(e.x.greaterThan(.9999),(()=>{i.assign(mm(-1,0,0))})).elseif(e.y.greaterThan(.9999),(()=>{i.assign(mm(0,-1,0))})).elseif(e.z.greaterThan(.9999),(()=>{i.assign(mm(0,0,-1))})).else((()=>{const s=.01,r=t.uv(e.add(mm(-.01,0,0))).r.sub(t.uv(e.add(mm(s,0,0))).r),n=t.uv(e.add(mm(0,-.01,0))).r.sub(t.uv(e.add(mm(0,s,0))).r),o=t.uv(e.add(mm(0,0,-.01))).r.sub(t.uv(e.add(mm(0,0,s))).r);i.assign(mm(r,n,o))})),i.normalize()}));class dA extends rx{constructor(t,e=null,s=null){super(t,e,s),this.isTexture3DNode=!0}getInputType(){return"texture3D"}getDefaultUV(){return mm(.5,.5,.5)}setUpdateMatrix(){}setupUV(t,e){return e}generateUV(t,e){return e.build(t,"vec3")}normal(t){return cA({texture:this,uv:t})}}const pA=Qp(dA);lp("Texture3DNode",dA);class mA extends mx{constructor(t,e,s=null){super(t,e,s),this.userData=s}update(t){this.reference=null!==this.userData?this.userData:t.object.userData,super.update(t)}}const gA=(t,e,s)=>Yp(new mA(t,e,s));lp("UserDataNode",mA);const fA=tm((({base:t,blend:e})=>{const s=s=>e[s].lessThan(zf).cond(e[s],t[s].oneMinus().div(e[s]).oneMinus().max(0));return mm(s("x"),s("y"),s("z"))})).setLayout({name:"burnColor",type:"vec3",inputs:[{name:"base",type:"vec3"},{name:"blend",type:"vec3"}]}),yA=tm((({base:t,blend:e})=>{const s=s=>e[s].equal(1).cond(e[s],t[s].div(e[s].oneMinus()).max(0));return mm(s("x"),s("y"),s("z"))})).setLayout({name:"dodgeColor",type:"vec3",inputs:[{name:"base",type:"vec3"},{name:"blend",type:"vec3"}]}),xA=tm((({base:t,blend:e})=>{const s=s=>t[s].oneMinus().mul(e[s].oneMinus()).oneMinus();return mm(s("x"),s("y"),s("z"))})).setLayout({name:"screenColor",type:"vec3",inputs:[{name:"base",type:"vec3"},{name:"blend",type:"vec3"}]}),bA=tm((({base:t,blend:e})=>{const s=s=>t[s].lessThan(.5).cond(t[s].mul(e[s],2),t[s].oneMinus().mul(e[s].oneMinus()).oneMinus());return mm(s("x"),s("y"),s("z"))})).setLayout({name:"overlayColor",type:"vec3",inputs:[{name:"base",type:"vec3"},{name:"blend",type:"vec3"}]});class vA extends dp{constructor(t,e,s){super(),this.blendMode=t,this.baseNode=e,this.blendNode=s}setup(){const{blendMode:t,baseNode:e,blendNode:s}=this,i={base:e,blend:s};let r=null;return t===vA.BURN?r=fA(i):t===vA.DODGE?r=yA(i):t===vA.SCREEN?r=xA(i):t===vA.OVERLAY&&(r=bA(i)),r}}vA.BURN="burn",vA.DODGE="dodge",vA.SCREEN="screen",vA.OVERLAY="overlay";const TA=Qp(vA,vA.BURN),_A=Qp(vA,vA.DODGE),wA=Qp(vA,vA.OVERLAY),SA=Qp(vA,vA.SCREEN);wp("burn",TA),wp("dodge",_A),wp("overlay",wA),wp("screen",SA),lp("BlendModeNode",vA);const MA=tm((({textureNode:t,bumpScale:e})=>{const s=e=>t.cache().context({getUV:t=>e(t.uvNode||lf()),forceUVContext:!0}),i=om(s((t=>t)));return lm(om(s((t=>t.add(t.dFdx())))).sub(i),om(s((t=>t.add(t.dFdy())))).sub(i)).mul(e)})),AA=tm((t=>{const{surf_pos:e,surf_norm:s,dHdxy:i}=t,r=e.dFdx().normalize(),n=s,o=e.dFdy().normalize().cross(n),a=n.cross(r),h=r.dot(o).mul(xT),u=h.sign().mul(i.x.mul(o).add(i.y.mul(a)));return h.abs().mul(s).sub(u).normalize()}));class NA extends dp{constructor(t,e=null){super("vec3"),this.textureNode=t,this.scaleNode=e}setup(){const t=null!==this.scaleNode?this.scaleNode:1,e=MA({textureNode:this.textureNode,bumpScale:t});return AA({surf_pos:jb,surf_norm:Xx,dHdxy:e})}}const RA=Qp(NA);wp("bumpMap",RA),lp("BumpMapNode",NA);const CA=tm((({color:t,adjustment:e})=>e.mix(OA(t.rgb),t.rgb))),EA=tm((({color:t,adjustment:e})=>{const s=mf(t.r,t.g,t.b).div(3),i=t.r.max(t.g.max(t.b)),r=i.sub(s).mul(e).mul(-3);return Oy(t.rgb,i,r)})),BA=tm((({color:t,adjustment:e})=>{const s=mm(.57735,.57735,.57735),i=e.cos();return mm(t.rgb.mul(i).add(s.cross(t.rgb).mul(e.sin()).add(s.mul(Ry(s,t.rgb).mul(i.oneMinus())))))}));class IA extends dp{constructor(t,e,s=om(1)){super("vec3"),this.method=t,this.colorNode=e,this.adjustmentNode=s}setup(){const{method:t,colorNode:e,adjustmentNode:s}=this,i={color:e,adjustment:s};let r=null;return t===IA.SATURATION?r=CA(i):t===IA.VIBRANCE?r=EA(i):t===IA.HUE?r=BA(i):console.error(`${this.type}: Method "${this.method}" not supported!`),r}}IA.SATURATION="saturation",IA.VIBRANCE="vibrance",IA.HUE="hue";const PA=Qp(IA,IA.SATURATION),FA=Qp(IA,IA.VIBRANCE),UA=Qp(IA,IA.HUE),zA=new Ei,OA=(t,e=mm(...di.getLuminanceCoefficients(zA)))=>Ry(t,e),LA=(t,e)=>Oy(mm(0),t,OA(t).sub(e).max(0));wp("saturation",PA),wp("vibrance",FA),wp("hue",UA),wp("threshold",LA),lp("ColorAdjustmentNode",IA);const VA=tm((t=>{const{eye_pos:e,surf_norm:s,mapN:i,uv:r}=t,n=e.dFdx(),o=e.dFdy(),a=r.dFdx(),h=r.dFdy(),u=s,l=o.cross(u),c=u.cross(n),d=l.mul(a.x).add(c.mul(h.x)),p=l.mul(a.y).add(c.mul(h.y)),m=d.dot(d).max(p.dot(p)),g=xT.mul(m.inverseSqrt());return mf(d.mul(i.x,g),p.mul(i.y,g),u.mul(i.z)).normalize()}));class DA extends dp{constructor(t,e=null){super("vec3"),this.node=t,this.scaleNode=e,this.normalMapType=0}setup(t){const{normalMapType:e,scaleNode:s}=this;let i=this.node.mul(2).sub(1);null!==s&&(i=mm(i.xy.mul(s),i.z));let r=null;if(1===e)r=Dx.mul(i).normalize();else if(0===e){r=!0===t.hasGeometryAttribute("tangent")?mS.mul(i).normalize():VA({eye_pos:jb,surf_norm:Xx,mapN:i,uv:lf()})}return r}}const kA=Qp(DA);wp("normalMap",kA),lp("NormalMapNode",DA);class GA extends dp{constructor(t,e){super(),this.sourceNode=t,this.stepsNode=e}setup(){const{sourceNode:t,stepsNode:e}=this;return t.mul(e).floor().div(e)}}const WA=Qp(GA);wp("posterize",WA),lp("PosterizeNode",GA);const jA=tm((({color:t,exposure:e})=>t.mul(e).clamp())),HA=tm((({color:t,exposure:e})=>(t=t.mul(e)).div(t.add(1)).clamp())),qA=tm((({color:t,exposure:e})=>{const s=(t=(t=t.mul(e)).sub(.004).max(0)).mul(t.mul(6.2).add(.5)),i=t.mul(t.mul(6.2).add(1.7)).add(.06);return s.div(i).pow(2.2)})),$A=tm((({color:t})=>{const e=t.mul(t.add(.0245786)).sub(90537e-9),s=t.mul(t.add(.432951).mul(.983729)).add(.238081);return e.div(s)})),XA=tm((({color:t,exposure:e})=>{const s=Am(.59719,.35458,.04823,.076,.90834,.01566,.0284,.13383,.83777),i=Am(1.60475,-.53108,-.07367,-.10208,1.10813,-.00605,-.00327,-.07276,1.07602);return t=t.mul(e).div(.6),t=s.mul(t),t=$A({color:t}),(t=i.mul(t)).clamp()})),YA=Am(mm(1.6605,-.1246,-.0182),mm(-.5876,1.1329,-.1006),mm(-.0728,-.0083,1.1187)),JA=Am(mm(.6274,.0691,.0164),mm(.3293,.9195,.088),mm(.0433,.0113,.8956)),ZA=tm((([t])=>{const e=mm(t).toVar(),s=mm(e.mul(e)).toVar(),i=mm(s.mul(s)).toVar();return om(15.5).mul(i.mul(s)).sub(ff(40.14,i.mul(e))).add(ff(31.96,i).sub(ff(6.868,s.mul(e))).add(ff(.4298,s).add(ff(.1191,e).sub(.00232))))})),QA=tm((({color:t,exposure:e})=>{const s=mm(t).toVar(),i=Am(mm(.856627153315983,.137318972929847,.11189821299995),mm(.0951212405381588,.761241990602591,.0767994186031903),mm(.0482516061458583,.101439036467562,.811302368396859)),r=Am(mm(1.1271005818144368,-.1413297634984383,-.14132976349843826),mm(-.11060664309660323,1.157823702216272,-.11060664309660294),mm(-.016493938717834573,-.016493938717834257,1.2519364065950405)),n=om(-12.47393),o=om(4.026069);return s.mulAssign(e),s.assign(JA.mul(s)),s.assign(i.mul(s)),s.assign(_y(s,1e-10)),s.assign(Xf(s)),s.assign(s.sub(n).div(o.sub(n))),s.assign(Ly(s,0,1)),s.assign(ZA(s)),s.assign(r.mul(s)),s.assign(Ey(_y(mm(0),s),mm(2.2))),s.assign(YA.mul(s)),s.assign(Ly(s,0,1)),s})),KA=tm((({color:t,exposure:e})=>{const s=om(.76),i=om(.15);t=t.mul(e);const r=Ty(t.r,Ty(t.g,t.b)),n=VT(r.lessThan(.08),r.sub(ff(6.25,r.mul(r))),.04);t.subAssign(n);const o=_y(t.r,_y(t.g,t.b));im(o.lessThan(s),(()=>t));const a=gf(1,s),h=gf(1,a.mul(a).div(o.add(a.sub(s))));t.mulAssign(h.div(o));const u=gf(1,yf(1,i.mul(o.sub(h)).add(1)));return Oy(t,mm(h),u)})).setLayout({name:"NeutralToneMapping",type:"vec3",inputs:[{name:"color",type:"vec3"},{name:"exposure",type:"float"}]}),tN={1:jA,2:HA,3:qA,4:XA,6:QA,7:KA};class eN extends dp{constructor(t=0,e=iN,s=null){super("vec3"),this.toneMapping=t,this.exposureNode=e,this.colorNode=s}getCacheKey(){let t=super.getCacheKey();return t="{toneMapping:"+this.toneMapping+",nodes:"+t+"}",t}setup(t){const e=this.colorNode||t.context.color,s=this.toneMapping;if(0===s)return e;const i={exposure:this.exposureNode,color:e},r=tN[s];let n=null;return r?n=r(i):(console.error("ToneMappingNode: Unsupported Tone Mapping configuration.",s),n=e),n}}const sN=(t,e,s)=>Yp(new eN(t,Yp(e),Yp(s))),iN=TS("toneMappingExposure","float");wp("toneMapping",((t,e,s)=>sN(e,s,t))),lp("ToneMappingNode",eN);let rN=null;class nN extends tT{constructor(t=Yv,e=null){null===rN&&(rN=new Xa),super(t,e,rN)}updateReference(){return this}}const oN=Qp(nN);wp("viewportSharedTexture",oN),lp("ViewportSharedTextureNode",nN);const aN=new Ks;class hN extends rx{constructor(t,e){super(e),this.passNode=t,this.setUpdateMatrix(!1)}setup(t){return this.passNode.build(t),super.setup(t)}clone(){return new this.constructor(this.passNode,this.value)}}class uN extends hN{constructor(t,e){super(t,null),this.textureName=e}setup(t){return this.value=this.passNode.getTexture(this.textureName),super.setup(t)}clone(){return new this.constructor(this.passNode,this.textureName)}}class lN extends dp{constructor(t,e,s,i={}){super("vec4"),this.scope=t,this.scene=e,this.camera=s,this.options=i,this._pixelRatio=1,this._width=1,this._height=1;const r=new Ka;r.isRenderTargetTexture=!0,r.name="depth";const n=new wi(this._width*this._pixelRatio,this._height*this._pixelRatio,{type:Pt,...i});n.texture.name="output",n.depthTexture=r,this.renderTarget=n,this.updateBeforeType=Xd.FRAME,this._textures={output:n.texture,depth:r},this._textureNodes={},this._linearDepthNodes={},this._viewZNodes={},this._cameraNear=uf(0),this._cameraFar=uf(0),this._mrt=null,this.isPassNode=!0}setMRT(t){return this._mrt=t,this}getMRT(){return this._mrt}isGlobal(){return!0}getTexture(t){let e=this._textures[t];if(void 0===e){e=this.renderTarget.texture.clone(),e.isRenderTargetTexture=!0,e.name=t,this._textures[t]=e,this.renderTarget.textures.push(e)}return e}getTextureNode(t="output"){let e=this._textureNodes[t];return void 0===e&&(this._textureNodes[t]=e=Yp(new uN(this,t))),e}getViewZNode(t="depth"){let e=this._viewZNodes[t];if(void 0===e){const s=this._cameraNear,i=this._cameraFar;this._viewZNodes[t]=e=lT(this.getTextureNode(t),s,i)}return e}getLinearDepthNode(t="depth"){let e=this._linearDepthNodes[t];if(void 0===e){const s=this._cameraNear,i=this._cameraFar,r=this.getViewZNode(t);this._linearDepthNodes[t]=e=aT(r,s,i)}return e}setup({renderer:t}){return this.renderTarget.samples=void 0===this.options.samples?t.samples:this.options.samples,!0===t.backend.isWebGLBackend&&(this.renderTarget.samples=0),this.renderTarget.depthTexture.isMultisampleRenderTargetTexture=this.renderTarget.samples>1,this.scope===lN.COLOR?this.getTextureNode():this.getLinearDepthNode()}updateBefore(t){const{renderer:e}=t,{scene:s,camera:i}=this;this._pixelRatio=e.getPixelRatio();const r=e.getSize(aN);this.setSize(r.width,r.height);const n=e.getRenderTarget(),o=e.getMRT();this._cameraNear.value=i.near,this._cameraFar.value=i.far,e.setRenderTarget(this.renderTarget),e.setMRT(this._mrt),e.render(s,i),e.setRenderTarget(n),e.setMRT(o)}setSize(t,e){this._width=t,this._height=e;const s=this._width*this._pixelRatio,i=this._height*this._pixelRatio;this.renderTarget.setSize(s,i)}setPixelRatio(t){this._pixelRatio=t,this.setSize(this._width,this._height)}dispose(){this.renderTarget.dispose()}}lN.COLOR="color",lN.DEPTH="depth";const cN=(t,e,s)=>Yp(new lN(lN.COLOR,t,e,s)),dN=(t,e)=>Yp(new hN(t,e)),pN=(t,e)=>Yp(new lN(lN.DEPTH,t,e));lp("PassNode",lN);const mN=new iS,gN=new iS;class fN extends dp{constructor(t,e=null,s=2){super("vec4"),this.textureNode=t,this.directionNode=e,this.sigma=s,this._invSize=uf(new Ks),this._passDirection=uf(new Ks),this._horizontalRT=new wi,this._horizontalRT.texture.name="GaussianBlurNode.horizontal",this._verticalRT=new wi,this._verticalRT.texture.name="GaussianBlurNode.vertical",this._textureNode=dN(this,this._verticalRT.texture),this.updateBeforeType=Xd.RENDER,this.resolution=new Ks(1,1)}setSize(t,e){t=Math.max(Math.round(t*this.resolution.x),1),e=Math.max(Math.round(e*this.resolution.y),1),this._invSize.value.set(1/t,1/e),this._horizontalRT.setSize(t,e),this._verticalRT.setSize(t,e)}updateBefore(t){const{renderer:e}=t,s=this.textureNode,i=s.value,r=e.getRenderTarget(),n=e.getMRT(),o=s.value;mN.material=this._material,gN.material=this._material,this.setSize(i.image.width,i.image.height);const a=i.type;this._horizontalRT.texture.type=a,this._verticalRT.texture.type=a,e.setMRT(null),e.setRenderTarget(this._horizontalRT),this._passDirection.value.set(1,0),mN.render(e),s.value=this._horizontalRT.texture,e.setRenderTarget(this._verticalRT),this._passDirection.value.set(0,1),gN.render(e),e.setRenderTarget(r),e.setMRT(n),s.value=o}getTextureNode(){return this._textureNode}setup(t){const e=this.textureNode;if(!0!==e.isTextureNode)return console.error("GaussianBlurNode requires a TextureNode."),xm();const s=e.uvNode||lf(),i=lm(this.directionNode||1),r=t=>e.uv(t),n=tm((()=>{const t=3+2*this.sigma,e=this._getCoefficients(t),n=this._invSize,o=i.mul(this._passDirection),a=om(e[0]).toVar(),h=xm(r(s).mul(a)).toVar();for(let i=1;iYp(new fN(Yp(t).toTexture(),e,s));wp("gaussianBlur",yN);const xN=new Ks,bN=new iS;class vN extends dp{constructor(t,e=.96){super(t),this.textureNode=t,this.textureNodeOld=nx(),this.damp=uf(e),this._compRT=new wi,this._compRT.texture.name="AfterImageNode.comp",this._oldRT=new wi,this._oldRT.texture.name="AfterImageNode.old",this._textureNode=dN(this,this._compRT.texture),this.updateBeforeType=Xd.RENDER}getTextureNode(){return this._textureNode}setSize(t,e){this._compRT.setSize(t,e),this._oldRT.setSize(t,e)}updateBefore(t){const{renderer:e}=t,s=this.textureNode,i=s.value.type;this._compRT.texture.type=i,this._oldRT.texture.type=i,e.getDrawingBufferSize(xN),this.setSize(xN.x,xN.y);const r=e.getRenderTarget(),n=s.value;this.textureNodeOld.value=this._oldRT.texture,e.setRenderTarget(this._compRT),bN.render(e);const o=this._oldRT;this._oldRT=this._compRT,this._compRT=o,e.setRenderTarget(r),s.value=n}setup(t){const e=this.textureNode,s=this.textureNodeOld,i=e.uvNode||lf();s.uvNode=i;const r=tm((([t,e])=>{const s=om(e).toVar(),i=xm(t).toVar();return _y(hy(i.sub(s)),0)})),n=tm((()=>{const t=xm(s),n=xm((t=>e.uv(t))(i));return t.mulAssign(this.damp.mul(r(t,.1))),_y(n,t)})),o=this._materialComposed||(this._materialComposed=t.createNodeMaterial());o.fragmentNode=n(),bN.material=o;return t.getNodeProperties(this).textureNode=e,this._textureNode}dispose(){this._compRT.dispose(),this._oldRT.dispose()}}const TN=(t,e)=>Yp(new vN(Yp(t).toTexture(),e));wp("afterImage",TN);const _N=new iS;class wN extends dp{constructor(t,e,s,i){super("vec4"),this.textureNode=t,this.tresholdNode=e,this.scaleNode=s,this.colorNode=mm(.1,0,1),this.samples=i,this.resolution=new Ks(1,1),this._renderTarget=new wi,this._renderTarget.texture.name="anamorphic",this._invSize=uf(new Ks),this._textureNode=dN(this,this._renderTarget.texture),this.updateBeforeType=Xd.RENDER}getTextureNode(){return this._textureNode}setSize(t,e){this._invSize.value.set(1/t,1/e),t=Math.max(Math.round(t*this.resolution.x),1),e=Math.max(Math.round(e*this.resolution.y),1),this._renderTarget.setSize(t,e)}updateBefore(t){const{renderer:e}=t,s=this.textureNode,i=s.value;this._renderTarget.texture.type=i.type;const r=e.getRenderTarget(),n=s.value;_N.material=this._material,this.setSize(i.image.width,i.image.height),e.setRenderTarget(this._renderTarget),_N.render(e),e.setRenderTarget(r),s.value=n}setup(t){const e=this.textureNode,s=e.uvNode||lf(),i=tm((()=>{const t=this.samples,i=Math.floor(t/2),r=mm(0).toVar();return pv({start:-i,end:i},(({i:t})=>{const n=om(t).abs().div(i).oneMinus(),o=(t=>e.uv(t))(lm(s.x.add(this._invSize.x.mul(t).mul(this.scaleNode)),s.y)),a=LA(o,this.tresholdNode).mul(n);r.addAssign(a)})),r.mul(this.colorNode)}));(this._material||(this._material=t.createNodeMaterial())).fragmentNode=i();return t.getNodeProperties(this).textureNode=e,this._textureNode}dispose(){this._renderTarget.dispose()}}const SN=(t,e=.9,s=3,i=32)=>Yp(new wN(Yp(t).toTexture(),Yp(e),Yp(s),i));wp("anamorphic",SN);class MN extends dp{constructor(t){super(),this.textureNode=t,this.updateBeforeType=Xd.RENDER,this._invSize=uf(new Ks)}updateBefore(){const t=this.textureNode.value;this._invSize.value.set(1/t.image.width,1/t.image.height)}setup(){const{textureNode:t}=this,e=t.uvNode||lf(),s=e=>t.uv(e);return tm((()=>{const t=this._invSize,i=Am(-1,-2,-1,0,0,0,1,2,1),r=Am(-1,0,1,-2,0,2,-1,0,1),n=OA(s(e.add(t.mul(lm(-1,-1)))).xyz),o=OA(s(e.add(t.mul(lm(-1,0)))).xyz),a=OA(s(e.add(t.mul(lm(-1,1)))).xyz),h=OA(s(e.add(t.mul(lm(0,-1)))).xyz),u=OA(s(e.add(t.mul(lm(0,0)))).xyz),l=OA(s(e.add(t.mul(lm(0,1)))).xyz),c=OA(s(e.add(t.mul(lm(1,-1)))).xyz),d=OA(s(e.add(t.mul(lm(1,0)))).xyz),p=OA(s(e.add(t.mul(lm(1,1)))).xyz),m=mf(i[0][0].mul(n),i[1][0].mul(h),i[2][0].mul(c),i[0][1].mul(o),i[1][1].mul(u),i[2][1].mul(d),i[0][2].mul(a),i[1][2].mul(l),i[2][2].mul(p)),g=mf(r[0][0].mul(n),r[1][0].mul(h),r[2][0].mul(c),r[0][1].mul(o),r[1][1].mul(u),r[2][1].mul(d),r[0][2].mul(a),r[1][2].mul(l),r[2][2].mul(p)),f=m.mul(m).add(g.mul(g)).sqrt();return xm(mm(f),1)}))()}}const AN=t=>Yp(new MN(Yp(t).toTexture()));wp("sobel",AN);class NN extends dp{constructor(t,e,s,i,r){super(),this.textureNode=t,this.viewZNode=e,this.focusNode=s,this.apertureNode=i,this.maxblurNode=r,this._aspect=uf(0),this.updateBeforeType=Xd.RENDER}updateBefore(){const t=this.textureNode.value;this._aspect.value=t.image.width/t.image.height}setup(){const t=this.textureNode,e=t.uvNode||lf(),s=e=>t.uv(e);return tm((()=>{const t=lm(1,this._aspect),i=this.focusNode.add(this.viewZNode),r=lm(Ly(i.mul(this.apertureNode),this.maxblurNode.negate(),this.maxblurNode)),n=r.mul(.9),o=r.mul(.7),a=r.mul(.4);let h=xm(0);return h=h.add(s(e)),h=h.add(s(e.add(lm(0,.4).mul(t).mul(r)))),h=h.add(s(e.add(lm(.15,.37).mul(t).mul(r)))),h=h.add(s(e.add(lm(.29,.29).mul(t).mul(r)))),h=h.add(s(e.add(lm(-.37,.15).mul(t).mul(r)))),h=h.add(s(e.add(lm(.4,0).mul(t).mul(r)))),h=h.add(s(e.add(lm(.37,-.15).mul(t).mul(r)))),h=h.add(s(e.add(lm(.29,-.29).mul(t).mul(r)))),h=h.add(s(e.add(lm(-.15,-.37).mul(t).mul(r)))),h=h.add(s(e.add(lm(0,-.4).mul(t).mul(r)))),h=h.add(s(e.add(lm(-.15,.37).mul(t).mul(r)))),h=h.add(s(e.add(lm(-.29,.29).mul(t).mul(r)))),h=h.add(s(e.add(lm(.37,.15).mul(t).mul(r)))),h=h.add(s(e.add(lm(-.4,0).mul(t).mul(r)))),h=h.add(s(e.add(lm(-.37,-.15).mul(t).mul(r)))),h=h.add(s(e.add(lm(-.29,-.29).mul(t).mul(r)))),h=h.add(s(e.add(lm(.15,-.37).mul(t).mul(r)))),h=h.add(s(e.add(lm(.15,.37).mul(t).mul(n)))),h=h.add(s(e.add(lm(-.37,.15).mul(t).mul(n)))),h=h.add(s(e.add(lm(.37,-.15).mul(t).mul(n)))),h=h.add(s(e.add(lm(-.15,-.37).mul(t).mul(n)))),h=h.add(s(e.add(lm(-.15,.37).mul(t).mul(n)))),h=h.add(s(e.add(lm(.37,.15).mul(t).mul(n)))),h=h.add(s(e.add(lm(-.37,-.15).mul(t).mul(n)))),h=h.add(s(e.add(lm(.15,-.37).mul(t).mul(n)))),h=h.add(s(e.add(lm(.29,.29).mul(t).mul(o)))),h=h.add(s(e.add(lm(.4,0).mul(t).mul(o)))),h=h.add(s(e.add(lm(.29,-.29).mul(t).mul(o)))),h=h.add(s(e.add(lm(0,-.4).mul(t).mul(o)))),h=h.add(s(e.add(lm(-.29,.29).mul(t).mul(o)))),h=h.add(s(e.add(lm(-.4,0).mul(t).mul(o)))),h=h.add(s(e.add(lm(-.29,-.29).mul(t).mul(o)))),h=h.add(s(e.add(lm(0,.4).mul(t).mul(o)))),h=h.add(s(e.add(lm(.29,.29).mul(t).mul(a)))),h=h.add(s(e.add(lm(.4,0).mul(t).mul(a)))),h=h.add(s(e.add(lm(.29,-.29).mul(t).mul(a)))),h=h.add(s(e.add(lm(0,-.4).mul(t).mul(a)))),h=h.add(s(e.add(lm(-.29,.29).mul(t).mul(a)))),h=h.add(s(e.add(lm(-.4,0).mul(t).mul(a)))),h=h.add(s(e.add(lm(-.29,-.29).mul(t).mul(a)))),h=h.add(s(e.add(lm(0,.4).mul(t).mul(a)))),h=h.div(41),h.a=1,xm(h)}))()}}const RN=(t,e,s=1,i=.025,r=1)=>Yp(new NN(Yp(t).toTexture(),Yp(e),Yp(s),Yp(i),Yp(r)));wp("dof",RN);class CN extends dp{constructor(t,e=new Ks(.5,.5),s=1.57,i=1){super("vec4"),this.inputNode=t,this.center=uf(e),this.angle=uf(s),this.scale=uf(i),this._size=uf(new Ks),this.updateBeforeType=Xd.RENDER}updateBefore(t){const{renderer:e}=t;e.getDrawingBufferSize(this._size.value)}setup(){const t=this.inputNode,e=tm((()=>{const t=ey(this.angle),e=sy(this.angle),s=lf().mul(this._size).sub(this.center),i=lm(e.mul(s.x).sub(t.mul(s.y)),t.mul(s.x).add(e.mul(s.y))).mul(this.scale);return ey(i.x).mul(ey(i.y)).mul(4)})),s=tm((()=>{const s=t,i=mf(s.r,s.g,s.b).div(3);return xm(mm(i.mul(10).sub(5).add(e())),s.a)}));return s()}}const EN=(t,e,s,i)=>Yp(new CN(Yp(t),e,s,i));wp("dotScreen",EN);class BN extends dp{constructor(t,e=.005,s=0){super("vec4"),this.textureNode=t,this.amount=uf(e),this.angle=uf(s)}setup(){const{textureNode:t}=this,e=t.uvNode||lf(),s=e=>t.uv(e);return tm((()=>{const t=lm(sy(this.angle),ey(this.angle)).mul(this.amount),i=s(e.add(t)),r=s(e),n=s(e.sub(t));return xm(i.r,r.g,n.b,r.a)}))()}}const IN=(t,e,s)=>Yp(new BN(Yp(t).toTexture(),e,s));wp("rgbShift",IN);class PN extends dp{constructor(t,e=null,s=null){super(),this.inputNode=t,this.intensityNode=e,this.uvNode=s}setup(){const t=this.uvNode||lf(),e=tm((()=>{const e=this.inputNode.rgb,s=Wy(ty(t.add(dw())));let i=e.add(e.mul(Ly(s.add(.1),0,1)));return null!==this.intensityNode&&(i=Oy(e,i,this.intensityNode)),xm(i,this.inputNode.a)}));return e()}}const FN=Qp(PN);wp("film",FN);class UN extends dp{constructor(t,e,s,i){super(),this.inputNode=t,this.lutNode=e,this.size=uf(s),this.intensityNode=i}setup(){const{inputNode:t,lutNode:e}=this,s=tm((()=>{const s=t,i=om(1).div(this.size),r=om(.5).div(this.size),n=mm(r).add(s.rgb.mul(om(1).sub(i))),o=xm((t=>e.uv(t))(n).rgb,s.a);return xm(Oy(s,o,this.intensityNode))}));return s()}}const zN=(t,e,s,i)=>Yp(new UN(Yp(t),Yp(e),s,Yp(i)));wp("lut3D",zN);const ON=new iS,LN=new Yr,VN=new Ks;class DN extends dp{constructor(t,e,s){super(),this.depthNode=t,this.normalNode=e,this.radius=uf(.25),this.resolution=uf(new Ks),this.thickness=uf(1),this.distanceExponent=uf(1),this.distanceFallOff=uf(1),this.scale=uf(1),this.noiseNode=nx(function(t=5){const e=Math.floor(t)%2==0?Math.floor(t)+1:Math.floor(t),s=function(t){const e=Math.floor(t)%2==0?Math.floor(t)+1:Math.floor(t),s=e*e,i=Array(s).fill(0);let r=Math.floor(e/2),n=e-1;for(let t=1;t<=s;)-1===r&&n===e?(n=e-2,r=0):(n===e&&(n=0),r<0&&(r=e-1)),0===i[r*e+n]?(i[r*e+n]=t++,n++,r--):(n-=2,r++);return i}(e),i=s.length,r=new Uint8Array(4*i);for(let t=0;tthis.depthNode.uv(t).x,i=t=>this.noiseNode.uv(t),r=tm((([t])=>{const e=this.cameraProjectionMatrix.mul(xm(t,1));let i=e.xy.div(e.w).mul(.5).add(.5).toVar();i=lm(i.x,i.y.oneMinus());const r=s(i);return mm(i,r)})),n=tm((([t,e])=>{t=lm(t.x,t.y.oneMinus()).mul(2).sub(1);const s=xm(mm(t,e),1),i=xm(this.cameraProjectionMatrixInverse.mul(s));return i.xyz.div(i.w)})),o=tm((()=>{const t=s(e);t.greaterThanEqual(1).discard();const o=n(e,t),a=this.normalNode.rgb.normalize(),h=this.radius,u=df(this.noiseNode,0);let l=lm(e.x,e.y.oneMinus());l=l.mul(this.resolution.div(u));const c=i(l),d=c.xyz.mul(2).sub(1),p=mm(d.xy,0).normalize(),m=mm(p.y.mul(-1),p.x,0),g=Am(p,m,mm(0,0,1)),f=this.SAMPLES.lessThan(30).cond(3,5),y=mf(this.SAMPLES,f.sub(1)).div(f),x=om(0).toVar();return pv({start:am(0),end:f,type:"int",condition:"<"},(({i:t})=>{const e=om(t).div(om(f)).mul(Lf),s=xm(sy(e),ey(e),0,mf(.5,ff(.5,c.w)));s.xyz=Kf(g.mul(s.xyz));const i=Kf(o.xyz.negate()),u=Kf(Cy(s.xyz,i)),l=Cy(u,i),d=Kf(a.sub(u.mul(Ry(a,u)))),p=Cy(d,u),m=lm(Ry(i,p),Ry(i,p.negate())).toVar();pv({end:y,type:"int",name:"j",condition:"<"},(({j:t})=>{const e=s.xyz.mul(h).mul(s.w).mul(Ey(yf(om(t).add(1),om(y)),this.distanceExponent)),a=r(o.add(e)),u=n(a.xy,a.z).sub(o);im(ay(u.z).lessThan(this.thickness),(()=>{const e=Ry(i,Kf(u));m.x.addAssign(_y(0,ff(e.sub(m.x),Oy(1,om(2).div(om(t).add(2)),this.distanceFallOff))))}));const l=r(o.sub(e)),c=n(l.xy,l.z).sub(o);im(ay(c.z).lessThan(this.thickness),(()=>{const e=Ry(i,Kf(c));m.y.addAssign(_y(0,ff(e.sub(m.y),Oy(1,om(2).div(om(t).add(2)),this.distanceFallOff))))}))}));const b=Yf(gf(1,m.mul(m))),v=Ry(d,l),T=Ry(d,i),_=ff(.5,ny(m.y).sub(ny(m.x)).add(b.x.mul(m.x).sub(b.y.mul(m.y)))),w=ff(.5,gf(2,m.x.mul(m.x)).sub(m.y.mul(m.y))),S=v.mul(_).add(T.mul(w));x.addAssign(S)})),x.assign(Ly(x.div(f),0,1)),x.assign(Ey(x,this.scale)),xm(mm(x),1)})),a=this._material||(this._material=t.createNodeMaterial());return a.fragmentNode=o().context(t.getSharedContext()),a.needsUpdate=!0,this._textureNode}dispose(){this._aoRenderTarget.dispose()}}const kN=(t,e,s)=>Yp(new DN(Yp(t),Yp(e),s));wp("ao",kN);class GN extends dp{constructor(t,e,s,i,r){super(),this.textureNode=t,this.depthNode=e,this.normalNode=s,this.noiseNode=i,this.cameraProjectionMatrixInverse=uf(r.projectionMatrixInverse),this.lumaPhi=uf(5),this.depthPhi=uf(5),this.normalPhi=uf(5),this.radius=uf(5),this.index=uf(0),this._resolution=uf(new Ks),this._sampleVectors=dx(function(t,e,s){const i=function(t,e,s){const i=[];for(let r=0;rthis.textureNode.uv(t),s=t=>this.depthNode.uv(t).x,i=t=>this.normalNode.uv(t),r=t=>this.noiseNode.uv(t),n=tm((([t,e])=>{t=lm(t.x,t.y.oneMinus()).mul(2).sub(1);const s=xm(mm(t,e),1),i=xm(this.cameraProjectionMatrixInverse.mul(s));return i.xyz.div(i.w)})),o=tm((([t,r,o,a])=>{const h=e(a),u=s(a),l=i(a).rgb.normalize(),c=h.rgb,d=n(a,u),p=Ry(r,l).toVar(),m=Ey(_y(p,0),this.normalPhi).toVar(),g=ay(OA(c).sub(OA(t))).toVar(),f=_y(om(1).sub(g.div(this.lumaPhi)),0).toVar(),y=ay(Ry(o.sub(d),r)).toVar(),x=_y(om(1).sub(y.div(this.depthPhi)),0),b=f.mul(x).mul(m);return xm(c.mul(b),b)})),a=tm((([t])=>{const a=s(t),h=i(t).rgb.normalize(),u=e(t);im(a.greaterThanEqual(1).or(Ry(h,h).equal(0)),(()=>u));const l=mm(u.rgb),c=n(t,a),d=df(this.noiseNode,0);let p=lm(t.x,t.y.oneMinus());p=p.mul(this._resolution.div(d));const m=r(p),g=ey(m.element(this.index.mod(4).mul(2).mul(Lf))),f=sy(m.element(this.index.mod(4).mul(2).mul(Lf))),y=lm(g,f),x=_m(y.x,y.y.negate(),y.x,y.y),b=om(1).toVar(),v=mm(u.rgb).toVar();return pv({start:am(0),end:am(16),type:"int",condition:"<"},(({i:e})=>{const s=this._sampleVectors.element(e).toVar(),i=x.mul(s.xy.mul(om(1).add(s.z.mul(this.radius.sub(1))))).div(this._resolution).toVar(),r=t.add(i).toVar(),n=o(l,h,c,r);v.addAssign(n.xyz),b.addAssign(n.w)})),im(b.greaterThan(om(0)),(()=>{v.divAssign(b)})),xm(v,u.a)})).setLayout({name:"denoise",type:"vec4",inputs:[{name:"uv",type:"vec2"}]});return tm((()=>a(t)))()}}const WN=(t,e,s,i,r)=>Yp(new GN(Yp(t).toTexture(),Yp(e),Yp(s),Yp(i),r));wp("denoise",WN);class jN extends dp{constructor(t){super(),this.textureNode=t,this.updateBeforeType=Xd.RENDER,this._invSize=uf(new Ks)}updateBefore(){const t=this.textureNode.value;this._invSize.value.set(1/t.image.width,1/t.image.height)}setup(){const t=this.textureNode.bias(-100),e=t.uvNode||lf(),s=e=>t.uv(e),i=(e,s,i)=>t.uv(e.add(s.mul(i))),r=am(5),n=tm((([t,e])=>{const s=xm(e).toVar(),i=xm(t).toVar(),r=xm(ay(i.sub(s))).toVar();return _y(_y(_y(r.r,r.g),r.b),r.a)})),o=tm((([t,e,o,a])=>{const h=s(t).toVar(),u=i(t,lm(0,-1),e.xy).toVar(),l=i(t,lm(1,0),e.xy).toVar(),c=i(t,lm(0,1),e.xy).toVar(),d=i(t,lm(-1,0),e.xy).toVar(),p=n(h,c).toVar(),m=n(h,u).toVar(),g=n(h,l).toVar(),f=n(h,d).toVar(),y=_y(p,_y(m,_y(g,f))).toVar();im(y.lessThan(o),(()=>h));const x=gf(p.add(m),g.add(f)).toVar();x.mulAssign(a),im(ay(x).lessThan(.3),(()=>{const s=g.greaterThan(f).cond(1,-1).toVar(),r=m.greaterThan(p).cond(1,-1).toVar(),o=lm(s,r).toVar(),y=i(t,lm(o.x,o.y),e.xy),b=n(h,y).toVar(),v=i(t,lm(o.x.negate(),o.y.negate()),e.xy),T=n(h,v).toVar();x.assign(T.sub(b)),x.mulAssign(a),im(ay(x).lessThan(.3),(()=>{const t=c.add(u).add(l).add(d);return Oy(h,t.mul(.25),.4)}))}));const b=lm().toVar();im(x.lessThanEqual(0),(()=>{c.assign(d),u.assign(l),b.x.assign(0),b.y.assign(e.y)})).else((()=>{b.x.assign(e.x),b.y.assign(0)}));const v=n(h,c).toVar(),T=n(h,u).toVar();im(v.lessThanEqual(T),(()=>{c.assign(u)}));const _=am(0).toVar(),w=am(0).toVar(),S=om(0).toVar(),M=om(0).toVar(),A=lm(t).toVar(),N=lm(t).toVar(),R=am(0).toVar(),C=am(0).toVar();pv(r,(({i:e})=>{const i=e.add(1).toVar();im(_.equal(0),(()=>{S.addAssign(i),A.assign(t.add(b.mul(S)));const r=s(A.xy),o=n(r,h).toVar(),a=n(r,c).toVar();im(o.greaterThan(a),(()=>{_.assign(1)})),R.assign(e)})),im(w.equal(0),(()=>{M.addAssign(i),N.assign(t.sub(b.mul(M)));const r=s(N.xy),o=n(r,h).toVar(),a=n(r,c).toVar();im(o.greaterThan(a),(()=>{w.assign(1)})),C.assign(e)})),im(_.equal(1).or(w.equal(1)),(()=>{gv()}))})),im(_.equal(0).and(w.equal(0)),(()=>h));const E=om(1).toVar(),B=om(1).toVar();im(_.equal(1),(()=>{E.assign(om(R).div(om(r.sub(1))))})),im(w.equal(1),(()=>{B.assign(om(C).div(om(r.sub(1))))}));const I=Ty(E,B);return I.assign(Ey(I,.5)),I.assign(om(1).sub(I)),Oy(h,c,I.mul(.5))})).setLayout({name:"FxaaPixelShader",type:"vec4",inputs:[{name:"uv",type:"vec2"},{name:"fxaaQualityRcpFrame",type:"vec2"},{name:"fxaaQualityEdgeThreshold",type:"float"},{name:"fxaaQualityinvEdgeThreshold",type:"float"}]});return tm((()=>{const t=om(.2),s=om(1).div(t);return o(e,this._invSize,t,s)}))()}}const HN=t=>Yp(new jN(Yp(t).toTexture()));wp("fxaa",HN);const qN=new iS,$N=new Yr(0,0,0),XN=new Yr,YN=new Ks,JN=new Ks(1,0),ZN=new Ks(0,1);class QN extends dp{constructor(t,e=1,s=0,i=0){super(),this.inputNode=t,this.strength=uf(e),this.radius=uf(s),this.threshold=uf(i),this.smoothWidth=uf(.01),this._renderTargetsHorizontal=[],this._renderTargetsVertical=[],this._nMips=5,this._renderTargetBright=new wi(1,1,{type:Pt}),this._renderTargetBright.texture.name="UnrealBloomPass.bright",this._renderTargetBright.texture.generateMipmaps=!1;for(let t=0;t{const t=this.inputNode,e=OA(t.rgb),s=ky(this.threshold,this.threshold.add(this.smoothWidth),e);return Oy(xm(0),t,s)}));this._highPassFilterMaterial=this._highPassFilterMaterial||t.createNodeMaterial(),this._highPassFilterMaterial.fragmentNode=e().context(t.getSharedContext()),this._highPassFilterMaterial.needsUpdate=!0;const s=[3,5,7,9,11];for(let e=0;e{const s=om(1.2).sub(t);return Oy(t,s,e)})).setLayout({name:"lerpBloomFactor",type:"float",inputs:[{name:"factor",type:"float"},{name:"radius",type:"float"}]}),o=tm((()=>{const t=n(i.element(0),this.radius).mul(xm(r.element(0),1)).mul(this._textureNodeBlur0),e=n(i.element(1),this.radius).mul(xm(r.element(1),1)).mul(this._textureNodeBlur1),s=n(i.element(2),this.radius).mul(xm(r.element(2),1)).mul(this._textureNodeBlur2),o=n(i.element(3),this.radius).mul(xm(r.element(3),1)).mul(this._textureNodeBlur3),a=n(i.element(4),this.radius).mul(xm(r.element(4),1)).mul(this._textureNodeBlur4);return t.add(e).add(s).add(o).add(a).mul(this.strength)}));return this._compositeMaterial=this._compositeMaterial||t.createNodeMaterial(),this._compositeMaterial.fragmentNode=o().context(t.getSharedContext()),this._compositeMaterial.needsUpdate=!0,this._textureOutput}dispose(){for(let t=0;ti.uv(t),u=tm((()=>{const t=r.element(0).toVar(),s=h(a).rgb.mul(t).toVar();return pv({start:am(1),end:am(e),type:"int",condition:"<"},(({i:e})=>{const i=om(e),u=r.element(e),l=o.mul(n).mul(i),c=h(a.add(l)).rgb,d=h(a.sub(l)).rgb;s.addAssign(mf(c,d).mul(u)),t.addAssign(om(2).mul(u))})),xm(s.div(t),1)})),l=t.createNodeMaterial();return l.fragmentNode=u().context(t.getSharedContext()),l.needsUpdate=!0,l.colorTexture=i,l.direction=o,l.invSize=n,l}}const KN=(t,e,s,i)=>Yp(new QN(Yp(t),e,s,i));wp("bloom",KN);class tR extends dp{constructor(t,e,s,i,r,n){super(),this.textureNodeA=t,this.textureNodeB=e,this.mixTextureNode=s,this.mixRatioNode=i,this.thresholdNode=r,this.useTextureNode=n}setup(){const{textureNodeA:t,textureNodeB:e,mixTextureNode:s,mixRatioNode:i,thresholdNode:r,useTextureNode:n}=this,o=t=>{const e=t.uvNode||lf();return t.uv(e)},a=tm((()=>{const a=o(t),h=o(e),u=xm().toVar();return im(n.equal(am(1)),(()=>{const t=o(s),e=i.mul(r.mul(2).add(1)).sub(r),n=Ly(gf(t.r,e).mul(om(1).div(r)),0,1);u.assign(Oy(a,h,n))})).else((()=>{u.assign(Oy(h,a,i))})),u}));return a()}}const eR=(t,e,s,i=0,r=.1,n=0)=>Yp(new tR(Yp(t).toTexture(),Yp(e).toTexture(),Yp(s).toTexture(),Yp(i),Yp(r),Yp(n)));wp("transition",eR);class sR extends dp{constructor(t,e,s){super("vec4"),this.colorNode=t,this.toneMapping=e,this.outputColorSpace=s,this.isRenderOutput=!0}setup({context:t}){let e=this.colorNode||t.color;const s=null!==this.toneMapping?this.toneMapping:t.toneMapping,i=null!==this.outputColorSpace?this.outputColorSpace:t.outputColorSpace;return 0!==s&&(e=e.toneMapping(s)),i===Je&&(e=e.linearToColorSpace(i)),e}}const iR=(t,e=null,s=null)=>Yp(new sR(Yp(t),e,s));wp("renderOutput",iR),lp("RenderOutputNode",sR);class rR extends dp{constructor(t,e,s,i,r,n){super(),this.textureNode=t,this.depthNode=e,this.normalNode=s,this.pixelSize=i,this.normalEdgeStrength=r,this.depthEdgeStrength=n,this._resolution=uf(new _i),this.updateBeforeType=Xd.RENDER}updateBefore(){const t=this.textureNode.value,e=t.image.width,s=t.image.height;this._resolution.value.set(e,s,1/e,1/s)}setup(){const{textureNode:t,depthNode:e,normalNode:s}=this,i=t.uvNode||lf(),r=e.uvNode||lf(),n=s.uvNode||lf(),o=(t,s)=>e.uv(r.add(lm(t,s).mul(this._resolution.zw))).r,a=(t,e)=>s.uv(n.add(lm(t,e).mul(this._resolution.zw))).rgb.normalize(),h=(t,e,s,i)=>{const r=o(t,e).sub(s),n=a(t,e),h=mm(1,1,1),u=Ry(i.sub(n),h),l=Ly(ky(-.01,.01,u),0,1),c=Ly(hy(r.mul(.25).add(.0025)),0,1);return om(1).sub(Ry(i,n)).mul(c).mul(l)},u=tm((()=>{const e=t.uv(i),s=mg("float","depth"),r=mg("vec3","normal");im(this.depthEdgeStrength.greaterThan(0).or(this.normalEdgeStrength.greaterThan(0)),(()=>{s.assign(o(0,0)),r.assign(a(0,0))}));const n=mg("float","dei");im(this.depthEdgeStrength.greaterThan(0),(()=>{n.assign((t=>{const e=mg("float","diff");return e.addAssign(Ly(o(1,0).sub(t))),e.addAssign(Ly(o(-1,0).sub(t))),e.addAssign(Ly(o(0,1).sub(t))),e.addAssign(Ly(o(0,-1).sub(t))),Zf(ky(.01,.02,e).mul(2)).div(2)})(s))}));const u=mg("float","nei");im(this.normalEdgeStrength.greaterThan(0),(()=>{u.assign(((t,e)=>{const s=mg("float","indicator");return s.addAssign(h(0,-1,t,e)),s.addAssign(h(0,1,t,e)),s.addAssign(h(-1,0,t,e)),s.addAssign(h(1,0,t,e)),Sy(.1,s)})(s,r))}));const l=n.greaterThan(0).cond(om(1).sub(n.mul(this.depthEdgeStrength)),u.mul(this.normalEdgeStrength).add(1));return e.mul(l)}));return u()}}const nR=(t,e,s,i=6,r=.3,n=.4)=>Yp(new rR(Yp(t).toTexture(),Yp(e).toTexture(),Yp(s).toTexture(),Yp(i),Yp(r),Yp(n)));wp("pixelation",nR);class oR extends lN{constructor(t,e,s=6,i=.3,r=.4){super("color",t,e,{minFilter:ft,magFilter:ft}),this.pixelSize=s,this.normalEdgeStrength=i,this.depthEdgeStrength=r,this.isPixelationPassNode=!0,this._mrt=H_({output:Fg,normal:Xx})}setSize(t,e){const s=this.pixelSize.value?this.pixelSize.value:this.pixelSize,i=Math.floor(t/s),r=Math.floor(e/s);super.setSize(i,r)}setup(){const t=super.getTextureNode("output"),e=super.getTextureNode("depth"),s=super.getTextureNode("normal");return nR(t,e,s,this.pixelSize,this.normalEdgeStrength,this.depthEdgeStrength)}}const aR=(t,e,s,i,r)=>Yp(new oR(t,e,s,i,r));class hR extends dp{constructor(t=null,e={}){super(),this.functionNode=t,this.parameters=e}setParameters(t){return this.parameters=t,this}getParameters(){return this.parameters}getNodeType(t){return this.functionNode.getNodeType(t)}generate(t){const e=[],s=this.functionNode,i=s.getInputs(t),r=this.parameters;if(Array.isArray(r))for(let s=0;s(e=e.length>1||e[0]&&!0===e[0].isNode?Zp(e):Jp(e[0]),Yp(new hR(Yp(t),e)));wp("call",uR),lp("FunctionCallNode",hR);class lR extends up{constructor(t=null){super(),this._value=t,this._cache=null,this.inputType=null,this.outpuType=null,this.events=new ks,this.isScriptableValueNode=!0}get isScriptableOutputNode(){return null!==this.outputType}set value(t){this._value!==t&&(this._cache&&"URL"===this.inputType&&this.value.value instanceof ArrayBuffer&&(URL.revokeObjectURL(this._cache),this._cache=null),this._value=t,this.events.dispatchEvent({type:"change"}),this.refresh())}get value(){return this._value}refresh(){this.events.dispatchEvent({type:"refresh"})}getValue(){const t=this.value;if(t&&null===this._cache&&"URL"===this.inputType&&t.value instanceof ArrayBuffer)this._cache=URL.createObjectURL(new Blob([t.value]));else if(t&&null!==t.value&&void 0!==t.value&&(("URL"===this.inputType||"String"===this.inputType)&&"string"==typeof t.value||"Number"===this.inputType&&"number"==typeof t.value||"Vector2"===this.inputType&&t.value.isVector2||"Vector3"===this.inputType&&t.value.isVector3||"Vector4"===this.inputType&&t.value.isVector4||"Color"===this.inputType&&t.value.isColor||"Matrix3"===this.inputType&&t.value.isMatrix3||"Matrix4"===this.inputType&&t.value.isMatrix4))return t.value;return this._cache||t}getNodeType(t){return this.value&&this.value.isNode?this.value.getNodeType(t):"float"}setup(){return this.value&&this.value.isNode?this.value:om()}serialize(t){super.serialize(t),null!==this.value?"ArrayBuffer"===this.inputType?t.value=rp(this.value):t.value=this.value?this.value.toJSON(t.meta).uuid:null:t.value=null,t.inputType=this.inputType,t.outputType=this.outputType}deserialize(t){super.deserialize(t);let e=null;null!==t.value&&(e="ArrayBuffer"===t.inputType?np(t.value):"Texture"===t.inputType?t.meta.textures[t.value]:t.meta.nodes[t.value]||null),this.value=e,this.inputType=t.inputType,this.outputType=t.outputType}}const cR=Qp(lR);wp("scriptableValue",cR),lp("ScriptableValueNode",lR);class dR extends Map{get(t,e=null,...s){if(this.has(t))return super.get(t);if(null!==e){const i=e(...s);return this.set(t,i),i}}}class pR{constructor(t){this.scriptableNode=t}get parameters(){return this.scriptableNode.parameters}get layout(){return this.scriptableNode.getLayout()}getInputLayout(t){return this.scriptableNode.getInputLayout(t)}get(t){const e=this.parameters[t];return e?e.getValue():null}}const mR=new dR;class gR extends up{constructor(t=null,e={}){super(),this.codeNode=t,this.parameters=e,this._local=new dR,this._output=cR(),this._outputs={},this._source=this.source,this._method=null,this._object=null,this._value=null,this._needsOutputUpdate=!0,this.onRefresh=this.onRefresh.bind(this),this.isScriptableNode=!0}get source(){return this.codeNode?this.codeNode.code:""}setLocal(t,e){return this._local.set(t,e)}getLocal(t){return this._local.get(t)}onRefresh(){this._refresh()}getInputLayout(t){for(const e of this.getLayout())if(e.inputType&&(e.id===t||e.name===t))return e}getOutputLayout(t){for(const e of this.getLayout())if(e.outputType&&(e.id===t||e.name===t))return e}setOutput(t,e){const s=this._outputs;return void 0===s[t]?s[t]=cR(e):s[t].value=e,this}getOutput(t){return this._outputs[t]}getParameter(t){return this.parameters[t]}setParameter(t,e){const s=this.parameters;return e&&e.isScriptableNode?(this.deleteParameter(t),s[t]=e,s[t].getDefaultOutput().events.addEventListener("refresh",this.onRefresh)):e&&e.isScriptableValueNode?(this.deleteParameter(t),s[t]=e,s[t].events.addEventListener("refresh",this.onRefresh)):void 0===s[t]?(s[t]=cR(e),s[t].events.addEventListener("refresh",this.onRefresh)):s[t].value=e,this}getValue(){return this.getDefaultOutput().getValue()}deleteParameter(t){let e=this.parameters[t];return e&&(e.isScriptableNode&&(e=e.getDefaultOutput()),e.events.removeEventListener("refresh",this.onRefresh)),this}clearParameters(){for(const t of Object.keys(this.parameters))this.deleteParameter(t);return this.needsUpdate=!0,this}call(t,...e){const s=this.getObject()[t];if("function"==typeof s)return s(...e)}async callAsync(t,...e){const s=this.getObject()[t];if("function"==typeof s)return"AsyncFunction"===s.constructor.name?await s(...e):s(...e)}getNodeType(t){return this.getDefaultOutputNode().getNodeType(t)}refresh(t=null){null!==t?this.getOutput(t).refresh():this._refresh()}getObject(){if(this.needsUpdate&&this.dispose(),null!==this._object)return this._object;const t=new pR(this),e=mR.get("THREE"),s=mR.get("TSL"),i=this.getMethod(this.codeNode),r=[t,this._local,mR,()=>this.refresh(),(t,e)=>this.setOutput(t,e),e,s];this._object=i(...r);const n=this._object.layout;if(n&&(!1===n.cache&&this._local.clear(),this._output.outputType=n.outputType||null,Array.isArray(n.elements)))for(const t of n.elements){const e=t.id||t.name;t.inputType&&(void 0===this.getParameter(e)&&this.setParameter(e,null),this.getParameter(e).inputType=t.inputType),t.outputType&&(void 0===this.getOutput(e)&&this.setOutput(e,null),this.getOutput(e).outputType=t.outputType)}return this._object}deserialize(t){super.deserialize(t);for(const t in this.parameters){let e=this.parameters[t];e.isScriptableNode&&(e=e.getDefaultOutput()),e.events.addEventListener("refresh",this.onRefresh)}}getLayout(){return this.getObject().layout}getDefaultOutputNode(){const t=this.getDefaultOutput().value;return t&&t.isNode?t:om()}getDefaultOutput(){return this._exec()._output}getMethod(){if(this.needsUpdate&&this.dispose(),null!==this._method)return this._method;const t=["layout","init","main","dispose"].join(", "),e="\nreturn { ...output, "+t+" };",s="var "+t+"; var output = {};\n"+this.codeNode.code+e;return this._method=new Function(...["parameters","local","global","refresh","setOutput","THREE","TSL"],s),this._method}dispose(){null!==this._method&&(this._object&&"function"==typeof this._object.dispose&&this._object.dispose(),this._method=null,this._object=null,this._source=null,this._value=null,this._needsOutputUpdate=!0,this._output.value=null,this._outputs={})}setup(){return this.getDefaultOutputNode()}getCacheKey(t){const e=[this.source,this.getDefaultOutputNode().getCacheKey(t)];for(const s in this.parameters)e.push(this.parameters[s].getCacheKey(t));return e.join(",")}set needsUpdate(t){!0===t&&this.dispose()}get needsUpdate(){return this.source!==this._source}_exec(){return null===this.codeNode||(!0===this._needsOutputUpdate&&(this._value=this.call("main"),this._needsOutputUpdate=!1),this._output.value=this._value),this}_refresh(){this.needsUpdate=!0,this._exec(),this._output.refresh()}}const fR=Qp(gR);wp("scriptable",fR),lp("ScriptableNode",gR);class yR extends up{constructor(t,e){super("float"),this.isFogNode=!0,this.colorNode=t,this.factorNode=e}getViewZNode(t){let e;const s=t.context.getViewZ;return void 0!==s&&(e=s(this)),(e||jb.z).negate()}setup(){return this.factorNode}}const xR=Qp(yR);wp("fog",xR),lp("FogNode",yR);class bR extends yR{constructor(t,e,s){super(t),this.isFogRangeNode=!0,this.nearNode=e,this.farNode=s}setup(t){const e=this.getViewZNode(t);return ky(this.nearNode,this.farNode,e)}}const vR=Qp(bR);wp("rangeFog",vR),lp("FogRangeNode",bR);class TR extends yR{constructor(t,e){super(t),this.isFogExp2Node=!0,this.densityNode=e}setup(t){const e=this.getViewZNode(t),s=this.densityNode;return s.mul(s,e,e).negate().exp().oneMinus()}}const _R=Qp(TR);wp("densityFog",_R),lp("FogExp2Node",TR);let wR=null,SR=null;class MR extends up{constructor(t=om(),e=om()){super(),this.minNode=t,this.maxNode=e}getVectorLength(t){const e=t.getTypeLength(sp(this.minNode.value)),s=t.getTypeLength(sp(this.maxNode.value));return e>s?e:s}getNodeType(t){return t.object.count>1?t.getTypeFromLength(this.getVectorLength(t)):"float"}setup(t){const e=t.object;let s=null;if(e.count>1){const i=this.minNode.value,r=this.maxNode.value,n=t.getTypeLength(sp(i)),o=t.getTypeLength(sp(r));wR=wR||new _i,SR=SR||new _i,wR.setScalar(0),SR.setScalar(0),1===n?wR.setScalar(i):i.isColor?wR.set(i.r,i.g,i.b):wR.set(i.x,i.y,i.z||0,i.w||0),1===o?SR.setScalar(r):r.isColor?SR.set(r.r,r.g,r.b):SR.set(r.x,r.y,r.z||0,r.w||0);const a=4,h=a*e.count,u=new Float32Array(h);for(let t=0;tYp(new NR(Yp(t),e,s));wp("compute",RR),lp("ComputeNode",NR);class CR extends up{constructor(t=CR.TARGET_DIRECTION,e=null){super(),this.scope=t,this.light=e}setup(){const{scope:t,light:e}=this;let s=null;return t===CR.TARGET_DIRECTION&&(s=Mx.transformDirection(Fx(e).sub(Fx(e.target)))),s}serialize(t){super.serialize(t),t.scope=this.scope}deserialize(t){super.deserialize(t),this.scope=t.scope}}CR.TARGET_DIRECTION="targetDirection";const ER=Qp(CR,CR.TARGET_DIRECTION);lp("LightNode",CR);const BR=tm((t=>{const{lightDistance:e,cutoffDistance:s,decayExponent:i}=t,r=e.pow(i).max(.01).reciprocal();return s.greaterThan(0).cond(r.mul(e.div(s).pow4().oneMinus().clamp().pow2()),r)}));class IR extends Pv{constructor(t=null){super(t),this.cutoffDistanceNode=uf(0),this.decayExponentNode=uf(0)}update(t){const{light:e}=this;super.update(t),this.cutoffDistanceNode.value=e.distance,this.decayExponentNode.value=e.decay}setup(t){const{colorNode:e,cutoffDistanceNode:s,decayExponentNode:i,light:r}=this,n=t.context.lightingModel,o=zx(r).sub(jb),a=o.normalize(),h=o.length(),u=BR({lightDistance:h,cutoffDistance:s,decayExponent:i}),l=e.mul(u),c=t.context.reflectedLight;n.direct({lightDirection:a,lightColor:l,reflectedLight:c},t.stack,t)}}lp("PointLightNode",IR),Lv(Nl,IR);class PR extends Pv{constructor(t=null){super(t)}setup(t){super.setup(t);const e=t.context.lightingModel,s=this.colorNode,i=ER(this.light),r=t.context.reflectedLight;e.direct({lightDirection:i,lightColor:s,reflectedLight:r},t.stack,t)}}lp("DirectionalLightNode",PR),Lv(El,PR);const FR=new or,UR=new or;let zR=null;class OR extends Pv{constructor(t=null){super(t),this.halfHeight=uf(new Ei),this.halfWidth=uf(new Ei)}update(t){super.update(t);const{light:e}=this,s=t.camera.matrixWorldInverse;UR.identity(),FR.copy(e.matrixWorld),FR.premultiply(s),UR.extractRotation(FR),this.halfWidth.value.set(.5*e.width,0,0),this.halfHeight.value.set(0,.5*e.height,0),this.halfWidth.value.applyMatrix4(UR),this.halfHeight.value.applyMatrix4(UR)}setup(t){let e,s;super.setup(t),t.isAvailable("float32Filterable")?(e=nx(zR.LTC_FLOAT_1),s=nx(zR.LTC_FLOAT_2)):(e=nx(zR.LTC_HALF_1),s=nx(zR.LTC_HALF_2));const{colorNode:i,light:r}=this,n=t.context.lightingModel,o=zx(r),a=t.context.reflectedLight;n.directRectArea({lightColor:i,lightPosition:o,halfWidth:this.halfWidth,halfHeight:this.halfHeight,reflectedLight:a,ltc_1:e,ltc_2:s},t.stack,t)}static setLTC(t){zR=t}}lp("RectAreaLightNode",OR),Lv(Il,OR);class LR extends Pv{constructor(t=null){super(t),this.coneCosNode=uf(0),this.penumbraCosNode=uf(0),this.cutoffDistanceNode=uf(0),this.decayExponentNode=uf(0)}update(t){super.update(t);const{light:e}=this;this.coneCosNode.value=Math.cos(e.angle),this.penumbraCosNode.value=Math.cos(e.angle*(1-e.penumbra)),this.cutoffDistanceNode.value=e.distance,this.decayExponentNode.value=e.decay}getSpotAttenuation(t){const{coneCosNode:e,penumbraCosNode:s}=this;return ky(e,s,t)}setup(t){super.setup(t);const e=t.context.lightingModel,{colorNode:s,cutoffDistanceNode:i,decayExponentNode:r,light:n}=this,o=zx(n).sub(jb),a=o.normalize(),h=a.dot(ER(n)),u=this.getSpotAttenuation(h),l=o.length(),c=BR({lightDistance:l,cutoffDistance:i,decayExponent:r}),d=s.mul(u).mul(c),p=t.context.reflectedLight;e.direct({lightDirection:a,lightColor:d,reflectedLight:p},t.stack,t)}}lp("SpotLightNode",LR),Lv(_l,LR);class VR extends _l{constructor(t,e,s,i,r,n){super(t,e,s,i,r,n),this.iesMap=null}copy(t,e){return super.copy(t,e),this.iesMap=t.iesMap,this}}class DR extends LR{getSpotAttenuation(t){const e=this.light.iesMap;let s=null;if(e&&!0===e.isTexture){const i=t.acos().mul(1/Math.PI);s=nx(e,lm(i,0),0).r}else s=super.getSpotAttenuation(t);return s}}lp("IESSpotLightNode",DR),Lv(VR,DR);class kR extends Pv{constructor(t=null){super(t)}setup({context:t}){t.irradiance.addAssign(this.colorNode)}}lp("AmbientLightNode",kR),Lv(Bl,kR);class GR extends Pv{constructor(t=null){super(t),this.lightPositionNode=Fx(t),this.lightDirectionNode=this.lightPositionNode.normalize(),this.groundColorNode=uf(new Yr)}update(t){const{light:e}=this;super.update(t),this.lightPositionNode.object3d=e,this.groundColorNode.value.copy(e.groundColor).multiplyScalar(e.intensity)}setup(t){const{colorNode:e,groundColorNode:s,lightDirectionNode:i}=this,r=Xx.dot(i).mul(.5).add(.5),n=Oy(s,e,r);t.context.irradiance.addAssign(n)}}lp("HemisphereLightNode",GR),Lv(fl,GR);let WR=null;const jR=new WeakMap;class HR extends dp{constructor(t,e=null,s=null){super("vec3"),this._value=t,this._pmrem=null,this.uvNode=e,this.levelNode=s,this._generator=null,this._texture=nx(null),this._width=uf(0),this._height=uf(0),this._maxMip=uf(0),this.updateBeforeType=Xd.RENDER}set value(t){this._value=t,this._pmrem=null}get value(){return this._value}updateFromTexture(t){const e=function(t){const e=Math.log2(t)-2,s=1/t;return{texelWidth:1/(3*Math.max(Math.pow(2,e),112)),texelHeight:s,maxMip:e}}(t.image.height);this._texture.value=t,this._width.value=e.texelWidth,this._height.value=e.texelHeight,this._maxMip.value=e.maxMip}updateBefore(){let t=this._pmrem;const e=t?t.pmremVersion:-1,s=this._value;e!==s.pmremVersion&&(t=!0===s.isPMREMTexture?s:function(t){let e=jR.get(t);if((void 0!==e?e.pmremVersion:-1)!==t.pmremVersion){if(t.isCubeTexture){if(t.source.data.some((t=>void 0===t)))throw new Error("PMREMNode: Undefined texture in CubeTexture. Use onLoad callback or async loader");e=WR.fromCubemap(t,e)}else{if(void 0===t.image)throw new Error("PMREMNode: Undefined image in Texture. Use onLoad callback or async loader");e=WR.fromEquirectangular(t,e)}e.pmremVersion=t.pmremVersion,jR.set(t,e)}return e.texture}(s),this._pmrem=t,this.updateFromTexture(t))}setup(t){null===WR&&(WR=t.createPMREMGenerator()),this.updateBefore(t);let e=this.uvNode;null===e&&t.context.getUV&&(e=t.context.getUV(this));const s=this.value;t.renderer.coordinateSystem===Vs&&!0!==s.isPMREMTexture&&!0===s.isRenderTargetTexture&&(e=mm(e.x.negate(),e.yz));let i=this.levelNode;return null===i&&t.context.getTextureLevel&&(i=t.context.getTextureLevel(this)),a_(this._texture,e,i,this._width,this._height,this._maxMip)}}const qR=Qp(HR);lp("PMREMNode",HR);const $R=new WeakMap;class XR extends Nv{constructor(t=null){super(),this.envNode=t}setup(t){let e=this.envNode;if(e.isTextureNode){let t=$R.get(e.value);void 0===t&&(t=qR(e.value),$R.set(e.value,t)),e=t}const{material:s}=t,i=s.envMap?gx("envMapIntensity","float",t.material):gx("environmentIntensity","float",t.scene),r=!0===s.useAnisotropy||s.anisotropy>0,n=Jm(e,YR(xg,r?yS:Jx)).mul(i),o=Jm(e,JR(Zx)).mul(Math.PI).mul(i),a=Xm(n),h=Xm(o);t.context.radiance.addAssign(a),t.context.iblIrradiance.addAssign(h);const u=t.context.lightingModel.clearcoatRadiance;if(u){const t=Jm(e,YR(Tg,Qx)).mul(i),s=Xm(t);u.addAssign(s)}}}const YR=(t,e)=>{let s=null;return{getUV:()=>(null===s&&(s=Hb.negate().reflect(e),s=t.mul(t).mix(s,e).normalize(),s=s.transformDirection(Mx)),s),getTextureLevel:()=>t}},JR=t=>({getUV:()=>t,getTextureLevel:()=>om(1)});lp("EnvironmentNode",XR);class ZR extends Nv{constructor(t=null){super(),this.envNode=t}setup(t){t.context.environment=this.envNode}}lp("BasicEnvironmentNode",ZR);const QR=tm((t=>{const e=t.uv.mul(2),s=e.x.floor(),i=e.y.floor();return s.add(i).mod(2).sign()}));class KR extends dp{constructor(t=lf()){super("float"),this.uvNode=t}setup(){return QR({uv:this.uvNode})}}const tC=Qp(KR);wp("checker",tC),lp("CheckerNode",KR);class eC extends nl{constructor(t){super(t),this.textures={}}load(t,e,s,i){const r=new hl(this.manager);r.setPath(this.path),r.setRequestHeader(this.requestHeader),r.setWithCredentials(this.withCredentials),r.load(t,(s=>{try{e(this.parse(JSON.parse(s)))}catch(e){i?i(e):console.error(e),this.manager.itemError(t)}}),s,i)}parseNodes(t){const e={};if(void 0!==t){for(const s of t){const{uuid:t,type:i}=s;e[t]=Yp(cp(i)),e[t].uuid=t}const s={nodes:e,textures:this.textures};for(const i of t){i.meta=s;e[i.uuid].deserialize(i),delete i.meta}}return e}parse(t){const e=Yp(cp(t.type));e.uuid=t.uuid;const s={nodes:this.parseNodes(t.nodes),textures:this.textures};return t.meta=s,e.deserialize(t),delete t.meta,e}setTextures(t){return this.textures=t,this}}const sC=new Va;class iC extends vT{constructor(t={}){super(),this.normals=!1,this.lights=!1,this.useAlphaToCoverage=!0,this.useColor=t.vertexColors,this.pointWidth=1,this.pointColorNode=null,this.setDefaultValues(sC),this.setupShaders(),this.setValues(t)}setupShaders(){const t=this.alphaToCoverage,e=this.useColor;this.vertexNode=tm((()=>{Gm(lm(),"vUv").assign(lf());const t=jm("instancePosition"),e=mg("vec4","mvPos");e.assign(Vx.mul(xm(t,1)));const s=Xv.z.div(Xv.w),i=wx.mul(e),r=mg("vec2","offset");return r.assign(Db.xy),r.assign(r.mul(Fb)),r.assign(r.div(Xv.z)),r.y.assign(r.y.mul(s)),r.assign(r.mul(i.w)),i.assign(i.add(xm(r,0,0))),i}))(),this.fragmentNode=tm((()=>{const s=Gm(lm(),"vUv"),i=mg("float","alpha");i.assign(1);const r=s.x,n=s.y,o=r.mul(r).add(n.mul(n));if(t){const t=mg("float","dlen");t.assign(o.fwidth()),i.assign(ky(t.oneMinus(),t.add(1),o).oneMinus())}else o.greaterThan(1).discard();let a;if(this.pointColorNode)a=this.pointColorNode;else if(e){a=jm("instanceColor").mul(sb)}else a=sb;return xm(a,i)}))(),this.needsUpdate=!0}get alphaToCoverage(){return this.useAlphaToCoverage}set alphaToCoverage(t){this.useAlphaToCoverage!==t&&(this.useAlphaToCoverage=t,this.setupShaders())}}TT("InstancedPointsNodeMaterial",iC);const rC=new Ma;class nC extends vT{constructor(t){super(),this.isLineBasicNodeMaterial=!0,this.lights=!1,this.normals=!1,this.setDefaultValues(rC),this.setValues(t)}}TT("LineBasicNodeMaterial",nC);const oC=new Uu;class aC extends vT{constructor(t){super(),this.isLineDashedNodeMaterial=!0,this.lights=!1,this.normals=!1,this.setDefaultValues(oC),this.offsetNode=null,this.dashScaleNode=null,this.dashSizeNode=null,this.gapSizeNode=null,this.setValues(t)}setupVariants(){const t=this.offsetNode,e=this.dashScaleNode?om(this.dashScaleNode):Cb,s=this.dashSizeNode?om(this.dashSizeNode):Eb,i=this.dashSizeNode?om(this.dashGapNode):Bb;Ug.assign(s),zg.assign(i);const r=Gm(jm("lineDistance").mul(e));(t?r.add(t):r).mod(Ug.add(zg)).greaterThan(Ug).discard()}}TT("LineDashedNodeMaterial",aC);const hC=new Uu;class uC extends vT{constructor(t={}){super(),this.normals=!1,this.lights=!1,this.setDefaultValues(hC),this.useAlphaToCoverage=!0,this.useColor=t.vertexColors,this.useDash=t.dashed,this.useWorldUnits=!1,this.dashOffset=0,this.lineWidth=1,this.lineColorNode=null,this.offsetNode=null,this.dashScaleNode=null,this.dashSizeNode=null,this.gapSizeNode=null,this.setValues(t)}setup(t){this.setupShaders(),super.setup(t)}setupShaders(){const t=this.alphaToCoverage,e=this.useColor,s=this.dashed,i=this.worldUnits,r=tm((({start:t,end:e})=>{const s=wx.element(2).element(2),i=wx.element(3).element(2).mul(-.5).div(s).sub(t.z).div(e.z.sub(t.z));return xm(Oy(t.xyz,e.xyz,i),e.w)}));this.vertexNode=tm((()=>{gg("vec2","vUv").assign(lf());const t=jm("instanceStart"),e=jm("instanceEnd"),n=mg("vec4","start"),o=mg("vec4","end");n.assign(Vx.mul(xm(t,1))),o.assign(Vx.mul(xm(e,1))),i&&(gg("vec3","worldStart").assign(n.xyz),gg("vec3","worldEnd").assign(o.xyz));const a=Xv.z.div(Xv.w),h=wx.element(2).element(3).equal(-1);im(h,(()=>{im(n.z.lessThan(0).and(o.z.greaterThan(0)),(()=>{o.assign(r({start:n,end:o}))})).elseif(o.z.lessThan(0).and(n.z.greaterThanEqual(0)),(()=>{n.assign(r({start:o,end:n}))}))}));const u=wx.mul(n),l=wx.mul(o),c=u.xyz.div(u.w),d=l.xyz.div(l.w),p=d.xy.sub(c.xy).temp();p.x.assign(p.x.mul(a)),p.assign(p.normalize());const m=rg(xm());if(i){const t=o.xyz.sub(n.xyz).normalize(),e=Oy(n.xyz,o.xyz,.5).normalize(),i=t.cross(e).normalize(),r=t.cross(i),a=gg("vec4","worldPos");a.assign(Db.y.lessThan(.5).cond(n,o));const h=Ib.mul(.5);a.addAssign(xm(Db.x.lessThan(0).cond(i.mul(h),i.mul(h).negate()),0)),s||(a.addAssign(xm(Db.y.lessThan(.5).cond(t.mul(h).negate(),t.mul(h)),0)),a.addAssign(xm(r.mul(h),0)),im(Db.y.greaterThan(1).or(Db.y.lessThan(0)),(()=>{a.subAssign(xm(r.mul(2).mul(h),0))}))),m.assign(wx.mul(a));const u=rg(mm());u.assign(Db.y.lessThan(.5).cond(c,d)),m.z.assign(u.z.mul(m.w))}else{const t=mg("vec2","offset");t.assign(lm(p.y,p.x.negate())),p.x.assign(p.x.div(a)),t.x.assign(t.x.div(a)),t.assign(Db.x.lessThan(0).cond(t.negate(),t)),im(Db.y.lessThan(0),(()=>{t.assign(t.sub(p))})).elseif(Db.y.greaterThan(1),(()=>{t.assign(t.add(p))})),t.assign(t.mul(Ib)),t.assign(t.div(Xv.w)),m.assign(Db.y.lessThan(.5).cond(u,l)),t.assign(t.mul(m.w)),m.assign(m.add(xm(t,0,0)))}return m}))();const n=tm((({p1:t,p2:e,p3:s,p4:i})=>{const r=t.sub(s),n=i.sub(s),o=e.sub(t),a=r.dot(n),h=n.dot(o),u=r.dot(o),l=n.dot(n),c=o.dot(o).mul(l).sub(h.mul(h)),d=a.mul(h).sub(u.mul(l)).div(c).clamp(),p=a.add(h.mul(d)).div(l).clamp();return lm(d,p)}));this.fragmentNode=tm((()=>{const r=gg("vec2","vUv");if(s){const t=this.offsetNode?om(this.offsetNodeNode):Pb,e=this.dashScaleNode?om(this.dashScaleNode):Cb,s=this.dashSizeNode?om(this.dashSizeNode):Eb,i=this.dashSizeNode?om(this.dashGapNode):Bb;Ug.assign(s),zg.assign(i);const n=jm("instanceDistanceStart"),o=jm("instanceDistanceEnd"),a=Db.y.lessThan(.5).cond(e.mul(n),Cb.mul(o)),h=Gm(a.add(Pb)),u=t?h.add(t):h;r.y.lessThan(-1).or(r.y.greaterThan(1)).discard(),u.mod(Ug.add(zg)).greaterThan(Ug).discard()}const o=mg("float","alpha");if(o.assign(1),i){const e=gg("vec3","worldStart"),i=gg("vec3","worldEnd"),r=gg("vec4","worldPos").xyz.normalize().mul(1e5),a=i.sub(e),h=n({p1:e,p2:i,p3:mm(0,0,0),p4:r}),u=e.add(a.mul(h.x)),l=r.mul(h.y),c=u.sub(l).length().div(Ib);if(!s)if(t){const t=c.fwidth();o.assign(ky(t.negate().add(.5),t.add(.5),c).oneMinus())}else c.greaterThan(.5).discard()}else if(t){const t=r.x,e=r.y.greaterThan(0).cond(r.y.sub(1),r.y.add(1)),s=t.mul(t).add(e.mul(e)),i=mg("float","dlen");i.assign(s.fwidth()),im(r.y.abs().greaterThan(1),(()=>{o.assign(ky(i.oneMinus(),i.add(1),s).oneMinus())}))}else im(r.y.abs().greaterThan(1),(()=>{const t=r.x,e=r.y.greaterThan(0).cond(r.y.sub(1),r.y.add(1));t.mul(t).add(e.mul(e)).greaterThan(1).discard()}));let a;if(this.lineColorNode)a=this.lineColorNode;else if(e){const t=jm("instanceColorStart"),e=jm("instanceColorEnd");a=Db.y.lessThan(.5).cond(t,e).mul(sb)}else a=sb;return xm(a,o)}))()}get worldUnits(){return this.useWorldUnits}set worldUnits(t){this.useWorldUnits!==t&&(this.useWorldUnits=t,this.needsUpdate=!0)}get dashed(){return this.useDash}set dashed(t){this.useDash!==t&&(this.useDash=t,this.needsUpdate=!0)}get alphaToCoverage(){return this.useAlphaToCoverage}set alphaToCoverage(t){this.useAlphaToCoverage!==t&&(this.useAlphaToCoverage=t,this.needsUpdate=!0)}}TT("Line2NodeMaterial",uC);const lC=new Eu;class cC extends vT{constructor(t){super(),this.lights=!1,this.isMeshNormalNodeMaterial=!0,this.setDefaultValues(lC),this.setValues(t)}setupDiffuseColor(){const t=this.opacityNode?om(this.opacityNode):nb;fg.assign(xm(_w(Jx),t))}}TT("MeshNormalNodeMaterial",cC);class dC extends Nv{constructor(t=null){super(),this.lightMapNode=t}setup(t){const e=om(1/Math.PI);t.context.irradianceLightMap=this.lightMapNode.mul(e)}}lp("BasicLightMapNode",dC);class pC extends sg{constructor(){super()}indirect(t,e,s){const i=t.ambientOcclusion,r=t.reflectedLight,n=s.context.irradianceLightMap;r.indirectDiffuse.assign(xm(0)),n?r.indirectDiffuse.addAssign(n):r.indirectDiffuse.addAssign(xm(1,1,1,0)),r.indirectDiffuse.mulAssign(i),r.indirectDiffuse.mulAssign(fg.rgb)}finish(t,e,s){const i=s.material,r=t.outgoingLight,n=s.context.environment;if(n)switch(i.combine){case 0:r.rgb.assign(Oy(r.rgb,r.rgb.mul(n.rgb),ub.mul(lb)));break;case 1:r.rgb.assign(Oy(r.rgb,n.rgb,ub.mul(lb)));break;case 2:r.rgb.addAssign(n.rgb.mul(ub.mul(lb)));break;default:console.warn("THREE.BasicLightingModel: Unsupported .combine value:",i.combine)}}}const mC=new Kr;class gC extends vT{constructor(t){super(),this.isMeshBasicNodeMaterial=!0,this.lights=!0,this.setDefaultValues(mC),this.setValues(t)}setupNormal(){Jx.assign(Xx)}setupEnvironment(t){const e=super.setupEnvironment(t);return e?new ZR(e):null}setupLightMap(t){let e=null;return t.material.lightMap&&(e=new dC(zb)),e}setupOutgoingLight(){return fg.rgb}setupLightingModel(){return new pC}}TT("MeshBasicNodeMaterial",gC);const fC=tm((({f0:t,f90:e,dotVH:s})=>{const i=s.mul(-5.55473).sub(6.98316).mul(s).exp2();return t.mul(i.oneMinus()).add(e.mul(i))})),yC=tm((t=>t.diffuseColor.mul(1/Math.PI))),xC=tm((({dotNH:t})=>Pg.mul(om(.5)).add(1).mul(om(1/Math.PI)).mul(t.pow(Pg)))),bC=tm((({lightDirection:t})=>{const e=t.add(Hb).normalize(),s=Jx.dot(e).clamp(),i=Hb.dot(e).clamp(),r=fC({f0:Bg,f90:1,dotVH:i}),n=om(.25),o=xC({dotNH:s});return r.mul(n).mul(o)}));class vC extends pC{constructor(t=!0){super(),this.specular=t}direct({lightDirection:t,lightColor:e,reflectedLight:s}){const i=Jx.dot(t).clamp().mul(e);s.directDiffuse.addAssign(i.mul(yC({diffuseColor:fg.rgb}))),!0===this.specular&&s.directSpecular.addAssign(i.mul(bC({lightDirection:t})).mul(ub))}indirect({ambientOcclusion:t,irradiance:e,reflectedLight:s}){s.indirectDiffuse.addAssign(e.mul(yC({diffuseColor:fg}))),s.indirectDiffuse.mulAssign(t)}}const TC=new Bu;class _C extends vT{constructor(t){super(),this.isMeshLambertNodeMaterial=!0,this.lights=!0,this.setDefaultValues(TC),this.setValues(t)}setupEnvironment(t){const e=super.setupEnvironment(t);return e?new ZR(e):null}setupLightingModel(){return new vC(!1)}}TT("MeshLambertNodeMaterial",_C);const wC=new Ru;class SC extends vT{constructor(t){super(),this.isMeshPhongNodeMaterial=!0,this.lights=!0,this.shininessNode=null,this.specularNode=null,this.setDefaultValues(wC),this.setValues(t)}setupEnvironment(t){const e=super.setupEnvironment(t);return e?new ZR(e):null}setupLightingModel(){return new vC}setupVariants(){const t=(this.shininessNode?om(this.shininessNode):ib).max(1e-4);Pg.assign(t);const e=this.specularNode||ob;Bg.assign(e)}copy(t){return this.shininessNode=t.shininessNode,this.specularNode=t.specularNode,super.copy(t)}}TT("MeshPhongNodeMaterial",SC);const MC=tm((()=>{const t=qx.dFdx().abs().max(qx.dFdy().abs());return t.x.max(t.y).max(t.z)})),AC=tm((t=>{const{roughness:e}=t,s=MC();let i=e.max(.0525);return i=i.add(s),i=i.min(1),i})),NC=tm((({alpha:t,dotNL:e,dotNV:s})=>{const i=t.pow2(),r=e.mul(i.add(i.oneMinus().mul(s.pow2())).sqrt()),n=s.mul(i.add(i.oneMinus().mul(e.pow2())).sqrt());return yf(.5,r.add(n).max(zf))})).setLayout({name:"V_GGX_SmithCorrelated",type:"float",inputs:[{name:"alpha",type:"float"},{name:"dotNL",type:"float"},{name:"dotNV",type:"float"}]}),RC=tm((({alphaT:t,alphaB:e,dotTV:s,dotBV:i,dotTL:r,dotBL:n,dotNV:o,dotNL:a})=>{const h=a.mul(mm(t.mul(s),e.mul(i),o).length()),u=o.mul(mm(t.mul(r),e.mul(n),a).length());return yf(.5,h.add(u)).saturate()})).setLayout({name:"V_GGX_SmithCorrelated_Anisotropic",type:"float",inputs:[{name:"alphaT",type:"float",qualifier:"in"},{name:"alphaB",type:"float",qualifier:"in"},{name:"dotTV",type:"float",qualifier:"in"},{name:"dotBV",type:"float",qualifier:"in"},{name:"dotTL",type:"float",qualifier:"in"},{name:"dotBL",type:"float",qualifier:"in"},{name:"dotNV",type:"float",qualifier:"in"},{name:"dotNL",type:"float",qualifier:"in"}]}),CC=tm((({alpha:t,dotNH:e})=>{const s=t.pow2(),i=e.pow2().mul(s.oneMinus()).oneMinus();return s.div(i.pow2()).mul(1/Math.PI)})).setLayout({name:"D_GGX",type:"float",inputs:[{name:"alpha",type:"float"},{name:"dotNH",type:"float"}]}),EC=om(1/Math.PI),BC=tm((({alphaT:t,alphaB:e,dotNH:s,dotTH:i,dotBH:r})=>{const n=t.mul(e),o=mm(e.mul(i),t.mul(r),n.mul(s)),a=o.dot(o),h=n.div(a);return EC.mul(n.mul(h.pow2()))})).setLayout({name:"D_GGX_Anisotropic",type:"float",inputs:[{name:"alphaT",type:"float",qualifier:"in"},{name:"alphaB",type:"float",qualifier:"in"},{name:"dotNH",type:"float",qualifier:"in"},{name:"dotTH",type:"float",qualifier:"in"},{name:"dotBH",type:"float",qualifier:"in"}]}),IC=tm((t=>{const{lightDirection:e,f0:s,f90:i,roughness:r,f:n,USE_IRIDESCENCE:o,USE_ANISOTROPY:a}=t,h=t.normalView||Jx,u=r.pow2(),l=e.add(Hb).normalize(),c=h.dot(e).clamp(),d=h.dot(Hb).clamp(),p=h.dot(l).clamp(),m=Hb.dot(l).clamp();let g,f,y=fC({f0:s,f90:i,dotVH:m});if(qp(o)&&(y=Sg.mix(y,n)),qp(a)){const t=Cg.dot(e),s=Cg.dot(Hb),i=Cg.dot(l),r=Eg.dot(e),n=Eg.dot(Hb),o=Eg.dot(l);g=RC({alphaT:Ng,alphaB:u,dotTV:s,dotBV:n,dotTL:t,dotBL:r,dotNV:d,dotNL:c}),f=BC({alphaT:Ng,alphaB:u,dotNH:p,dotTH:i,dotBH:o})}else g=NC({alpha:u,dotNL:c,dotNV:d}),f=CC({alpha:u,dotNH:p});return y.mul(g).mul(f)})),PC=tm((({roughness:t,dotNV:e})=>{const s=xm(-1,-.0275,-.572,.022),i=xm(1,.0425,1.04,-.04),r=t.mul(s).add(i),n=r.x.mul(r.x).min(e.mul(-9.28).exp2()).mul(r.x).add(r.y);return lm(-1.04,1.04).mul(n).add(r.zw)})).setLayout({name:"DFGApprox",type:"vec2",inputs:[{name:"roughness",type:"float"},{name:"dotNV",type:"vec3"}]}),FC=tm((t=>{const{dotNV:e,specularColor:s,specularF90:i,roughness:r}=t,n=PC({dotNV:e,roughness:r});return s.mul(n.x).add(i.mul(n.y))})),UC=tm((({f:t,f90:e,dotVH:s})=>{const i=s.oneMinus().saturate(),r=i.mul(i),n=i.mul(r,r).clamp(0,.9999);return t.sub(mm(e).mul(n)).div(n.oneMinus())})).setLayout({name:"Schlick_to_F0",type:"vec3",inputs:[{name:"f",type:"vec3"},{name:"f90",type:"float"},{name:"dotVH",type:"float"}]}),zC=tm((({roughness:t,dotNH:e})=>{const s=t.pow2(),i=om(1).div(s),r=e.pow2().oneMinus().max(.0078125);return om(2).add(i).mul(r.pow(i.mul(.5))).div(2*Math.PI)})).setLayout({name:"D_Charlie",type:"float",inputs:[{name:"roughness",type:"float"},{name:"dotNH",type:"float"}]}),OC=tm((({dotNV:t,dotNL:e})=>om(1).div(om(4).mul(e.add(t).sub(e.mul(t)))))).setLayout({name:"V_Neubelt",type:"float",inputs:[{name:"dotNV",type:"float"},{name:"dotNL",type:"float"}]}),LC=tm((({lightDirection:t})=>{const e=t.add(Hb).normalize(),s=Jx.dot(t).clamp(),i=Jx.dot(Hb).clamp(),r=Jx.dot(e).clamp(),n=zC({roughness:wg,dotNH:r}),o=OC({dotNV:i,dotNL:s});return _g.mul(n).mul(o)})),VC=tm((({N:t,V:e,roughness:s})=>{const i=t.dot(e).saturate(),r=lm(s,i.oneMinus().sqrt());return r.assign(r.mul(.984375).add(.0078125)),r})).setLayout({name:"LTC_Uv",type:"vec2",inputs:[{name:"N",type:"vec3"},{name:"V",type:"vec3"},{name:"roughness",type:"float"}]}),DC=tm((({f:t})=>{const e=t.length();return _y(e.mul(e).add(t.z).div(e.add(1)),0)})).setLayout({name:"LTC_ClippedSphereFormFactor",type:"float",inputs:[{name:"f",type:"vec3"}]}),kC=tm((({v1:t,v2:e})=>{const s=t.dot(e),i=s.abs().toVar(),r=i.mul(.0145206).add(.4965155).mul(i).add(.8543985).toVar(),n=i.add(4.1616724).mul(i).add(3.417594).toVar(),o=r.div(n),a=s.greaterThan(0).cond(o,_y(s.mul(s).oneMinus(),1e-7).inverseSqrt().mul(.5).sub(o));return t.cross(e).mul(a)})).setLayout({name:"LTC_EdgeVectorFormFactor",type:"vec3",inputs:[{name:"v1",type:"vec3"},{name:"v2",type:"vec3"}]}),GC=tm((({N:t,V:e,P:s,mInv:i,p0:r,p1:n,p2:o,p3:a})=>{const h=n.sub(r).toVar(),u=a.sub(r).toVar(),l=h.cross(u),c=mm().toVar();return im(l.dot(s.sub(r)).greaterThanEqual(0),(()=>{const h=e.sub(t.mul(e.dot(t))).normalize(),u=t.cross(h).negate(),l=i.mul(Am(h,u,t).transpose()).toVar(),d=l.mul(r.sub(s)).normalize().toVar(),p=l.mul(n.sub(s)).normalize().toVar(),m=l.mul(o.sub(s)).normalize().toVar(),g=l.mul(a.sub(s)).normalize().toVar(),f=mm(0).toVar();f.addAssign(kC({v1:d,v2:p})),f.addAssign(kC({v1:p,v2:m})),f.addAssign(kC({v1:m,v2:g})),f.addAssign(kC({v1:g,v2:d})),c.assign(mm(DC({f:f})))})),c})).setLayout({name:"LTC_Evaluate",type:"vec3",inputs:[{name:"N",type:"vec3"},{name:"V",type:"vec3"},{name:"P",type:"vec3"},{name:"mInv",type:"mat3"},{name:"p0",type:"vec3"},{name:"p1",type:"vec3"},{name:"p2",type:"vec3"},{name:"p3",type:"vec3"}]}),WC=tm((([t,e,s,i,r])=>{const n=mm(Dy(e.negate(),Kf(t),yf(1,i))),o=mm(uy(r[0].xyz),uy(r[1].xyz),uy(r[2].xyz));return Kf(n).mul(s.mul(o))})).setLayout({name:"getVolumeTransmissionRay",type:"vec3",inputs:[{name:"n",type:"vec3"},{name:"v",type:"vec3"},{name:"thickness",type:"float"},{name:"ior",type:"float"},{name:"modelMatrix",type:"mat4"}]}),jC=tm((([t,e])=>t.mul(Ly(e.mul(2).sub(2),0,1)))).setLayout({name:"applyIorToRoughness",type:"float",inputs:[{name:"roughness",type:"float"},{name:"ior",type:"float"}]}),HC=sT(),qC=tm((([t,e,s])=>{const i=HC.uv(t),r=Xf(om($v.x)).mul(jC(e,s));return i.bicubic(r)})),$C=tm((([t,e,s])=>(im(s.notEqual(0),(()=>{const i=$f(e).negate().div(s);return Hf(i.negate().mul(t))})),mm(1)))).setLayout({name:"volumeAttenuation",type:"vec3",inputs:[{name:"transmissionDistance",type:"float"},{name:"attenuationColor",type:"vec3"},{name:"attenuationDistance",type:"float"}]}),XC=tm((([t,e,s,i,r,n,o,a,h,u,l,c,d,p,m])=>{let g,f;if(m){g=xm().toVar(),f=mm().toVar();const r=l.sub(1).mul(m.mul(.025)),n=mm(l.sub(r),l,l.add(r));pv({start:0,end:3},(({i:r})=>{const l=n.element(r),m=WC(t,e,c,l,a),y=o.add(m),x=u.mul(h.mul(xm(y,1))),b=lm(x.xy.div(x.w)).toVar();b.addAssign(1),b.divAssign(2),b.assign(lm(b.x,b.y.oneMinus()));const v=qC(b,s,l);g.element(r).assign(v.element(r)),g.a.addAssign(v.a),f.element(r).assign(i.element(r).mul($C(uy(m),d,p).element(r)))})),g.a.divAssign(3)}else{const r=WC(t,e,c,l,a),n=o.add(r),m=u.mul(h.mul(xm(n,1))),y=lm(m.xy.div(m.w)).toVar();y.addAssign(1),y.divAssign(2),y.assign(lm(y.x,y.y.oneMinus())),g=qC(y,s,l),f=i.mul($C(uy(r),d,p))}const y=f.rgb.mul(g.rgb),x=t.dot(e).clamp(),b=mm(FC({dotNV:x,specularColor:r,specularF90:n,roughness:s})),v=f.r.add(f.g,f.b).div(3);return xm(b.oneMinus().mul(y),g.a.oneMinus().mul(v).oneMinus())})),YC=Am(3.2404542,-.969266,.0556434,-1.5371385,1.8760108,-.2040259,-.4985314,.041556,1.0572252),JC=(t,e)=>t.sub(e).div(t.add(e)).pow2(),ZC=(t,e)=>{const s=t.mul(2*Math.PI*1e-9),i=mm(54856e-17,44201e-17,52481e-17),r=mm(1681e3,1795300,2208400),n=mm(43278e5,93046e5,66121e5),o=om(9747e-17*Math.sqrt(2*Math.PI*45282e5)).mul(s.mul(2239900).add(e.x).cos()).mul(s.pow2().mul(-45282e5).exp());let a=i.mul(n.mul(2*Math.PI).sqrt()).mul(r.mul(s).add(e).cos()).mul(s.pow2().negate().mul(n).exp());a=mm(a.x.add(o),a.y,a.z).div(1.0685e-7);return YC.mul(a)},QC=tm((({outsideIOR:t,eta2:e,cosTheta1:s,thinFilmThickness:i,baseF0:r})=>{const n=Oy(t,e,ky(0,.03,i)),o=t.div(n).pow2().mul(om(1).sub(s.pow2())),a=om(1).sub(o).sqrt(),h=JC(n,t),u=fC({f0:h,f90:1,dotVH:s}),l=u.oneMinus(),c=n.lessThan(t).cond(Math.PI,0),d=om(Math.PI).sub(c),p=(t=>{const e=t.sqrt();return mm(1).add(e).div(mm(1).sub(e))})(r.clamp(0,.9999)),m=JC(p,n.toVec3()),g=fC({f0:m,f90:1,dotVH:a}),f=mm(p.x.lessThan(n).cond(Math.PI,0),p.y.lessThan(n).cond(Math.PI,0),p.z.lessThan(n).cond(Math.PI,0)),y=n.mul(i,a,2),x=mm(d).add(f),b=u.mul(g).clamp(1e-5,.9999),v=b.sqrt(),T=l.pow2().mul(g).div(mm(1).sub(b));let _=u.add(T),w=T.sub(l);for(let t=1;t<=2;++t){w=w.mul(v);const e=ZC(om(t).mul(y),om(t).mul(x)).mul(2);_=_.add(w.mul(e))}return _.max(mm(0))})).setLayout({name:"evalIridescence",type:"vec3",inputs:[{name:"outsideIOR",type:"float"},{name:"eta2",type:"float"},{name:"cosTheta1",type:"float"},{name:"thinFilmThickness",type:"float"},{name:"baseF0",type:"vec3"}]}),KC=tm((({normal:t,viewDir:e,roughness:s})=>{const i=t.dot(e).saturate(),r=s.pow2(),n=VT(s.lessThan(.25),om(-339.2).mul(r).add(om(161.4).mul(s)).sub(25.9),om(-8.48).mul(r).add(om(14.3).mul(s)).sub(9.95)),o=VT(s.lessThan(.25),om(44).mul(r).sub(om(23.7).mul(s)).add(3.26),om(1.97).mul(r).sub(om(3.27).mul(s)).add(.72));return VT(s.lessThan(.25),0,om(.1).mul(s).sub(.025)).add(n.mul(i).add(o).exp()).mul(1/Math.PI).saturate()})),tE=mm(.04),eE=om(1);class sE extends sg{constructor(t=!1,e=!1,s=!1,i=!1,r=!1,n=!1){super(),this.clearcoat=t,this.sheen=e,this.iridescence=s,this.anisotropy=i,this.transmission=r,this.dispersion=n,this.clearcoatRadiance=null,this.clearcoatSpecularDirect=null,this.clearcoatSpecularIndirect=null,this.sheenSpecularDirect=null,this.sheenSpecularIndirect=null,this.iridescenceFresnel=null,this.iridescenceF0=null}start(t){if(!0===this.clearcoat&&(this.clearcoatRadiance=mm().temp("clearcoatRadiance"),this.clearcoatSpecularDirect=mm().temp("clearcoatSpecularDirect"),this.clearcoatSpecularIndirect=mm().temp("clearcoatSpecularIndirect")),!0===this.sheen&&(this.sheenSpecularDirect=mm().temp("sheenSpecularDirect"),this.sheenSpecularIndirect=mm().temp("sheenSpecularIndirect")),!0===this.iridescence){const t=Jx.dot(Hb).clamp();this.iridescenceFresnel=QC({outsideIOR:om(1),eta2:Mg,cosTheta1:t,thinFilmThickness:Ag,baseF0:Bg}),this.iridescenceF0=UC({f:this.iridescenceFresnel,f90:1,dotVH:t})}if(!0===this.transmission){const e=Gb,s=Rx.sub(Gb).normalize(),i=Zx;t.backdrop=XC(i,s,xg,fg,Bg,Ig,e,kx,Mx,wx,Lg,Dg,Gg,kg,this.dispersion?Wg:null),t.backdropAlpha=Vg,fg.a.mulAssign(Oy(1,t.backdrop.a,Vg))}}computeMultiscattering(t,e,s){const i=Jx.dot(Hb).clamp(),r=PC({roughness:xg,dotNV:i}),n=(this.iridescenceF0?Sg.mix(Bg,this.iridescenceF0):Bg).mul(r.x).add(s.mul(r.y)),o=r.x.add(r.y).oneMinus(),a=Bg.add(Bg.oneMinus().mul(.047619)),h=n.mul(a).div(o.mul(a).oneMinus());t.addAssign(n),e.addAssign(h.mul(o))}direct({lightDirection:t,lightColor:e,reflectedLight:s}){const i=Jx.dot(t).clamp().mul(e);if(!0===this.sheen&&this.sheenSpecularDirect.addAssign(i.mul(LC({lightDirection:t}))),!0===this.clearcoat){const s=Qx.dot(t).clamp().mul(e);this.clearcoatSpecularDirect.addAssign(s.mul(IC({lightDirection:t,f0:tE,f90:eE,roughness:Tg,normalView:Qx})))}s.directDiffuse.addAssign(i.mul(yC({diffuseColor:fg.rgb}))),s.directSpecular.addAssign(i.mul(IC({lightDirection:t,f0:Bg,f90:1,roughness:xg,iridescence:this.iridescence,f:this.iridescenceFresnel,USE_IRIDESCENCE:this.iridescence,USE_ANISOTROPY:this.anisotropy})))}directRectArea({lightColor:t,lightPosition:e,halfWidth:s,halfHeight:i,reflectedLight:r,ltc_1:n,ltc_2:o}){const a=e.add(s).sub(i),h=e.sub(s).sub(i),u=e.sub(s).add(i),l=e.add(s).add(i),c=Jx,d=Hb,p=jb.toVar(),m=VC({N:c,V:d,roughness:xg}),g=n.uv(m).toVar(),f=o.uv(m).toVar(),y=Am(mm(g.x,0,g.y),mm(0,1,0),mm(g.z,0,g.w)).toVar(),x=Bg.mul(f.x).add(Bg.oneMinus().mul(f.y)).toVar();r.directSpecular.addAssign(t.mul(x).mul(GC({N:c,V:d,P:p,mInv:y,p0:a,p1:h,p2:u,p3:l}))),r.directDiffuse.addAssign(t.mul(fg).mul(GC({N:c,V:d,P:p,mInv:Am(1,0,0,0,1,0,0,0,1),p0:a,p1:h,p2:u,p3:l})))}indirect(t,e,s){this.indirectDiffuse(t,e,s),this.indirectSpecular(t,e,s),this.ambientOcclusion(t,e,s)}indirectDiffuse({irradiance:t,reflectedLight:e}){e.indirectDiffuse.addAssign(t.mul(yC({diffuseColor:fg})))}indirectSpecular({radiance:t,iblIrradiance:e,reflectedLight:s}){if(!0===this.sheen&&this.sheenSpecularIndirect.addAssign(e.mul(_g,KC({normal:Jx,viewDir:Hb,roughness:wg}))),!0===this.clearcoat){const t=Qx.dot(Hb).clamp(),e=FC({dotNV:t,specularColor:tE,specularF90:eE,roughness:Tg});this.clearcoatSpecularIndirect.addAssign(this.clearcoatRadiance.mul(e))}const i=mm().temp("singleScattering"),r=mm().temp("multiScattering"),n=e.mul(1/Math.PI);this.computeMultiscattering(i,r,Ig);const o=i.add(r),a=fg.mul(o.r.max(o.g).max(o.b).oneMinus());s.indirectSpecular.addAssign(t.mul(i)),s.indirectSpecular.addAssign(r.mul(n)),s.indirectDiffuse.addAssign(a.mul(n))}ambientOcclusion({ambientOcclusion:t,reflectedLight:e}){const s=Jx.dot(Hb).clamp().add(t),i=xg.mul(-16).oneMinus().negate().exp2(),r=t.sub(s.pow(i).oneMinus()).clamp();!0===this.clearcoat&&this.clearcoatSpecularIndirect.mulAssign(t),!0===this.sheen&&this.sheenSpecularIndirect.mulAssign(t),e.indirectDiffuse.mulAssign(t),e.indirectSpecular.mulAssign(r)}finish(t){const{outgoingLight:e}=t;if(!0===this.clearcoat){const t=Qx.dot(Hb).clamp(),s=fC({dotVH:t,f0:tE,f90:eE}),i=e.mul(vg.mul(s).oneMinus()).add(this.clearcoatSpecularDirect.add(this.clearcoatSpecularIndirect).mul(vg));e.assign(i)}if(!0===this.sheen){const t=_g.r.max(_g.g).max(_g.b).mul(.157).oneMinus(),s=e.mul(t).add(this.sheenSpecularDirect,this.sheenSpecularIndirect);e.assign(s)}}}const iE=new Au;class rE extends vT{constructor(t){super(),this.isMeshStandardNodeMaterial=!0,this.lights=!0,this.emissiveNode=null,this.metalnessNode=null,this.roughnessNode=null,this.setDefaultValues(iE),this.setValues(t)}setupEnvironment(t){const e=super.setupEnvironment(t);return e?new XR(e):null}setupLightingModel(){return new sE}setupSpecular(){const t=Oy(mm(.04),fg.rgb,bg);Bg.assign(t),Ig.assign(1)}setupVariants(){const t=this.metalnessNode?om(this.metalnessNode):db;bg.assign(t);let e=this.roughnessNode?om(this.roughnessNode):cb;e=AC({roughness:e}),xg.assign(e),this.setupSpecular(),fg.assign(xm(fg.rgb.mul(t.oneMinus()),fg.a))}copy(t){return this.emissiveNode=t.emissiveNode,this.metalnessNode=t.metalnessNode,this.roughnessNode=t.roughnessNode,super.copy(t)}}TT("MeshStandardNodeMaterial",rE);const nE=new Nu;class oE extends rE{constructor(t){super(),this.isMeshPhysicalNodeMaterial=!0,this.clearcoatNode=null,this.clearcoatRoughnessNode=null,this.clearcoatNormalNode=null,this.sheenNode=null,this.sheenRoughnessNode=null,this.iridescenceNode=null,this.iridescenceIORNode=null,this.iridescenceThicknessNode=null,this.specularIntensityNode=null,this.specularColorNode=null,this.iorNode=null,this.transmissionNode=null,this.thicknessNode=null,this.attenuationDistanceNode=null,this.attenuationColorNode=null,this.dispersionNode=null,this.anisotropyNode=null,this.setDefaultValues(nE),this.setValues(t)}get useClearcoat(){return this.clearcoat>0||null!==this.clearcoatNode}get useIridescence(){return this.iridescence>0||null!==this.iridescenceNode}get useSheen(){return this.sheen>0||null!==this.sheenNode}get useAnisotropy(){return this.anisotropy>0||null!==this.anisotropyNode}get useTransmission(){return this.transmission>0||null!==this.transmissionNode}get useDispersion(){return this.dispersion>0||null!==this.dispersionNode}setupSpecular(){const t=this.iorNode?om(this.iorNode):Ab;Lg.assign(t),Bg.assign(Oy(Ty(By(Lg.sub(1).div(Lg.add(1))).mul(hb),mm(1)).mul(ab),fg.rgb,bg)),Ig.assign(Oy(ab,1,bg))}setupLightingModel(){return new sE(this.useClearcoat,this.useSheen,this.useIridescence,this.useAnisotropy,this.useTransmission,this.useDispersion)}setupVariants(t){if(super.setupVariants(t),this.useClearcoat){const t=this.clearcoatNode?om(this.clearcoatNode):mb,e=this.clearcoatRoughnessNode?om(this.clearcoatRoughnessNode):gb;vg.assign(t),Tg.assign(AC({roughness:e}))}if(this.useSheen){const t=this.sheenNode?mm(this.sheenNode):xb,e=this.sheenRoughnessNode?om(this.sheenRoughnessNode):bb;_g.assign(t),wg.assign(e)}if(this.useIridescence){const t=this.iridescenceNode?om(this.iridescenceNode):Tb,e=this.iridescenceIORNode?om(this.iridescenceIORNode):_b,s=this.iridescenceThicknessNode?om(this.iridescenceThicknessNode):wb;Sg.assign(t),Mg.assign(e),Ag.assign(s)}if(this.useAnisotropy){const t=(this.anisotropyNode?lm(this.anisotropyNode):vb).toVar();Rg.assign(t.length()),im(Rg.equal(0),(()=>{t.assign(lm(1,0))})).else((()=>{t.divAssign(lm(Rg)),Rg.assign(Rg.saturate())})),Ng.assign(Rg.pow2().mix(xg.pow2(),1)),Cg.assign(mS[0].mul(t.x).add(mS[1].mul(t.y))),Eg.assign(mS[1].mul(t.x).sub(mS[0].mul(t.y)))}if(this.useTransmission){const t=this.transmissionNode?om(this.transmissionNode):Sb,e=this.thicknessNode?om(this.thicknessNode):Mb,s=this.attenuationDistanceNode?om(this.attenuationDistanceNode):Nb,i=this.attenuationColorNode?mm(this.attenuationColorNode):Rb;if(Vg.assign(t),Dg.assign(e),kg.assign(s),Gg.assign(i),this.useDispersion){const t=this.dispersionNode?om(this.dispersionNode):Ub;Wg.assign(t)}}}setupNormal(t){super.setupNormal(t);const e=this.clearcoatNormalNode?mm(this.clearcoatNormalNode):fb;Qx.assign(e)}copy(t){return this.clearcoatNode=t.clearcoatNode,this.clearcoatRoughnessNode=t.clearcoatRoughnessNode,this.clearcoatNormalNode=t.clearcoatNormalNode,this.sheenNode=t.sheenNode,this.sheenRoughnessNode=t.sheenRoughnessNode,this.iridescenceNode=t.iridescenceNode,this.iridescenceIORNode=t.iridescenceIORNode,this.iridescenceThicknessNode=t.iridescenceThicknessNode,this.specularIntensityNode=t.specularIntensityNode,this.specularColorNode=t.specularColorNode,this.transmissionNode=t.transmissionNode,this.thicknessNode=t.thicknessNode,this.attenuationDistanceNode=t.attenuationDistanceNode,this.attenuationColorNode=t.attenuationColorNode,this.dispersionNode=t.dispersionNode,this.anisotropyNode=t.anisotropyNode,super.copy(t)}}TT("MeshPhysicalNodeMaterial",oE);class aE extends sE{constructor(t,e,s,i){super(t,e,s),this.useSSS=i}direct({lightDirection:t,lightColor:e,reflectedLight:s},i,r){if(!0===this.useSSS){const i=r.material,{thicknessColorNode:n,thicknessDistortionNode:o,thicknessAmbientNode:a,thicknessAttenuationNode:h,thicknessPowerNode:u,thicknessScaleNode:l}=i,c=t.add(Jx.mul(o)).normalize(),d=om(Hb.dot(c.negate()).saturate().pow(u).mul(l)),p=mm(d.add(a).mul(n));s.directDiffuse.addAssign(p.mul(h.mul(e)))}super.direct({lightDirection:t,lightColor:e,reflectedLight:s},i,r)}}class hE extends oE{constructor(t){super(t),this.thicknessColorNode=null,this.thicknessDistortionNode=om(.1),this.thicknessAmbientNode=om(0),this.thicknessAttenuationNode=om(.1),this.thicknessPowerNode=om(2),this.thicknessScaleNode=om(10)}get useSSS(){return null!==this.thicknessColorNode}setupLightingModel(){return new aE(this.useClearcoat,this.useSheen,this.useIridescence,this.useSSS)}copy(t){return this.thicknessColorNode=t.thicknessColorNode,this.thicknessDistortionNode=t.thicknessDistortionNode,this.thicknessAmbientNode=t.thicknessAmbientNode,this.thicknessAttenuationNode=t.thicknessAttenuationNode,this.thicknessPowerNode=t.thicknessPowerNode,this.thicknessScaleNode=t.thicknessScaleNode,super.copy(t)}}TT("MeshSSSNodeMaterial",hE);const uE=tm((({normal:t,lightDirection:e,builder:s})=>{const i=t.dot(e),r=lm(i.mul(.5).add(.5),0);if(s.material.gradientMap){const t=xx("gradientMap","texture").context({getUV:()=>r});return mm(t.r)}{const t=r.fwidth().mul(.5);return Oy(mm(.7),mm(1),ky(om(.7).sub(t.x),om(.7).add(t.x),r.x))}}));class lE extends sg{direct({lightDirection:t,lightColor:e,reflectedLight:s},i,r){const n=uE({normal:qx,lightDirection:t,builder:r}).mul(e);s.directDiffuse.addAssign(n.mul(yC({diffuseColor:fg.rgb})))}indirect({ambientOcclusion:t,irradiance:e,reflectedLight:s}){s.indirectDiffuse.addAssign(e.mul(yC({diffuseColor:fg}))),s.indirectDiffuse.mulAssign(t)}}const cE=new Cu;class dE extends vT{constructor(t){super(),this.isMeshToonNodeMaterial=!0,this.lights=!0,this.setDefaultValues(cE),this.setValues(t)}setupLightingModel(){return new lE}}TT("MeshToonNodeMaterial",dE);const pE=new Fu;class mE extends vT{constructor(t){super(),this.lights=!1,this.isMeshMatcapNodeMaterial=!0,this.setDefaultValues(pE),this.setValues(t)}setupVariants(t){const e=lw;let s;s=t.material.matcap?xx("matcap","texture").context({getUV:()=>e}):mm(Oy(.2,.8,e.y)),fg.rgb.mulAssign(s.rgb)}}TT("MeshMatcapNodeMaterial",mE);const gE=new Va;class fE extends vT{constructor(t){super(),this.isPointsNodeMaterial=!0,this.lights=!1,this.normals=!1,this.transparent=!0,this.sizeNode=null,this.setDefaultValues(gE),this.setValues(t)}copy(t){return this.sizeNode=t.sizeNode,super.copy(t)}}TT("PointsNodeMaterial",fE);const yE=new uo;class xE extends vT{constructor(t){super(),this.isSpriteNodeMaterial=!0,this.lights=!1,this.normals=!1,this.positionNode=null,this.rotationNode=null,this.scaleNode=null,this.setDefaultValues(yE),this.setValues(t)}setupPosition({object:t,context:e}){const{positionNode:s,rotationNode:i,scaleNode:r}=this,n=kb;let o=Vx.mul(mm(s||0)),a=lm(kx[0].xyz.length(),kx[1].xyz.length());null!==r&&(a=a.mul(r));let h=n.xy;t.center&&!0===t.center.isVector2&&(h=h.sub(uf(t.center).sub(.5))),h=h.mul(a);const u=om(i||yb),l=h.rotate(u);o=xm(o.xy.add(l),o.zw);const c=wx.mul(o);return e.vertex=n,c}copy(t){return this.positionNode=t.positionNode,this.rotationNode=t.rotationNode,this.scaleNode=t.scaleNode,super.copy(t)}}TT("SpriteNodeMaterial",xE);class bE extends sg{constructor(){super(),this.shadowNode=om(1).toVar("shadowMask")}direct({shadowMask:t}){this.shadowNode.mulAssign(t)}finish(t){fg.a.mulAssign(this.shadowNode.oneMinus()),t.outgoingLight.rgb.assign(fg.rgb)}}const vE=new Su;class TE extends vT{constructor(t){super(),this.isShadowNodeMaterial=!0,this.lights=!0,this.setDefaultValues(vE),this.setValues(t)}setupLightingModel(){return new bE}}TT("ShadowNodeMaterial",TE);class _E extends vT{constructor(t={}){super(),this.normals=!1,this.lights=!1,this.isVolumeNodeMaterial=!0,this.testNode=null,this.setValues(t)}setup(t){const e=pA(this.map,null,0),s=tm((({orig:t,dir:e})=>{const s=mm(-.5),i=mm(.5),r=e.reciprocal(),n=s.sub(t).mul(r),o=i.sub(t).mul(r),a=Ty(n,o),h=_y(n,o),u=_y(a.x,_y(a.y,a.z)),l=Ty(h.x,Ty(h.y,h.z));return lm(u,l)}));this.fragmentNode=tm((()=>{const t=Gm(mm(Hx.mul(xm(Rx,1)))),i=Gm(Db.sub(t)).normalize(),r=mg("vec2","bounds").assign(s({orig:t,dir:i}));r.x.greaterThan(r.y).discard(),r.assign(lm(_y(r.x,0),r.y));const n=mg("vec3","p").assign(t.add(r.x.mul(i))),o=mg("vec3","inc").assign(mm(i.abs().reciprocal())),a=mg("float","delta").assign(Ty(o.x,Ty(o.y,o.z)));a.divAssign(xx("steps","float"));const h=mg("vec4","ac").assign(xm(xx("base","color"),0));return pv({type:"float",start:r.x,end:r.y,update:"+= delta"},(()=>{const t=mg("float","d").assign(e.uv(n.add(.5)).r);null!==this.testNode?this.testNode({map:e,mapValue:t,probe:n,finalColor:h}).append():(h.a.assign(1),gv()),n.addAssign(i.mul(a))})),h.a.equal(0).discard(),xm(h)}))(),super.setup(t)}}TT("VolumeNodeMaterial",_E);const wE=Ul.createMaterialFromType;Ul.createMaterialFromType=function(t){const e=_T(t);return void 0!==e?e:wE.call(this,t)};class SE extends Ul{constructor(t){super(t),this.nodes={}}parse(t){const e=super.parse(t),s=this.nodes,i=t.inputNodes;for(const t in i){const r=i[t];e[t]=s[r]}return e}setNodes(t){return this.nodes=t,this}}class ME extends Vl{constructor(t){super(t),this._nodesJSON=null}parse(t,e){this._nodesJSON=t.nodes;const s=super.parse(t,e);return this._nodesJSON=null,s}parseNodes(t,e){if(void 0!==t){const s=new eC;return s.setTextures(e),s.parseNodes(t)}return{}}parseMaterials(t,e){const s={};if(void 0!==t){const i=this.parseNodes(this._nodesJSON,e),r=new SE;r.setTextures(e),r.setNodes(i);for(let e=0,i=t.length;e{const e=(t=t.trim()).indexOf(EE),s=-1!==e?t.slice(e+12):t,i=s.match(RE);if(null!==i&&5===i.length){const r=i[4],n=[];let o=null;for(;null!==(o=CE.exec(r));)n.push(o);const a=[];let h=0;for(;h{const i=om(s).toVar(),r=om(e).toVar(),n=um(t).toVar();return VT(n,r,i)})).setLayout({name:"mx_select",type:"float",inputs:[{name:"b",type:"bool"},{name:"t",type:"float"},{name:"f",type:"float"}]}),FE=tm((([t,e])=>{const s=um(e).toVar(),i=om(t).toVar();return VT(s,i.negate(),i)})).setLayout({name:"mx_negate_if",type:"float",inputs:[{name:"val",type:"float"},{name:"b",type:"bool"}]}),UE=tm((([t])=>{const e=om(t).toVar();return am(Zf(e))})).setLayout({name:"mx_floor",type:"int",inputs:[{name:"x",type:"float"}]}),zE=tm((([t,e])=>{const s=om(t).toVar();return e.assign(UE(s)),s.sub(om(e))})),OE=hw([tm((([t,e,s,i,r,n])=>{const o=om(n).toVar(),a=om(r).toVar(),h=om(i).toVar(),u=om(s).toVar(),l=om(e).toVar(),c=om(t).toVar(),d=om(gf(1,a)).toVar();return gf(1,o).mul(c.mul(d).add(l.mul(a))).add(o.mul(u.mul(d).add(h.mul(a))))})).setLayout({name:"mx_bilerp_0",type:"float",inputs:[{name:"v0",type:"float"},{name:"v1",type:"float"},{name:"v2",type:"float"},{name:"v3",type:"float"},{name:"s",type:"float"},{name:"t",type:"float"}]}),tm((([t,e,s,i,r,n])=>{const o=om(n).toVar(),a=om(r).toVar(),h=mm(i).toVar(),u=mm(s).toVar(),l=mm(e).toVar(),c=mm(t).toVar(),d=om(gf(1,a)).toVar();return gf(1,o).mul(c.mul(d).add(l.mul(a))).add(o.mul(u.mul(d).add(h.mul(a))))})).setLayout({name:"mx_bilerp_1",type:"vec3",inputs:[{name:"v0",type:"vec3"},{name:"v1",type:"vec3"},{name:"v2",type:"vec3"},{name:"v3",type:"vec3"},{name:"s",type:"float"},{name:"t",type:"float"}]})]),LE=hw([tm((([t,e,s,i,r,n,o,a,h,u,l])=>{const c=om(l).toVar(),d=om(u).toVar(),p=om(h).toVar(),m=om(a).toVar(),g=om(o).toVar(),f=om(n).toVar(),y=om(r).toVar(),x=om(i).toVar(),b=om(s).toVar(),v=om(e).toVar(),T=om(t).toVar(),_=om(gf(1,p)).toVar(),w=om(gf(1,d)).toVar();return om(gf(1,c)).toVar().mul(w.mul(T.mul(_).add(v.mul(p))).add(d.mul(b.mul(_).add(x.mul(p))))).add(c.mul(w.mul(y.mul(_).add(f.mul(p))).add(d.mul(g.mul(_).add(m.mul(p))))))})).setLayout({name:"mx_trilerp_0",type:"float",inputs:[{name:"v0",type:"float"},{name:"v1",type:"float"},{name:"v2",type:"float"},{name:"v3",type:"float"},{name:"v4",type:"float"},{name:"v5",type:"float"},{name:"v6",type:"float"},{name:"v7",type:"float"},{name:"s",type:"float"},{name:"t",type:"float"},{name:"r",type:"float"}]}),tm((([t,e,s,i,r,n,o,a,h,u,l])=>{const c=om(l).toVar(),d=om(u).toVar(),p=om(h).toVar(),m=mm(a).toVar(),g=mm(o).toVar(),f=mm(n).toVar(),y=mm(r).toVar(),x=mm(i).toVar(),b=mm(s).toVar(),v=mm(e).toVar(),T=mm(t).toVar(),_=om(gf(1,p)).toVar(),w=om(gf(1,d)).toVar();return om(gf(1,c)).toVar().mul(w.mul(T.mul(_).add(v.mul(p))).add(d.mul(b.mul(_).add(x.mul(p))))).add(c.mul(w.mul(y.mul(_).add(f.mul(p))).add(d.mul(g.mul(_).add(m.mul(p))))))})).setLayout({name:"mx_trilerp_1",type:"vec3",inputs:[{name:"v0",type:"vec3"},{name:"v1",type:"vec3"},{name:"v2",type:"vec3"},{name:"v3",type:"vec3"},{name:"v4",type:"vec3"},{name:"v5",type:"vec3"},{name:"v6",type:"vec3"},{name:"v7",type:"vec3"},{name:"s",type:"float"},{name:"t",type:"float"},{name:"r",type:"float"}]})]),VE=tm((([t,e,s])=>{const i=om(s).toVar(),r=om(e).toVar(),n=hm(t).toVar(),o=hm(n.bitAnd(hm(7))).toVar(),a=om(PE(o.lessThan(hm(4)),r,i)).toVar(),h=om(ff(2,PE(o.lessThan(hm(4)),i,r))).toVar();return FE(a,um(o.bitAnd(hm(1)))).add(FE(h,um(o.bitAnd(hm(2)))))})).setLayout({name:"mx_gradient_float_0",type:"float",inputs:[{name:"hash",type:"uint"},{name:"x",type:"float"},{name:"y",type:"float"}]}),DE=tm((([t,e,s,i])=>{const r=om(i).toVar(),n=om(s).toVar(),o=om(e).toVar(),a=hm(t).toVar(),h=hm(a.bitAnd(hm(15))).toVar(),u=om(PE(h.lessThan(hm(8)),o,n)).toVar(),l=om(PE(h.lessThan(hm(4)),n,PE(h.equal(hm(12)).or(h.equal(hm(14))),o,r))).toVar();return FE(u,um(h.bitAnd(hm(1)))).add(FE(l,um(h.bitAnd(hm(2)))))})).setLayout({name:"mx_gradient_float_1",type:"float",inputs:[{name:"hash",type:"uint"},{name:"x",type:"float"},{name:"y",type:"float"},{name:"z",type:"float"}]}),kE=hw([VE,DE]),GE=tm((([t,e,s])=>{const i=om(s).toVar(),r=om(e).toVar(),n=fm(t).toVar();return mm(kE(n.x,r,i),kE(n.y,r,i),kE(n.z,r,i))})).setLayout({name:"mx_gradient_vec3_0",type:"vec3",inputs:[{name:"hash",type:"uvec3"},{name:"x",type:"float"},{name:"y",type:"float"}]}),WE=tm((([t,e,s,i])=>{const r=om(i).toVar(),n=om(s).toVar(),o=om(e).toVar(),a=fm(t).toVar();return mm(kE(a.x,o,n,r),kE(a.y,o,n,r),kE(a.z,o,n,r))})).setLayout({name:"mx_gradient_vec3_1",type:"vec3",inputs:[{name:"hash",type:"uvec3"},{name:"x",type:"float"},{name:"y",type:"float"},{name:"z",type:"float"}]}),jE=hw([GE,WE]),HE=tm((([t])=>{const e=om(t).toVar();return ff(.6616,e)})).setLayout({name:"mx_gradient_scale2d_0",type:"float",inputs:[{name:"v",type:"float"}]}),qE=tm((([t])=>{const e=om(t).toVar();return ff(.982,e)})).setLayout({name:"mx_gradient_scale3d_0",type:"float",inputs:[{name:"v",type:"float"}]}),$E=hw([HE,tm((([t])=>{const e=mm(t).toVar();return ff(.6616,e)})).setLayout({name:"mx_gradient_scale2d_1",type:"vec3",inputs:[{name:"v",type:"vec3"}]})]),XE=hw([qE,tm((([t])=>{const e=mm(t).toVar();return ff(.982,e)})).setLayout({name:"mx_gradient_scale3d_1",type:"vec3",inputs:[{name:"v",type:"vec3"}]})]),YE=tm((([t,e])=>{const s=am(e).toVar(),i=hm(t).toVar();return i.shiftLeft(s).bitOr(i.shiftRight(am(32).sub(s)))})).setLayout({name:"mx_rotl32",type:"uint",inputs:[{name:"x",type:"uint"},{name:"k",type:"int"}]}),JE=tm((([t,e,s])=>{t.subAssign(s),t.bitXorAssign(YE(s,am(4))),s.addAssign(e),e.subAssign(t),e.bitXorAssign(YE(t,am(6))),t.addAssign(s),s.subAssign(e),s.bitXorAssign(YE(e,am(8))),e.addAssign(t),t.subAssign(s),t.bitXorAssign(YE(s,am(16))),s.addAssign(e),e.subAssign(t),e.bitXorAssign(YE(t,am(19))),t.addAssign(s),s.subAssign(e),s.bitXorAssign(YE(e,am(4))),e.addAssign(t)})),ZE=tm((([t,e,s])=>{const i=hm(s).toVar(),r=hm(e).toVar(),n=hm(t).toVar();return i.bitXorAssign(r),i.subAssign(YE(r,am(14))),n.bitXorAssign(i),n.subAssign(YE(i,am(11))),r.bitXorAssign(n),r.subAssign(YE(n,am(25))),i.bitXorAssign(r),i.subAssign(YE(r,am(16))),n.bitXorAssign(i),n.subAssign(YE(i,am(4))),r.bitXorAssign(n),r.subAssign(YE(n,am(14))),i.bitXorAssign(r),i.subAssign(YE(r,am(24))),i})).setLayout({name:"mx_bjfinal",type:"uint",inputs:[{name:"a",type:"uint"},{name:"b",type:"uint"},{name:"c",type:"uint"}]}),QE=tm((([t])=>{const e=hm(t).toVar();return om(e).div(om(hm(am(4294967295))))})).setLayout({name:"mx_bits_to_01",type:"float",inputs:[{name:"bits",type:"uint"}]}),KE=tm((([t])=>{const e=om(t).toVar();return e.mul(e).mul(e).mul(e.mul(e.mul(6).sub(15)).add(10))})).setLayout({name:"mx_fade",type:"float",inputs:[{name:"t",type:"float"}]}),tB=hw([tm((([t])=>{const e=am(t).toVar(),s=hm(hm(1)).toVar(),i=hm(hm(am(3735928559)).add(s.shiftLeft(hm(2))).add(hm(13))).toVar();return ZE(i.add(hm(e)),i,i)})).setLayout({name:"mx_hash_int_0",type:"uint",inputs:[{name:"x",type:"int"}]}),tm((([t,e])=>{const s=am(e).toVar(),i=am(t).toVar(),r=hm(hm(2)).toVar(),n=hm().toVar(),o=hm().toVar(),a=hm().toVar();return n.assign(o.assign(a.assign(hm(am(3735928559)).add(r.shiftLeft(hm(2))).add(hm(13))))),n.addAssign(hm(i)),o.addAssign(hm(s)),ZE(n,o,a)})).setLayout({name:"mx_hash_int_1",type:"uint",inputs:[{name:"x",type:"int"},{name:"y",type:"int"}]}),tm((([t,e,s])=>{const i=am(s).toVar(),r=am(e).toVar(),n=am(t).toVar(),o=hm(hm(3)).toVar(),a=hm().toVar(),h=hm().toVar(),u=hm().toVar();return a.assign(h.assign(u.assign(hm(am(3735928559)).add(o.shiftLeft(hm(2))).add(hm(13))))),a.addAssign(hm(n)),h.addAssign(hm(r)),u.addAssign(hm(i)),ZE(a,h,u)})).setLayout({name:"mx_hash_int_2",type:"uint",inputs:[{name:"x",type:"int"},{name:"y",type:"int"},{name:"z",type:"int"}]}),tm((([t,e,s,i])=>{const r=am(i).toVar(),n=am(s).toVar(),o=am(e).toVar(),a=am(t).toVar(),h=hm(hm(4)).toVar(),u=hm().toVar(),l=hm().toVar(),c=hm().toVar();return u.assign(l.assign(c.assign(hm(am(3735928559)).add(h.shiftLeft(hm(2))).add(hm(13))))),u.addAssign(hm(a)),l.addAssign(hm(o)),c.addAssign(hm(n)),JE(u,l,c),u.addAssign(hm(r)),ZE(u,l,c)})).setLayout({name:"mx_hash_int_3",type:"uint",inputs:[{name:"x",type:"int"},{name:"y",type:"int"},{name:"z",type:"int"},{name:"xx",type:"int"}]}),tm((([t,e,s,i,r])=>{const n=am(r).toVar(),o=am(i).toVar(),a=am(s).toVar(),h=am(e).toVar(),u=am(t).toVar(),l=hm(hm(5)).toVar(),c=hm().toVar(),d=hm().toVar(),p=hm().toVar();return c.assign(d.assign(p.assign(hm(am(3735928559)).add(l.shiftLeft(hm(2))).add(hm(13))))),c.addAssign(hm(u)),d.addAssign(hm(h)),p.addAssign(hm(a)),JE(c,d,p),c.addAssign(hm(o)),d.addAssign(hm(n)),ZE(c,d,p)})).setLayout({name:"mx_hash_int_4",type:"uint",inputs:[{name:"x",type:"int"},{name:"y",type:"int"},{name:"z",type:"int"},{name:"xx",type:"int"},{name:"yy",type:"int"}]})]),eB=hw([tm((([t,e])=>{const s=am(e).toVar(),i=am(t).toVar(),r=hm(tB(i,s)).toVar(),n=fm().toVar();return n.x.assign(r.bitAnd(am(255))),n.y.assign(r.shiftRight(am(8)).bitAnd(am(255))),n.z.assign(r.shiftRight(am(16)).bitAnd(am(255))),n})).setLayout({name:"mx_hash_vec3_0",type:"uvec3",inputs:[{name:"x",type:"int"},{name:"y",type:"int"}]}),tm((([t,e,s])=>{const i=am(s).toVar(),r=am(e).toVar(),n=am(t).toVar(),o=hm(tB(n,r,i)).toVar(),a=fm().toVar();return a.x.assign(o.bitAnd(am(255))),a.y.assign(o.shiftRight(am(8)).bitAnd(am(255))),a.z.assign(o.shiftRight(am(16)).bitAnd(am(255))),a})).setLayout({name:"mx_hash_vec3_1",type:"uvec3",inputs:[{name:"x",type:"int"},{name:"y",type:"int"},{name:"z",type:"int"}]})]),sB=hw([tm((([t])=>{const e=lm(t).toVar(),s=am().toVar(),i=am().toVar(),r=om(zE(e.x,s)).toVar(),n=om(zE(e.y,i)).toVar(),o=om(KE(r)).toVar(),a=om(KE(n)).toVar(),h=om(OE(kE(tB(s,i),r,n),kE(tB(s.add(am(1)),i),r.sub(1),n),kE(tB(s,i.add(am(1))),r,n.sub(1)),kE(tB(s.add(am(1)),i.add(am(1))),r.sub(1),n.sub(1)),o,a)).toVar();return $E(h)})).setLayout({name:"mx_perlin_noise_float_0",type:"float",inputs:[{name:"p",type:"vec2"}]}),tm((([t])=>{const e=mm(t).toVar(),s=am().toVar(),i=am().toVar(),r=am().toVar(),n=om(zE(e.x,s)).toVar(),o=om(zE(e.y,i)).toVar(),a=om(zE(e.z,r)).toVar(),h=om(KE(n)).toVar(),u=om(KE(o)).toVar(),l=om(KE(a)).toVar(),c=om(LE(kE(tB(s,i,r),n,o,a),kE(tB(s.add(am(1)),i,r),n.sub(1),o,a),kE(tB(s,i.add(am(1)),r),n,o.sub(1),a),kE(tB(s.add(am(1)),i.add(am(1)),r),n.sub(1),o.sub(1),a),kE(tB(s,i,r.add(am(1))),n,o,a.sub(1)),kE(tB(s.add(am(1)),i,r.add(am(1))),n.sub(1),o,a.sub(1)),kE(tB(s,i.add(am(1)),r.add(am(1))),n,o.sub(1),a.sub(1)),kE(tB(s.add(am(1)),i.add(am(1)),r.add(am(1))),n.sub(1),o.sub(1),a.sub(1)),h,u,l)).toVar();return XE(c)})).setLayout({name:"mx_perlin_noise_float_1",type:"float",inputs:[{name:"p",type:"vec3"}]})]),iB=hw([tm((([t])=>{const e=lm(t).toVar(),s=am().toVar(),i=am().toVar(),r=om(zE(e.x,s)).toVar(),n=om(zE(e.y,i)).toVar(),o=om(KE(r)).toVar(),a=om(KE(n)).toVar(),h=mm(OE(jE(eB(s,i),r,n),jE(eB(s.add(am(1)),i),r.sub(1),n),jE(eB(s,i.add(am(1))),r,n.sub(1)),jE(eB(s.add(am(1)),i.add(am(1))),r.sub(1),n.sub(1)),o,a)).toVar();return $E(h)})).setLayout({name:"mx_perlin_noise_vec3_0",type:"vec3",inputs:[{name:"p",type:"vec2"}]}),tm((([t])=>{const 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pv(o,(()=>{h.addAssign(u.mul(sB(a))),u.mulAssign(r),a.mulAssign(n)})),h})).setLayout({name:"mx_fractal_noise_float",type:"float",inputs:[{name:"p",type:"vec3"},{name:"octaves",type:"int"},{name:"lacunarity",type:"float"},{name:"diminish",type:"float"}]}),aB=tm((([t,e,s,i])=>{const r=om(i).toVar(),n=om(s).toVar(),o=am(e).toVar(),a=mm(t).toVar(),h=mm(0).toVar(),u=om(1).toVar();return pv(o,(()=>{h.addAssign(u.mul(iB(a))),u.mulAssign(r),a.mulAssign(n)})),h})).setLayout({name:"mx_fractal_noise_vec3",type:"vec3",inputs:[{name:"p",type:"vec3"},{name:"octaves",type:"int"},{name:"lacunarity",type:"float"},{name:"diminish",type:"float"}]}),hB=tm((([t,e,s,i])=>{const r=om(i).toVar(),n=om(s).toVar(),o=am(e).toVar(),a=mm(t).toVar();return 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im(a.equal(am(2)),(()=>ay(y.x).add(ay(y.y)))),im(a.equal(am(3)),(()=>_y(ay(y.x),ay(y.y)))),Ry(y,y)})).setLayout({name:"mx_worley_distance_0",type:"float",inputs:[{name:"p",type:"vec2"},{name:"x",type:"int"},{name:"y",type:"int"},{name:"xoff",type:"int"},{name:"yoff",type:"int"},{name:"jitter",type:"float"},{name:"metric",type:"int"}]}),cB=hw([lB,tm((([t,e,s,i,r,n,o,a,h])=>{const u=am(h).toVar(),l=om(a).toVar(),c=am(o).toVar(),d=am(n).toVar(),p=am(r).toVar(),m=am(i).toVar(),g=am(s).toVar(),f=am(e).toVar(),y=mm(t).toVar(),x=mm(nB(mm(f.add(p),g.add(d),m.add(c)))).toVar();x.subAssign(.5),x.mulAssign(l),x.addAssign(.5);const b=mm(mm(om(f),om(g),om(m)).add(x)).toVar(),v=mm(b.sub(y)).toVar();return 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xm(iB(t),sB(t.add(lm(19,73)))).mul(e).add(s)},FB=(t=lf(),e=1)=>gB(t.convert("vec2|vec3"),e,am(1)),UB=(t=lf(),e=1)=>fB(t.convert("vec2|vec3"),e,am(1)),zB=(t=lf(),e=1)=>yB(t.convert("vec2|vec3"),e,am(1)),OB=(t=lf())=>rB(t.convert("vec2|vec3")),LB=(t=lf(),e=3,s=2,i=.5,r=1)=>oB(t,am(e),s,i).mul(r),VB=(t=lf(),e=3,s=2,i=.5,r=1)=>hB(t,am(e),s,i).mul(r),DB=(t=lf(),e=3,s=2,i=.5,r=1)=>aB(t,am(e),s,i).mul(r),kB=(t=lf(),e=3,s=2,i=.5,r=1)=>uB(t,am(e),s,i).mul(r);function GB(t,e){return t.groupOrder!==e.groupOrder?t.groupOrder-e.groupOrder:t.renderOrder!==e.renderOrder?t.renderOrder-e.renderOrder:t.material.id!==e.material.id?t.material.id-e.material.id:t.z!==e.z?t.z-e.z:t.id-e.id}function WB(t,e){return t.groupOrder!==e.groupOrder?t.groupOrder-e.groupOrder:t.renderOrder!==e.renderOrder?t.renderOrder-e.renderOrder:t.z!==e.z?e.z-t.z:t.id-e.id}class jB{constructor(){this.renderItems=[],this.renderItemsIndex=0,this.opaque=[],this.transparent=[],this.bundles=[],this.lightsNode=new Uv([]),this.lightsArray=[],this.occlusionQueryCount=0}begin(){return this.renderItemsIndex=0,this.opaque.length=0,this.transparent.length=0,this.bundles.length=0,this.lightsArray.length=0,this.occlusionQueryCount=0,this}getNextRenderItem(t,e,s,i,r,n){let o=this.renderItems[this.renderItemsIndex];return void 0===o?(o={id:t.id,object:t,geometry:e,material:s,groupOrder:i,renderOrder:t.renderOrder,z:r,group:n},this.renderItems[this.renderItemsIndex]=o):(o.id=t.id,o.object=t,o.geometry=e,o.material=s,o.groupOrder=i,o.renderOrder=t.renderOrder,o.z=r,o.group=n),this.renderItemsIndex++,o}push(t,e,s,i,r,n){const o=this.getNextRenderItem(t,e,s,i,r,n);!0===t.occlusionTest&&this.occlusionQueryCount++,(!0===s.transparent||s.transmission>0?this.transparent:this.opaque).push(o)}unshift(t,e,s,i,r,n){const o=this.getNextRenderItem(t,e,s,i,r,n);(!0===s.transparent?this.transparent:this.opaque).unshift(o)}pushBundle(t){this.bundles.push(t)}pushLight(t){this.lightsArray.push(t)}getLightsNode(){return this.lightsNode.fromLights(this.lightsArray)}sort(t,e){this.opaque.length>1&&this.opaque.sort(t||GB),this.transparent.length>1&&this.transparent.sort(e||WB)}finish(){this.lightsNode.fromLights(this.lightsArray);for(let t=this.renderItemsIndex,e=this.renderItems.length;t>e,u=a.height>>e;let l=t.depthTexture||r[e],c=!1;void 0===l&&(l=new Ka,l.format=t.stencilBuffer?jt:Wt,l.type=t.stencilBuffer?zt:Bt,l.image.width=h,l.image.height=u,r[e]=l),s.width===a.width&&a.height===s.height||(c=!0,l.needsUpdate=!0,l.image.width=h,l.image.height=u),s.width=a.width,s.height=a.height,s.textures=o,s.depthTexture=l,s.depth=t.depthBuffer,s.stencil=t.stencilBuffer,s.renderTarget=t,s.sampleCount!==i&&(c=!0,l.needsUpdate=!0,s.sampleCount=i);const d={sampleCount:i};for(let t=0;t{if(t.removeEventListener("dispose",e),void 0!==o)for(let t=0;t0){const i=t.image;if(void 0===i)console.warn("THREE.Renderer: Texture marked for update but image is undefined.");else if(!1===i.complete)console.warn("THREE.Renderer: Texture marked for update but image is incomplete.");else{if(t.images){const s=[];for(const e of t.images)s.push(e);e.images=s}else e.image=i;void 0!==s.isDefaultTexture&&!0!==s.isDefaultTexture||(r.createTexture(t,e),s.isDefaultTexture=!1),!0===t.source.dataReady&&r.updateTexture(t,e),e.needsMipmaps&&0===t.mipmaps.length&&r.generateMipmaps(t)}}else r.createDefaultTexture(t),s.isDefaultTexture=!0}if(!0!==s.initialized){s.initialized=!0,this.info.memory.textures++;const e=()=>{t.removeEventListener("dispose",e),this._destroyTexture(t),this.info.memory.textures--};t.addEventListener("dispose",e)}s.version=t.version}getSize(t,e=YB){let s=t.images?t.images[0]:t.image;return s?(void 0!==s.image&&(s=s.image),e.width=s.width,e.height=s.height,e.depth=t.isCubeTexture?6:s.depth||1):e.width=e.height=e.depth=1,e}getMipLevels(t,e,s){let i;return i=t.isCompressedTexture?t.mipmaps.length:Math.floor(Math.log2(Math.max(e,s)))+1,i}needsMipmaps(t){return!!this.isEnvironmentTexture(t)||(!0===t.isCompressedTexture||t.minFilter!==ft&&t.minFilter!==Tt)}isEnvironmentTexture(t){const e=t.mapping;return e===lt||e===ct||e===ht||e===ut}_destroyTexture(t){this.backend.destroySampler(t),this.backend.destroyTexture(t),this.delete(t)}}class ZB extends Yr{constructor(t,e,s,i=1){super(t,e,s),this.a=i}set(t,e,s,i=1){return this.a=i,super.set(t,e,s)}copy(t){return void 0!==t.a&&(this.a=t.a),super.copy(t)}clone(){return new this.constructor(this.r,this.g,this.b,this.a)}}const QB=new ZB;class KB extends Ed{constructor(t,e){super(),this.renderer=t,this.nodes=e}update(t,e,s){const i=this.renderer,r=this.nodes.getBackgroundNode(t)||t.background;let n=!1;if(null===r)i._clearColor.getRGB(QB,Ze),QB.a=i._clearColor.a;else if(!0===r.isColor)r.getRGB(QB,Ze),QB.a=1,n=!0;else if(!0===r.isNode){const s=this.get(t),n=r;QB.copy(i._clearColor);let o=s.backgroundMesh;if(void 0===o){const t=Jm(xm(n).mul(LS),{getUV:()=>Yx,getTextureLevel:()=>OS});let e=$b();e=e.setZ(e.w);const i=new vT;i.name="Background.material",i.side=d,i.depthTest=!1,i.depthWrite=!1,i.fog=!1,i.lights=!1,i.vertexNode=e,i.colorNode=t,s.backgroundMeshNode=t,s.backgroundMesh=o=new Wn(new fu(1,32,32),i),o.frustumCulled=!1,o.name="Background.mesh",o.onBeforeRender=function(t,e,s){this.matrixWorld.copyPosition(s.matrixWorld)}}const a=n.getCacheKey();s.backgroundCacheKey!==a&&(s.backgroundMeshNode.node=xm(n).mul(LS),o.material.needsUpdate=!0,s.backgroundCacheKey=a),e.unshift(o,o.geometry,o.material,0,0,null)}else console.error("THREE.Renderer: Unsupported background configuration.",r);if(!0===i.autoClear||!0===n){QB.multiplyScalar(QB.a);const t=s.clearColorValue;t.r=QB.r,t.g=QB.g,t.b=QB.b,t.a=QB.a,s.depthClearValue=i._clearDepth,s.stencilClearValue=i._clearStencil,s.clearColor=!0===i.autoClearColor,s.clearDepth=!0===i.autoClearDepth,s.clearStencil=!0===i.autoClearStencil}else s.clearColor=!1,s.clearDepth=!1,s.clearStencil=!1}}class tI{constructor(t,e,s,i,r,n,o,a,h=!0,u=[]){this.vertexShader=t,this.fragmentShader=e,this.computeShader=s,this.transforms=u,this.nodeAttributes=i,this.bindings=r,this.updateNodes=n,this.updateBeforeNodes=o,this.updateAfterNodes=a,this.instanceBindGroups=h,this.usedTimes=0}createBindings(){const t=[];for(const e of this.bindings){if(!0!==(this.instanceBindGroups&&e.bindings[0].groupNode.shared)){const s=new I_(e.name);t.push(s);for(const t of e.bindings)s.bindings.push(t.clone())}else t.push(e)}return t}}const eI=new WeakMap;class sI extends Ed{constructor(t,e){super(),this.renderer=t,this.backend=e,this.nodeFrame=new L_,this.nodeBuilderCache=new Map,this.callHashCache=new wd,this.groupsData=new wd}updateGroup(t){const e=t.groupNode,s=e.name;if(s===af.name)return!0;if(s===of.name){const e=this.get(t),s=this.nodeFrame.renderId;return e.renderId!==s&&(e.renderId=s,!0)}if(s===nf.name){const e=this.get(t),s=this.nodeFrame.frameId;return e.frameId!==s&&(e.frameId=s,!0)}const i=[e,t];let r=this.groupsData.get(i);return void 0===r&&this.groupsData.set(i,r={}),r.version!==e.version&&(r.version=e.version,!0)}getForRenderCacheKey(t){return t.initialCacheKey}getForRender(t){const e=this.get(t);let s=e.nodeBuilderState;if(void 0===s){const{nodeBuilderCache:i}=this,r=this.getForRenderCacheKey(t);if(s=i.get(r),void 0===s){const e=this.backend.createNodeBuilder(t.object,this.renderer);e.scene=t.scene,e.material=t.material,e.camera=t.camera,e.context.material=t.material,e.lightsNode=t.lightsNode,e.environmentNode=this.getEnvironmentNode(t.scene),e.fogNode=this.getFogNode(t.scene),e.clippingContext=t.clippingContext,e.build(),s=this._createNodeBuilderState(e),i.set(r,s)}s.usedTimes++,e.nodeBuilderState=s}return s}delete(t){if(t.isRenderObject){const e=this.get(t).nodeBuilderState;e.usedTimes--,0===e.usedTimes&&this.nodeBuilderCache.delete(this.getForRenderCacheKey(t))}return super.delete(t)}getForCompute(t){const e=this.get(t);let s=e.nodeBuilderState;if(void 0===s){const i=this.backend.createNodeBuilder(t,this.renderer);i.build(),s=this._createNodeBuilderState(i),e.nodeBuilderState=s}return s}_createNodeBuilderState(t){return new tI(t.vertexShader,t.fragmentShader,t.computeShader,t.getAttributesArray(),t.getBindings(),t.updateNodes,t.updateBeforeNodes,t.updateAfterNodes,t.instanceBindGroups,t.transforms)}getEnvironmentNode(t){return t.environmentNode||this.get(t).environmentNode||null}getBackgroundNode(t){return t.backgroundNode||this.get(t).backgroundNode||null}getFogNode(t){return t.fogNode||this.get(t).fogNode||null}getCacheKey(t,e){const s=[t,e],i=this.renderer.info.calls;let r=this.callHashCache.get(s);if(void 0===r||r.callId!==i){const n=this.getEnvironmentNode(t),o=this.getFogNode(t),a=[];e&&a.push(e.getCacheKey(!0)),n&&a.push(n.getCacheKey()),o&&a.push(o.getCacheKey()),r={callId:i,cacheKey:a.join(",")},this.callHashCache.set(s,r)}return r.cacheKey}updateScene(t){this.updateEnvironment(t),this.updateFog(t),this.updateBackground(t)}get isToneMappingState(){return!this.renderer.getRenderTarget()}updateBackground(t){const e=this.get(t),s=t.background;if(s){if(e.background!==s){let t=null;!0===s.isCubeTexture||s.mapping===lt||s.mapping===ct?t=qR(s,Yx):!0===s.isTexture?t=nx(s,Jv).setUpdateMatrix(!0):!0!==s.isColor&&console.error("WebGPUNodes: Unsupported background configuration.",s),e.backgroundNode=t,e.background=s}}else e.backgroundNode&&(delete e.backgroundNode,delete e.background)}updateFog(t){const e=this.get(t),s=t.fog;if(s){if(e.fog!==s){let t=null;s.isFogExp2?t=_R(gx("color","color",s),gx("density","float",s)):s.isFog?t=vR(gx("color","color",s),gx("near","float",s),gx("far","float",s)):console.error("WebGPUNodes: Unsupported fog configuration.",s),e.fogNode=t,e.fog=s}}else delete e.fogNode,delete e.fog}updateEnvironment(t){const e=this.get(t),s=t.environment;if(s){if(e.environment!==s){let t=null;!0===s.isCubeTexture?t=Av(s):!0===s.isTexture?t=nx(s):console.error("Nodes: Unsupported environment configuration.",s),e.environmentNode=t,e.environment=s}}else e.environmentNode&&(delete e.environmentNode,delete e.environment)}getNodeFrame(t=this.renderer,e=null,s=null,i=null,r=null){const n=this.nodeFrame;return n.renderer=t,n.scene=e,n.object=s,n.camera=i,n.material=r,n}getNodeFrameForRender(t){return this.getNodeFrame(t.renderer,t.scene,t.object,t.camera,t.material)}getOutputCacheKey(){const t=this.renderer;return t.toneMapping+","+t.currentColorSpace}hasOutputChange(t){return eI.get(t)!==this.getOutputCacheKey()}getOutputNode(t){const e=this.renderer,s=this.getOutputCacheKey(),i=nx(t,Yv).renderOutput(e.toneMapping,e.currentColorSpace);return eI.set(t,s),i}updateBefore(t){const e=this.getNodeFrameForRender(t),s=t.getNodeBuilderState();for(const t of s.updateBeforeNodes)e.updateBeforeNode(t)}updateAfter(t){const e=this.getNodeFrameForRender(t),s=t.getNodeBuilderState();for(const t of s.updateAfterNodes)e.updateAfterNode(t)}updateForCompute(t){const e=this.getNodeFrame(),s=this.getForCompute(t);for(const t of s.updateNodes)e.updateNode(t)}updateForRender(t){const e=this.getNodeFrameForRender(t),s=t.getNodeBuilderState();for(const t of s.updateNodes)e.updateNode(t)}dispose(){super.dispose(),this.nodeFrame=new L_,this.nodeBuilderCache=new Map}}class iI{constructor(t,e){this.scene=t,this.camera=e}clone(){return Object.assign(new this.constructor,this)}}class rI{constructor(){this.lists=new wd}get(t,e){const s=this.lists,i=[t,e];let r=s.get(i);return void 0===r&&(r=new iI(t,e),s.set(i,r)),r}dispose(){this.lists=new wd}}const nI=new no,oI=new Ks,aI=new _i,hI=new na,uI=new or,lI=new Ei;class cI{constructor(t,e={}){this.isRenderer=!0;const{logarithmicDepthBuffer:s=!1,alpha:i=!0,antialias:r=!1,samples:n=0}=e;this.domElement=t.getDomElement(),this.backend=t,this.samples=n||!0===r?4:0,this.autoClear=!0,this.autoClearColor=!0,this.autoClearDepth=!0,this.autoClearStencil=!0,this.alpha=i,this.logarithmicDepthBuffer=s,this.outputColorSpace=Je,this.toneMapping=0,this.toneMappingExposure=1,this.sortObjects=!0,this.depth=!0,this.stencil=!1,this.clippingPlanes=[],this.info=new Vd,this._pixelRatio=1,this._width=this.domElement.width,this._height=this.domElement.height,this._viewport=new _i(0,0,this._width,this._height),this._scissor=new _i(0,0,this._width,this._height),this._scissorTest=!1,this._attributes=null,this._geometries=null,this._nodes=null,this._animation=null,this._bindings=null,this._objects=null,this._pipelines=null,this._bundles=null,this._renderLists=null,this._renderContexts=null,this._textures=null,this._background=null,this._quad=new iS(new vT),this._currentRenderContext=null,this._opaqueSort=null,this._transparentSort=null,this._frameBufferTarget=null;const o=!0===this.alpha?0:1;this._clearColor=new ZB(0,0,0,o),this._clearDepth=1,this._clearStencil=0,this._renderTarget=null,this._activeCubeFace=0,this._activeMipmapLevel=0,this._mrt=null,this._renderObjectFunction=null,this._currentRenderObjectFunction=null,this._currentRenderBundle=null,this._handleObjectFunction=this._renderObjectDirect,this._initialized=!1,this._initPromise=null,this._compilationPromises=null,this.transparent=!0,this.opaque=!0,this.shadowMap={enabled:!1,type:1},this.xr={enabled:!1},this.debug={checkShaderErrors:!0,onShaderError:null}}async init(){if(this._initialized)throw new Error("Renderer: Backend has already been initialized.");return null!==this._initPromise||(this._initPromise=new Promise((async(t,e)=>{const s=this.backend;try{await s.init(this)}catch(t){return void e(t)}this._nodes=new sI(this,s),this._animation=new _d(this._nodes,this.info),this._attributes=new Ud(s),this._background=new KB(this,this._nodes),this._geometries=new Ld(this._attributes,this.info),this._textures=new JB(this,s,this.info),this._pipelines=new Hd(s,this._nodes),this._bindings=new qd(s,this._nodes,this._textures,this._attributes,this._pipelines,this.info),this._objects=new Cd(this,this._nodes,this._geometries,this._pipelines,this._bindings,this.info),this._renderLists=new HB,this._bundles=new rI,this._renderContexts=new XB,this._initialized=!0,t()}))),this._initPromise}get coordinateSystem(){return this.backend.coordinateSystem}async compileAsync(t,e,s=null){!1===this._initialized&&await this.init();const i=this._nodes.nodeFrame,r=i.renderId,n=this._currentRenderContext,o=this._currentRenderObjectFunction,a=this._compilationPromises,h=!0===t.isScene?t:nI;null===s&&(s=t);const u=this._renderTarget,l=this._renderContexts.get(s,e,u),c=this._activeMipmapLevel,d=[];this._currentRenderContext=l,this._currentRenderObjectFunction=this.renderObject,this._handleObjectFunction=this._createObjectPipeline,this._compilationPromises=d,i.renderId++,i.update(),l.depth=this.depth,l.stencil=this.stencil,l.clippingContext||(l.clippingContext=new Ad),l.clippingContext.updateGlobal(this,e),h.onBeforeRender(this,t,e,u);const p=this._renderLists.get(t,e);if(p.begin(),this._projectObject(t,e,0,p),s!==t&&s.traverseVisible((function(t){t.isLight&&t.layers.test(e.layers)&&p.pushLight(t)})),p.finish(),null!==u){this._textures.updateRenderTarget(u,c);const t=this._textures.get(u);l.textures=t.textures,l.depthTexture=t.depthTexture}else l.textures=null,l.depthTexture=null;this._nodes.updateScene(h),this._background.update(h,p,l);const m=p.opaque,g=p.transparent,f=p.lightsNode;!0===this.opaque&&m.length>0&&this._renderObjects(m,e,h,f),!0===this.transparent&&g.length>0&&this._renderObjects(g,e,h,f),i.renderId=r,this._currentRenderContext=n,this._currentRenderObjectFunction=o,this._compilationPromises=a,this._handleObjectFunction=this._renderObjectDirect,await Promise.all(d)}async renderAsync(t,e){!1===this._initialized&&await this.init();const s=this._renderScene(t,e);await this.backend.resolveTimestampAsync(s,"render")}setMRT(t){return this._mrt=t,this}getMRT(){return this._mrt}_renderBundle(t,e,s){const{object:i,camera:r,renderList:n}=t,o=this._currentRenderContext,a=this.backend.get(o),h=this._bundles.get(i,r),u=this.backend.get(h);void 0===u.renderContexts&&(u.renderContexts=new Set);const l=!1===u.renderContexts.has(o)||!0===i.needsUpdate;if(u.renderContexts.add(o),l){if(void 0===a.renderObjects||!0===i.needsUpdate){const t=this._nodes.nodeFrame;a.renderObjects=[],a.renderBundles=[],a.scene=e,a.camera=r,a.renderId=t.renderId,a.registerBundlesPhase=!0}this._currentRenderBundle=h;const t=n.opaque;t.length>0&&this._renderObjects(t,r,e,s),this._currentRenderBundle=null,i.needsUpdate=!1}else{const t=this._currentRenderContext,e=this.backend.get(t);for(let t=0,s=e.renderObjects.length;t>=c,p.viewportValue.height>>=c,p.viewportValue.minDepth=x,p.viewportValue.maxDepth=b,p.viewport=!1===p.viewportValue.equals(aI),p.scissorValue.copy(f).multiplyScalar(y).floor(),p.scissor=this._scissorTest&&!1===p.scissorValue.equals(aI),p.scissorValue.width>>=c,p.scissorValue.height>>=c,p.clippingContext||(p.clippingContext=new Ad),p.clippingContext.updateGlobal(this,e),h.onBeforeRender(this,t,e,d),uI.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),hI.setFromProjectionMatrix(uI,m);const v=this._renderLists.get(t,e);if(v.begin(),this._projectObject(t,e,0,v),v.finish(),!0===this.sortObjects&&v.sort(this._opaqueSort,this._transparentSort),null!==d){this._textures.updateRenderTarget(d,c);const t=this._textures.get(d);p.textures=t.textures,p.depthTexture=t.depthTexture,p.width=t.width,p.height=t.height,p.renderTarget=d,p.depth=d.depthBuffer,p.stencil=d.stencilBuffer}else p.textures=null,p.depthTexture=null,p.width=this.domElement.width,p.height=this.domElement.height,p.depth=this.depth,p.stencil=this.stencil;p.width>>=c,p.height>>=c,p.activeCubeFace=l,p.activeMipmapLevel=c,p.occlusionQueryCount=v.occlusionQueryCount,this._nodes.updateScene(h),this._background.update(h,v,p),this.backend.beginRender(p);const T=v.opaque,_=v.transparent,w=v.bundles,S=v.lightsNode;if(w.length>0&&this._renderBundles(w,h,S),!0===this.opaque&&T.length>0&&this._renderObjects(T,e,h,S),!0===this.transparent&&_.length>0&&this._renderObjects(_,e,h,S),this.backend.finishRender(p),r.renderId=n,this._currentRenderContext=o,this._currentRenderObjectFunction=a,null!==i){this.setRenderTarget(u,l,c);const t=this._quad;this._nodes.hasOutputChange(d.texture)&&(t.material.fragmentNode=this._nodes.getOutputNode(d.texture),t.material.needsUpdate=!0),this._renderScene(t,t.camera,!1)}return h.onAfterRender(this,t,e,d),p}getMaxAnisotropy(){return this.backend.getMaxAnisotropy()}getActiveCubeFace(){return this._activeCubeFace}getActiveMipmapLevel(){return this._activeMipmapLevel}async setAnimationLoop(t){!1===this._initialized&&await this.init(),this._animation.setAnimationLoop(t)}async getArrayBufferAsync(t){return await this.backend.getArrayBufferAsync(t)}getContext(){return this.backend.getContext()}getPixelRatio(){return this._pixelRatio}getDrawingBufferSize(t){return t.set(this._width*this._pixelRatio,this._height*this._pixelRatio).floor()}getSize(t){return t.set(this._width,this._height)}setPixelRatio(t=1){this._pixelRatio=t,this.setSize(this._width,this._height,!1)}setDrawingBufferSize(t,e,s){this._width=t,this._height=e,this._pixelRatio=s,this.domElement.width=Math.floor(t*s),this.domElement.height=Math.floor(e*s),this.setViewport(0,0,t,e),this._initialized&&this.backend.updateSize()}setSize(t,e,s=!0){this._width=t,this._height=e,this.domElement.width=Math.floor(t*this._pixelRatio),this.domElement.height=Math.floor(e*this._pixelRatio),!0===s&&(this.domElement.style.width=t+"px",this.domElement.style.height=e+"px"),this.setViewport(0,0,t,e),this._initialized&&this.backend.updateSize()}setOpaqueSort(t){this._opaqueSort=t}setTransparentSort(t){this._transparentSort=t}getScissor(t){const e=this._scissor;return t.x=e.x,t.y=e.y,t.width=e.width,t.height=e.height,t}setScissor(t,e,s,i){const r=this._scissor;t.isVector4?r.copy(t):r.set(t,e,s,i)}getScissorTest(){return this._scissorTest}setScissorTest(t){this._scissorTest=t,this.backend.setScissorTest(t)}getViewport(t){return t.copy(this._viewport)}setViewport(t,e,s,i,r=0,n=1){const o=this._viewport;t.isVector4?o.copy(t):o.set(t,e,s,i),o.minDepth=r,o.maxDepth=n}getClearColor(t){return t.copy(this._clearColor)}setClearColor(t,e=1){this._clearColor.set(t),this._clearColor.a=e}getClearAlpha(){return this._clearColor.a}setClearAlpha(t){this._clearColor.a=t}getClearDepth(){return this._clearDepth}setClearDepth(t){this._clearDepth=t}getClearStencil(){return this._clearStencil}setClearStencil(t){this._clearStencil=t}isOccluded(t){const e=this._currentRenderContext;return e&&this.backend.isOccluded(e,t)}clear(t=!0,e=!0,s=!0){if(!1===this._initialized)return console.warn("THREE.Renderer: .clear() called before the backend is initialized. Try using .clearAsync() instead."),this.clearAsync(t,e,s);const i=this._renderTarget||this._getFrameBufferTarget();let r=null;if(null!==i&&(this._textures.updateRenderTarget(i),r=this._textures.get(i)),this.backend.clear(t,e,s,r),null!==i&&null===this._renderTarget){const t=this._quad;this._nodes.hasOutputChange(i.texture)&&(t.material.fragmentNode=this._nodes.getOutputNode(i.texture),t.material.needsUpdate=!0),this._renderScene(t,t.camera,!1)}}clearColor(){return this.clear(!0,!1,!1)}clearDepth(){return this.clear(!1,!0,!1)}clearStencil(){return this.clear(!1,!1,!0)}async clearAsync(t=!0,e=!0,s=!0){!1===this._initialized&&await this.init(),this.clear(t,e,s)}clearColorAsync(){return this.clearAsync(!0,!1,!1)}clearDepthAsync(){return this.clearAsync(!1,!0,!1)}clearStencilAsync(){return this.clearAsync(!1,!1,!0)}get currentColorSpace(){const t=this._renderTarget;if(null!==t){const e=t.texture;return(Array.isArray(e)?e[0]:e).colorSpace}return this.outputColorSpace}dispose(){this.info.dispose(),this._animation.dispose(),this._objects.dispose(),this._pipelines.dispose(),this._nodes.dispose(),this._bindings.dispose(),this._renderLists.dispose(),this._renderContexts.dispose(),this._textures.dispose(),this.setRenderTarget(null),this.setAnimationLoop(null)}setRenderTarget(t,e=0,s=0){this._renderTarget=t,this._activeCubeFace=e,this._activeMipmapLevel=s}getRenderTarget(){return this._renderTarget}setRenderObjectFunction(t){this._renderObjectFunction=t}getRenderObjectFunction(){return this._renderObjectFunction}async computeAsync(t){!1===this._initialized&&await this.init();const e=this._nodes.nodeFrame,s=e.renderId;this.info.calls++,this.info.compute.calls++,this.info.compute.frameCalls++,e.renderId=this.info.calls;const i=this.backend,r=this._pipelines,n=this._bindings,o=this._nodes,a=Array.isArray(t)?t:[t];if(void 0===a[0]||!0!==a[0].isComputeNode)throw new Error("THREE.Renderer: .compute() expects a ComputeNode.");i.beginCompute(t);for(const e of a){if(!1===r.has(e)){const t=()=>{e.removeEventListener("dispose",t),r.delete(e),n.delete(e),o.delete(e)};e.addEventListener("dispose",t),e.onInit({renderer:this})}o.updateForCompute(e),n.updateForCompute(e);const s=n.getForCompute(e),a=r.getForCompute(e,s);i.compute(t,e,s,a)}i.finishCompute(t),await this.backend.resolveTimestampAsync(t,"compute"),e.renderId=s}async hasFeatureAsync(t){return!1===this._initialized&&await this.init(),this.backend.hasFeature(t)}hasFeature(t){return!1===this._initialized?(console.warn("THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead."),!1):this.backend.hasFeature(t)}copyFramebufferToTexture(t){const e=this._currentRenderContext;this._textures.updateTexture(t),this.backend.copyFramebufferToTexture(t,e)}copyTextureToTexture(t,e,s=null,i=null,r=0){this._textures.updateTexture(t),this._textures.updateTexture(e),this.backend.copyTextureToTexture(t,e,s,i,r)}readRenderTargetPixelsAsync(t,e,s,i,r,n=0){return this.backend.copyTextureToBuffer(t.textures[n],e,s,i,r)}_projectObject(t,e,s,i){if(!1===t.visible)return;if(t.layers.test(e.layers))if(t.isGroup)s=t.renderOrder;else if(t.isLOD)!0===t.autoUpdate&&t.update(e);else if(t.isLight)i.pushLight(t);else if(t.isSprite){if(!t.frustumCulled||hI.intersectsSprite(t)){!0===this.sortObjects&&lI.setFromMatrixPosition(t.matrixWorld).applyMatrix4(uI);const e=t.geometry,r=t.material;r.visible&&i.push(t,e,r,s,lI.z,null)}}else if(t.isLineLoop)console.error("THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.");else if((t.isMesh||t.isLine||t.isPoints)&&(!t.frustumCulled||hI.intersectsObject(t))){const e=t.geometry,r=t.material;if(!0===this.sortObjects&&(null===e.boundingSphere&&e.computeBoundingSphere(),lI.copy(e.boundingSphere.center).applyMatrix4(t.matrixWorld).applyMatrix4(uI)),Array.isArray(r)){const n=e.groups;for(let o=0,a=n.length;o0?i:"";e=`${t.name} {\n\t${s} ${r.name}[${n}];\n};\n`}else{e=`${this.getVectorType(r.type)} ${this.getPropertyName(r,t)};`,n=!0}const o=r.node.precision;if(null!==o&&(e=AI[o]+" "+e),n){e="\t"+e;const t=r.groupNode.name;(i[t]||(i[t]=[])).push(e)}else e="uniform "+e,s.push(e)}let r="";for(const e in i){const s=i[e];r+=this._getGLSLUniformStruct(t+"_"+e,s.join("\n"))+"\n"}return r+=s.join("\n"),r}getTypeFromAttribute(t){let e=super.getTypeFromAttribute(t);if(/^[iu]/.test(e)&&t.gpuType!==Et){let s=t;t.isInterleavedBufferAttribute&&(s=t.data);const i=s.array;!1==(i instanceof Uint32Array||i instanceof Int32Array)&&(e=e.slice(1))}return e}getAttributes(t){let e="";if("vertex"===t||"compute"===t){const t=this.getAttributesArray();let s=0;for(const i of t)e+=`layout( location = ${s++} ) in ${i.type} ${i.name};\n`}return e}getStructMembers(t){const e=[],s=t.getMemberTypes();for(let t=0;t0&&(s+="\n"),s+=`\t// flow -> ${n}\n\t`),s+=`${i.code}\n\t`,t===r&&"compute"!==e&&(s+="// result\n\t","vertex"===e?(s+="gl_Position = ",s+=`${i.result};`):"fragment"===e&&(t.outputNode.isOutputStructNode||(s+="fragColor = ",s+=`${i.result};`)))}const n=t[e];n.extensions=this.getExtensions(e),n.uniforms=this.getUniforms(e),n.attributes=this.getAttributes(e),n.varyings=this.getVaryings(e),n.vars=this.getVars(e),n.structs=this.getStructs(e),n.codes=this.getCodes(e),n.transforms=this.getTransforms(e),n.flow=s}null!==this.material?(this.vertexShader=this._getGLSLVertexCode(t.vertex),this.fragmentShader=this._getGLSLFragmentCode(t.fragment)):this.computeShader=this._getGLSLVertexCode(t.compute)}getUniformFromNode(t,e,s,i=null){const r=super.getUniformFromNode(t,e,s,i),n=this.getDataFromNode(t,s,this.globalCache);let o=n.uniformGPU;if(void 0===o){const i=t.groupNode,a=i.name,h=this.getBindGroupArray(a,s);if("texture"===e)o=new _I(r.name,r.node,i),h.push(o);else if("cubeTexture"===e)o=new wI(r.name,r.node,i),h.push(o);else if("texture3D"===e)o=new SI(r.name,r.node,i),h.push(o);else if("buffer"===e){t.name=`NodeBuffer_${t.id}`,r.name=`buffer${t.id}`;const e=new fI(t,i);e.name=t.name,h.push(e),o=e}else{const t=this.uniformGroups[s]||(this.uniformGroups[s]={});let n=t[a];void 0===n&&(n=new bI(s+"_"+a,i),t[a]=n,h.push(n)),o=this.getNodeUniform(r,e),n.addUniform(o)}n.uniformGPU=o}return r}}let EI=null,BI=null,II=null;class PI{constructor(t={}){this.parameters=Object.assign({},t),this.data=new WeakMap,this.renderer=null,this.domElement=null}async init(t){this.renderer=t}begin(){}finish(){}draw(){}createProgram(){}destroyProgram(){}createBindings(){}updateBindings(){}createRenderPipeline(){}createComputePipeline(){}destroyPipeline(){}needsRenderUpdate(){}getRenderCacheKey(){}createNodeBuilder(){}createSampler(){}createDefaultTexture(){}createTexture(){}copyTextureToBuffer(){}createAttribute(){}createIndexAttribute(){}updateAttribute(){}destroyAttribute(){}getContext(){}updateSize(){}resolveTimestampAsync(){}hasFeatureAsync(){}hasFeature(){}getInstanceCount(t){const{object:e,geometry:s}=t;return s.isInstancedBufferGeometry?s.instanceCount:e.count>1?e.count:1}getDrawingBufferSize(){return EI=EI||new Ks,this.renderer.getDrawingBufferSize(EI)}getScissor(){return BI=BI||new _i,this.renderer.getScissor(BI)}setScissorTest(){}getClearColor(){const t=this.renderer;return II=II||new ZB,t.getClearColor(II),II.getRGB(II,this.renderer.currentColorSpace),II}getDomElement(){let e=this.domElement;return null===e&&(e=void 0!==this.parameters.canvas?this.parameters.canvas:ni(),"setAttribute"in e&&e.setAttribute("data-engine",`three.js r${t} webgpu`),this.domElement=e),e}set(t,e){this.data.set(t,e)}get(t){let e=this.data.get(t);return void 0===e&&(e={},this.data.set(t,e)),e}has(t){return this.data.has(t)}delete(t){this.data.delete(t)}}let FI=0;class UI{constructor(t,e){this.buffers=[t.bufferGPU,e],this.type=t.type,this.bufferType=t.bufferType,this.pbo=t.pbo,this.byteLength=t.byteLength,this.bytesPerElement=t.BYTES_PER_ELEMENT,this.version=t.version,this.isInteger=t.isInteger,this.activeBufferIndex=0,this.baseId=t.id}get id(){return`${this.baseId}|${this.activeBufferIndex}`}get bufferGPU(){return this.buffers[this.activeBufferIndex]}get transformBuffer(){return this.buffers[1^this.activeBufferIndex]}switchBuffers(){this.activeBufferIndex^=1}}class zI{constructor(t){this.backend=t}createAttribute(t,e){const s=this.backend,{gl:i}=s,r=t.array,n=t.usage||i.STATIC_DRAW,o=t.isInterleavedBufferAttribute?t.data:t,a=s.get(o);let h,u=a.bufferGPU;if(void 0===u&&(u=this._createBuffer(i,e,r,n),a.bufferGPU=u,a.bufferType=e,a.version=o.version),r instanceof Float32Array)h=i.FLOAT;else if(r instanceof Uint16Array)h=t.isFloat16BufferAttribute?i.HALF_FLOAT:i.UNSIGNED_SHORT;else if(r instanceof Int16Array)h=i.SHORT;else if(r instanceof Uint32Array)h=i.UNSIGNED_INT;else if(r instanceof Int32Array)h=i.INT;else if(r instanceof Int8Array)h=i.BYTE;else if(r instanceof Uint8Array)h=i.UNSIGNED_BYTE;else{if(!(r instanceof Uint8ClampedArray))throw new Error("THREE.WebGLBackend: Unsupported buffer data format: "+r);h=i.UNSIGNED_BYTE}let l={bufferGPU:u,bufferType:e,type:h,byteLength:r.byteLength,bytesPerElement:r.BYTES_PER_ELEMENT,version:t.version,pbo:t.pbo,isInteger:h===i.INT||h===i.UNSIGNED_INT||t.gpuType===Et,id:FI++};if(t.isStorageBufferAttribute||t.isStorageInstancedBufferAttribute){const t=this._createBuffer(i,e,r,n);l=new UI(l,t)}s.set(t,l)}updateAttribute(t){const e=this.backend,{gl:s}=e,i=t.array,r=t.isInterleavedBufferAttribute?t.data:t,n=e.get(r),o=n.bufferType,a=t.isInterleavedBufferAttribute?t.data.updateRanges:t.updateRanges;if(s.bindBuffer(o,n.bufferGPU),0===a.length)s.bufferSubData(o,0,i);else{for(let t=0,e=a.length;t{!function r(){const n=t.clientWaitSync(e,t.SYNC_FLUSH_COMMANDS_BIT,0);if(n===t.WAIT_FAILED)return t.deleteSync(e),void i();n!==t.TIMEOUT_EXPIRED?(t.deleteSync(e),s()):requestAnimationFrame(r)}()}))}}let GI,WI,jI,HI=!1;class qI{constructor(t){this.backend=t,this.gl=t.gl,this.extensions=t.extensions,this.defaultTextures={},!1===HI&&(this._init(this.gl),HI=!0)}_init(t){GI={[pt]:t.REPEAT,[mt]:t.CLAMP_TO_EDGE,[gt]:t.MIRRORED_REPEAT},WI={[ft]:t.NEAREST,[yt]:t.NEAREST_MIPMAP_NEAREST,[bt]:t.NEAREST_MIPMAP_LINEAR,[Tt]:t.LINEAR,[_t]:t.LINEAR_MIPMAP_NEAREST,[St]:t.LINEAR_MIPMAP_LINEAR},jI={512:t.NEVER,519:t.ALWAYS,[Ts]:t.LESS,515:t.LEQUAL,514:t.EQUAL,518:t.GEQUAL,516:t.GREATER,517:t.NOTEQUAL}}filterFallback(t){const{gl:e}=this;return t===ft||t===yt||t===bt?e.NEAREST:e.LINEAR}getGLTextureType(t){const{gl:e}=this;let s;return s=!0===t.isCubeTexture?e.TEXTURE_CUBE_MAP:!0===t.isDataArrayTexture?e.TEXTURE_2D_ARRAY:!0===t.isData3DTexture?e.TEXTURE_3D:e.TEXTURE_2D,s}getInternalFormat(t,e,s,i,r=!1){const{gl:n,extensions:o}=this;if(null!==t){if(void 0!==n[t])return n[t];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+t+"'")}let a=e;return e===n.RED&&(s===n.FLOAT&&(a=n.R32F),s===n.HALF_FLOAT&&(a=n.R16F),s===n.UNSIGNED_BYTE&&(a=n.R8),s===n.UNSIGNED_SHORT&&(a=n.R16),s===n.UNSIGNED_INT&&(a=n.R32UI),s===n.BYTE&&(a=n.R8I),s===n.SHORT&&(a=n.R16I),s===n.INT&&(a=n.R32I)),e===n.RED_INTEGER&&(s===n.UNSIGNED_BYTE&&(a=n.R8UI),s===n.UNSIGNED_SHORT&&(a=n.R16UI),s===n.UNSIGNED_INT&&(a=n.R32UI),s===n.BYTE&&(a=n.R8I),s===n.SHORT&&(a=n.R16I),s===n.INT&&(a=n.R32I)),e===n.RG&&(s===n.FLOAT&&(a=n.RG32F),s===n.HALF_FLOAT&&(a=n.RG16F),s===n.UNSIGNED_BYTE&&(a=n.RG8),s===n.UNSIGNED_SHORT&&(a=n.RG16),s===n.UNSIGNED_INT&&(a=n.RG32UI),s===n.BYTE&&(a=n.RG8I),s===n.SHORT&&(a=n.RG16I),s===n.INT&&(a=n.RG32I)),e===n.RG_INTEGER&&(s===n.UNSIGNED_BYTE&&(a=n.RG8UI),s===n.UNSIGNED_SHORT&&(a=n.RG16UI),s===n.UNSIGNED_INT&&(a=n.RG32UI),s===n.BYTE&&(a=n.RG8I),s===n.SHORT&&(a=n.RG16I),s===n.INT&&(a=n.RG32I)),e===n.RGB&&(s===n.FLOAT&&(a=n.RGB32F),s===n.HALF_FLOAT&&(a=n.RGB16F),s===n.UNSIGNED_BYTE&&(a=n.RGB8),s===n.UNSIGNED_SHORT&&(a=n.RGB16),s===n.UNSIGNED_INT&&(a=n.RGB32UI),s===n.BYTE&&(a=n.RGB8I),s===n.SHORT&&(a=n.RGB16I),s===n.INT&&(a=n.RGB32I),s===n.UNSIGNED_BYTE&&(a=i===Je&&!1===r?n.SRGB8:n.RGB8),s===n.UNSIGNED_SHORT_5_6_5&&(a=n.RGB565),s===n.UNSIGNED_SHORT_5_5_5_1&&(a=n.RGB5_A1),s===n.UNSIGNED_SHORT_4_4_4_4&&(a=n.RGB4),s===n.UNSIGNED_INT_5_9_9_9_REV&&(a=n.RGB9_E5)),e===n.RGB_INTEGER&&(s===n.UNSIGNED_BYTE&&(a=n.RGB8UI),s===n.UNSIGNED_SHORT&&(a=n.RGB16UI),s===n.UNSIGNED_INT&&(a=n.RGB32UI),s===n.BYTE&&(a=n.RGB8I),s===n.SHORT&&(a=n.RGB16I),s===n.INT&&(a=n.RGB32I)),e===n.RGBA&&(s===n.FLOAT&&(a=n.RGBA32F),s===n.HALF_FLOAT&&(a=n.RGBA16F),s===n.UNSIGNED_BYTE&&(a=n.RGBA8),s===n.UNSIGNED_SHORT&&(a=n.RGBA16),s===n.UNSIGNED_INT&&(a=n.RGBA32UI),s===n.BYTE&&(a=n.RGBA8I),s===n.SHORT&&(a=n.RGBA16I),s===n.INT&&(a=n.RGBA32I),s===n.UNSIGNED_BYTE&&(a=i===Je&&!1===r?n.SRGB8_ALPHA8:n.RGBA8),s===n.UNSIGNED_SHORT_4_4_4_4&&(a=n.RGBA4),s===n.UNSIGNED_SHORT_5_5_5_1&&(a=n.RGB5_A1)),e===n.RGBA_INTEGER&&(s===n.UNSIGNED_BYTE&&(a=n.RGBA8UI),s===n.UNSIGNED_SHORT&&(a=n.RGBA16UI),s===n.UNSIGNED_INT&&(a=n.RGBA32UI),s===n.BYTE&&(a=n.RGBA8I),s===n.SHORT&&(a=n.RGBA16I),s===n.INT&&(a=n.RGBA32I)),e===n.DEPTH_COMPONENT&&(s===n.UNSIGNED_INT&&(a=n.DEPTH24_STENCIL8),s===n.FLOAT&&(a=n.DEPTH_COMPONENT32F)),e===n.DEPTH_STENCIL&&s===n.UNSIGNED_INT_24_8&&(a=n.DEPTH24_STENCIL8),a!==n.R16F&&a!==n.R32F&&a!==n.RG16F&&a!==n.RG32F&&a!==n.RGBA16F&&a!==n.RGBA32F||o.get("EXT_color_buffer_float"),a}setTextureParameters(t,e){const{gl:s,extensions:i,backend:r}=this,{currentAnisotropy:n}=r.get(e);s.texParameteri(t,s.TEXTURE_WRAP_S,GI[e.wrapS]),s.texParameteri(t,s.TEXTURE_WRAP_T,GI[e.wrapT]),t!==s.TEXTURE_3D&&t!==s.TEXTURE_2D_ARRAY||s.texParameteri(t,s.TEXTURE_WRAP_R,GI[e.wrapR]),s.texParameteri(t,s.TEXTURE_MAG_FILTER,WI[e.magFilter]);const o=e.isVideoTexture||e.minFilter!==Tt?e.minFilter:St;if(s.texParameteri(t,s.TEXTURE_MIN_FILTER,WI[o]),e.compareFunction&&(s.texParameteri(t,s.TEXTURE_COMPARE_MODE,s.COMPARE_REF_TO_TEXTURE),s.texParameteri(t,s.TEXTURE_COMPARE_FUNC,jI[e.compareFunction])),!0===i.has("EXT_texture_filter_anisotropic")){if(e.magFilter===ft)return;if(e.minFilter!==bt&&e.minFilter!==St)return;if(e.type===It&&!1===i.has("OES_texture_float_linear"))return;if(e.anisotropy>1||n!==e.anisotropy){const n=i.get("EXT_texture_filter_anisotropic");s.texParameterf(t,n.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(e.anisotropy,r.getMaxAnisotropy())),r.get(e).currentAnisotropy=e.anisotropy}}}createDefaultTexture(t){const{gl:e,backend:s,defaultTextures:i}=this,r=this.getGLTextureType(t);let n=i[r];void 0===n&&(n=e.createTexture(),s.state.bindTexture(r,n),e.texParameteri(r,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texParameteri(r,e.TEXTURE_MAG_FILTER,e.NEAREST),i[r]=n),s.set(t,{textureGPU:n,glTextureType:r,isDefault:!0})}createTexture(t,e){const{gl:s,backend:i}=this,{levels:r,width:n,height:o,depth:a}=e,h=i.utils.convert(t.format,t.colorSpace),u=i.utils.convert(t.type),l=this.getInternalFormat(t.internalFormat,h,u,t.colorSpace,t.isVideoTexture),c=s.createTexture(),d=this.getGLTextureType(t);i.state.bindTexture(d,c),s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,t.flipY),s.pixelStorei(s.UNPACK_PREMULTIPLY_ALPHA_WEBGL,t.premultiplyAlpha),s.pixelStorei(s.UNPACK_ALIGNMENT,t.unpackAlignment),s.pixelStorei(s.UNPACK_COLORSPACE_CONVERSION_WEBGL,s.NONE),this.setTextureParameters(d,t),t.isDataArrayTexture?s.texStorage3D(s.TEXTURE_2D_ARRAY,r,l,n,o,a):t.isData3DTexture?s.texStorage3D(s.TEXTURE_3D,r,l,n,o,a):t.isVideoTexture||s.texStorage2D(d,r,l,n,o),i.set(t,{textureGPU:c,glTextureType:d,glFormat:h,glType:u,glInternalFormat:l})}copyBufferToTexture(t,e){const{gl:s,backend:i}=this,{textureGPU:r,glTextureType:n,glFormat:o,glType:a}=i.get(e),{width:h,height:u}=e.source.data;s.bindBuffer(s.PIXEL_UNPACK_BUFFER,t),i.state.bindTexture(n,r),s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,!1),s.pixelStorei(s.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!1),s.texSubImage2D(n,0,0,0,h,u,o,a,0),s.bindBuffer(s.PIXEL_UNPACK_BUFFER,null),i.state.unbindTexture()}updateTexture(t,e){const{gl:s}=this,{width:i,height:r}=e,{textureGPU:n,glTextureType:o,glFormat:a,glType:h,glInternalFormat:u}=this.backend.get(t);if(t.isRenderTargetTexture||void 0===n)return;const l=t=>t.isDataTexture?t.image.data:t instanceof ImageBitmap||t instanceof OffscreenCanvas||t instanceof HTMLImageElement||t instanceof HTMLCanvasElement?t:t.data;if(this.backend.state.bindTexture(o,n),t.isCompressedTexture){const i=t.mipmaps;for(let r=0;r0){let a,h;!0===t.isDepthTexture?(a=s.DEPTH_BUFFER_BIT,h=s.DEPTH_ATTACHMENT,e.stencil&&(a|=s.STENCIL_BUFFER_BIT)):(a=s.COLOR_BUFFER_BIT,h=s.COLOR_ATTACHMENT0);const u=s.createFramebuffer();i.bindFramebuffer(s.DRAW_FRAMEBUFFER,u),s.framebufferTexture2D(s.DRAW_FRAMEBUFFER,h,s.TEXTURE_2D,r,0),s.blitFramebuffer(0,0,n,o,0,0,n,o,a,s.NEAREST),s.deleteFramebuffer(u)}else i.bindTexture(s.TEXTURE_2D,r),s.copyTexSubImage2D(s.TEXTURE_2D,0,0,0,0,0,n,o),i.unbindTexture();t.generateMipmaps&&this.generateMipmaps(t),this.backend._setFramebuffer(e)}setupRenderBufferStorage(t,e){const{gl:s}=this,i=e.renderTarget,{samples:r,depthTexture:n,depthBuffer:o,stencilBuffer:a,width:h,height:u}=i;if(s.bindRenderbuffer(s.RENDERBUFFER,t),o&&!a){let e=s.DEPTH_COMPONENT24;r>0?(n&&n.isDepthTexture&&n.type===s.FLOAT&&(e=s.DEPTH_COMPONENT32F),s.renderbufferStorageMultisample(s.RENDERBUFFER,r,e,h,u)):s.renderbufferStorage(s.RENDERBUFFER,e,h,u),s.framebufferRenderbuffer(s.FRAMEBUFFER,s.DEPTH_ATTACHMENT,s.RENDERBUFFER,t)}else o&&a&&(r>0?s.renderbufferStorageMultisample(s.RENDERBUFFER,r,s.DEPTH24_STENCIL8,h,u):s.renderbufferStorage(s.RENDERBUFFER,s.DEPTH_STENCIL,h,u),s.framebufferRenderbuffer(s.FRAMEBUFFER,s.DEPTH_STENCIL_ATTACHMENT,s.RENDERBUFFER,t))}async copyTextureToBuffer(t,e,s,i,r){const{backend:n,gl:o}=this,{textureGPU:a,glFormat:h,glType:u}=this.backend.get(t),l=o.createFramebuffer();o.bindFramebuffer(o.READ_FRAMEBUFFER,l),o.framebufferTexture2D(o.READ_FRAMEBUFFER,o.COLOR_ATTACHMENT0,o.TEXTURE_2D,a,0);const c=this._getTypedArrayType(u),d=i*r*this._getBytesPerTexel(h),p=o.createBuffer();o.bindBuffer(o.PIXEL_PACK_BUFFER,p),o.bufferData(o.PIXEL_PACK_BUFFER,d,o.STREAM_READ),o.readPixels(e,s,i,r,h,u,0),o.bindBuffer(o.PIXEL_PACK_BUFFER,null),await n.utils._clientWaitAsync();const m=new c(d/c.BYTES_PER_ELEMENT);return o.bindBuffer(o.PIXEL_PACK_BUFFER,p),o.getBufferSubData(o.PIXEL_PACK_BUFFER,0,m),o.bindBuffer(o.PIXEL_PACK_BUFFER,null),o.deleteFramebuffer(l),m}_getTypedArrayType(t){const{gl:e}=this;if(t===e.UNSIGNED_BYTE)return Uint8Array;if(t===e.UNSIGNED_SHORT_4_4_4_4)return Uint16Array;if(t===e.UNSIGNED_SHORT_5_5_5_1)return Uint16Array;if(t===e.UNSIGNED_SHORT_5_6_5)return Uint16Array;if(t===e.UNSIGNED_SHORT)return Uint16Array;if(t===e.UNSIGNED_INT)return Uint32Array;if(t===e.FLOAT)return Float32Array;throw new Error(`Unsupported WebGL type: ${t}`)}_getBytesPerTexel(t){const{gl:e}=this;return t===e.RGBA?4:t===e.RGB?3:t===e.ALPHA?1:void 0}}class $I{constructor(t){this.backend=t,this.gl=this.backend.gl,this.availableExtensions=this.gl.getSupportedExtensions(),this.extensions={}}get(t){let e=this.extensions[t];return void 0===e&&(e=this.gl.getExtension(t),this.extensions[t]=e),e}has(t){return this.availableExtensions.includes(t)}}class XI{constructor(t){this.backend=t,this.maxAnisotropy=null}getMaxAnisotropy(){if(null!==this.maxAnisotropy)return this.maxAnisotropy;const t=this.backend.gl,e=this.backend.extensions;if(!0===e.has("EXT_texture_filter_anisotropic")){const s=e.get("EXT_texture_filter_anisotropic");this.maxAnisotropy=t.getParameter(s.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else this.maxAnisotropy=0;return this.maxAnisotropy}}const YI={WEBGL_multi_draw:"WEBGL_multi_draw",WEBGL_compressed_texture_astc:"texture-compression-astc",WEBGL_compressed_texture_etc:"texture-compression-etc2",WEBGL_compressed_texture_etc1:"texture-compression-etc1",WEBGL_compressed_texture_pvrtc:"texture-compression-pvrtc",WEBKIT_WEBGL_compressed_texture_pvrtc:"texture-compression-pvrtc",WEBGL_compressed_texture_s3tc:"texture-compression-bc",EXT_texture_compression_bptc:"texture-compression-bptc",EXT_disjoint_timer_query_webgl2:"timestamp-query"};class JI{constructor(t){this.gl=t.gl,this.extensions=t.extensions,this.info=t.renderer.info,this.mode=null,this.index=0,this.type=null,this.object=null}render(t,e){const{gl:s,mode:i,object:r,type:n,info:o,index:a}=this;0!==a?s.drawElements(i,e,n,t):s.drawArrays(i,t,e),o.update(r,e,i,1)}renderInstances(t,e,s){const{gl:i,mode:r,type:n,index:o,object:a,info:h}=this;0!==s&&(0!==o?i.drawElementsInstanced(r,e,n,t,s):i.drawArraysInstanced(r,t,e,s),h.update(a,e,r,s))}renderMultiDraw(t,e,s){const{extensions:i,mode:r,object:n,info:o}=this;if(0===s)return;const a=i.get("WEBGL_multi_draw");if(null===a)for(let i=0;i0)){const t=e.queryQueue.shift();this.initTimestampQuery(t)}}async resolveTimestampAsync(t,e="render"){if(!this.disjoint||!this.trackTimestamp)return;const s=this.get(t);s.gpuQueries||(s.gpuQueries=[]);for(let t=0;t0&&(s.currentOcclusionQueries=s.occlusionQueries,s.currentOcclusionQueryObjects=s.occlusionQueryObjects,s.lastOcclusionObject=null,s.occlusionQueries=new Array(i),s.occlusionQueryObjects=new Array(i),s.occlusionQueryIndex=0)}finishRender(t){const{gl:e,state:s}=this,i=this.get(t).previousContext,r=t.textures;if(null!==r)for(let t=0;t0){const r=i.msaaFrameBuffer,a=t.textures;s.bindFramebuffer(e.READ_FRAMEBUFFER,r),s.bindFramebuffer(e.DRAW_FRAMEBUFFER,n);for(let s=0;s0){if(n>this.get(t).occlusionQueryIndex){const{gl:t}=this;t.endQuery(t.ANY_SAMPLES_PASSED)}this.resolveOccludedAsync(t)}this.prepareTimestampBuffer(t)}resolveOccludedAsync(t){const e=this.get(t),{currentOcclusionQueries:s,currentOcclusionQueryObjects:i}=e;if(s&&i){const t=new WeakSet,{gl:r}=this;e.currentOcclusionQueryObjects=null,e.currentOcclusionQueries=null;const n=()=>{let o=0;for(let e=0;e0&&t.add(i[e]),s[e]=null,r.deleteQuery(n),o++))}o1?f.renderInstances(m,y,x):f.render(m,y),o.bindVertexArray(null)}needsRenderUpdate(){return!1}getRenderCacheKey(t){return t.id}createDefaultTexture(t){this.textureUtils.createDefaultTexture(t)}createTexture(t,e){this.textureUtils.createTexture(t,e)}updateTexture(t,e){this.textureUtils.updateTexture(t,e)}generateMipmaps(t){this.textureUtils.generateMipmaps(t)}destroyTexture(t){this.textureUtils.destroyTexture(t)}copyTextureToBuffer(t,e,s,i,r){return this.textureUtils.copyTextureToBuffer(t,e,s,i,r)}createSampler(){}destroySampler(){}createNodeBuilder(t,e){return new CI(t,e)}createProgram(t){const e=this.gl,{stage:s,code:i}=t,r="fragment"===s?e.createShader(e.FRAGMENT_SHADER):e.createShader(e.VERTEX_SHADER);e.shaderSource(r,i),e.compileShader(r),this.set(t,{shaderGPU:r})}destroyProgram(){console.warn("Abstract class.")}createRenderPipeline(t,e){const s=this.gl,i=t.pipeline,{fragmentProgram:r,vertexProgram:n}=i,o=s.createProgram(),a=this.get(r).shaderGPU,h=this.get(n).shaderGPU;if(s.attachShader(o,a),s.attachShader(o,h),s.linkProgram(o),this.set(i,{programGPU:o,fragmentShader:a,vertexShader:h}),null!==e&&this.parallel){const r=new Promise((e=>{const r=this.parallel,n=()=>{s.getProgramParameter(o,r.COMPLETION_STATUS_KHR)?(this._completeCompile(t,i),e()):requestAnimationFrame(n)};n()}));e.push(r)}else this._completeCompile(t,i)}_handleSource(t,e){const s=t.split("\n"),i=[],r=Math.max(e-6,0),n=Math.min(e+6,s.length);for(let t=r;t":" "} ${r}: ${s[t]}`)}return i.join("\n")}_getShaderErrors(t,e,s){const i=t.getShaderParameter(e,t.COMPILE_STATUS),r=t.getShaderInfoLog(e).trim();if(i&&""===r)return"";const n=/ERROR: 0:(\d+)/.exec(r);if(n){const i=parseInt(n[1]);return s.toUpperCase()+"\n\n"+r+"\n\n"+this._handleSource(t.getShaderSource(e),i)}return r}_logProgramError(t,e,s){if(this.renderer.debug.checkShaderErrors){const i=this.gl,r=i.getProgramInfoLog(t).trim();if(!1===i.getProgramParameter(t,i.LINK_STATUS))if("function"==typeof this.renderer.debug.onShaderError)this.renderer.debug.onShaderError(i,t,s,e);else{const n=this._getShaderErrors(i,s,"vertex"),o=this._getShaderErrors(i,e,"fragment");console.error("THREE.WebGLProgram: Shader Error "+i.getError()+" - VALIDATE_STATUS "+i.getProgramParameter(t,i.VALIDATE_STATUS)+"\n\nProgram Info Log: "+r+"\n"+n+"\n"+o)}else""!==r&&console.warn("THREE.WebGLProgram: Program Info Log:",r)}}_completeCompile(t,e){const s=this.gl,i=this.get(e),{programGPU:r,fragmentShader:n,vertexShader:o}=i;!1===s.getProgramParameter(r,s.LINK_STATUS)&&this._logProgramError(r,n,o),s.useProgram(r);const a=t.getBindings();this._setupBindings(a,r),this.set(e,{programGPU:r})}createComputePipeline(t,e){const s=this.gl,i={stage:"fragment",code:"#version 300 es\nprecision highp float;\nvoid main() {}"};this.createProgram(i);const{computeProgram:r}=t,n=s.createProgram(),o=this.get(i).shaderGPU,a=this.get(r).shaderGPU,h=r.transforms,u=[],l=[];for(let t=0;tYI[e]===t)),s=this.extensions;for(let t=0;t0){if(void 0===d){const i=[];d=e.createFramebuffer(),s.bindFramebuffer(e.FRAMEBUFFER,d);const r=[],u=t.textures;for(let s=0;s,\n\t@location( 0 ) vTex : vec2\n};\n\n@vertex\nfn main( @builtin( vertex_index ) vertexIndex : u32 ) -> VarysStruct {\n\n\tvar Varys : VarysStruct;\n\n\tvar pos = array< vec2, 4 >(\n\t\tvec2( -1.0, 1.0 ),\n\t\tvec2( 1.0, 1.0 ),\n\t\tvec2( -1.0, -1.0 ),\n\t\tvec2( 1.0, -1.0 )\n\t);\n\n\tvar tex = array< vec2, 4 >(\n\t\tvec2( 0.0, 0.0 ),\n\t\tvec2( 1.0, 0.0 ),\n\t\tvec2( 0.0, 1.0 ),\n\t\tvec2( 1.0, 1.0 )\n\t);\n\n\tVarys.vTex = tex[ vertexIndex ];\n\tVarys.Position = vec4( pos[ vertexIndex ], 0.0, 1.0 );\n\n\treturn Varys;\n\n}\n"}),this.mipmapFragmentShaderModule=t.createShaderModule({label:"mipmapFragment",code:"\n@group( 0 ) @binding( 0 )\nvar imgSampler : sampler;\n\n@group( 0 ) @binding( 1 )\nvar img : texture_2d;\n\n@fragment\nfn main( @location( 0 ) vTex : vec2 ) -> @location( 0 ) vec4 {\n\n\treturn textureSample( img, imgSampler, vTex );\n\n}\n"}),this.flipYFragmentShaderModule=t.createShaderModule({label:"flipYFragment",code:"\n@group( 0 ) @binding( 0 )\nvar imgSampler : sampler;\n\n@group( 0 ) @binding( 1 )\nvar img : texture_2d;\n\n@fragment\nfn main( @location( 0 ) vTex : vec2 ) -> @location( 0 ) vec4 {\n\n\treturn textureSample( img, imgSampler, vec2( vTex.x, 1.0 - vTex.y ) );\n\n}\n"})}getTransferPipeline(t){let e=this.transferPipelines[t];return void 0===e&&(e=this.device.createRenderPipeline({vertex:{module:this.mipmapVertexShaderModule,entryPoint:"main"},fragment:{module:this.mipmapFragmentShaderModule,entryPoint:"main",targets:[{format:t}]},primitive:{topology:WS,stripIndexFormat:oM},layout:"auto"}),this.transferPipelines[t]=e),e}getFlipYPipeline(t){let e=this.flipYPipelines[t];return void 0===e&&(e=this.device.createRenderPipeline({vertex:{module:this.mipmapVertexShaderModule,entryPoint:"main"},fragment:{module:this.flipYFragmentShaderModule,entryPoint:"main",targets:[{format:t}]},primitive:{topology:WS,stripIndexFormat:oM},layout:"auto"}),this.flipYPipelines[t]=e),e}flipY(t,e,s=0){const i=e.format,{width:r,height:n}=e.size,o=this.getTransferPipeline(i),a=this.getFlipYPipeline(i),h=this.device.createTexture({size:{width:r,height:n,depthOrArrayLayers:1},format:i,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),u=t.createView({baseMipLevel:0,mipLevelCount:1,dimension:ZM,baseArrayLayer:s}),l=h.createView({baseMipLevel:0,mipLevelCount:1,dimension:ZM,baseArrayLayer:0}),c=this.device.createCommandEncoder({}),d=(t,e,s)=>{const i=t.getBindGroupLayout(0),r=this.device.createBindGroup({layout:i,entries:[{binding:0,resource:this.flipYSampler},{binding:1,resource:e}]}),n=c.beginRenderPass({colorAttachments:[{view:s,loadOp:tM,storeOp:QS,clearValue:[0,0,0,0]}]});n.setPipeline(t),n.setBindGroup(0,r),n.draw(4,1,0,0),n.end()};d(o,u,l),d(a,l,u),this.device.queue.submit([c.finish()]),h.destroy()}generateMipmaps(t,e,s=0){const i=this.getTransferPipeline(e.format),r=this.device.createCommandEncoder({}),n=i.getBindGroupLayout(0);let o=t.createView({baseMipLevel:0,mipLevelCount:1,dimension:ZM,baseArrayLayer:s});for(let a=1;a1&&!t.isMultisampleRenderTargetTexture){const t=Object.assign({},p);t.label=t.label+"-msaa",t.sampleCount=l,i.msaaTexture=s.device.createTexture(t)}i.initialized=!0,i.textureDescriptorGPU=p}destroyTexture(t){const e=this.backend,s=e.get(t);s.texture.destroy(),void 0!==s.msaaTexture&&s.msaaTexture.destroy(),e.delete(t)}destroySampler(t){delete this.backend.get(t).sampler}generateMipmaps(t){const e=this.backend.get(t);if(t.isCubeTexture)for(let t=0;t<6;t++)this._generateMipmaps(e.texture,e.textureDescriptorGPU,t);else this._generateMipmaps(e.texture,e.textureDescriptorGPU)}getColorBuffer(){this.colorBuffer&&this.colorBuffer.destroy();const t=this.backend,{width:e,height:s}=t.getDrawingBufferSize();return this.colorBuffer=t.device.createTexture({label:"colorBuffer",size:{width:e,height:s,depthOrArrayLayers:1},sampleCount:t.utils.getSampleCount(t.renderer.samples),format:aM.BGRA8Unorm,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.COPY_SRC}),this.colorBuffer}getDepthBuffer(t=!0,e=!1){const s=this.backend,{width:i,height:r}=s.getDrawingBufferSize(),n=this.depthTexture,o=s.get(n).texture;let a,h;if(e?(a=jt,h=zt):t&&(a=Wt,h=Bt),void 0!==o){if(n.image.width===i&&n.image.height===r&&n.format===a&&n.type===h)return o;this.destroyTexture(n)}return n.name="depthBuffer",n.format=a,n.type=h,n.image.width=i,n.image.height=r,this.createTexture(n,{sampleCount:s.utils.getSampleCount(s.renderer.samples),width:i,height:r}),s.get(n).texture}updateTexture(t,e){const s=this.backend.get(t),{textureDescriptorGPU:i}=s;if(!t.isRenderTargetTexture&&void 0!==i){if(t.isDataTexture)this._copyBufferToTexture(e.image,s.texture,i,0,t.flipY);else if(t.isDataArrayTexture||t.isData3DTexture)for(let r=0;r]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i,uP=/([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/gi,lP={f32:"float",i32:"int",u32:"uint",bool:"bool","vec2":"vec2","vec2":"ivec2","vec2":"uvec2","vec2":"bvec2",vec2f:"vec2",vec2i:"ivec2",vec2u:"uvec2",vec2b:"bvec2","vec3":"vec3","vec3":"ivec3","vec3":"uvec3","vec3":"bvec3",vec3f:"vec3",vec3i:"ivec3",vec3u:"uvec3",vec3b:"bvec3","vec4":"vec4","vec4":"ivec4","vec4":"uvec4","vec4":"bvec4",vec4f:"vec4",vec4i:"ivec4",vec4u:"uvec4",vec4b:"bvec4","mat2x2":"mat2",mat2x2f:"mat2","mat3x3":"mat3",mat3x3f:"mat3","mat4x4":"mat4",mat4x4f:"mat4",sampler:"sampler",texture_1d:"texture",texture_2d:"texture",texture_2d_array:"texture",texture_multisampled_2d:"cubeTexture",texture_depth_2d:"depthTexture",texture_3d:"texture3D",texture_cube:"cubeTexture",texture_cube_array:"cubeTexture",texture_storage_1d:"storageTexture",texture_storage_2d:"storageTexture",texture_storage_2d_array:"storageTexture",texture_storage_3d:"storageTexture"};class cP extends NE{constructor(t){const{type:e,inputs:s,name:i,inputsCode:r,blockCode:n,outputType:o}=(t=>{const e=(t=t.trim()).match(hP);if(null!==e&&4===e.length){const s=e[2],i=[];let r=null;for(;null!==(r=uP.exec(s));)i.push({name:r[1],type:r[2]});const n=[];for(let t=0;t "+this.outputType:"";return`fn ${t} ( ${this.inputsCode.trim()} ) ${e}`+this.blockCode}}class dP extends AE{parseFunction(t){return new cP(t)}}const pP=self.GPUShaderStage,mP={vertex:pP?pP.VERTEX:1,fragment:pP?pP.FRAGMENT:2,compute:pP?pP.COMPUTE:4},gP={instance:!0,swizzleAssign:!1,storageBuffer:!0},fP={"^^":"threejs_xor"},yP={float:"f32",int:"i32",uint:"u32",bool:"bool",color:"vec3",vec2:"vec2",ivec2:"vec2",uvec2:"vec2",bvec2:"vec2",vec3:"vec3",ivec3:"vec3",uvec3:"vec3",bvec3:"vec3",vec4:"vec4",ivec4:"vec4",uvec4:"vec4",bvec4:"vec4",mat2:"mat2x2",imat2:"mat2x2",umat2:"mat2x2",bmat2:"mat2x2",mat3:"mat3x3",imat3:"mat3x3",umat3:"mat3x3",bmat3:"mat3x3",mat4:"mat4x4",imat4:"mat4x4",umat4:"mat4x4",bmat4:"mat4x4"},xP={dFdx:"dpdx",dFdy:"- dpdy",mod_float:"threejs_mod_float",mod_vec2:"threejs_mod_vec2",mod_vec3:"threejs_mod_vec3",mod_vec4:"threejs_mod_vec4",equals_bool:"threejs_equals_bool",equals_bvec2:"threejs_equals_bvec2",equals_bvec3:"threejs_equals_bvec3",equals_bvec4:"threejs_equals_bvec4",lessThanEqual:"threejs_lessThanEqual",greaterThan:"threejs_greaterThan",inversesqrt:"inverseSqrt",bitcast:"bitcast"},bP={threejs_xor:new qg("\nfn threejs_xor( a : bool, b : bool ) -> bool {\n\n\treturn ( a || b ) && !( a && b );\n\n}\n"),lessThanEqual:new qg("\nfn threejs_lessThanEqual( a : vec3, b : vec3 ) -> vec3 {\n\n\treturn vec3( a.x <= b.x, a.y <= b.y, a.z <= b.z );\n\n}\n"),greaterThan:new qg("\nfn threejs_greaterThan( a : vec3, b : vec3 ) -> vec3 {\n\n\treturn vec3( a.x > b.x, a.y > b.y, a.z > b.z );\n\n}\n"),mod_float:new qg("fn threejs_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }"),mod_vec2:new qg("fn threejs_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }"),mod_vec3:new qg("fn threejs_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }"),mod_vec4:new qg("fn threejs_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }"),equals_bool:new qg("fn threejs_equals_bool( a : bool, b : bool ) -> bool { return a == b; }"),equals_bvec2:new qg("fn threejs_equals_bvec2( a : vec2f, b : vec2f ) -> vec2 { return vec2( a.x == b.x, a.y == b.y ); }"),equals_bvec3:new qg("fn threejs_equals_bvec3( a : vec3f, b : vec3f ) -> vec3 { return vec3( a.x == b.x, a.y == b.y, a.z == b.z ); }"),equals_bvec4:new qg("fn threejs_equals_bvec4( a : vec4f, b : vec4f ) -> vec4 { return vec4( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }"),repeatWrapping:new qg("\nfn threejs_repeatWrapping( uv : vec2, dimension : vec2 ) -> vec2 {\n\n\tlet uvScaled = vec2( uv * vec2( dimension ) );\n\n\treturn ( ( uvScaled % dimension ) + dimension ) % dimension;\n\n}\n"),biquadraticTexture:new qg("\nfn threejs_biquadraticTexture( map : texture_2d, coord : vec2f, level : i32 ) -> vec4f {\n\n\tlet res = vec2f( textureDimensions( map, level ) );\n\n\tlet uvScaled = coord * res;\n\tlet uvWrapping = ( ( uvScaled % res ) + res ) % res;\n\n\t// https://www.shadertoy.com/view/WtyXRy\n\n\tlet uv = uvWrapping - 0.5;\n\tlet iuv = floor( uv );\n\tlet f = fract( uv );\n\n\tlet rg1 = textureLoad( map, vec2i( iuv + vec2( 0.5, 0.5 ) ), level );\n\tlet rg2 = textureLoad( map, vec2i( iuv + vec2( 1.5, 0.5 ) ), level );\n\tlet rg3 = textureLoad( map, vec2i( iuv + vec2( 0.5, 1.5 ) ), level );\n\tlet rg4 = textureLoad( map, vec2i( iuv + vec2( 1.5, 1.5 ) ), level );\n\n\treturn mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );\n\n}\n")};class vP extends O_{constructor(t,e){super(t,e,new dP),this.uniformGroups={},this.builtins={},this.directives={}}needsColorSpaceToLinear(t){return!0===t.isVideoTexture&&t.colorSpace!==Ye}_generateTextureSample(t,e,s,i,r=this.shaderStage){return"fragment"===r?i?`textureSample( ${e}, ${e}_sampler, ${s}, ${i} )`:`textureSample( ${e}, ${e}_sampler, ${s} )`:this.isFilteredTexture(t)?this.generateFilteredTexture(t,e,s):this.generateTextureLod(t,e,s,"0")}_generateVideoSample(t,e,s=this.shaderStage){if("fragment"===s)return`textureSampleBaseClampToEdge( ${t}, ${t}_sampler, vec2( ${e}.x, 1.0 - ${e}.y ) )`;console.error(`WebGPURenderer: THREE.VideoTexture does not support ${s} shader.`)}_generateTextureSampleLevel(t,e,s,i,r,n=this.shaderStage){return"fragment"===n&&!1===this.isUnfilterable(t)?`textureSampleLevel( ${e}, ${e}_sampler, ${s}, ${i} )`:this.isFilteredTexture(t)?this.generateFilteredTexture(t,e,s,i):this.generateTextureLod(t,e,s,i)}generateFilteredTexture(t,e,s,i="0"){return this._include("biquadraticTexture"),`threejs_biquadraticTexture( ${e}, ${s}, i32( ${i} ) )`}generateTextureLod(t,e,s,i="0"){this._include("repeatWrapping");return`textureLoad( ${e}, threejs_repeatWrapping( ${s}, ${!0===t.isMultisampleRenderTargetTexture?`textureDimensions( ${e} )`:`textureDimensions( ${e}, 0 )`} ), i32( ${i} ) )`}generateTextureLoad(t,e,s,i,r="0u"){return i?`textureLoad( ${e}, ${s}, ${i}, ${r} )`:`textureLoad( ${e}, ${s}, ${r} )`}generateTextureStore(t,e,s,i){return`textureStore( ${e}, ${s}, ${i} )`}isUnfilterable(t){return"float"!==this.getComponentTypeFromTexture(t)||!0===t.isDataTexture&&t.type===It||!0===t.isMultisampleRenderTargetTexture}generateTexture(t,e,s,i,r=this.shaderStage){let n=null;return n=!0===t.isVideoTexture?this._generateVideoSample(e,s,r):this.isUnfilterable(t)?this.generateTextureLod(t,e,s,"0",i,r):this._generateTextureSample(t,e,s,i,r),n}generateTextureGrad(t,e,s,i,r,n=this.shaderStage){if("fragment"===n)return`textureSampleGrad( ${e}, ${e}_sampler, ${s}, ${i[0]}, ${i[1]} )`;console.error(`WebGPURenderer: THREE.TextureNode.gradient() does not support ${n} shader.`)}generateTextureCompare(t,e,s,i,r,n=this.shaderStage){if("fragment"===n)return`textureSampleCompare( ${e}, ${e}_sampler, ${s}, ${i} )`;console.error(`WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${n} shader.`)}generateTextureLevel(t,e,s,i,r,n=this.shaderStage){let o=null;return o=!0===t.isVideoTexture?this._generateVideoSample(e,s,n):this._generateTextureSampleLevel(t,e,s,i,r,n),o}generateTextureBias(t,e,s,i,r,n=this.shaderStage){if("fragment"===n)return`textureSampleBias( ${e}, ${e}_sampler, ${s}, ${i} )`;console.error(`WebGPURenderer: THREE.TextureNode.biasNode does not support ${n} shader.`)}getPropertyName(t,e=this.shaderStage){if(!0===t.isNodeVarying&&!0===t.needsInterpolation){if("vertex"===e)return`varyings.${t.name}`}else if(!0===t.isNodeUniform){const e=t.name,s=t.type;return"texture"===s||"cubeTexture"===s||"storageTexture"===s||"texture3D"===s?e:"buffer"===s||"storageBuffer"===s?`NodeBuffer_${t.id}.${e}`:t.groupNode.name+"."+e}return super.getPropertyName(t)}getOutputStructName(){return"output"}_getUniformGroupCount(t){return Object.keys(this.uniforms[t]).length}getFunctionOperator(t){const e=fP[t];return void 0!==e?(this._include(e),e):null}getStorageAccess(t){if(t.isStorageTextureNode)switch(t.access){case jM:return"read";case WM:return"write";default:return"read_write"}else switch(t.access){case kM:return"read_write";case GM:return"read";default:return"write"}}getUniformFromNode(t,e,s,i=null){const r=super.getUniformFromNode(t,e,s,i),n=this.getDataFromNode(t,s,this.globalCache);if(void 0===n.uniformGPU){let i;const o=t.groupNode,a=o.name,h=this.getBindGroupArray(a,s);if("texture"===e||"cubeTexture"===e||"storageTexture"===e||"texture3D"===e){let n=null;if("texture"===e||"storageTexture"===e?n=new _I(r.name,r.node,o,t.access?t.access:null):"cubeTexture"===e?n=new wI(r.name,r.node,o,t.access?t.access:null):"texture3D"===e&&(n=new SI(r.name,r.node,o,t.access?t.access:null)),n.store=!0===t.isStorageTextureNode,n.setVisibility(mP[s]),"fragment"===s&&!1===this.isUnfilterable(t.value)&&!1===n.store){const t=new KI(`${r.name}_sampler`,r.node,o);t.setVisibility(mP[s]),h.push(t,n),i=[t,n]}else h.push(n),i=[n]}else if("buffer"===e||"storageBuffer"===e){const r=new("storageBuffer"===e?sP:fI)(t,o);r.setVisibility(mP[s]),h.push(r),i=r}else{const t=this.uniformGroups[s]||(this.uniformGroups[s]={});let n=t[a];void 0===n&&(n=new bI(a,o),n.setVisibility(mP[s]),t[a]=n,h.push(n)),i=this.getNodeUniform(r,e),n.addUniform(i)}n.uniformGPU=i}return r}getBuiltin(t,e,s,i=this.shaderStage){const r=this.builtins[i]||(this.builtins[i]=new Map);return!1===r.has(t)&&r.set(t,{name:t,property:e,type:s}),e}getVertexIndex(){return"vertex"===this.shaderStage?this.getBuiltin("vertex_index","vertexIndex","u32","attribute"):"vertexIndex"}buildFunctionCode(t){const e=t.layout,s=this.flowShaderNode(t),i=[];for(const t of e.inputs)i.push(t.name+" : "+this.getType(t.type));return`fn ${e.name}( ${i.join(", ")} ) -> ${this.getType(e.type)} {\n${s.vars}\n${s.code}\n\treturn ${s.result};\n\n}`}getInstanceIndex(){return"vertex"===this.shaderStage?this.getBuiltin("instance_index","instanceIndex","u32","attribute"):"instanceIndex"}getDrawIndex(){return null}getFrontFacing(){return this.getBuiltin("front_facing","isFront","bool")}getFragCoord(){return this.getBuiltin("position","fragCoord","vec4")+".xyz"}getFragDepth(){return"output."+this.getBuiltin("frag_depth","depth","f32","output")}isFlipY(){return!1}enableDirective(t,e=this.shaderStage){(this.directives[e]||(this.directives[e]=[])).push(t)}getDirectives(t){const e=[],s=this.directives[t];if(void 0!==s)for(const t of s)e.push(`enable ${t}`);return e.join("\n")}enableClipDistances(){this.enableDirective("clip_distances")}enableShaderF16(){this.enableDirective("f16")}enableDualSourceBlending(){this.enableDirective("dual_source_blending")}getBuiltins(t){const e=[],s=this.builtins[t];if(void 0!==s)for(const{name:t,property:i,type:r}of s.values())e.push(`@builtin( ${t} ) ${i} : ${r}`);return e.join(",\n\t")}getAttributes(t){const e=[];if("compute"===t&&(this.getBuiltin("global_invocation_id","id","vec3","attribute"),this.getBuiltin("workgroup_id","workgroupId","vec3","attribute"),this.getBuiltin("local_invocation_id","localId","vec3","attribute"),this.getBuiltin("num_workgroups","numWorkgroups","vec3","attribute")),"vertex"===t||"compute"===t){const t=this.getBuiltins("attribute");t&&e.push(t);const s=this.getAttributesArray();for(let t=0,i=s.length;t`)}const i=this.getBuiltins("output");return i&&e.push(i),e.join(",\n")}getStructs(t){const e=[],s=this.structs[t];for(let t=0,i=s.length;t output : ${r};\n\n`)}return e.join("\n\n")}getVar(t,e){return`var ${e} : ${this.getType(t)}`}getVars(t){const e=[],s=this.vars[t];if(void 0!==s)for(const t of s)e.push(`\t${this.getVar(t.type,t.name)};`);return`\n${e.join("\n")}\n`}getVaryings(t){const e=[];if("vertex"===t&&this.getBuiltin("position","Vertex","vec4","vertex"),"vertex"===t||"fragment"===t){const s=this.varyings,i=this.vars[t];for(let r=0;r";else if(!0===e.isDataArrayTexture)i="texture_2d_array";else if(!0===e.isDepthTexture)i=`texture_depth${n}_2d`;else if(!0===e.isVideoTexture)i="texture_external";else if(!0===e.isData3DTexture)i="texture_3d";else if(!0===r.node.isStorageTextureNode){i=`texture_storage_2d<${aP(e)}, ${this.getStorageAccess(r.node)}>`}else{i=`texture${n}_2d<${this.getComponentTypeFromTexture(e).charAt(0)}32>`}s.push(`@binding( ${o.binding++} ) @group( ${o.group} ) var ${r.name} : ${i};`)}else if("buffer"===r.type||"storageBuffer"===r.type){const t=r.node,e=this.getType(t.bufferType),s=t.bufferCount,n=s>0?", "+s:"",a=`\t${r.name} : array< ${e}${n} >\n`,h=t.isStorageBufferNode?`storage, ${this.getStorageAccess(t)}`:"uniform";i.push(this._getWGSLStructBinding("NodeBuffer_"+t.id,a,h,o.binding++,o.group))}else{const t=this.getType(this.getVectorType(r.type)),e=r.groupNode.name;(n[e]||(n[e]={index:o.binding++,id:o.group,snippets:[]})).snippets.push(`\t${r.name} : ${t}`)}}for(const t in n){const e=n[t];r.push(this._getWGSLStructBinding(t,e.snippets.join(",\n"),"uniform",e.index,e.id))}let o=s.join("\n");return o+=i.join("\n"),o+=r.join("\n"),o}buildCode(){const t=null!==this.material?{fragment:{},vertex:{}}:{compute:{}};for(const e in t){const s=t[e];s.uniforms=this.getUniforms(e),s.attributes=this.getAttributes(e),s.varyings=this.getVaryings(e),s.structs=this.getStructs(e),s.vars=this.getVars(e),s.codes=this.getCodes(e),s.directives=this.getDirectives(e);let i="// code\n\n";i+=this.flowCode[e];const r=this.flowNodes[e],n=r[r.length-1],o=n.outputNode,a=void 0!==o&&!0===o.isOutputStructNode;for(const t of r){const r=this.getFlowData(t),h=t.name;if(h&&(i.length>0&&(i+="\n"),i+=`\t// flow -> ${h}\n\t`),i+=`${r.code}\n\t`,t===n&&"compute"!==e)if(i+="// result\n\n\t","vertex"===e)i+=`varyings.Vertex = ${r.result};`;else if("fragment"===e)if(a)s.returnType=o.nodeType,i+=`return ${r.result};`;else{let t="\t@location(0) color: vec4";const e=this.getBuiltins("output");e&&(t+=",\n\t"+e),s.returnType="OutputStruct",s.structs+=this._getWGSLStruct("OutputStruct",t),s.structs+="\nvar output : OutputStruct;\n\n",i+=`output.color = ${r.result};\n\n\treturn output;`}}s.flow=i}null!==this.material?(this.vertexShader=this._getWGSLVertexCode(t.vertex),this.fragmentShader=this._getWGSLFragmentCode(t.fragment)):this.computeShader=this._getWGSLComputeCode(t.compute,(this.object.workgroupSize||[64]).join(", "))}getMethod(t,e=null){let s;return null!==e&&(s=this._getWGSLMethod(t+"_"+e)),void 0===s&&(s=this._getWGSLMethod(t)),s||t}getType(t){return yP[t]||t}isAvailable(t){let e=gP[t];return void 0===e&&("float32Filterable"===t&&(e=this.renderer.hasFeature("float32-filterable")),gP[t]=e),e}_getWGSLMethod(t){return void 0!==bP[t]&&this._include(t),xP[t]}_include(t){const e=bP[t];return e.build(this),null!==this.currentFunctionNode&&this.currentFunctionNode.includes.push(e),e}_getWGSLVertexCode(t){return`${this.getSignature()}\n// directives\n${t.directives};\n\n// uniforms\n${t.uniforms}\n\n// varyings\n${t.varyings}\nvar varyings : VaryingsStruct;\n\n// codes\n${t.codes}\n\n@vertex\nfn main( ${t.attributes} ) -> VaryingsStruct {\n\n\t// vars\n\t${t.vars}\n\n\t// flow\n\t${t.flow}\n\n\treturn varyings;\n\n}\n`}_getWGSLFragmentCode(t){return`${this.getSignature()}\n\ndiagnostic( off, derivative_uniformity );\n\n// uniforms\n${t.uniforms}\n\n// structs\n${t.structs}\n\n// codes\n${t.codes}\n\n@fragment\nfn main( ${t.varyings} ) -> ${t.returnType} {\n\n\t// vars\n\t${t.vars}\n\n\t// flow\n\t${t.flow}\n\n}\n`}_getWGSLComputeCode(t,e){return`${this.getSignature()}\n// directives\n${t.directives}\n\n// system\nvar instanceIndex : u32;\n\n// uniforms\n${t.uniforms}\n\n// codes\n${t.codes}\n\n@compute @workgroup_size( ${e} )\nfn main( ${t.attributes} ) {\n\n\t// system\n\tinstanceIndex = id.x + id.y * numWorkgroups.x * u32(${e}) + id.z * numWorkgroups.x * numWorkgroups.y * u32(${e});\n\n\t// vars\n\t${t.vars}\n\n\t// flow\n\t${t.flow}\n\n}\n`}_getWGSLStruct(t,e){return`\nstruct ${t} {\n${e}\n};`}_getWGSLStructBinding(t,e,s,i=0,r=0){const n=t+"Struct";return`${this._getWGSLStruct(n,e)}\n@binding( ${i} ) @group( ${r} )\nvar<${s}> ${t} : ${n};`}}class TP{constructor(t){this.backend=t}getCurrentDepthStencilFormat(t){let e;return null!==t.depthTexture?e=this.getTextureFormatGPU(t.depthTexture):t.depth&&t.stencil?e=aM.Depth24PlusStencil8:t.depth&&(e=aM.Depth24Plus),e}getTextureFormatGPU(t){return this.backend.get(t).texture.format}getCurrentColorFormat(t){let e;return e=null!==t.textures?this.getTextureFormatGPU(t.textures[0]):aM.BGRA8Unorm,e}getCurrentColorSpace(t){return null!==t.textures?t.textures[0].colorSpace:this.backend.renderer.outputColorSpace}getPrimitiveTopology(t,e){return t.isPoints?VS:t.isLineSegments||t.isMesh&&!0===e.wireframe?DS:t.isLine?kS:t.isMesh?GS:void 0}getSampleCount(t){let e=1;return t>1&&(e=Math.pow(2,Math.floor(Math.log2(t))),2===e&&(e=4)),e}getSampleCountRenderContext(t){return null!==t.textures?this.getSampleCount(t.sampleCount):this.getSampleCount(this.backend.renderer.samples)}}const _P=new Map([[Int8Array,["sint8","snorm8"]],[Uint8Array,["uint8","unorm8"]],[Int16Array,["sint16","snorm16"]],[Uint16Array,["uint16","unorm16"]],[Int32Array,["sint32","snorm32"]],[Uint32Array,["uint32","unorm32"]],[Float32Array,["float32"]]]),wP=new Map([[fn,["float16"]]]),SP=new Map([[Int32Array,"sint32"],[Int16Array,"sint32"],[Uint32Array,"uint32"],[Uint16Array,"uint32"],[Float32Array,"float32"]]);class MP{constructor(t){this.backend=t}createAttribute(t,e){const s=this._getBufferAttribute(t),i=this.backend,r=i.get(s);let n=r.buffer;if(void 0===n){const o=i.device;let a=s.array;if(!1===t.normalized&&(a.constructor===Int16Array||a.constructor===Uint16Array)){const t=new Uint32Array(a.length);for(let e=0;e{u.createRenderPipelineAsync(M).then((e=>{c.pipeline=e,t()}))}));e.push(t)}}createBundleEncoder(t,e){const s=this.backend,{utils:i,device:r}=s,n=s.get(t),o=s.get(e),a=i.getCurrentDepthStencilFormat(t),h={label:"renderBundleEncoder",colorFormats:[i.getCurrentColorFormat(t)],depthStencilFormat:a,sampleCount:this._getSampleCount(e.context)},u=r.createRenderBundleEncoder(h);return o.bundleEncoder=u,n.currentSets={attributes:{}},n._renderBundleViewport=t.width+"_"+t.height,u}createComputePipeline(t,e){const s=this.backend,i=s.device,r=s.get(t.computeProgram).module,n=s.get(t),o=[];for(const t of e){const e=s.get(t);o.push(e.layout)}n.pipeline=i.createComputePipeline({compute:r,layout:i.createPipelineLayout({bindGroupLayouts:o})})}_getBlending(t){let e,s;const i=t.blending,r=t.blendSrc,n=t.blendDst,o=t.blendEquation;if(5===i){const i=null!==t.blendSrcAlpha?t.blendSrcAlpha:r,a=null!==t.blendDstAlpha?t.blendDstAlpha:n,h=null!==t.blendEquationAlpha?t.blendEquationAlpha:o;e={srcFactor:this._getBlendFactor(r),dstFactor:this._getBlendFactor(n),operation:this._getBlendOperation(o)},s={srcFactor:this._getBlendFactor(i),dstFactor:this._getBlendFactor(a),operation:this._getBlendOperation(h)}}else{const r=(t,i,r,n)=>{e={srcFactor:t,dstFactor:i,operation:AM},s={srcFactor:r,dstFactor:n,operation:AM}};if(t.premultipliedAlpha)switch(i){case 1:r(yM,xM,mM,xM);break;case 2:r(yM,mM,mM,mM);break;case 3:r(pM,fM,pM,mM);break;case 4:r(pM,gM,pM,yM)}else switch(i){case 1:r(yM,xM,mM,xM);break;case 2:r(yM,mM,yM,mM);break;case 3:r(pM,fM,pM,mM);break;case 4:r(pM,gM,pM,gM)}}if(void 0!==e&&void 0!==s)return{color:e,alpha:s};console.error("THREE.WebGPURenderer: Invalid blending: ",i)}_getBlendFactor(t){let e;switch(t){case 200:e=pM;break;case 201:e=mM;break;case 202:e=gM;break;case 203:e=fM;break;case C:e=yM;break;case E:e=xM;break;case 208:e=bM;break;case 209:e=vM;break;case 206:e=TM;break;case 207:e=_M;break;case 210:e=wM;break;case 211:e=SM;break;case 212:e=MM;break;default:console.error("THREE.WebGPURenderer: Blend factor not supported.",t)}return e}_getStencilCompare(t){let e;const s=t.stencilFunc;switch(s){case 512:e=jS;break;case bs:e=ZS;break;case 513:e=HS;break;case 515:e=$S;break;case 514:e=qS;break;case 518:e=JS;break;case 516:e=XS;break;case 517:e=YS;break;default:console.error("THREE.WebGPURenderer: Invalid stencil function.",s)}return e}_getStencilOperation(t){let e;switch(t){case ns:e=PM;break;case 0:e=FM;break;case 7681:e=UM;break;case 5386:e=zM;break;case 7682:e=OM;break;case 7683:e=LM;break;case 34055:e=VM;break;case 34056:e=DM;break;default:console.error("THREE.WebGPURenderer: Invalid stencil operation.",e)}return e}_getBlendOperation(t){let e;switch(t){case v:e=AM;break;case 101:e=NM;break;case 102:e=RM;break;case 103:e=CM;break;case 104:e=EM;break;default:console.error("THREE.WebGPUPipelineUtils: Blend equation not supported.",t)}return e}_getPrimitiveState(t,e,s){const i={},r=this.backend.utils;switch(i.topology=r.getPrimitiveTopology(t,s),null!==e.index&&!0===t.isLine&&!0!==t.isLineSegments&&(i.stripIndexFormat=e.index.array instanceof Uint16Array?nM:oM),s.side){case c:i.frontFace=eM,i.cullMode=rM;break;case d:i.frontFace=eM,i.cullMode=iM;break;case 2:i.frontFace=eM,i.cullMode=sM;break;default:console.error("THREE.WebGPUPipelineUtils: Unknown material.side value.",s.side)}return i}_getColorWriteMask(t){return!0===t.colorWrite?IM:BM}_getDepthCompare(t){let e;if(!1===t.depthTest)e=ZS;else{const s=t.depthFunc;switch(s){case 0:e=jS;break;case 1:e=ZS;break;case 2:e=HS;break;case 3:e=$S;break;case 4:e=qS;break;case 5:e=JS;break;case 6:e=XS;break;case 7:e=YS;break;default:console.error("THREE.WebGPUPipelineUtils: Invalid depth function.",s)}}return e}}class RP extends PI{constructor(t={}){super(t),this.isWebGPUBackend=!0,this.parameters.alpha=void 0===t.alpha||t.alpha,this.parameters.requiredLimits=void 0===t.requiredLimits?{}:t.requiredLimits,this.trackTimestamp=!0===t.trackTimestamp,this.device=null,this.context=null,this.colorBuffer=null,this.defaultRenderPassdescriptor=null,this.utils=new TP(this),this.attributeUtils=new MP(this),this.bindingUtils=new AP(this),this.pipelineUtils=new NP(this),this.textureUtils=new oP(this),this.occludedResolveCache=new Map}async init(t){await super.init(t);const e=this.parameters;let s;if(void 0===e.device){const t={powerPreference:e.powerPreference},i=await navigator.gpu.requestAdapter(t);if(null===i)throw new Error("WebGPUBackend: Unable to create WebGPU adapter.");const r=Object.values(rA),n=[];for(const t of r)i.features.has(t)&&n.push(t);const o={requiredFeatures:n,requiredLimits:e.requiredLimits};s=await i.requestDevice(o)}else s=e.device;const i=void 0!==e.context?e.context:t.domElement.getContext("webgpu");this.device=s,this.context=i;const r=e.alpha?"premultiplied":"opaque";this.context.configure({device:this.device,format:aM.BGRA8Unorm,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.COPY_SRC,alphaMode:r}),this.updateSize()}get coordinateSystem(){return Ds}async getArrayBufferAsync(t){return await this.attributeUtils.getArrayBufferAsync(t)}getContext(){return this.context}_getDefaultRenderPassDescriptor(){let t=this.defaultRenderPassdescriptor;if(null===t){const e=this.renderer;t={colorAttachments:[{view:null}],depthStencilAttachment:{view:this.textureUtils.getDepthBuffer(e.depth,e.stencil).createView()}};const s=t.colorAttachments[0];this.renderer.samples>0?s.view=this.colorBuffer.createView():s.resolveTarget=void 0,this.defaultRenderPassdescriptor=t}const e=t.colorAttachments[0];return this.renderer.samples>0?e.resolveTarget=this.context.getCurrentTexture().createView():e.view=this.context.getCurrentTexture().createView(),t}_getRenderPassDescriptor(t){const e=t.renderTarget,s=this.get(e);let i=s.descriptors;if(void 0===i&&(i=[],s.descriptors=i),s.width!==e.width||s.height!==e.height||s.activeMipmapLevel!==e.activeMipmapLevel||s.samples!==e.samples||i.length!==e.textures.length){i.length=0;const t=()=>{e.removeEventListener("dispose",t),this.delete(e)};e.addEventListener("dispose",t)}let r=i[t.activeCubeFace];if(void 0===r){const n=t.textures,o=[];for(let e=0;e0&&(e.currentOcclusionQuerySet&&e.currentOcclusionQuerySet.destroy(),e.currentOcclusionQueryBuffer&&e.currentOcclusionQueryBuffer.destroy(),e.currentOcclusionQuerySet=e.occlusionQuerySet,e.currentOcclusionQueryBuffer=e.occlusionQueryBuffer,e.currentOcclusionQueryObjects=e.occlusionQueryObjects,r=s.createQuerySet({type:"occlusion",count:i}),e.occlusionQuerySet=r,e.occlusionQueryIndex=0,e.occlusionQueryObjects=new Array(i),e.lastOcclusionObject=null),n=null===t.textures?this._getDefaultRenderPassDescriptor():this._getRenderPassDescriptor(t),this.initTimestampQuery(t,n),n.occlusionQuerySet=r;const o=n.depthStencilAttachment;if(null!==t.textures){const e=n.colorAttachments;for(let s=0;s0&&(e.registerBundlesPhase=!1,e.currentPass.executeBundles(e.renderBundles)),s>e.occlusionQueryIndex&&e.currentPass.endOcclusionQuery(),e.currentPass.end(),s>0){const i=8*s;let r=this.occludedResolveCache.get(i);void 0===r&&(r=this.device.createBuffer({size:i,usage:GPUBufferUsage.QUERY_RESOLVE|GPUBufferUsage.COPY_SRC}),this.occludedResolveCache.set(i,r));const n=this.device.createBuffer({size:i,usage:GPUBufferUsage.COPY_DST|GPUBufferUsage.MAP_READ});e.encoder.resolveQuerySet(e.occlusionQuerySet,0,s,r,0),e.encoder.copyBufferToBuffer(r,0,n,0,i),e.occlusionQueryBuffer=n,this.resolveOccludedAsync(t)}if(this.prepareTimestampBuffer(t,e.encoder),this.device.queue.submit([e.encoder.finish()]),null!==t.textures){const e=t.textures;for(let t=0;to?(h.x=Math.min(e.dispatchCount,o),h.y=Math.ceil(e.dispatchCount/o)):h.x=e.dispatchCount,r.dispatchWorkgroups(h.x,h.y,h.z)}finishCompute(t){const e=this.get(t);e.passEncoderGPU.end(),this.prepareTimestampBuffer(t,e.cmdEncoderGPU),this.device.queue.submit([e.cmdEncoderGPU.finish()])}draw(t,e){const{object:s,geometry:i,context:r,pipeline:n}=t,o=t.getBindings(),a=this.get(r),h=this.get(n).pipeline,u=a.currentSets,l=this.get(t),{bundleEncoder:c,renderBundle:d,lastPipelineGPU:p}=l,m=this.get(r);if(!0===m.registerBundlesPhase&&void 0!==c&&p===h)return void m.renderBundles.push(d);const g=this.renderer._currentRenderBundle?this.createBundleEncoder(r,t):a.currentPass;u.pipeline!==h&&(g.setPipeline(h),u.pipeline=h);for(let t=0,e=o.length;t1?0:s;g.drawIndexed(e[s]/n,i,t[s]/4,0,o)}}else if(!0===y){const t=b.count!==1/0?b.count:f.count;g.drawIndexed(t,T,v,0,0),e.update(s,t,T)}else{const t=i.attributes.position,r=b.count!==1/0?b.count:t.count;g.draw(r,T,v,0),e.update(s,r,T)}if(this.renderer._currentRenderBundle){const t=g.finish();l.lastPipelineGPU=h,l.renderBundle=t,l.bundleEncoder=g}}}needsRenderUpdate(t){const e=this.get(t),{object:s,material:i}=t,r=this.utils,n=r.getSampleCountRenderContext(t.context),o=r.getCurrentColorSpace(t.context),a=r.getCurrentColorFormat(t.context),h=r.getCurrentDepthStencilFormat(t.context),u=r.getPrimitiveTopology(s,i);let l=!1;return e.material===i&&e.materialVersion===i.version&&e.transparent===i.transparent&&e.blending===i.blending&&e.premultipliedAlpha===i.premultipliedAlpha&&e.blendSrc===i.blendSrc&&e.blendDst===i.blendDst&&e.blendEquation===i.blendEquation&&e.blendSrcAlpha===i.blendSrcAlpha&&e.blendDstAlpha===i.blendDstAlpha&&e.blendEquationAlpha===i.blendEquationAlpha&&e.colorWrite===i.colorWrite&&e.depthWrite===i.depthWrite&&e.depthTest===i.depthTest&&e.depthFunc===i.depthFunc&&e.stencilWrite===i.stencilWrite&&e.stencilFunc===i.stencilFunc&&e.stencilFail===i.stencilFail&&e.stencilZFail===i.stencilZFail&&e.stencilZPass===i.stencilZPass&&e.stencilFuncMask===i.stencilFuncMask&&e.stencilWriteMask===i.stencilWriteMask&&e.side===i.side&&e.alphaToCoverage===i.alphaToCoverage&&e.sampleCount===n&&e.colorSpace===o&&e.colorFormat===a&&e.depthStencilFormat===h&&e.primitiveTopology===u&&e.clippingContextVersion===t.clippingContextVersion||(e.material=i,e.materialVersion=i.version,e.transparent=i.transparent,e.blending=i.blending,e.premultipliedAlpha=i.premultipliedAlpha,e.blendSrc=i.blendSrc,e.blendDst=i.blendDst,e.blendEquation=i.blendEquation,e.blendSrcAlpha=i.blendSrcAlpha,e.blendDstAlpha=i.blendDstAlpha,e.blendEquationAlpha=i.blendEquationAlpha,e.colorWrite=i.colorWrite,e.depthWrite=i.depthWrite,e.depthTest=i.depthTest,e.depthFunc=i.depthFunc,e.stencilWrite=i.stencilWrite,e.stencilFunc=i.stencilFunc,e.stencilFail=i.stencilFail,e.stencilZFail=i.stencilZFail,e.stencilZPass=i.stencilZPass,e.stencilFuncMask=i.stencilFuncMask,e.stencilWriteMask=i.stencilWriteMask,e.side=i.side,e.alphaToCoverage=i.alphaToCoverage,e.sampleCount=n,e.colorSpace=o,e.colorFormat=a,e.depthStencilFormat=h,e.primitiveTopology=u,e.clippingContextVersion=t.clippingContextVersion,l=!0),l}getRenderCacheKey(t){const{object:e,material:s}=t,i=this.utils,r=t.context;return[s.transparent,s.blending,s.premultipliedAlpha,s.blendSrc,s.blendDst,s.blendEquation,s.blendSrcAlpha,s.blendDstAlpha,s.blendEquationAlpha,s.colorWrite,s.depthWrite,s.depthTest,s.depthFunc,s.stencilWrite,s.stencilFunc,s.stencilFail,s.stencilZFail,s.stencilZPass,s.stencilFuncMask,s.stencilWriteMask,s.side,i.getSampleCountRenderContext(r),i.getCurrentColorSpace(r),i.getCurrentColorFormat(r),i.getCurrentDepthStencilFormat(r),i.getPrimitiveTopology(e,s),t.clippingContextVersion].join()}createSampler(t){this.textureUtils.createSampler(t)}destroySampler(t){this.textureUtils.destroySampler(t)}createDefaultTexture(t){this.textureUtils.createDefaultTexture(t)}createTexture(t,e){this.textureUtils.createTexture(t,e)}updateTexture(t,e){this.textureUtils.updateTexture(t,e)}generateMipmaps(t){this.textureUtils.generateMipmaps(t)}destroyTexture(t){this.textureUtils.destroyTexture(t)}copyTextureToBuffer(t,e,s,i,r){return this.textureUtils.copyTextureToBuffer(t,e,s,i,r)}initTimestampQuery(t,e){if(!this.hasFeature(rA.TimestampQuery)||!this.trackTimestamp)return;const s=this.get(t);if(!s.timeStampQuerySet){const t=this.device.createQuerySet({type:"timestamp",count:2}),i={querySet:t,beginningOfPassWriteIndex:0,endOfPassWriteIndex:1};Object.assign(e,{timestampWrites:i}),s.timeStampQuerySet=t}}prepareTimestampBuffer(t,e){if(!this.hasFeature(rA.TimestampQuery)||!this.trackTimestamp)return;const s=this.get(t),i=2*BigInt64Array.BYTES_PER_ELEMENT;void 0===s.currentTimestampQueryBuffers&&(s.currentTimestampQueryBuffers={resolveBuffer:this.device.createBuffer({label:"timestamp resolve buffer",size:i,usage:GPUBufferUsage.QUERY_RESOLVE|GPUBufferUsage.COPY_SRC}),resultBuffer:this.device.createBuffer({label:"timestamp result buffer",size:i,usage:GPUBufferUsage.COPY_DST|GPUBufferUsage.MAP_READ}),isMappingPending:!1});const{resolveBuffer:r,resultBuffer:n,isMappingPending:o}=s.currentTimestampQueryBuffers;!0!==o&&(e.resolveQuerySet(s.timeStampQuerySet,0,2,r,0),e.copyBufferToBuffer(r,0,n,0,i))}async resolveTimestampAsync(t,e="render"){if(!this.hasFeature(rA.TimestampQuery)||!this.trackTimestamp)return;const s=this.get(t);if(void 0===s.currentTimestampQueryBuffers)return;const{resultBuffer:i,isMappingPending:r}=s.currentTimestampQueryBuffers;!0!==r&&(s.currentTimestampQueryBuffers.isMappingPending=!0,i.mapAsync(GPUMapMode.READ).then((()=>{const t=new BigUint64Array(i.getMappedRange()),r=Number(t[1]-t[0])/1e6;this.renderer.info.updateTimestamp(e,r),i.unmap(),s.currentTimestampQueryBuffers.isMappingPending=!1})))}createNodeBuilder(t,e){return new vP(t,e)}createProgram(t){this.get(t).module={module:this.device.createShaderModule({code:t.code,label:t.stage}),entryPoint:"main"}}destroyProgram(t){this.delete(t)}createRenderPipeline(t,e){this.pipelineUtils.createRenderPipeline(t,e)}createComputePipeline(t,e){this.pipelineUtils.createComputePipeline(t,e)}createBundleEncoder(t,e){return this.pipelineUtils.createBundleEncoder(t,e)}createBindings(t){this.bindingUtils.createBindings(t)}updateBindings(t){this.bindingUtils.createBindings(t)}updateBinding(t){this.bindingUtils.updateBinding(t)}createIndexAttribute(t){this.attributeUtils.createAttribute(t,GPUBufferUsage.INDEX|GPUBufferUsage.COPY_SRC|GPUBufferUsage.COPY_DST)}createAttribute(t){this.attributeUtils.createAttribute(t,GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_SRC|GPUBufferUsage.COPY_DST)}createStorageAttribute(t){this.attributeUtils.createAttribute(t,GPUBufferUsage.STORAGE|GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_SRC|GPUBufferUsage.COPY_DST)}updateAttribute(t){this.attributeUtils.updateAttribute(t)}destroyAttribute(t){this.attributeUtils.destroyAttribute(t)}updateSize(){this.colorBuffer=this.textureUtils.getColorBuffer(),this.defaultRenderPassdescriptor=null}getMaxAnisotropy(){return 16}hasFeature(t){return this.device.features.has(t)}copyTextureToTexture(t,e,s=null,i=null,r=0){let n=0,o=0,a=0,h=0,u=t.image.width,l=t.image.height;null!==s&&(a=s.x,h=s.y,u=s.width,l=s.height),null!==i&&(n=i.x,o=i.y);const c=this.device.createCommandEncoder({label:"copyTextureToTexture_"+t.id+"_"+e.id}),d=this.get(t).texture,p=this.get(e).texture;c.copyTextureToTexture({texture:d,mipLevel:r,origin:{x:a,y:h,z:0}},{texture:p,mipLevel:r,origin:{x:n,y:o,z:0}},[u,l]),this.device.queue.submit([c.finish()])}copyFramebufferToTexture(t,e){const s=this.get(e),{encoder:i,descriptor:r}=s;let n=null;n=e.renderTarget?t.isDepthTexture?this.get(e.depthTexture).texture:this.get(e.textures[0]).texture:t.isDepthTexture?this.textureUtils.getDepthBuffer(e.depth,e.stencil):this.context.getCurrentTexture();const o=this.get(t).texture;if(n.format===o.format){s.currentPass.end(),i.copyTextureToTexture({texture:n,origin:{x:0,y:0,z:0}},{texture:o},[t.image.width,t.image.height]),t.generateMipmaps&&this.textureUtils.generateMipmaps(t);for(let t=0;t= 9000 && response.code <= 9999) { lastError = response.code; + if (response.code == 9101) + return ; if (response.code >= 9014 && response.code <= 9025) { console.log(response); @@ -96,7 +98,7 @@ function launchSocket() console.log('Disconnected'); if (pageRenderer) pageRenderer.disconnect(); - if (lastError != 9013) + if (lastError != 9013) { setTimeout(() => { launchSocket();