diff --git a/Module.php b/Module.php index d2911cf..d94a574 100644 --- a/Module.php +++ b/Module.php @@ -11,6 +11,7 @@ class Module extends AbstractModule const MODEL_TYPES = [ 'gltf' => 'gLTF', + /* 'obj' => 'OBJ', 'obj+mtl' => 'OBJ + MTL', 'json' => 'JSON', @@ -18,6 +19,7 @@ class Module extends AbstractModule 'stl' => 'STL', 'dae' => 'Collada .dae', 'ply' => 'PLY', + */ ]; public function getConfig() diff --git a/asset/css/render3d.css b/asset/css/render3d.css index 657decd..92380e5 100644 --- a/asset/css/render3d.css +++ b/asset/css/render3d.css @@ -1,7 +1,34 @@ -/* Panaorama viewer custom */ -@media screen { - .render-3d { - /* width: 600px; */ - /* height: 400px; */ - } + +.model-3d-wrap { + width: 100% +} +#lazy-load-poster { + position: absolute; + left: 0; + right: 0; + top: 0; + bottom: 0; + background-image: url("/modules/Render3D/asset/img/pre-load-image.jpg"); + background-size: contain; + background-repeat: no-repeat; + background-position: center; +} +#button-load { + background-image: url("/modules/Render3D/asset/img/ic_get_app_white_24dp.svg"); + background-repeat: no-repeat; + background-size: 24px 24px; + background-position: 6% 50%; + background-color: #000; + color: white; + cursor: pointer; + border-radius: 6px; + display: inline-block; + padding: 10px 18px 9px 40px; + font-weight: 500; + box-shadow: 0 0 8px rgba(0,0,0,.2), 0 0 4px rgba(0,0,0,.25); + position: absolute; + left: 50%; + top: 50%; + transform: translate3d(-50%, -50%, 0); + z-index: 100; } diff --git a/asset/img/ic_get_app_white_24dp.svg b/asset/img/ic_get_app_white_24dp.svg new file mode 100644 index 0000000..defd2e1 --- /dev/null +++ b/asset/img/ic_get_app_white_24dp.svg @@ -0,0 +1,4 @@ + + + + diff --git a/asset/img/pre-load-image.jpg b/asset/img/pre-load-image.jpg new file mode 100644 index 0000000..f36ee6e Binary files /dev/null and b/asset/img/pre-load-image.jpg differ diff --git a/asset/vendor/google/model-viewer.js b/asset/vendor/google/model-viewer.js new file mode 100644 index 0000000..316b5cf --- /dev/null +++ b/asset/vendor/google/model-viewer.js @@ -0,0 +1,56628 @@ +/** + * @license + * Copyright (c) 2017 The Polymer Project Authors. All rights reserved. + * This code may only be used under the BSD style license found at + * http://polymer.github.io/LICENSE.txt + * The complete set of authors may be found at + * http://polymer.github.io/AUTHORS.txt + * The complete set of contributors may be found at + * http://polymer.github.io/CONTRIBUTORS.txt + * Code distributed by Google as part of the polymer project is also + * subject to an additional IP rights grant found at + * http://polymer.github.io/PATENTS.txt + */ +/** + * An expression marker with embedded unique key to avoid collision with + * possible text in templates. + */ +`{{lit-${String(Math.random()).slice(2)}}}`; + +/** + * @license + * Copyright (c) 2017 The Polymer Project Authors. All rights reserved. + * This code may only be used under the BSD style license found at + * http://polymer.github.io/LICENSE.txt + * The complete set of authors may be found at + * http://polymer.github.io/AUTHORS.txt + * The complete set of contributors may be found at + * http://polymer.github.io/CONTRIBUTORS.txt + * Code distributed by Google as part of the polymer project is also + * subject to an additional IP rights grant found at + * http://polymer.github.io/PATENTS.txt + */ +/** + * Our TrustedTypePolicy for HTML which is declared using the html template + * tag function. + * + * That HTML is a developer-authored constant, and is parsed with innerHTML + * before any untrusted expressions have been mixed in. Therefor it is + * considered safe by construction. + */ +window.trustedTypes && + trustedTypes.createPolicy('lit-html', { createHTML: (s) => s }); + +/** + * @license + * Copyright (c) 2017 The Polymer Project Authors. All rights reserved. + * This code may only be used under the BSD style license found at + * http://polymer.github.io/LICENSE.txt + * The complete set of authors may be found at + * http://polymer.github.io/AUTHORS.txt + * The complete set of contributors may be found at + * http://polymer.github.io/CONTRIBUTORS.txt + * Code distributed by Google as part of the polymer project is also + * subject to an additional IP rights grant found at + * http://polymer.github.io/PATENTS.txt + */ +// Detect event listener options support. If the `capture` property is read +// from the options object, then options are supported. If not, then the third +// argument to add/removeEventListener is interpreted as the boolean capture +// value so we should only pass the `capture` property. +let eventOptionsSupported = false; +// Wrap into an IIFE because MS Edge <= v41 does not support having try/catch +// blocks right into the body of a module +(() => { + try { + const options = { + get capture() { + eventOptionsSupported = true; + return false; + } + }; + // eslint-disable-next-line @typescript-eslint/no-explicit-any + window.addEventListener('test', options, options); + // eslint-disable-next-line @typescript-eslint/no-explicit-any + window.removeEventListener('test', options, options); + } + catch (_e) { + // event options not supported + } +})(); + +/** + * @license + * Copyright (c) 2017 The Polymer Project Authors. All rights reserved. + * This code may only be used under the BSD style license found at + * http://polymer.github.io/LICENSE.txt + * The complete set of authors may be found at + * http://polymer.github.io/AUTHORS.txt + * The complete set of contributors may be found at + * http://polymer.github.io/CONTRIBUTORS.txt + * Code distributed by Google as part of the polymer project is also + * subject to an additional IP rights grant found at + * http://polymer.github.io/PATENTS.txt + */ +// IMPORTANT: do not change the property name or the assignment expression. +// This line will be used in regexes to search for lit-html usage. +// TODO(justinfagnani): inject version number at build time +if (typeof window !== 'undefined') { + (window['litHtmlVersions'] || (window['litHtmlVersions'] = [])).push('1.3.0'); +} + +/** + * @license + * Copyright (c) 2017 The Polymer Project Authors. All rights reserved. + * This code may only be used under the BSD style license found at + * http://polymer.github.io/LICENSE.txt + * The complete set of authors may be found at + * http://polymer.github.io/AUTHORS.txt + * The complete set of contributors may be found at + * http://polymer.github.io/CONTRIBUTORS.txt + * Code distributed by Google as part of the polymer project is also + * subject to an additional IP rights grant found at + * http://polymer.github.io/PATENTS.txt + */ +if (typeof window.ShadyCSS === 'undefined') ; +else if (typeof window.ShadyCSS.prepareTemplateDom === 'undefined') { + console.warn(`Incompatible ShadyCSS version detected. ` + + `Please update to at least @webcomponents/webcomponentsjs@2.0.2 and ` + + `@webcomponents/shadycss@1.3.1.`); +} + +/** + * @license + * Copyright (c) 2017 The Polymer Project Authors. All rights reserved. + * This code may only be used under the BSD style license found at + * http://polymer.github.io/LICENSE.txt + * The complete set of authors may be found at + * http://polymer.github.io/AUTHORS.txt + * The complete set of contributors may be found at + * http://polymer.github.io/CONTRIBUTORS.txt + * Code distributed by Google as part of the polymer project is also + * subject to an additional IP rights grant found at + * http://polymer.github.io/PATENTS.txt + */ +var _a$d; +/** + * Use this module if you want to create your own base class extending + * [[UpdatingElement]]. + * @packageDocumentation + */ +/* + * When using Closure Compiler, JSCompiler_renameProperty(property, object) is + * replaced at compile time by the munged name for object[property]. We cannot + * alias this function, so we have to use a small shim that has the same + * behavior when not compiling. + */ +window.JSCompiler_renameProperty = + (prop, _obj) => prop; +const defaultConverter = { + toAttribute(value, type) { + switch (type) { + case Boolean: + return value ? '' : null; + case Object: + case Array: + // if the value is `null` or `undefined` pass this through + // to allow removing/no change behavior. + return value == null ? value : JSON.stringify(value); + } + return value; + }, + fromAttribute(value, type) { + switch (type) { + case Boolean: + return value !== null; + case Number: + return value === null ? null : Number(value); + case Object: + case Array: + return JSON.parse(value); + } + return value; + } +}; +/** + * Change function that returns true if `value` is different from `oldValue`. + * This method is used as the default for a property's `hasChanged` function. + */ +const notEqual = (value, old) => { + // This ensures (old==NaN, value==NaN) always returns false + return old !== value && (old === old || value === value); +}; +const defaultPropertyDeclaration = { + attribute: true, + type: String, + converter: defaultConverter, + reflect: false, + hasChanged: notEqual +}; +const STATE_HAS_UPDATED = 1; +const STATE_UPDATE_REQUESTED = 1 << 2; +const STATE_IS_REFLECTING_TO_ATTRIBUTE = 1 << 3; +const STATE_IS_REFLECTING_TO_PROPERTY = 1 << 4; +/** + * The Closure JS Compiler doesn't currently have good support for static + * property semantics where "this" is dynamic (e.g. + * https://github.com/google/closure-compiler/issues/3177 and others) so we use + * this hack to bypass any rewriting by the compiler. + */ +const finalized = 'finalized'; +/** + * Base element class which manages element properties and attributes. When + * properties change, the `update` method is asynchronously called. This method + * should be supplied by subclassers to render updates as desired. + * @noInheritDoc + */ +class UpdatingElement extends HTMLElement { + constructor() { + super(); + this.initialize(); + } + /** + * Returns a list of attributes corresponding to the registered properties. + * @nocollapse + */ + static get observedAttributes() { + // note: piggy backing on this to ensure we're finalized. + this.finalize(); + const attributes = []; + // Use forEach so this works even if for/of loops are compiled to for loops + // expecting arrays + this._classProperties.forEach((v, p) => { + const attr = this._attributeNameForProperty(p, v); + if (attr !== undefined) { + this._attributeToPropertyMap.set(attr, p); + attributes.push(attr); + } + }); + return attributes; + } + /** + * Ensures the private `_classProperties` property metadata is created. + * In addition to `finalize` this is also called in `createProperty` to + * ensure the `@property` decorator can add property metadata. + */ + /** @nocollapse */ + static _ensureClassProperties() { + // ensure private storage for property declarations. + if (!this.hasOwnProperty(JSCompiler_renameProperty('_classProperties', this))) { + this._classProperties = new Map(); + // NOTE: Workaround IE11 not supporting Map constructor argument. + const superProperties = Object.getPrototypeOf(this)._classProperties; + if (superProperties !== undefined) { + superProperties.forEach((v, k) => this._classProperties.set(k, v)); + } + } + } + /** + * Creates a property accessor on the element prototype if one does not exist + * and stores a PropertyDeclaration for the property with the given options. + * The property setter calls the property's `hasChanged` property option + * or uses a strict identity check to determine whether or not to request + * an update. + * + * This method may be overridden to customize properties; however, + * when doing so, it's important to call `super.createProperty` to ensure + * the property is setup correctly. This method calls + * `getPropertyDescriptor` internally to get a descriptor to install. + * To customize what properties do when they are get or set, override + * `getPropertyDescriptor`. To customize the options for a property, + * implement `createProperty` like this: + * + * static createProperty(name, options) { + * options = Object.assign(options, {myOption: true}); + * super.createProperty(name, options); + * } + * + * @nocollapse + */ + static createProperty(name, options = defaultPropertyDeclaration) { + // Note, since this can be called by the `@property` decorator which + // is called before `finalize`, we ensure storage exists for property + // metadata. + this._ensureClassProperties(); + this._classProperties.set(name, options); + // Do not generate an accessor if the prototype already has one, since + // it would be lost otherwise and that would never be the user's intention; + // Instead, we expect users to call `requestUpdate` themselves from + // user-defined accessors. Note that if the super has an accessor we will + // still overwrite it + if (options.noAccessor || this.prototype.hasOwnProperty(name)) { + return; + } + const key = typeof name === 'symbol' ? Symbol() : `__${name}`; + const descriptor = this.getPropertyDescriptor(name, key, options); + if (descriptor !== undefined) { + Object.defineProperty(this.prototype, name, descriptor); + } + } + /** + * Returns a property descriptor to be defined on the given named property. + * If no descriptor is returned, the property will not become an accessor. + * For example, + * + * class MyElement extends LitElement { + * static getPropertyDescriptor(name, key, options) { + * const defaultDescriptor = + * super.getPropertyDescriptor(name, key, options); + * const setter = defaultDescriptor.set; + * return { + * get: defaultDescriptor.get, + * set(value) { + * setter.call(this, value); + * // custom action. + * }, + * configurable: true, + * enumerable: true + * } + * } + * } + * + * @nocollapse + */ + static getPropertyDescriptor(name, key, options) { + return { + // tslint:disable-next-line:no-any no symbol in index + get() { + return this[key]; + }, + set(value) { + const oldValue = this[name]; + this[key] = value; + this + .requestUpdateInternal(name, oldValue, options); + }, + configurable: true, + enumerable: true + }; + } + /** + * Returns the property options associated with the given property. + * These options are defined with a PropertyDeclaration via the `properties` + * object or the `@property` decorator and are registered in + * `createProperty(...)`. + * + * Note, this method should be considered "final" and not overridden. To + * customize the options for a given property, override `createProperty`. + * + * @nocollapse + * @final + */ + static getPropertyOptions(name) { + return this._classProperties && this._classProperties.get(name) || + defaultPropertyDeclaration; + } + /** + * Creates property accessors for registered properties and ensures + * any superclasses are also finalized. + * @nocollapse + */ + static finalize() { + // finalize any superclasses + const superCtor = Object.getPrototypeOf(this); + if (!superCtor.hasOwnProperty(finalized)) { + superCtor.finalize(); + } + this[finalized] = true; + this._ensureClassProperties(); + // initialize Map populated in observedAttributes + this._attributeToPropertyMap = new Map(); + // make any properties + // Note, only process "own" properties since this element will inherit + // any properties defined on the superClass, and finalization ensures + // the entire prototype chain is finalized. + if (this.hasOwnProperty(JSCompiler_renameProperty('properties', this))) { + const props = this.properties; + // support symbols in properties (IE11 does not support this) + const propKeys = [ + ...Object.getOwnPropertyNames(props), + ...(typeof Object.getOwnPropertySymbols === 'function') ? + Object.getOwnPropertySymbols(props) : + [] + ]; + // This for/of is ok because propKeys is an array + for (const p of propKeys) { + // note, use of `any` is due to TypeSript lack of support for symbol in + // index types + // tslint:disable-next-line:no-any no symbol in index + this.createProperty(p, props[p]); + } + } + } + /** + * Returns the property name for the given attribute `name`. + * @nocollapse + */ + static _attributeNameForProperty(name, options) { + const attribute = options.attribute; + return attribute === false ? + undefined : + (typeof attribute === 'string' ? + attribute : + (typeof name === 'string' ? name.toLowerCase() : undefined)); + } + /** + * Returns true if a property should request an update. + * Called when a property value is set and uses the `hasChanged` + * option for the property if present or a strict identity check. + * @nocollapse + */ + static _valueHasChanged(value, old, hasChanged = notEqual) { + return hasChanged(value, old); + } + /** + * Returns the property value for the given attribute value. + * Called via the `attributeChangedCallback` and uses the property's + * `converter` or `converter.fromAttribute` property option. + * @nocollapse + */ + static _propertyValueFromAttribute(value, options) { + const type = options.type; + const converter = options.converter || defaultConverter; + const fromAttribute = (typeof converter === 'function' ? converter : converter.fromAttribute); + return fromAttribute ? fromAttribute(value, type) : value; + } + /** + * Returns the attribute value for the given property value. If this + * returns undefined, the property will *not* be reflected to an attribute. + * If this returns null, the attribute will be removed, otherwise the + * attribute will be set to the value. + * This uses the property's `reflect` and `type.toAttribute` property options. + * @nocollapse + */ + static _propertyValueToAttribute(value, options) { + if (options.reflect === undefined) { + return; + } + const type = options.type; + const converter = options.converter; + const toAttribute = converter && converter.toAttribute || + defaultConverter.toAttribute; + return toAttribute(value, type); + } + /** + * Performs element initialization. By default captures any pre-set values for + * registered properties. + */ + initialize() { + this._updateState = 0; + this._updatePromise = + new Promise((res) => this._enableUpdatingResolver = res); + this._changedProperties = new Map(); + this._saveInstanceProperties(); + // ensures first update will be caught by an early access of + // `updateComplete` + this.requestUpdateInternal(); + } + /** + * Fixes any properties set on the instance before upgrade time. + * Otherwise these would shadow the accessor and break these properties. + * The properties are stored in a Map which is played back after the + * constructor runs. Note, on very old versions of Safari (<=9) or Chrome + * (<=41), properties created for native platform properties like (`id` or + * `name`) may not have default values set in the element constructor. On + * these browsers native properties appear on instances and therefore their + * default value will overwrite any element default (e.g. if the element sets + * this.id = 'id' in the constructor, the 'id' will become '' since this is + * the native platform default). + */ + _saveInstanceProperties() { + // Use forEach so this works even if for/of loops are compiled to for loops + // expecting arrays + this.constructor + ._classProperties.forEach((_v, p) => { + if (this.hasOwnProperty(p)) { + const value = this[p]; + delete this[p]; + if (!this._instanceProperties) { + this._instanceProperties = new Map(); + } + this._instanceProperties.set(p, value); + } + }); + } + /** + * Applies previously saved instance properties. + */ + _applyInstanceProperties() { + // Use forEach so this works even if for/of loops are compiled to for loops + // expecting arrays + // tslint:disable-next-line:no-any + this._instanceProperties.forEach((v, p) => this[p] = v); + this._instanceProperties = undefined; + } + connectedCallback() { + // Ensure first connection completes an update. Updates cannot complete + // before connection. + this.enableUpdating(); + } + enableUpdating() { + if (this._enableUpdatingResolver !== undefined) { + this._enableUpdatingResolver(); + this._enableUpdatingResolver = undefined; + } + } + /** + * Allows for `super.disconnectedCallback()` in extensions while + * reserving the possibility of making non-breaking feature additions + * when disconnecting at some point in the future. + */ + disconnectedCallback() { + } + /** + * Synchronizes property values when attributes change. + */ + attributeChangedCallback(name, old, value) { + if (old !== value) { + this._attributeToProperty(name, value); + } + } + _propertyToAttribute(name, value, options = defaultPropertyDeclaration) { + const ctor = this.constructor; + const attr = ctor._attributeNameForProperty(name, options); + if (attr !== undefined) { + const attrValue = ctor._propertyValueToAttribute(value, options); + // an undefined value does not change the attribute. + if (attrValue === undefined) { + return; + } + // Track if the property is being reflected to avoid + // setting the property again via `attributeChangedCallback`. Note: + // 1. this takes advantage of the fact that the callback is synchronous. + // 2. will behave incorrectly if multiple attributes are in the reaction + // stack at time of calling. However, since we process attributes + // in `update` this should not be possible (or an extreme corner case + // that we'd like to discover). + // mark state reflecting + this._updateState = this._updateState | STATE_IS_REFLECTING_TO_ATTRIBUTE; + if (attrValue == null) { + this.removeAttribute(attr); + } + else { + this.setAttribute(attr, attrValue); + } + // mark state not reflecting + this._updateState = this._updateState & ~STATE_IS_REFLECTING_TO_ATTRIBUTE; + } + } + _attributeToProperty(name, value) { + // Use tracking info to avoid deserializing attribute value if it was + // just set from a property setter. + if (this._updateState & STATE_IS_REFLECTING_TO_ATTRIBUTE) { + return; + } + const ctor = this.constructor; + // Note, hint this as an `AttributeMap` so closure clearly understands + // the type; it has issues with tracking types through statics + // tslint:disable-next-line:no-unnecessary-type-assertion + const propName = ctor._attributeToPropertyMap.get(name); + if (propName !== undefined) { + const options = ctor.getPropertyOptions(propName); + // mark state reflecting + this._updateState = this._updateState | STATE_IS_REFLECTING_TO_PROPERTY; + this[propName] = + // tslint:disable-next-line:no-any + ctor._propertyValueFromAttribute(value, options); + // mark state not reflecting + this._updateState = this._updateState & ~STATE_IS_REFLECTING_TO_PROPERTY; + } + } + /** + * This protected version of `requestUpdate` does not access or return the + * `updateComplete` promise. This promise can be overridden and is therefore + * not free to access. + */ + requestUpdateInternal(name, oldValue, options) { + let shouldRequestUpdate = true; + // If we have a property key, perform property update steps. + if (name !== undefined) { + const ctor = this.constructor; + options = options || ctor.getPropertyOptions(name); + if (ctor._valueHasChanged(this[name], oldValue, options.hasChanged)) { + if (!this._changedProperties.has(name)) { + this._changedProperties.set(name, oldValue); + } + // Add to reflecting properties set. + // Note, it's important that every change has a chance to add the + // property to `_reflectingProperties`. This ensures setting + // attribute + property reflects correctly. + if (options.reflect === true && + !(this._updateState & STATE_IS_REFLECTING_TO_PROPERTY)) { + if (this._reflectingProperties === undefined) { + this._reflectingProperties = new Map(); + } + this._reflectingProperties.set(name, options); + } + } + else { + // Abort the request if the property should not be considered changed. + shouldRequestUpdate = false; + } + } + if (!this._hasRequestedUpdate && shouldRequestUpdate) { + this._updatePromise = this._enqueueUpdate(); + } + } + /** + * Requests an update which is processed asynchronously. This should + * be called when an element should update based on some state not triggered + * by setting a property. In this case, pass no arguments. It should also be + * called when manually implementing a property setter. In this case, pass the + * property `name` and `oldValue` to ensure that any configured property + * options are honored. Returns the `updateComplete` Promise which is resolved + * when the update completes. + * + * @param name {PropertyKey} (optional) name of requesting property + * @param oldValue {any} (optional) old value of requesting property + * @returns {Promise} A Promise that is resolved when the update completes. + */ + requestUpdate(name, oldValue) { + this.requestUpdateInternal(name, oldValue); + return this.updateComplete; + } + /** + * Sets up the element to asynchronously update. + */ + async _enqueueUpdate() { + this._updateState = this._updateState | STATE_UPDATE_REQUESTED; + try { + // Ensure any previous update has resolved before updating. + // This `await` also ensures that property changes are batched. + await this._updatePromise; + } + catch (e) { + // Ignore any previous errors. We only care that the previous cycle is + // done. Any error should have been handled in the previous update. + } + const result = this.performUpdate(); + // If `performUpdate` returns a Promise, we await it. This is done to + // enable coordinating updates with a scheduler. Note, the result is + // checked to avoid delaying an additional microtask unless we need to. + if (result != null) { + await result; + } + return !this._hasRequestedUpdate; + } + get _hasRequestedUpdate() { + return (this._updateState & STATE_UPDATE_REQUESTED); + } + get hasUpdated() { + return (this._updateState & STATE_HAS_UPDATED); + } + /** + * Performs an element update. Note, if an exception is thrown during the + * update, `firstUpdated` and `updated` will not be called. + * + * You can override this method to change the timing of updates. If this + * method is overridden, `super.performUpdate()` must be called. + * + * For instance, to schedule updates to occur just before the next frame: + * + * ``` + * protected async performUpdate(): Promise { + * await new Promise((resolve) => requestAnimationFrame(() => resolve())); + * super.performUpdate(); + * } + * ``` + */ + performUpdate() { + // Abort any update if one is not pending when this is called. + // This can happen if `performUpdate` is called early to "flush" + // the update. + if (!this._hasRequestedUpdate) { + return; + } + // Mixin instance properties once, if they exist. + if (this._instanceProperties) { + this._applyInstanceProperties(); + } + let shouldUpdate = false; + const changedProperties = this._changedProperties; + try { + shouldUpdate = this.shouldUpdate(changedProperties); + if (shouldUpdate) { + this.update(changedProperties); + } + else { + this._markUpdated(); + } + } + catch (e) { + // Prevent `firstUpdated` and `updated` from running when there's an + // update exception. + shouldUpdate = false; + // Ensure element can accept additional updates after an exception. + this._markUpdated(); + throw e; + } + if (shouldUpdate) { + if (!(this._updateState & STATE_HAS_UPDATED)) { + this._updateState = this._updateState | STATE_HAS_UPDATED; + this.firstUpdated(changedProperties); + } + this.updated(changedProperties); + } + } + _markUpdated() { + this._changedProperties = new Map(); + this._updateState = this._updateState & ~STATE_UPDATE_REQUESTED; + } + /** + * Returns a Promise that resolves when the element has completed updating. + * The Promise value is a boolean that is `true` if the element completed the + * update without triggering another update. The Promise result is `false` if + * a property was set inside `updated()`. If the Promise is rejected, an + * exception was thrown during the update. + * + * To await additional asynchronous work, override the `_getUpdateComplete` + * method. For example, it is sometimes useful to await a rendered element + * before fulfilling this Promise. To do this, first await + * `super._getUpdateComplete()`, then any subsequent state. + * + * @returns {Promise} The Promise returns a boolean that indicates if the + * update resolved without triggering another update. + */ + get updateComplete() { + return this._getUpdateComplete(); + } + /** + * Override point for the `updateComplete` promise. + * + * It is not safe to override the `updateComplete` getter directly due to a + * limitation in TypeScript which means it is not possible to call a + * superclass getter (e.g. `super.updateComplete.then(...)`) when the target + * language is ES5 (https://github.com/microsoft/TypeScript/issues/338). + * This method should be overridden instead. For example: + * + * class MyElement extends LitElement { + * async _getUpdateComplete() { + * await super._getUpdateComplete(); + * await this._myChild.updateComplete; + * } + * } + */ + _getUpdateComplete() { + return this._updatePromise; + } + /** + * Controls whether or not `update` should be called when the element requests + * an update. By default, this method always returns `true`, but this can be + * customized to control when to update. + * + * @param _changedProperties Map of changed properties with old values + */ + shouldUpdate(_changedProperties) { + return true; + } + /** + * Updates the element. This method reflects property values to attributes. + * It can be overridden to render and keep updated element DOM. + * Setting properties inside this method will *not* trigger + * another update. + * + * @param _changedProperties Map of changed properties with old values + */ + update(_changedProperties) { + if (this._reflectingProperties !== undefined && + this._reflectingProperties.size > 0) { + // Use forEach so this works even if for/of loops are compiled to for + // loops expecting arrays + this._reflectingProperties.forEach((v, k) => this._propertyToAttribute(k, this[k], v)); + this._reflectingProperties = undefined; + } + this._markUpdated(); + } + /** + * Invoked whenever the element is updated. Implement to perform + * post-updating tasks via DOM APIs, for example, focusing an element. + * + * Setting properties inside this method will trigger the element to update + * again after this update cycle completes. + * + * @param _changedProperties Map of changed properties with old values + */ + updated(_changedProperties) { + } + /** + * Invoked when the element is first updated. Implement to perform one time + * work on the element after update. + * + * Setting properties inside this method will trigger the element to update + * again after this update cycle completes. + * + * @param _changedProperties Map of changed properties with old values + */ + firstUpdated(_changedProperties) { + } +} +_a$d = finalized; +/** + * Marks class as having finished creating properties. + */ +UpdatingElement[_a$d] = true; + +/** + * @license + * Copyright (c) 2017 The Polymer Project Authors. All rights reserved. + * This code may only be used under the BSD style license found at + * http://polymer.github.io/LICENSE.txt + * The complete set of authors may be found at + * http://polymer.github.io/AUTHORS.txt + * The complete set of contributors may be found at + * http://polymer.github.io/CONTRIBUTORS.txt + * Code distributed by Google as part of the polymer project is also + * subject to an additional IP rights grant found at + * http://polymer.github.io/PATENTS.txt + */ +const standardProperty = (options, element) => { + // When decorating an accessor, pass it through and add property metadata. + // Note, the `hasOwnProperty` check in `createProperty` ensures we don't + // stomp over the user's accessor. + if (element.kind === 'method' && element.descriptor && + !('value' in element.descriptor)) { + return Object.assign(Object.assign({}, element), { finisher(clazz) { + clazz.createProperty(element.key, options); + } }); + } + else { + // createProperty() takes care of defining the property, but we still + // must return some kind of descriptor, so return a descriptor for an + // unused prototype field. The finisher calls createProperty(). + return { + kind: 'field', + key: Symbol(), + placement: 'own', + descriptor: {}, + // When @babel/plugin-proposal-decorators implements initializers, + // do this instead of the initializer below. See: + // https://github.com/babel/babel/issues/9260 extras: [ + // { + // kind: 'initializer', + // placement: 'own', + // initializer: descriptor.initializer, + // } + // ], + initializer() { + if (typeof element.initializer === 'function') { + this[element.key] = element.initializer.call(this); + } + }, + finisher(clazz) { + clazz.createProperty(element.key, options); + } + }; + } +}; +const legacyProperty = (options, proto, name) => { + proto.constructor + .createProperty(name, options); +}; +/** + * A property decorator which creates a LitElement property which reflects a + * corresponding attribute value. A [[`PropertyDeclaration`]] may optionally be + * supplied to configure property features. + * + * This decorator should only be used for public fields. Private or protected + * fields should use the [[`internalProperty`]] decorator. + * + * @example + * ```ts + * class MyElement { + * @property({ type: Boolean }) + * clicked = false; + * } + * ``` + * @category Decorator + * @ExportDecoratedItems + */ +function property(options) { + // tslint:disable-next-line:no-any decorator + return (protoOrDescriptor, name) => (name !== undefined) ? + legacyProperty(options, protoOrDescriptor, name) : + standardProperty(options, protoOrDescriptor); +} + +/** +@license +Copyright (c) 2019 The Polymer Project Authors. All rights reserved. +This code may only be used under the BSD style license found at +http://polymer.github.io/LICENSE.txt The complete set of authors may be found at +http://polymer.github.io/AUTHORS.txt The complete set of contributors may be +found at http://polymer.github.io/CONTRIBUTORS.txt Code distributed by Google as +part of the polymer project is also subject to an additional IP rights grant +found at http://polymer.github.io/PATENTS.txt +*/ +/** + * Whether the current browser supports `adoptedStyleSheets`. + */ +(window.ShadowRoot) && + (window.ShadyCSS === undefined || window.ShadyCSS.nativeShadow) && + ('adoptedStyleSheets' in Document.prototype) && + ('replace' in CSSStyleSheet.prototype); + +/** + * @license + * Copyright (c) 2017 The Polymer Project Authors. All rights reserved. + * This code may only be used under the BSD style license found at + * http://polymer.github.io/LICENSE.txt + * The complete set of authors may be found at + * http://polymer.github.io/AUTHORS.txt + * The complete set of contributors may be found at + * http://polymer.github.io/CONTRIBUTORS.txt + * Code distributed by Google as part of the polymer project is also + * subject to an additional IP rights grant found at + * http://polymer.github.io/PATENTS.txt + */ +// IMPORTANT: do not change the property name or the assignment expression. +// This line will be used in regexes to search for LitElement usage. +// TODO(justinfagnani): inject version number at build time +(window['litElementVersions'] || (window['litElementVersions'] = [])) + .push('2.4.0'); + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +// NOTE(cdata): The HAS_WEBXR_* constants can be enabled in Chrome by turning on +// the appropriate flags. However, just because we have the API does not +// guarantee that AR will work. +const HAS_WEBXR_DEVICE_API = navigator.xr != null && + self.XRSession != null && navigator.xr.isSessionSupported != null; +const HAS_WEBXR_HIT_TEST_API = HAS_WEBXR_DEVICE_API && self.XRSession.prototype.requestHitTestSource; +const HAS_RESIZE_OBSERVER = self.ResizeObserver != null; +const HAS_INTERSECTION_OBSERVER = self.IntersectionObserver != null; +const IS_WEBXR_AR_CANDIDATE = HAS_WEBXR_HIT_TEST_API; +(() => { + const userAgent = navigator.userAgent || navigator.vendor || self.opera; + let check = false; + // eslint-disable-next-line + if (/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i + .test(userAgent) || + /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i + .test(userAgent.substr(0, 4))) { + check = true; + } + return check; +})(); +/\bCrOS\b/.test(navigator.userAgent); +// Disabling offscreen canvas for now because it is slower and has bugs relating +// to janky updates and out of sync frames. +const USE_OFFSCREEN_CANVAS = false; +// Boolean((self as any).OffscreenCanvas) && +// Boolean((self as any).OffscreenCanvas.prototype.transferToImageBitmap) && +// !IS_CHROMEOS; // TODO(elalish): file a bug on inverted renders +const IS_ANDROID = /android/i.test(navigator.userAgent); +// Prior to iOS 13, detecting iOS Safari was relatively straight-forward. +// As of iOS 13, Safari on iPad (in its default configuration) reports the same +// user-agent string as Safari on desktop MacOS. Strictly speaking, we only care +// about iOS for the purposes if selecting for cases where Quick Look is known +// to be supported. However, for API correctness purposes, we must rely on +// known, detectable signals to distinguish iOS Safari from MacOS Safari. At the +// time of this writing, there are no non-iOS/iPadOS Apple devices with +// multi-touch displays. +// @see https://stackoverflow.com/questions/57765958/how-to-detect-ipad-and-ipad-os-version-in-ios-13-and-up +// @see https://forums.developer.apple.com/thread/119186 +// @see https://github.com/google/model-viewer/issues/758 +const IS_IOS = (/iPad|iPhone|iPod/.test(navigator.userAgent) && !self.MSStream) || + (navigator.platform === 'MacIntel' && navigator.maxTouchPoints > 1); +const IS_AR_QUICKLOOK_CANDIDATE = (() => { + const tempAnchor = document.createElement('a'); + return Boolean(tempAnchor.relList && tempAnchor.relList.supports && + tempAnchor.relList.supports('ar')); +})(); +// @see https://developer.chrome.com/multidevice/user-agent +/Safari\//.test(navigator.userAgent); +const IS_FIREFOX = /firefox/i.test(navigator.userAgent); +const IS_OCULUS = /OculusBrowser/.test(navigator.userAgent); +IS_IOS && /CriOS\//.test(navigator.userAgent); +const IS_SCENEVIEWER_CANDIDATE = IS_ANDROID && !IS_FIREFOX && !IS_OCULUS; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var CloseIcon = ` + + + + + + + + + + + + + + + + +`; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var ControlsPrompt = ` + + + + + + + + + + + + + + + + + + +`; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var ARGlyph = ` + + + + + + + + + + + +`; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const template = document.createElement('template'); +template.innerHTML = ` + +
+ + + +
+ + + +
+ + + +
+
+ +
+
+ +
+ + +
+ + + +
+ + +
+
`; +const makeTemplate = (tagName) => { + const clone = document.createElement('template'); + clone.innerHTML = template.innerHTML; + if (window.ShadyCSS) { + window.ShadyCSS.prepareTemplate(clone, tagName); + } + return clone; +}; + +/** + * @license + * Copyright 2010-2021 Three.js Authors + * SPDX-License-Identifier: MIT + */ +const REVISION = '128'; +const CullFaceNone = 0; +const CullFaceBack = 1; +const CullFaceFront = 2; +const PCFShadowMap = 1; +const PCFSoftShadowMap = 2; +const VSMShadowMap = 3; +const FrontSide = 0; +const BackSide = 1; +const DoubleSide = 2; +const FlatShading = 1; +const NoBlending = 0; +const NormalBlending = 1; +const AdditiveBlending = 2; +const SubtractiveBlending = 3; +const MultiplyBlending = 4; +const CustomBlending = 5; +const AddEquation = 100; +const SubtractEquation = 101; +const ReverseSubtractEquation = 102; +const MinEquation = 103; +const MaxEquation = 104; +const ZeroFactor = 200; +const OneFactor = 201; +const SrcColorFactor = 202; +const OneMinusSrcColorFactor = 203; +const SrcAlphaFactor = 204; +const OneMinusSrcAlphaFactor = 205; +const DstAlphaFactor = 206; +const OneMinusDstAlphaFactor = 207; +const DstColorFactor = 208; +const OneMinusDstColorFactor = 209; +const SrcAlphaSaturateFactor = 210; +const NeverDepth = 0; +const AlwaysDepth = 1; +const LessDepth = 2; +const LessEqualDepth = 3; +const EqualDepth = 4; +const GreaterEqualDepth = 5; +const GreaterDepth = 6; +const NotEqualDepth = 7; +const MultiplyOperation = 0; +const MixOperation = 1; +const AddOperation = 2; +const NoToneMapping = 0; +const LinearToneMapping = 1; +const ReinhardToneMapping = 2; +const CineonToneMapping = 3; +const ACESFilmicToneMapping = 4; +const CustomToneMapping = 5; + +const UVMapping = 300; +const CubeReflectionMapping = 301; +const CubeRefractionMapping = 302; +const EquirectangularReflectionMapping = 303; +const EquirectangularRefractionMapping = 304; +const CubeUVReflectionMapping = 306; +const CubeUVRefractionMapping = 307; +const RepeatWrapping = 1000; +const ClampToEdgeWrapping = 1001; +const MirroredRepeatWrapping = 1002; +const NearestFilter = 1003; +const NearestMipmapNearestFilter = 1004; +const NearestMipmapLinearFilter = 1005; +const LinearFilter = 1006; +const LinearMipmapNearestFilter = 1007; +const LinearMipmapLinearFilter = 1008; +const UnsignedByteType = 1009; +const ByteType = 1010; +const ShortType = 1011; +const UnsignedShortType = 1012; +const IntType = 1013; +const UnsignedIntType = 1014; +const FloatType = 1015; +const HalfFloatType = 1016; +const UnsignedShort4444Type = 1017; +const UnsignedShort5551Type = 1018; +const UnsignedShort565Type = 1019; +const UnsignedInt248Type = 1020; +const AlphaFormat = 1021; +const RGBFormat = 1022; +const RGBAFormat = 1023; +const LuminanceFormat = 1024; +const LuminanceAlphaFormat = 1025; +const RGBEFormat = RGBAFormat; +const DepthFormat = 1026; +const DepthStencilFormat = 1027; +const RedFormat = 1028; +const RedIntegerFormat = 1029; +const RGFormat = 1030; +const RGIntegerFormat = 1031; +const RGBIntegerFormat = 1032; +const RGBAIntegerFormat = 1033; + +const RGB_S3TC_DXT1_Format = 33776; +const RGBA_S3TC_DXT1_Format = 33777; +const RGBA_S3TC_DXT3_Format = 33778; +const RGBA_S3TC_DXT5_Format = 33779; +const RGB_PVRTC_4BPPV1_Format = 35840; +const RGB_PVRTC_2BPPV1_Format = 35841; +const RGBA_PVRTC_4BPPV1_Format = 35842; +const RGBA_PVRTC_2BPPV1_Format = 35843; +const RGB_ETC1_Format = 36196; +const RGB_ETC2_Format = 37492; +const RGBA_ETC2_EAC_Format = 37496; +const RGBA_ASTC_4x4_Format = 37808; +const RGBA_ASTC_5x4_Format = 37809; +const RGBA_ASTC_5x5_Format = 37810; +const RGBA_ASTC_6x5_Format = 37811; +const RGBA_ASTC_6x6_Format = 37812; +const RGBA_ASTC_8x5_Format = 37813; +const RGBA_ASTC_8x6_Format = 37814; +const RGBA_ASTC_8x8_Format = 37815; +const RGBA_ASTC_10x5_Format = 37816; +const RGBA_ASTC_10x6_Format = 37817; +const RGBA_ASTC_10x8_Format = 37818; +const RGBA_ASTC_10x10_Format = 37819; +const RGBA_ASTC_12x10_Format = 37820; +const RGBA_ASTC_12x12_Format = 37821; +const RGBA_BPTC_Format = 36492; +const SRGB8_ALPHA8_ASTC_4x4_Format = 37840; +const SRGB8_ALPHA8_ASTC_5x4_Format = 37841; +const SRGB8_ALPHA8_ASTC_5x5_Format = 37842; +const SRGB8_ALPHA8_ASTC_6x5_Format = 37843; +const SRGB8_ALPHA8_ASTC_6x6_Format = 37844; +const SRGB8_ALPHA8_ASTC_8x5_Format = 37845; +const SRGB8_ALPHA8_ASTC_8x6_Format = 37846; +const SRGB8_ALPHA8_ASTC_8x8_Format = 37847; +const SRGB8_ALPHA8_ASTC_10x5_Format = 37848; +const SRGB8_ALPHA8_ASTC_10x6_Format = 37849; +const SRGB8_ALPHA8_ASTC_10x8_Format = 37850; +const SRGB8_ALPHA8_ASTC_10x10_Format = 37851; +const SRGB8_ALPHA8_ASTC_12x10_Format = 37852; +const SRGB8_ALPHA8_ASTC_12x12_Format = 37853; +const LoopOnce = 2200; +const LoopRepeat = 2201; +const LoopPingPong = 2202; +const InterpolateDiscrete = 2300; +const InterpolateLinear = 2301; +const InterpolateSmooth = 2302; +const ZeroCurvatureEnding = 2400; +const ZeroSlopeEnding = 2401; +const WrapAroundEnding = 2402; +const NormalAnimationBlendMode = 2500; +const AdditiveAnimationBlendMode = 2501; +const TrianglesDrawMode = 0; +const TriangleStripDrawMode = 1; +const TriangleFanDrawMode = 2; +const LinearEncoding = 3000; +const sRGBEncoding = 3001; +const GammaEncoding = 3007; +const RGBEEncoding = 3002; +const LogLuvEncoding = 3003; +const RGBM7Encoding = 3004; +const RGBM16Encoding = 3005; +const RGBDEncoding = 3006; +const BasicDepthPacking = 3200; +const RGBADepthPacking = 3201; +const TangentSpaceNormalMap = 0; +const ObjectSpaceNormalMap = 1; +const KeepStencilOp = 7680; +const AlwaysStencilFunc = 519; + +const StaticDrawUsage = 35044; +const DynamicDrawUsage = 35048; +const GLSL3 = '300 es'; + +/** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + +class EventDispatcher { + + addEventListener( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + const listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + } + + hasEventListener( type, listener ) { + + if ( this._listeners === undefined ) return false; + + const listeners = this._listeners; + + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + + } + + removeEventListener( type, listener ) { + + if ( this._listeners === undefined ) return; + + const listeners = this._listeners; + const listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + const index = listenerArray.indexOf( listener ); + + if ( index !== - 1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + } + + dispatchEvent( event ) { + + if ( this._listeners === undefined ) return; + + const listeners = this._listeners; + const listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + // Make a copy, in case listeners are removed while iterating. + const array = listenerArray.slice( 0 ); + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this, event ); + + } + + event.target = null; + + } + + } + +} + +const _lut = []; + +for ( let i = 0; i < 256; i ++ ) { + + _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ); + +} + +let _seed = 1234567; + + +const DEG2RAD = Math.PI / 180; +const RAD2DEG = 180 / Math.PI; + +// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 +function generateUUID() { + + const d0 = Math.random() * 0xffffffff | 0; + const d1 = Math.random() * 0xffffffff | 0; + const d2 = Math.random() * 0xffffffff | 0; + const d3 = Math.random() * 0xffffffff | 0; + const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + + _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + + _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + + _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; + + // .toUpperCase() here flattens concatenated strings to save heap memory space. + return uuid.toUpperCase(); + +} + +function clamp$1( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + +} + +// compute euclidian modulo of m % n +// https://en.wikipedia.org/wiki/Modulo_operation +function euclideanModulo( n, m ) { + + return ( ( n % m ) + m ) % m; + +} + +// 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 % 2147483647; + + // Park-Miller algorithm + + _seed = _seed * 16807 % 2147483647; + + return ( _seed - 1 ) / 2147483646; + +} + +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 ); + + } + +} + +var MathUtils = /*#__PURE__*/Object.freeze({ + __proto__: null, + DEG2RAD: DEG2RAD, + RAD2DEG: RAD2DEG, + generateUUID: generateUUID, + clamp: clamp$1, + 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 +}); + +class Vector2 { + + constructor( x = 0, y = 0 ) { + + this.x = x; + this.y = y; + + } + + get width() { + + return this.x; + + } + + set width( value ) { + + this.x = value; + + } + + get height() { + + return this.y; + + } + + set height( value ) { + + this.y = value; + + } + + set( x, y ) { + + this.x = x; + this.y = y; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + } + + add( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + } + + sub( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + + return this; + + } + + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + applyMatrix3( m ) { + + const x = this.x, y = this.y; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; + + return this; + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + } + + roundToZero() { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y; + + } + + cross( v ) { + + return this.x * v.y - this.y * v.x; + + } + + lengthSq() { + + return this.x * this.x + this.y * this.y; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + angle() { + + // computes the angle in radians with respect to the positive x-axis + + const angle = Math.atan2( - this.y, - this.x ) + Math.PI; + + return angle; + + } + + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + } + + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + } + + fromBufferAttribute( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + + return this; + + } + + rotateAround( center, angle ) { + + const c = Math.cos( angle ), s = Math.sin( angle ); + + const x = this.x - center.x; + const y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + + return this; + + } + +} + +Vector2.prototype.isVector2 = true; + +class Matrix3 { + + constructor() { + + this.elements = [ + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ]; + + if ( arguments.length > 0 ) { + + console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); + + } + + } + + set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + } + + identity() { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + } + + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; + te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; + te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; + + return this; + + } + + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrix3Column( this, 0 ); + yAxis.setFromMatrix3Column( this, 1 ); + zAxis.setFromMatrix3Column( this, 2 ); + + return this; + + } + + setFromMatrix4( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + } + + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + + const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; + te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; + te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; + te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; + te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; + te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; + te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; + + return this; + + } + + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + } + + determinant() { + + const te = this.elements; + + const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + } + + invert() { + + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], + n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], + n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + + return this; + + } + + transpose() { + + let tmp; + const m = this.elements; + + tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; + tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; + tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; + + return this; + + } + + getNormalMatrix( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).invert().transpose(); + + } + + transposeIntoArray( r ) { + + const m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + } + + setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { + + const c = Math.cos( rotation ); + const s = Math.sin( rotation ); + + this.set( + sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, + - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, + 0, 0, 1 + ); + + return this; + + } + + scale( sx, sy ) { + + const te = this.elements; + + te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; + te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; + + return this; + + } + + rotate( theta ) { + + const c = Math.cos( theta ); + const s = Math.sin( theta ); + + const te = this.elements; + + const a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; + const a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; + + te[ 0 ] = c * a11 + s * a21; + te[ 3 ] = c * a12 + s * a22; + te[ 6 ] = c * a13 + s * a23; + + te[ 1 ] = - s * a11 + c * a21; + te[ 4 ] = - s * a12 + c * a22; + te[ 7 ] = - s * a13 + c * a23; + + return this; + + } + + translate( tx, ty ) { + + const te = this.elements; + + te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ]; + te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ]; + + return this; + + } + + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 9; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; + + return array; + + } + + clone() { + + return new this.constructor().fromArray( this.elements ); + + } + +} + +Matrix3.prototype.isMatrix3 = true; + +let _canvas; + +class ImageUtils { + + static getDataURL( image ) { + + if ( /^data:/i.test( image.src ) ) { + + return image.src; + + } + + if ( typeof HTMLCanvasElement == 'undefined' ) { + + return image.src; + + } + + let canvas; + + if ( image instanceof HTMLCanvasElement ) { + + canvas = image; + + } else { + + if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + + _canvas.width = image.width; + _canvas.height = image.height; + + const context = _canvas.getContext( '2d' ); + + if ( image instanceof ImageData ) { + + context.putImageData( image, 0, 0 ); + + } else { + + context.drawImage( image, 0, 0, image.width, image.height ); + + } + + canvas = _canvas; + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image ); + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); + + } + + } + +} + +let textureId = 0; + +class Texture$1 extends EventDispatcher { + + constructor( image = Texture$1.DEFAULT_IMAGE, mapping = Texture$1.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) { + + super(); + + Object.defineProperty( this, 'id', { value: textureId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + + this.image = image; + this.mipmaps = []; + + this.mapping = mapping; + + this.wrapS = wrapS; + this.wrapT = wrapT; + + this.magFilter = magFilter; + this.minFilter = minFilter; + + this.anisotropy = anisotropy; + + this.format = format; + this.internalFormat = null; + this.type = type; + + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.center = new Vector2( 0, 0 ); + this.rotation = 0; + + this.matrixAutoUpdate = true; + this.matrix = new Matrix3(); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. + this.encoding = encoding; + + this.version = 0; + this.onUpdate = null; + + } + + updateMatrix() { + + this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.name = source.name; + + this.image = source.image; + this.mipmaps = source.mipmaps.slice( 0 ); + + this.mapping = source.mapping; + + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; + + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; + + this.anisotropy = source.anisotropy; + + this.format = source.format; + this.internalFormat = source.internalFormat; + this.type = source.type; + + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); + this.center.copy( source.center ); + this.rotation = source.rotation; + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrix.copy( source.matrix ); + + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.encoding = source.encoding; + + return this; + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + const output = { + + metadata: { + version: 4.5, + type: 'Texture', + generator: 'Texture.toJSON' + }, + + uuid: this.uuid, + name: this.name, + + mapping: this.mapping, + + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + center: [ this.center.x, this.center.y ], + rotation: this.rotation, + + wrap: [ this.wrapS, this.wrapT ], + + format: this.format, + type: this.type, + encoding: this.encoding, + + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + + flipY: this.flipY, + + premultiplyAlpha: this.premultiplyAlpha, + unpackAlignment: this.unpackAlignment + + }; + + if ( this.image !== undefined ) { + + // TODO: Move to THREE.Image + + const image = this.image; + + if ( image.uuid === undefined ) { + + image.uuid = generateUUID(); // UGH + + } + + if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) { + + let url; + + if ( Array.isArray( image ) ) { + + // process array of images e.g. CubeTexture + + url = []; + + for ( let i = 0, l = image.length; i < l; i ++ ) { + + // check cube texture with data textures + + if ( image[ i ].isDataTexture ) { + + url.push( serializeImage( image[ i ].image ) ); + + } else { + + url.push( serializeImage( image[ i ] ) ); + + } + + } + + } else { + + // process single image + + url = serializeImage( image ); + + } + + meta.images[ image.uuid ] = { + uuid: image.uuid, + url: url + }; + + } + + output.image = image.uuid; + + } + + if ( ! isRootObject ) { + + meta.textures[ this.uuid ] = output; + + } + + return output; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + transformUv( uv ) { + + if ( this.mapping !== UVMapping ) return uv; + + uv.applyMatrix3( this.matrix ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + + break; + + } + + } + + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + return uv; + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + +} + +Texture$1.DEFAULT_IMAGE = undefined; +Texture$1.DEFAULT_MAPPING = UVMapping; + +Texture$1.prototype.isTexture = true; + +function serializeImage( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + // default images + + return ImageUtils.getDataURL( image ); + + } else { + + if ( image.data ) { + + // images of DataTexture + + return { + data: Array.prototype.slice.call( image.data ), + width: image.width, + height: image.height, + type: image.data.constructor.name + }; + + } else { + + console.warn( 'THREE.Texture: Unable to serialize Texture.' ); + return {}; + + } + + } + +} + +class Vector4 { + + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + } + + get width() { + + return this.z; + + } + + set width( value ) { + + this.z = value; + + } + + get height() { + + return this.w; + + } + + set height( value ) { + + this.w = value; + + } + + set( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setZ( z ) { + + this.z = z; + + return this; + + } + + setW( w ) { + + this.w = w; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + } + + add( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + } + + sub( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + this.w *= v.w; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + } + + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z, w = this.w; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + setAxisAngleFromQuaternion( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + const s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + } + + setAxisAngleFromRotationMatrix( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + let angle, x, y, z; // variables for result + const epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + const xx = ( m11 + 1 ) / 2; + const yy = ( m22 + 1 ) / 2; + const zz = ( m33 + 1 ) / 2; + const xy = ( m12 + m21 ) / 4; + const xz = ( m13 + m31 ) / 4; + const yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { + + // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { + + // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + this.w = Math.max( min.w, Math.min( max.w, this.w ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + } + + roundToZero() { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + } + + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + this.w = v1.w + ( v2.w - v1.w ) * alpha; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + } + + fromBufferAttribute( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + this.w = Math.random(); + + return this; + + } + +} + +Vector4.prototype.isVector4 = true; + +/* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers +*/ +class WebGLRenderTarget extends EventDispatcher { + + constructor( width, height, options ) { + + super(); + + this.width = width; + this.height = height; + this.depth = 1; + + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new Vector4( 0, 0, width, height ); + + options = options || {}; + + this.texture = new Texture$1( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + + this.texture.image = {}; + this.texture.image.width = width; + this.texture.image.height = height; + this.texture.image.depth = 1; + + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + + } + + setTexture( texture ) { + + texture.image = { + width: this.width, + height: this.height, + depth: this.depth + }; + + this.texture = texture; + + } + + setSize( width, height, depth = 1 ) { + + if ( this.width !== width || this.height !== height || this.depth !== depth ) { + + this.width = width; + this.height = height; + this.depth = depth; + + this.texture.image.width = width; + this.texture.image.height = height; + this.texture.image.depth = depth; + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + + this.viewport.copy( source.viewport ); + + this.texture = source.texture.clone(); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +WebGLRenderTarget.prototype.isWebGLRenderTarget = true; + +class Quaternion { + + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + } + + static slerp( qa, qb, qm, t ) { + + console.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' ); + return qm.slerpQuaternions( qa, qb, t ); + + } + + static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + let x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ]; + + const x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( t === 0 ) { + + dst[ dstOffset + 0 ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + return; + + } + + if ( t === 1 ) { + + dst[ dstOffset + 0 ] = x1; + dst[ dstOffset + 1 ] = y1; + dst[ dstOffset + 2 ] = z1; + dst[ dstOffset + 3 ] = w1; + return; + + } + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + let s = 1 - t; + const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; + + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { + + const sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + const tDir = t * dir; + + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; + + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { + + const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + + static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { + + const x0 = src0[ srcOffset0 ]; + const y0 = src0[ srcOffset0 + 1 ]; + const z0 = src0[ srcOffset0 + 2 ]; + const w0 = src0[ srcOffset0 + 3 ]; + + const x1 = src1[ srcOffset1 ]; + const y1 = src1[ srcOffset1 + 1 ]; + const z1 = src1[ srcOffset1 + 2 ]; + const w1 = src1[ srcOffset1 + 3 ]; + + dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; + dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; + dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; + dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; + + return dst; + + } + + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + get w() { + + return this._w; + + } + + set w( value ) { + + this._w = value; + this._onChangeCallback(); + + } + + set( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this._onChangeCallback(); + + return this; + + } + + clone() { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + } + + copy( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this._onChangeCallback(); + + return this; + + } + + setFromEuler( euler, update ) { + + if ( ! ( euler && euler.isEuler ) ) { + + throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + + } + + const x = euler._x, y = euler._y, z = euler._z, order = euler._order; + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + const cos = Math.cos; + const sin = Math.sin; + + const c1 = cos( x / 2 ); + const c2 = cos( y / 2 ); + const c3 = cos( z / 2 ); + + const s1 = sin( x / 2 ); + const s2 = sin( y / 2 ); + const s3 = sin( z / 2 ); + + switch ( order ) { + + case 'XYZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'YXZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'ZXY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'ZYX': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'YZX': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'XZY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + default: + console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); + + } + + if ( update !== false ) this._onChangeCallback(); + + return this; + + } + + setFromAxisAngle( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + const halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this._onChangeCallback(); + + return this; + + } + + setFromRotationMatrix( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + const te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33; + + if ( trace > 0 ) { + + const s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this._onChangeCallback(); + + return this; + + } + + setFromUnitVectors( vFrom, vTo ) { + + // assumes direction vectors vFrom and vTo are normalized + + let r = vFrom.dot( vTo ) + 1; + + if ( r < Number.EPSILON ) { + + // vFrom and vTo point in opposite directions + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + this._x = - vFrom.y; + this._y = vFrom.x; + this._z = 0; + this._w = r; + + } else { + + this._x = 0; + this._y = - vFrom.z; + this._z = vFrom.y; + this._w = r; + + } + + } else { + + // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 + + this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; + this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; + this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; + this._w = r; + + } + + return this.normalize(); + + } + + angleTo( q ) { + + return 2 * Math.acos( Math.abs( clamp$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, p ) { + + if ( p !== undefined ) { + + console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); + return this.multiplyQuaternions( q, p ); + + } + + return this.multiplyQuaternions( this, q ); + + } + + premultiply( q ) { + + return this.multiplyQuaternions( q, this ); + + } + + multiplyQuaternions( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this._onChangeCallback(); + + return this; + + } + + slerp( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + const x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + + if ( cosHalfTheta < 0 ) { + + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; + + cosHalfTheta = - cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this._w = w; + this._x = x; + this._y = y; + this._z = z; + + return this; + + } + + const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; + + if ( sqrSinHalfTheta <= Number.EPSILON ) { + + const s = 1 - t; + this._w = s * w + t * this._w; + this._x = s * x + t * this._x; + this._y = s * y + t * this._y; + this._z = s * z + t * this._z; + + this.normalize(); + this._onChangeCallback(); + + return this; + + } + + const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); + const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this._w = ( w * ratioA + this._w * ratioB ); + this._x = ( x * ratioA + this._x * ratioB ); + this._y = ( y * ratioA + this._y * ratioB ); + this._z = ( z * ratioA + this._z * ratioB ); + + this._onChangeCallback(); + + return this; + + } + + slerpQuaternions( qa, qb, t ) { + + this.copy( qa ).slerp( qb, t ); + + } + + equals( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + } + + fromArray( array, offset = 0 ) { + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this._onChangeCallback(); + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this._x = attribute.getX( index ); + this._y = attribute.getY( index ); + this._z = attribute.getZ( index ); + this._w = attribute.getW( index ); + + return this; + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + +} + +Quaternion.prototype.isQuaternion = true; + +class Vector3 { + + constructor( x = 0, y = 0, z = 0 ) { + + this.x = x; + this.y = y; + this.z = z; + + } + + set( x, y, z ) { + + if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) + + this.x = x; + this.y = y; + this.z = z; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setZ( z ) { + + this.z = z; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y, this.z ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + } + + add( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + } + + sub( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + } + + multiply( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); + return this.multiplyVectors( v, w ); + + } + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + } + + multiplyVectors( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + } + + applyEuler( euler ) { + + if ( ! ( euler && euler.isEuler ) ) { + + console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + + } + + return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) ); + + } + + applyAxisAngle( axis, angle ) { + + return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) ); + + } + + applyMatrix3( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + } + + applyNormalMatrix( m ) { + + return this.applyMatrix3( m ).normalize(); + + } + + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); + + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; + + return this; + + } + + applyQuaternion( q ) { + + const x = this.x, y = this.y, z = this.z; + const qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // calculate quat * vector + + const ix = qw * x + qy * z - qz * y; + const iy = qw * y + qz * x - qx * z; + const iz = qw * z + qx * y - qy * x; + const iw = - qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; + this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; + this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; + + return this; + + } + + project( camera ) { + + return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); + + } + + unproject( camera ) { + + return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); + + } + + transformDirection( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + } + + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + } + + roundToZero() { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + } + + // TODO lengthSquared? + + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + + return this; + + } + + cross( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); + return this.crossVectors( v, w ); + + } + + return this.crossVectors( this, v ); + + } + + crossVectors( a, b ) { + + const ax = a.x, ay = a.y, az = a.z; + const bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + } + + projectOnVector( v ) { + + const denominator = v.lengthSq(); + + if ( denominator === 0 ) return this.set( 0, 0, 0 ); + + const scalar = v.dot( this ) / denominator; + + return this.copy( v ).multiplyScalar( scalar ); + + } + + projectOnPlane( planeNormal ) { + + _vector$c.copy( this ).projectOnVector( planeNormal ); + + return this.sub( _vector$c ); + + } + + reflect( normal ) { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + } + + angleTo( v ) { + + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + const theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( clamp$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 ); + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + } + + fromBufferAttribute( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + + return this; + + } + +} + +Vector3.prototype.isVector3 = true; + +const _vector$c = /*@__PURE__*/ new Vector3(); +const _quaternion$4 = /*@__PURE__*/ new Quaternion(); + +class Box3 { + + constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { + + this.min = min; + this.max = max; + + } + + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + setFromArray( array ) { + + let minX = + Infinity; + let minY = + Infinity; + let minZ = + Infinity; + + let maxX = - Infinity; + let maxY = - Infinity; + let maxZ = - Infinity; + + for ( let i = 0, l = array.length; i < l; i += 3 ) { + + const x = array[ i ]; + const y = array[ i + 1 ]; + const z = array[ i + 2 ]; + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + return this; + + } + + setFromBufferAttribute( attribute ) { + + let minX = + Infinity; + let minY = + Infinity; + let minZ = + Infinity; + + let maxX = - Infinity; + let maxY = - Infinity; + let maxZ = - Infinity; + + for ( let i = 0, l = attribute.count; i < l; i ++ ) { + + const x = attribute.getX( i ); + const y = attribute.getY( i ); + const z = attribute.getZ( i ); + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + return this; + + } + + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + setFromObject( object ) { + + this.makeEmpty(); + + return this.expandByObject( object ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + makeEmpty() { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + } + + isEmpty() { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + } + + getCenter( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .getCenter() target is now required' ); + target = new Vector3(); + + } + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + getSize( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .getSize() target is now required' ); + target = new Vector3(); + + } + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + expandByObject( object ) { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + object.updateWorldMatrix( false, false ); + + const geometry = object.geometry; + + if ( geometry !== undefined ) { + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + _box$3.copy( geometry.boundingBox ); + _box$3.applyMatrix4( object.matrixWorld ); + + this.union( _box$3 ); + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + this.expandByObject( children[ i ] ); + + } + + return this; + + } + + containsPoint( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ? false : true; + + } + + containsBox( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y && + this.min.z <= box.min.z && box.max.z <= this.max.z; + + } + + getParameter( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .getParameter() target is now required' ); + target = new Vector3(); + + } + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + } + + intersectsBox( box ) { + + // using 6 splitting planes to rule out intersections. + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y || + box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + + } + + intersectsSphere( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, _vector$b ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + intersectsPlane( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + let min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= - plane.constant && max >= - plane.constant ); + + } + + intersectsTriangle( triangle ) { + + if ( this.isEmpty() ) { + + return false; + + } + + // compute box center and extents + this.getCenter( _center ); + _extents.subVectors( this.max, _center ); + + // translate triangle to aabb origin + _v0$2.subVectors( triangle.a, _center ); + _v1$7.subVectors( triangle.b, _center ); + _v2$3.subVectors( triangle.c, _center ); + + // compute edge vectors for triangle + _f0.subVectors( _v1$7, _v0$2 ); + _f1.subVectors( _v2$3, _v1$7 ); + _f2.subVectors( _v0$2, _v2$3 ); + + // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb + // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation + // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) + let axes = [ + 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, + _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, + - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 + ]; + if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) { + + return false; + + } + + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) { + + return false; + + } + + // finally testing the face normal of the triangle + // use already existing triangle edge vectors here + _triangleNormal.crossVectors( _f0, _f1 ); + axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; + + return satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ); + + } + + clampPoint( point, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .clampPoint() target is now required' ); + target = new Vector3(); + + } + + return target.copy( point ).clamp( this.min, this.max ); + + } + + distanceToPoint( point ) { + + const clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max ); + + return clampedPoint.sub( point ).length(); + + } + + getBoundingSphere( target ) { + + if ( target === undefined ) { + + console.error( 'THREE.Box3: .getBoundingSphere() target is now required' ); + //target = new Sphere(); // removed to avoid cyclic dependency + + } + + this.getCenter( target.center ); + + target.radius = this.getSize( _vector$b ).length() * 0.5; + + return target; + + } + + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if ( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( _points ); + + return this; + + } + + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} + +Box3.prototype.isBox3 = true; + +const _points = [ + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3() +]; + +const _vector$b = /*@__PURE__*/ new Vector3(); + +const _box$3 = /*@__PURE__*/ new Box3(); + +// triangle centered vertices + +const _v0$2 = /*@__PURE__*/ new Vector3(); +const _v1$7 = /*@__PURE__*/ new Vector3(); +const _v2$3 = /*@__PURE__*/ new Vector3(); + +// triangle edge vectors + +const _f0 = /*@__PURE__*/ new Vector3(); +const _f1 = /*@__PURE__*/ new Vector3(); +const _f2 = /*@__PURE__*/ new Vector3(); + +const _center = /*@__PURE__*/ new Vector3(); +const _extents = /*@__PURE__*/ new Vector3(); +const _triangleNormal = /*@__PURE__*/ new Vector3(); +const _testAxis = /*@__PURE__*/ new Vector3(); + +function satForAxes( axes, v0, v1, v2, extents ) { + + for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { + + _testAxis.fromArray( axes, i ); + // project the aabb onto the seperating axis + const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); + // project all 3 vertices of the triangle onto the seperating axis + const p0 = v0.dot( _testAxis ); + const p1 = v1.dot( _testAxis ); + const p2 = v2.dot( _testAxis ); + // actual test, basically see if either of the most extreme of the triangle points intersects r + if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { + + // points of the projected triangle are outside the projected half-length of the aabb + // the axis is seperating and we can exit + return false; + + } + + } + + return true; + +} + +const _box$2 = /*@__PURE__*/ new Box3(); +const _v1$6 = /*@__PURE__*/ new Vector3(); +const _toFarthestPoint = /*@__PURE__*/ new Vector3(); +const _toPoint = /*@__PURE__*/ new Vector3(); + +class Sphere { + + constructor( center = new Vector3(), radius = - 1 ) { + + this.center = center; + this.radius = radius; + + } + + set( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + } + + setFromPoints( points, optionalCenter ) { + + const center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + _box$2.setFromPoints( points ).getCenter( center ); + + } + + let maxRadiusSq = 0; + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + } + + copy( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + } + + isEmpty() { + + return ( this.radius < 0 ); + + } + + makeEmpty() { + + this.center.set( 0, 0, 0 ); + this.radius = - 1; + + return this; + + } + + containsPoint( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + } + + distanceToPoint( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + } + + intersectsSphere( sphere ) { + + const radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + } + + intersectsBox( box ) { + + return box.intersectsSphere( this ); + + } + + intersectsPlane( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + } + + clampPoint( point, target ) { + + const deltaLengthSq = this.center.distanceToSquared( point ); + + if ( target === undefined ) { + + console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); + target = new Vector3(); + + } + + target.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + target.sub( this.center ).normalize(); + target.multiplyScalar( this.radius ).add( this.center ); + + } + + return target; + + } + + getBoundingBox( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); + target = new Box3(); + + } + + if ( this.isEmpty() ) { + + // Empty sphere produces empty bounding box + target.makeEmpty(); + return target; + + } + + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); + + return target; + + } + + applyMatrix4( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + } + + translate( offset ) { + + this.center.add( offset ); + + return this; + + } + + expandByPoint( point ) { + + // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671 + + _toPoint.subVectors( point, this.center ); + + const lengthSq = _toPoint.lengthSq(); + + if ( lengthSq > ( this.radius * this.radius ) ) { + + const length = Math.sqrt( lengthSq ); + const missingRadiusHalf = ( length - this.radius ) * 0.5; + + // Nudge this sphere towards the target point. Add half the missing distance to radius, + // and the other half to position. This gives a tighter enclosure, instead of if + // the whole missing distance were just added to radius. + + this.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) ); + this.radius += missingRadiusHalf; + + } + + return this; + + } + + union( sphere ) { + + // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769 + + // To enclose another sphere into this sphere, we only need to enclose two points: + // 1) Enclose the farthest point on the other sphere into this sphere. + // 2) Enclose the opposite point of the farthest point into this sphere. + + _toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius ); + + this.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) ); + this.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) ); + + return this; + + } + + equals( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _vector$a = /*@__PURE__*/ new Vector3(); +const _segCenter = /*@__PURE__*/ new Vector3(); +const _segDir = /*@__PURE__*/ new Vector3(); +const _diff = /*@__PURE__*/ new Vector3(); + +const _edge1 = /*@__PURE__*/ new Vector3(); +const _edge2 = /*@__PURE__*/ new Vector3(); +const _normal$1 = /*@__PURE__*/ new Vector3(); + +class Ray { + + constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { + + this.origin = origin; + this.direction = direction; + + } + + set( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + } + + copy( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + } + + at( t, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Ray: .at() target is now required' ); + target = new Vector3(); + + } + + return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + + } + + lookAt( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + } + + recast( t ) { + + this.origin.copy( this.at( t, _vector$a ) ); + + return this; + + } + + closestPointToPoint( point, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); + target = new Vector3(); + + } + + target.subVectors( point, this.origin ); + + const directionDistance = target.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return target.copy( this.origin ); + + } + + return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + } + + distanceToPoint( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + } + + distanceSqToPoint( point ) { + + const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + _vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return _vector$a.distanceToSquared( point ); + + } + + distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + _segDir.copy( v1 ).sub( v0 ).normalize(); + _diff.copy( this.origin ).sub( _segCenter ); + + const segExtent = v0.distanceTo( v1 ) * 0.5; + const a01 = - this.direction.dot( _segDir ); + const b0 = _diff.dot( this.direction ); + const b1 = - _diff.dot( _segDir ); + const c = _diff.lengthSq(); + const det = Math.abs( 1 - a01 * a01 ); + let s0, s1, sqrDist, extDet; + + if ( det > 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + const invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter ); + + } + + return sqrDist; + + } + + intersectSphere( sphere, target ) { + + _vector$a.subVectors( sphere.center, this.origin ); + const tca = _vector$a.dot( this.direction ); + const d2 = _vector$a.dot( _vector$a ) - tca * tca; + const radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + const thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + const t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + const t1 = tca + thc; + + // test to see if both t0 and t1 are behind the ray - if so, return null + if ( t0 < 0 && t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, target ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); + + } + + intersectsSphere( sphere ) { + + return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + distanceToPlane( plane ) { + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + } + + intersectPlane( plane, target ) { + + const t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, target ); + + } + + intersectsPlane( plane ) { + + // check if the ray lies on the plane first + + const distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + } + + intersectBox( box, target ) { + + let tmin, tmax, tymin, tymax, tzmin, tzmax; + + const invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + const origin = this.origin; + + if ( invdirx >= 0 ) { + + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { + + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; + + } + + if ( invdiry >= 0 ) { + + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; + + } else { + + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; + + } + + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + + // These lines also handle the case where tmin or tmax is NaN + // (result of 0 * Infinity). x !== x returns true if x is NaN + + if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + + if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + + if ( invdirz >= 0 ) { + + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; + + } else { + + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; + + } + + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + + //return point closest to the ray (positive side) + + if ( tmax < 0 ) return null; + + return this.at( tmin >= 0 ? tmin : tmax, target ); + + } + + intersectsBox( box ) { + + return this.intersectBox( box, _vector$a ) !== null; + + } + + intersectTriangle( a, b, c, backfaceCulling, target ) { + + // Compute the offset origin, edges, and normal. + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + + _edge1.subVectors( b, a ); + _edge2.subVectors( c, a ); + _normal$1.crossVectors( _edge1, _edge2 ); + + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + let DdN = this.direction.dot( _normal$1 ); + let sign; + + if ( DdN > 0 ) { + + if ( backfaceCulling ) return null; + sign = 1; + + } else if ( DdN < 0 ) { + + sign = - 1; + DdN = - DdN; + + } else { + + return null; + + } + + _diff.subVectors( this.origin, a ); + const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); + + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { + + return null; + + } + + const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); + + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { + + return null; + + } + + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { + + return null; + + } + + // Line intersects triangle, check if ray does. + const QdN = - sign * _diff.dot( _normal$1 ); + + // t < 0, no intersection + if ( QdN < 0 ) { + + return null; + + } + + // Ray intersects triangle. + return this.at( QdN / DdN, target ); + + } + + applyMatrix4( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + } + + equals( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +class Matrix4 { + + constructor() { + + this.elements = [ + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ]; + + if ( arguments.length > 0 ) { + + console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + + } + + } + + set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + + return this; + + } + + identity() { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + clone() { + + return new Matrix4().fromArray( this.elements ); + + } + + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; + te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; + te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; + te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; + + return this; + + } + + copyPosition( m ) { + + const te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + } + + setFromMatrix3( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 3 ], me[ 6 ], 0, + me[ 1 ], me[ 4 ], me[ 7 ], 0, + me[ 2 ], me[ 5 ], me[ 8 ], 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + } + + makeBasis( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + } + + extractRotation( m ) { + + // this method does not support reflection matrices + + const te = this.elements; + const me = m.elements; + + const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length(); + const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length(); + const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 3 ] = 0; + + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + te[ 7 ] = 0; + + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + te[ 11 ] = 0; + + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + makeRotationFromEuler( euler ) { + + if ( ! ( euler && euler.isEuler ) ) { + + console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + + } + + const te = this.elements; + + const x = euler.x, y = euler.y, z = euler.z; + const a = Math.cos( x ), b = Math.sin( x ); + const c = Math.cos( y ), d = Math.sin( y ); + const e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; + + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YXZ' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; + + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZXY' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // bottom row + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // last column + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + makeRotationFromQuaternion( q ) { + + return this.compose( _zero, q, _one ); + + } + + lookAt( eye, target, up ) { + + const te = this.elements; + + _z.subVectors( eye, target ); + + if ( _z.lengthSq() === 0 ) { + + // eye and target are in the same position + + _z.z = 1; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + if ( _x.lengthSq() === 0 ) { + + // up and z are parallel + + if ( Math.abs( up.z ) === 1 ) { + + _z.x += 0.0001; + + } else { + + _z.z += 0.0001; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + } + + _x.normalize(); + _y.crossVectors( _z, _x ); + + te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; + te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; + te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; + + return this; + + } + + multiply( m, n ) { + + if ( n !== undefined ) { + + console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); + + } + + return this.multiplyMatrices( this, m ); + + } + + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + } + + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + + return this; + + } + + determinant() { + + const te = this.elements; + + const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) + + ); + + } + + transpose() { + + const te = this.elements; + let tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + } + + setPosition( x, y, z ) { + + const te = this.elements; + + if ( x.isVector3 ) { + + te[ 12 ] = x.x; + te[ 13 ] = x.y; + te[ 14 ] = x.z; + + } else { + + te[ 12 ] = x; + te[ 13 ] = y; + te[ 14 ] = z; + + } + + return this; + + } + + invert() { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], + n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], + n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], + n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + + return this; + + } + + scale( v ) { + + const te = this.elements; + const x = v.x, y = v.y, z = v.z; + + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + + return this; + + } + + getMaxScaleOnAxis() { + + const te = this.elements; + + const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + + } + + makeTranslation( x, y, z ) { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationX( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationY( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationZ( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationAxis( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + const c = Math.cos( angle ); + const s = Math.sin( angle ); + const t = 1 - c; + const x = axis.x, y = axis.y, z = axis.z; + const tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeScale( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeShear( x, y, z ) { + + this.set( + + 1, y, z, 0, + x, 1, z, 0, + x, y, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + compose( position, quaternion, scale ) { + + const te = this.elements; + + const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; + const x2 = x + x, y2 = y + y, z2 = z + z; + const xx = x * x2, xy = x * y2, xz = x * z2; + const yy = y * y2, yz = y * z2, zz = z * z2; + const wx = w * x2, wy = w * y2, wz = w * z2; + + const sx = scale.x, sy = scale.y, sz = scale.z; + + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 1 ] = ( xy + wz ) * sx; + te[ 2 ] = ( xz - wy ) * sx; + te[ 3 ] = 0; + + te[ 4 ] = ( xy - wz ) * sy; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 6 ] = ( yz + wx ) * sy; + te[ 7 ] = 0; + + te[ 8 ] = ( xz + wy ) * sz; + te[ 9 ] = ( yz - wx ) * sz; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; + te[ 11 ] = 0; + + te[ 12 ] = position.x; + te[ 13 ] = position.y; + te[ 14 ] = position.z; + te[ 15 ] = 1; + + return this; + + } + + decompose( position, quaternion, scale ) { + + const te = this.elements; + + let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + const det = this.determinant(); + if ( det < 0 ) sx = - sx; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + _m1$2.copy( this ); + + const invSX = 1 / sx; + const invSY = 1 / sy; + const invSZ = 1 / sz; + + _m1$2.elements[ 0 ] *= invSX; + _m1$2.elements[ 1 ] *= invSX; + _m1$2.elements[ 2 ] *= invSX; + + _m1$2.elements[ 4 ] *= invSY; + _m1$2.elements[ 5 ] *= invSY; + _m1$2.elements[ 6 ] *= invSY; + + _m1$2.elements[ 8 ] *= invSZ; + _m1$2.elements[ 9 ] *= invSZ; + _m1$2.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( _m1$2 ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + } + + makePerspective( left, right, top, bottom, near, far ) { + + if ( far === undefined ) { + + console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); + + } + + const te = this.elements; + const x = 2 * near / ( right - left ); + const y = 2 * near / ( top - bottom ); + + const a = ( right + left ) / ( right - left ); + const b = ( top + bottom ) / ( top - bottom ); + const c = - ( far + near ) / ( far - near ); + const d = - 2 * far * near / ( far - near ); + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; + + return this; + + } + + makeOrthographic( left, right, top, bottom, near, far ) { + + const te = this.elements; + const w = 1.0 / ( right - left ); + const h = 1.0 / ( top - bottom ); + const p = 1.0 / ( far - near ); + + const x = ( right + left ) * w; + const y = ( top + bottom ) * h; + const z = ( far + near ) * p; + + te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; + te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + } + + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + } + +} + +Matrix4.prototype.isMatrix4 = true; + +const _v1$5 = /*@__PURE__*/ new Vector3(); +const _m1$2 = /*@__PURE__*/ new Matrix4(); +const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); +const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); +const _x = /*@__PURE__*/ new Vector3(); +const _y = /*@__PURE__*/ new Vector3(); +const _z = /*@__PURE__*/ new Vector3(); + +const _matrix$1 = /*@__PURE__*/ new Matrix4(); +const _quaternion$3 = /*@__PURE__*/ new Quaternion(); + +class Euler { + + constructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + } + + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + get order() { + + return this._order; + + } + + set order( value ) { + + this._order = value; + this._onChangeCallback(); + + } + + set( x, y, z, order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._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, update ) { + + // 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 ]; + + order = order || this._order; + + 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 !== false ) this._onChangeCallback(); + + return this; + + } + + setFromQuaternion( q, order, update ) { + + _matrix$1.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( _matrix$1, order, update ); + + } + + setFromVector3( v, order ) { + + return this.set( v.x, v.y, v.z, order || this._order ); + + } + + reorder( newOrder ) { + + // WARNING: this discards revolution information -bhouston + + _quaternion$3.setFromEuler( this ); + + return this.setFromQuaternion( _quaternion$3, newOrder ); + + } + + equals( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + } + + fromArray( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this._onChangeCallback(); + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + } + + toVector3( optionalResult ) { + + if ( optionalResult ) { + + return optionalResult.set( this._x, this._y, this._z ); + + } else { + + return new Vector3( this._x, this._y, this._z ); + + } + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + +} + +Euler.prototype.isEuler = true; + +Euler.DefaultOrder = 'XYZ'; +Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + +class Layers { + + constructor() { + + this.mask = 1 | 0; + + } + + set( channel ) { + + this.mask = 1 << channel | 0; + + } + + enable( channel ) { + + this.mask |= 1 << channel | 0; + + } + + enableAll() { + + this.mask = 0xffffffff | 0; + + } + + toggle( channel ) { + + this.mask ^= 1 << channel | 0; + + } + + disable( channel ) { + + this.mask &= ~ ( 1 << channel | 0 ); + + } + + disableAll() { + + this.mask = 0; + + } + + test( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + +} + +let _object3DId = 0; + +const _v1$4 = new /*@__PURE__*/ Vector3(); +const _q1 = new /*@__PURE__*/ Quaternion(); +const _m1$1 = new /*@__PURE__*/ Matrix4(); +const _target = new /*@__PURE__*/ Vector3(); + +const _position$3 = new /*@__PURE__*/ Vector3(); +const _scale$2 = new /*@__PURE__*/ Vector3(); +const _quaternion$2 = new /*@__PURE__*/ Quaternion(); + +const _xAxis = new /*@__PURE__*/ Vector3( 1, 0, 0 ); +const _yAxis = new /*@__PURE__*/ Vector3( 0, 1, 0 ); +const _zAxis = new /*@__PURE__*/ Vector3( 0, 0, 1 ); + +const _addedEvent = { type: 'added' }; +const _removedEvent = { type: 'removed' }; + +class Object3D extends EventDispatcher { + + constructor() { + + super(); + + Object.defineProperty( this, 'id', { value: _object3DId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = Object3D.DefaultUp.clone(); + + const position = new Vector3(); + const rotation = new Euler(); + const quaternion = new Quaternion(); + const scale = new Vector3( 1, 1, 1 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + rotation.setFromQuaternion( quaternion, undefined, false ); + + } + + rotation._onChange( onRotationChange ); + quaternion._onChange( onQuaternionChange ); + + Object.defineProperties( this, { + position: { + configurable: true, + enumerable: true, + value: position + }, + rotation: { + configurable: true, + enumerable: true, + value: rotation + }, + quaternion: { + configurable: true, + enumerable: true, + value: quaternion + }, + scale: { + configurable: true, + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); + + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; + + this.layers = new Layers(); + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.animations = []; + + this.userData = {}; + + } + + onBeforeRender() {} + onAfterRender() {} + + applyMatrix4( matrix ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + this.matrix.premultiply( matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + } + + applyQuaternion( q ) { + + this.quaternion.premultiply( q ); + + return this; + + } + + setRotationFromAxisAngle( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + } + + setRotationFromEuler( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + } + + setRotationFromMatrix( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + } + + setRotationFromQuaternion( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + } + + rotateOnAxis( axis, angle ) { + + // rotate object on axis in object space + // axis is assumed to be normalized + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( _q1 ); + + return this; + + } + + rotateOnWorldAxis( axis, angle ) { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( _q1 ); + + return this; + + } + + rotateX( angle ) { + + return this.rotateOnAxis( _xAxis, angle ); + + } + + rotateY( angle ) { + + return this.rotateOnAxis( _yAxis, angle ); + + } + + rotateZ( angle ) { + + return this.rotateOnAxis( _zAxis, angle ); + + } + + translateOnAxis( axis, distance ) { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + _v1$4.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( _v1$4.multiplyScalar( distance ) ); + + return this; + + } + + translateX( distance ) { + + return this.translateOnAxis( _xAxis, distance ); + + } + + translateY( distance ) { + + return this.translateOnAxis( _yAxis, distance ); + + } + + translateZ( distance ) { + + return this.translateOnAxis( _zAxis, distance ); + + } + + localToWorld( vector ) { + + return vector.applyMatrix4( this.matrixWorld ); + + } + + worldToLocal( vector ) { + + return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); + + } + + lookAt( x, y, z ) { + + // This method does not support objects having non-uniformly-scaled parent(s) + + if ( x.isVector3 ) { + + _target.copy( x ); + + } else { + + _target.set( x, y, z ); + + } + + const parent = this.parent; + + this.updateWorldMatrix( true, false ); + + _position$3.setFromMatrixPosition( this.matrixWorld ); + + if ( this.isCamera || this.isLight ) { + + _m1$1.lookAt( _position$3, _target, this.up ); + + } else { + + _m1$1.lookAt( _target, _position$3, this.up ); + + } + + this.quaternion.setFromRotationMatrix( _m1$1 ); + + if ( parent ) { + + _m1$1.extractRotation( parent.matrixWorld ); + _q1.setFromRotationMatrix( _m1$1 ); + this.quaternion.premultiply( _q1.invert() ); + + } + + } + + add( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object ); + return this; + + } + + if ( object && object.isObject3D ) { + + if ( object.parent !== null ) { + + object.parent.remove( object ); + + } + + object.parent = this; + this.children.push( object ); + + object.dispatchEvent( _addedEvent ); + + } else { + + console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object ); + + } + + return this; + + } + + remove( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + const index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = null; + this.children.splice( index, 1 ); + + object.dispatchEvent( _removedEvent ); + + } + + return this; + + } + + clear() { + + for ( let i = 0; i < this.children.length; i ++ ) { + + const object = this.children[ i ]; + + object.parent = null; + + object.dispatchEvent( _removedEvent ); + + } + + this.children.length = 0; + + return this; + + + } + + attach( object ) { + + // adds object as a child of this, while maintaining the object's world transform + + this.updateWorldMatrix( true, false ); + + _m1$1.copy( this.matrixWorld ).invert(); + + if ( object.parent !== null ) { + + object.parent.updateWorldMatrix( true, false ); + + _m1$1.multiply( object.parent.matrixWorld ); + + } + + object.applyMatrix4( _m1$1 ); + + this.add( object ); + + object.updateWorldMatrix( false, true ); + + return this; + + } + + getObjectById( id ) { + + return this.getObjectByProperty( 'id', id ); + + } + + getObjectByName( name ) { + + return this.getObjectByProperty( 'name', name ); + + } + + getObjectByProperty( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( let i = 0, l = this.children.length; i < l; i ++ ) { + + const child = this.children[ i ]; + const object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + } + + getWorldPosition( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' ); + target = new Vector3(); + + } + + this.updateWorldMatrix( true, false ); + + return target.setFromMatrixPosition( this.matrixWorld ); + + } + + getWorldQuaternion( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' ); + target = new Quaternion(); + + } + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$3, target, _scale$2 ); + + return target; + + } + + getWorldScale( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); + target = new Vector3(); + + } + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$3, _quaternion$2, target ); + + return target; + + } + + getWorldDirection( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); + target = new Vector3(); + + } + + this.updateWorldMatrix( true, false ); + + const e = this.matrixWorld.elements; + + return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); + + } + + raycast() {} + + traverse( callback ) { + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + } + + traverseVisible( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + } + + traverseAncestors( callback ) { + + const parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + } + + updateMatrix() { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + this.matrixWorldNeedsUpdate = true; + + } + + updateMatrixWorld( force ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateMatrixWorld( force ); + + } + + } + + updateWorldMatrix( updateParents, updateChildren ) { + + const parent = this.parent; + + if ( updateParents === true && parent !== null ) { + + parent.updateWorldMatrix( true, false ); + + } + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + // update children + + if ( updateChildren === true ) { + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateWorldMatrix( false, true ); + + } + + } + + } + + toJSON( meta ) { + + // meta is a string when called from JSON.stringify + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + const output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {}, + skeletons: {}, + animations: {} + }; + + output.metadata = { + version: 4.5, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + const object = {}; + + object.uuid = this.uuid; + object.type = this.type; + + if ( this.name !== '' ) object.name = this.name; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + if ( this.frustumCulled === false ) object.frustumCulled = false; + if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; + if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + + object.layers = this.layers.mask; + object.matrix = this.matrix.toArray(); + + if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; + + // object specific properties + + if ( this.isInstancedMesh ) { + + object.type = 'InstancedMesh'; + object.count = this.count; + object.instanceMatrix = this.instanceMatrix.toJSON(); + if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); + + } + + // + + function serialize( library, element ) { + + if ( library[ element.uuid ] === undefined ) { + + library[ element.uuid ] = element.toJSON( meta ); + + } + + return element.uuid; + + } + + if ( this.isMesh || this.isLine || this.isPoints ) { + + object.geometry = serialize( meta.geometries, this.geometry ); + + const parameters = this.geometry.parameters; + + if ( parameters !== undefined && parameters.shapes !== undefined ) { + + const shapes = parameters.shapes; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + serialize( meta.shapes, shape ); + + } + + } else { + + serialize( meta.shapes, shapes ); + + } + + } + + } + + if ( this.isSkinnedMesh ) { + + object.bindMode = this.bindMode; + object.bindMatrix = this.bindMatrix.toArray(); + + if ( this.skeleton !== undefined ) { + + serialize( meta.skeletons, this.skeleton ); + + object.skeleton = this.skeleton.uuid; + + } + + } + + if ( this.material !== undefined ) { + + if ( Array.isArray( this.material ) ) { + + const uuids = []; + + for ( let i = 0, l = this.material.length; i < l; i ++ ) { + + uuids.push( serialize( meta.materials, this.material[ i ] ) ); + + } + + object.material = uuids; + + } else { + + object.material = serialize( meta.materials, this.material ); + + } + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( let i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + // + + if ( this.animations.length > 0 ) { + + object.animations = []; + + for ( let i = 0; i < this.animations.length; i ++ ) { + + const animation = this.animations[ i ]; + + object.animations.push( serialize( meta.animations, animation ) ); + + } + + } + + if ( isRootObject ) { + + const geometries = extractFromCache( meta.geometries ); + const materials = extractFromCache( meta.materials ); + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + const shapes = extractFromCache( meta.shapes ); + const skeletons = extractFromCache( meta.skeletons ); + const animations = extractFromCache( meta.animations ); + + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + if ( shapes.length > 0 ) output.shapes = shapes; + if ( skeletons.length > 0 ) output.skeletons = skeletons; + if ( animations.length > 0 ) output.animations = animations; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { + + const values = []; + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + } + + clone( recursive ) { + + return new this.constructor().copy( this, recursive ); + + } + + copy( source, recursive = true ) { + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.rotation.order = source.rotation.order; + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.layers.mask = source.layers.mask; + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( let i = 0; i < source.children.length; i ++ ) { + + const child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + +} + +Object3D.DefaultUp = new Vector3( 0, 1, 0 ); +Object3D.DefaultMatrixAutoUpdate = true; + +Object3D.prototype.isObject3D = true; + +const _vector1 = /*@__PURE__*/ new Vector3(); +const _vector2$1 = /*@__PURE__*/ new Vector3(); +const _normalMatrix = /*@__PURE__*/ new Matrix3(); + +class Plane { + + constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { + + // normal is assumed to be normalized + + this.normal = normal; + this.constant = constant; + + } + + set( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + } + + setComponents( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + } + + setFromNormalAndCoplanarPoint( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + } + + setFromCoplanarPoints( a, b, c ) { + + const normal = _vector1.subVectors( c, b ).cross( _vector2$1.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 ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Plane: .projectPoint() target is now required' ); + target = new Vector3(); + + } + + return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); + + } + + intersectLine( line, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Plane: .intersectLine() target is now required' ); + target = new Vector3(); + + } + + const direction = line.delta( _vector1 ); + + const denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return target.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return null; + + } + + const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( t < 0 || t > 1 ) { + + return null; + + } + + return target.copy( direction ).multiplyScalar( t ).add( line.start ); + + } + + intersectsLine( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + const startSign = this.distanceToPoint( line.start ); + const endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + } + + intersectsBox( box ) { + + return box.intersectsPlane( this ); + + } + + intersectsSphere( sphere ) { + + return sphere.intersectsPlane( this ); + + } + + coplanarPoint( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); + target = new Vector3(); + + } + + return target.copy( this.normal ).multiplyScalar( - this.constant ); + + } + + applyMatrix4( matrix, optionalNormalMatrix ) { + + const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); + + const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); + + const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + } + + translate( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + } + + equals( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +Plane.prototype.isPlane = true; + +const _v0$1 = /*@__PURE__*/ new Vector3(); +const _v1$3 = /*@__PURE__*/ new Vector3(); +const _v2$2 = /*@__PURE__*/ new Vector3(); +const _v3$1 = /*@__PURE__*/ new Vector3(); + +const _vab = /*@__PURE__*/ new Vector3(); +const _vac = /*@__PURE__*/ new Vector3(); +const _vbc = /*@__PURE__*/ new Vector3(); +const _vap = /*@__PURE__*/ new Vector3(); +const _vbp = /*@__PURE__*/ new Vector3(); +const _vcp = /*@__PURE__*/ new Vector3(); + +class Triangle { + + constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { + + this.a = a; + this.b = b; + this.c = c; + + } + + static getNormal( a, b, c, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .getNormal() target is now required' ); + target = new Vector3(); + + } + + target.subVectors( c, b ); + _v0$1.subVectors( a, b ); + target.cross( _v0$1 ); + + 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 ); + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); + target = new Vector3(); + + } + + // collinear or singular triangle + if ( denom === 0 ) { + + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return target.set( - 2, - 1, - 1 ); + + } + + const invDenom = 1 / denom; + const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return target.set( 1 - u - v, v, u ); + + } + + static containsPoint( point, a, b, c ) { + + this.getBarycoord( point, a, b, c, _v3$1 ); + + return ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 ); + + } + + static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { + + this.getBarycoord( point, p1, p2, p3, _v3$1 ); + + target.set( 0, 0 ); + target.addScaledVector( uv1, _v3$1.x ); + target.addScaledVector( uv2, _v3$1.y ); + target.addScaledVector( uv3, _v3$1.z ); + + return target; + + } + + static isFrontFacing( a, b, c, direction ) { + + _v0$1.subVectors( c, b ); + _v1$3.subVectors( a, b ); + + // strictly front facing + return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; + + } + + set( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + } + + setFromPointsAndIndices( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + } + + getArea() { + + _v0$1.subVectors( this.c, this.b ); + _v1$3.subVectors( this.a, this.b ); + + return _v0$1.cross( _v1$3 ).length() * 0.5; + + } + + getMidpoint( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); + target = new Vector3(); + + } + + return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + } + + getNormal( target ) { + + return Triangle.getNormal( this.a, this.b, this.c, target ); + + } + + getPlane( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .getPlane() target is now required' ); + target = new Plane(); + + } + + return target.setFromCoplanarPoints( this.a, this.b, this.c ); + + } + + getBarycoord( point, target ) { + + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + + } + + getUV( point, uv1, uv2, uv3, target ) { + + return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target ); + + } + + containsPoint( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + } + + isFrontFacing( direction ) { + + return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); + + } + + intersectsBox( box ) { + + return box.intersectsTriangle( this ); + + } + + closestPointToPoint( p, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); + target = new Vector3(); + + } + + const a = this.a, b = this.b, c = this.c; + let v, w; + + // algorithm thanks to Real-Time Collision Detection by Christer Ericson, + // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., + // under the accompanying license; see chapter 5.1.5 for detailed explanation. + // basically, we're distinguishing which of the voronoi regions of the triangle + // the point lies in with the minimum amount of redundant computation. + + _vab.subVectors( b, a ); + _vac.subVectors( c, a ); + _vap.subVectors( p, a ); + const d1 = _vab.dot( _vap ); + const d2 = _vac.dot( _vap ); + if ( d1 <= 0 && d2 <= 0 ) { + + // vertex region of A; barycentric coords (1, 0, 0) + return target.copy( a ); + + } + + _vbp.subVectors( p, b ); + const d3 = _vab.dot( _vbp ); + const d4 = _vac.dot( _vbp ); + if ( d3 >= 0 && d4 <= d3 ) { + + // vertex region of B; barycentric coords (0, 1, 0) + return target.copy( b ); + + } + + const vc = d1 * d4 - d3 * d2; + if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { + + v = d1 / ( d1 - d3 ); + // edge region of AB; barycentric coords (1-v, v, 0) + return target.copy( a ).addScaledVector( _vab, v ); + + } + + _vcp.subVectors( p, c ); + const d5 = _vab.dot( _vcp ); + const d6 = _vac.dot( _vcp ); + if ( d6 >= 0 && d5 <= d6 ) { + + // vertex region of C; barycentric coords (0, 0, 1) + return target.copy( c ); + + } + + const vb = d5 * d2 - d1 * d6; + if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { + + w = d2 / ( d2 - d6 ); + // edge region of AC; barycentric coords (1-w, 0, w) + return target.copy( a ).addScaledVector( _vac, w ); + + } + + const va = d3 * d6 - d5 * d4; + if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { + + _vbc.subVectors( c, b ); + w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); + // edge region of BC; barycentric coords (0, 1-w, w) + return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC + + } + + // face region + const denom = 1 / ( va + vb + vc ); + // u = va * denom + v = vb * denom; + w = vc * denom; + + return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); + + } + + equals( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + +} + +let materialId = 0; + +function Material$1() { + + Object.defineProperty( this, 'id', { value: materialId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'Material'; + + this.fog = true; + + this.blending = NormalBlending; + this.side = FrontSide; + this.vertexColors = false; + + this.opacity = 1; + this.transparent = false; + + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.stencilWriteMask = 0xff; + this.stencilFunc = AlwaysStencilFunc; + this.stencilRef = 0; + this.stencilFuncMask = 0xff; + this.stencilFail = KeepStencilOp; + this.stencilZFail = KeepStencilOp; + this.stencilZPass = KeepStencilOp; + this.stencilWrite = false; + + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; + + this.shadowSide = null; + + this.colorWrite = true; + + this.precision = null; // override the renderer's default precision for this material + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.dithering = false; + + this.alphaTest = 0; + this.alphaToCoverage = false; + this.premultipliedAlpha = false; + + this.visible = true; + + this.toneMapped = true; + + this.userData = {}; + + this.version = 0; + +} + +Material$1.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Material$1, + + isMaterial: true, + + onBuild: function ( /* shaderobject, renderer */ ) {}, + + onBeforeCompile: function ( /* shaderobject, renderer */ ) {}, + + customProgramCacheKey: function () { + + return this.onBeforeCompile.toString(); + + }, + + setValues: function ( values ) { + + if ( values === undefined ) return; + + for ( const key in values ) { + + const newValue = values[ key ]; + + if ( newValue === undefined ) { + + console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' ); + continue; + + } + + // for backward compatability if shading is set in the constructor + if ( key === 'shading' ) { + + console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this.flatShading = ( newValue === FlatShading ) ? true : false; + continue; + + } + + const currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + console.warn( 'THREE.' + this.type + ': \'' + key + '\' is not a property of this material.' ); + continue; + + } + + if ( currentValue && currentValue.isColor ) { + + currentValue.set( newValue ); + + } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + }, + + toJSON: function ( meta ) { + + const isRoot = ( meta === undefined || typeof meta === 'string' ); + + if ( isRoot ) { + + meta = { + textures: {}, + images: {} + }; + + } + + const data = { + metadata: { + version: 4.5, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; + + if ( this.name !== '' ) data.name = this.name; + + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex(); + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + + if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; + if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; + + if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { + + data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { + + data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { + + data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; + data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); + + } + + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + + if ( this.lightMap && this.lightMap.isTexture ) { + + data.lightMap = this.lightMap.toJSON( meta ).uuid; + data.lightMapIntensity = this.lightMapIntensity; + + } + + if ( this.aoMap && this.aoMap.isTexture ) { + + data.aoMap = this.aoMap.toJSON( meta ).uuid; + data.aoMapIntensity = this.aoMapIntensity; + + } + + if ( this.bumpMap && this.bumpMap.isTexture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + + if ( this.normalMap && this.normalMap.isTexture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalMapType = this.normalMapType; + data.normalScale = this.normalScale.toArray(); + + } + + if ( this.displacementMap && this.displacementMap.isTexture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + + if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + + if ( this.envMap && this.envMap.isTexture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + + if ( this.combine !== undefined ) data.combine = this.combine; + + } + + if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; + if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity; + if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio; + + if ( this.gradientMap && this.gradientMap.isTexture ) { + + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + + } + + if ( this.size !== undefined ) data.size = this.size; + if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors ) data.vertexColors = true; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; + + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + data.colorWrite = this.colorWrite; + + data.stencilWrite = this.stencilWrite; + data.stencilWriteMask = this.stencilWriteMask; + data.stencilFunc = this.stencilFunc; + data.stencilRef = this.stencilRef; + data.stencilFuncMask = this.stencilFuncMask; + data.stencilFail = this.stencilFail; + data.stencilZFail = this.stencilZFail; + data.stencilZPass = this.stencilZPass; + + // rotation (SpriteMaterial) + if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation; + + if ( this.polygonOffset === true ) data.polygonOffset = true; + if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; + if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits; + + if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; + + if ( this.dithering === true ) data.dithering = true; + + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + + if ( this.wireframe === true ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + + if ( this.morphTargets === true ) data.morphTargets = true; + if ( this.morphNormals === true ) data.morphNormals = true; + if ( this.skinning === true ) data.skinning = true; + + if ( this.flatShading === true ) data.flatShading = this.flatShading; + + if ( this.visible === false ) data.visible = false; + + if ( this.toneMapped === false ) data.toneMapped = false; + + if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache( cache ) { + + const values = []; + + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRoot ) { + + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.name = source.name; + + this.fog = source.fog; + + this.blending = source.blending; + this.side = source.side; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.stencilWriteMask = source.stencilWriteMask; + this.stencilFunc = source.stencilFunc; + this.stencilRef = source.stencilRef; + this.stencilFuncMask = source.stencilFuncMask; + this.stencilFail = source.stencilFail; + this.stencilZFail = source.stencilZFail; + this.stencilZPass = source.stencilZPass; + this.stencilWrite = source.stencilWrite; + + const srcPlanes = source.clippingPlanes; + let dstPlanes = null; + + if ( srcPlanes !== null ) { + + const n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( let i = 0; i !== n; ++ i ) { + + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + } + + this.clippingPlanes = dstPlanes; + this.clipIntersection = source.clipIntersection; + this.clipShadows = source.clipShadows; + + this.shadowSide = source.shadowSide; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.dithering = source.dithering; + + this.alphaTest = source.alphaTest; + this.alphaToCoverage = source.alphaToCoverage; + this.premultipliedAlpha = source.premultipliedAlpha; + + this.visible = source.visible; + + this.toneMapped = source.toneMapped; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +Object.defineProperty( Material$1.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + +const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + +const _hslA = { h: 0, s: 0, l: 0 }; +const _hslB = { h: 0, s: 0, l: 0 }; + +function hue2rgb( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + +} + +function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + +} + +function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + +} + +class Color { + + constructor( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + return this.set( r ); + + } + + return this.setRGB( r, g, b ); + + } + + set( value ) { + + if ( value && value.isColor ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + return this; + + } + + setScalar( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + } + + setHex( hex ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + return this; + + } + + setRGB( r, g, b ) { + + this.r = r; + this.g = g; + this.b = b; + + return this; + + } + + setHSL( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = euclideanModulo( h, 1 ); + s = clamp$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 ); + + } + + return this; + + } + + setStyle( style ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + let m; + + if ( m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + let color; + const name = m[ 1 ]; + const components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + + handleAlpha( color[ 4 ] ); + + return this; + + } + + if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + + handleAlpha( color[ 4 ] ); + + return this; + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + const h = parseFloat( color[ 1 ] ) / 360; + const s = parseInt( color[ 2 ], 10 ) / 100; + const l = parseInt( color[ 3 ], 10 ) / 100; + + handleAlpha( color[ 4 ] ); + + return this.setHSL( h, s, l ); + + } + + break; + + } + + } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { + + // hex color + + const hex = m[ 1 ]; + const size = hex.length; + + if ( size === 3 ) { + + // #ff0 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; + + return this; + + } else if ( size === 6 ) { + + // #ff0000 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; + + return this; + + } + + } + + if ( style && style.length > 0 ) { + + return this.setColorName( style ); + + } + + return this; + + } + + setColorName( style ) { + + // color keywords + const hex = _colorKeywords[ style.toLowerCase() ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + return this; + + } + + clone() { + + return new this.constructor( this.r, this.g, this.b ); + + } + + copy( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + } + + copyGammaToLinear( color, gammaFactor = 2.0 ) { + + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); + + return this; + + } + + copyLinearToGamma( color, gammaFactor = 2.0 ) { + + const safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); + + return this; + + } + + convertGammaToLinear( gammaFactor ) { + + this.copyGammaToLinear( this, gammaFactor ); + + return this; + + } + + convertLinearToGamma( gammaFactor ) { + + this.copyLinearToGamma( this, gammaFactor ); + + return this; + + } + + copySRGBToLinear( color ) { + + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); + + return this; + + } + + copyLinearToSRGB( color ) { + + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); + + return this; + + } + + convertSRGBToLinear() { + + this.copySRGBToLinear( this ); + + return this; + + } + + convertLinearToSRGB() { + + this.copyLinearToSRGB( this ); + + return this; + + } + + getHex() { + + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + + } + + getHexString() { + + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + + } + + getHSL( target ) { + + // h,s,l ranges are in 0.0 - 1.0 + + if ( target === undefined ) { + + console.warn( 'THREE.Color: .getHSL() target is now required' ); + target = { h: 0, s: 0, l: 0 }; + + } + + const r = this.r, g = this.g, b = this.b; + + const max = Math.max( r, g, b ); + const min = Math.min( r, g, b ); + + let hue, saturation; + const lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + const delta = max - min; + + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + + switch ( max ) { + + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; + + } + + hue /= 6; + + } + + target.h = hue; + target.s = saturation; + target.l = lightness; + + return target; + + } + + getStyle() { + + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + + } + + offsetHSL( h, s, l ) { + + this.getHSL( _hslA ); + + _hslA.h += h; _hslA.s += s; _hslA.l += l; + + this.setHSL( _hslA.h, _hslA.s, _hslA.l ); + + return this; + + } + + add( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + } + + addColors( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + } + + addScalar( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + } + + sub( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + } + + multiply( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + } + + multiplyScalar( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + } + + lerp( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + } + + lerpColors( color1, color2, alpha ) { + + this.r = color1.r + ( color2.r - color1.r ) * alpha; + this.g = color1.g + ( color2.g - color1.g ) * alpha; + this.b = color1.b + ( color2.b - color1.b ) * alpha; + + return this; + + } + + lerpHSL( color, alpha ) { + + this.getHSL( _hslA ); + color.getHSL( _hslB ); + + const h = lerp( _hslA.h, _hslB.h, alpha ); + const s = lerp( _hslA.s, _hslB.s, alpha ); + const l = lerp( _hslA.l, _hslB.l, alpha ); + + this.setHSL( h, s, l ); + + return this; + + } + + equals( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + } + + fromArray( array, offset = 0 ) { + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.r = attribute.getX( index ); + this.g = attribute.getY( index ); + this.b = attribute.getZ( index ); + + if ( attribute.normalized === true ) { + + // assuming Uint8Array + + this.r /= 255; + this.g /= 255; + this.b /= 255; + + } + + return this; + + } + + toJSON() { + + return this.getHex(); + + } + +} + +Color.NAMES = _colorKeywords; + +Color.prototype.isColor = true; +Color.prototype.r = 1; +Color.prototype.g = 1; +Color.prototype.b = 1; + +/** + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */ + +class MeshBasicMaterial extends Material$1 { + + constructor( parameters ) { + + super(); + + this.type = 'MeshBasicMaterial'; + + this.color = new Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + return this; + + } + +} + +MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + +const _vector$9 = new /*@__PURE__*/ Vector3(); +const _vector2 = new /*@__PURE__*/ Vector2(); + +class BufferAttribute { + + constructor( array, itemSize, normalized ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.name = ''; + + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized === true; + + this.usage = StaticDrawUsage; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + + this.onUploadCallback = function () {}; + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + copy( source ) { + + this.name = source.name; + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; + + this.usage = source.usage; + + return this; + + } + + copyAt( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( let i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + } + + copyArray( array ) { + + this.array.set( array ); + + return this; + + } + + copyColorsArray( colors ) { + + const array = this.array; + let offset = 0; + + for ( let i = 0, l = colors.length; i < l; i ++ ) { + + let color = colors[ i ]; + + if ( color === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new Color(); + + } + + array[ offset ++ ] = color.r; + array[ offset ++ ] = color.g; + array[ offset ++ ] = color.b; + + } + + return this; + + } + + copyVector2sArray( vectors ) { + + const array = this.array; + let offset = 0; + + for ( let i = 0, l = vectors.length; i < l; i ++ ) { + + let vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new Vector2(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + + } + + return this; + + } + + copyVector3sArray( vectors ) { + + const array = this.array; + let offset = 0; + + for ( let i = 0, l = vectors.length; i < l; i ++ ) { + + let vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new Vector3(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + + } + + return this; + + } + + copyVector4sArray( vectors ) { + + const array = this.array; + let offset = 0; + + for ( let i = 0, l = vectors.length; i < l; i ++ ) { + + let vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); + vector = new Vector4(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.w; + + } + + return this; + + } + + applyMatrix3( m ) { + + if ( this.itemSize === 2 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector2.fromBufferAttribute( this, i ); + _vector2.applyMatrix3( m ); + + this.setXY( i, _vector2.x, _vector2.y ); + + } + + } else if ( this.itemSize === 3 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + _vector$9.applyMatrix3( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + } + + return this; + + } + + applyMatrix4( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.x = this.getX( i ); + _vector$9.y = this.getY( i ); + _vector$9.z = this.getZ( i ); + + _vector$9.applyMatrix4( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + return this; + + } + + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.x = this.getX( i ); + _vector$9.y = this.getY( i ); + _vector$9.z = this.getZ( i ); + + _vector$9.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + return this; + + } + + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.x = this.getX( i ); + _vector$9.y = this.getY( i ); + _vector$9.z = this.getZ( i ); + + _vector$9.transformDirection( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + return this; + + } + + set( value, offset = 0 ) { + + this.array.set( value, offset ); + + return this; + + } + + getX( index ) { + + return this.array[ index * this.itemSize ]; + + } + + setX( index, x ) { + + this.array[ index * this.itemSize ] = x; + + return this; + + } + + getY( index ) { + + return this.array[ index * this.itemSize + 1 ]; + + } + + setY( index, y ) { + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + } + + getZ( index ) { + + return this.array[ index * this.itemSize + 2 ]; + + } + + setZ( index, z ) { + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + } + + getW( index ) { + + return this.array[ index * this.itemSize + 3 ]; + + } + + setW( index, w ) { + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + } + + setXY( index, x, y ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + } + + setXYZ( index, x, y, z ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + } + + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + clone() { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + } + + toJSON() { + + const data = { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: Array.prototype.slice.call( this.array ), + normalized: this.normalized + }; + + if ( this.name !== '' ) data.name = this.name; + if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; + if ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange; + + return data; + + } + +} + +BufferAttribute.prototype.isBufferAttribute = true; + +class Uint16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + } + +} + +class Uint32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint32Array( array ), itemSize, normalized ); + + } + +} + +class Float32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Float32Array( array ), itemSize, normalized ); + + } + +} + +function arrayMax( array ) { + + if ( array.length === 0 ) return - Infinity; + + let max = array[ 0 ]; + + for ( let i = 1, l = array.length; i < l; ++ i ) { + + if ( array[ i ] > max ) max = array[ i ]; + + } + + return max; + +} + +let _id = 0; + +const _m1 = new /*@__PURE__*/ Matrix4(); +const _obj = new /*@__PURE__*/ Object3D(); +const _offset = new /*@__PURE__*/ Vector3(); +const _box$1 = new /*@__PURE__*/ Box3(); +const _boxMorphTargets = new /*@__PURE__*/ Box3(); +const _vector$8 = new /*@__PURE__*/ Vector3(); + +class BufferGeometry extends EventDispatcher { + + constructor() { + + super(); + + Object.defineProperty( this, 'id', { value: _id ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.index = null; + this.attributes = {}; + + this.morphAttributes = {}; + this.morphTargetsRelative = false; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + + this.userData = {}; + + } + + getIndex() { + + return this.index; + + } + + setIndex( index ) { + + if ( Array.isArray( index ) ) { + + this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + + } else { + + this.index = index; + + } + + return this; + + } + + getAttribute( name ) { + + return this.attributes[ name ]; + + } + + setAttribute( name, attribute ) { + + this.attributes[ name ] = attribute; + + return this; + + } + + deleteAttribute( name ) { + + delete this.attributes[ name ]; + + return this; + + } + + hasAttribute( name ) { + + return this.attributes[ name ] !== undefined; + + } + + addGroup( start, count, materialIndex = 0 ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex + + } ); + + } + + clearGroups() { + + this.groups = []; + + } + + setDrawRange( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + } + + applyMatrix4( matrix ) { + + const position = this.attributes.position; + + if ( position !== undefined ) { + + position.applyMatrix4( matrix ); + + position.needsUpdate = true; + + } + + const normal = this.attributes.normal; + + if ( normal !== undefined ) { + + const normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + normal.applyNormalMatrix( normalMatrix ); + + normal.needsUpdate = true; + + } + + const tangent = this.attributes.tangent; + + if ( tangent !== undefined ) { + + tangent.transformDirection( matrix ); + + tangent.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + } + + 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. Alternatively set "mesh.frustumCulled" to "false".', this ); + + this.boundingBox.set( + new Vector3( - Infinity, - Infinity, - Infinity ), + new Vector3( + Infinity, + Infinity, + Infinity ) + ); + + return; + + } + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _box$1.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$8.addVectors( this.boundingBox.min, _box$1.min ); + this.boundingBox.expandByPoint( _vector$8 ); + + _vector$8.addVectors( this.boundingBox.max, _box$1.max ); + this.boundingBox.expandByPoint( _vector$8 ); + + } else { + + this.boundingBox.expandByPoint( _box$1.min ); + this.boundingBox.expandByPoint( _box$1.max ); + + } + + } + + } + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this ); + + this.boundingSphere.set( new Vector3(), Infinity ); + + return; + + } + + if ( position ) { + + // first, find the center of the bounding sphere + + const center = this.boundingSphere.center; + + _box$1.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _boxMorphTargets.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$8.addVectors( _box$1.min, _boxMorphTargets.min ); + _box$1.expandByPoint( _vector$8 ); + + _vector$8.addVectors( _box$1.max, _boxMorphTargets.max ); + _box$1.expandByPoint( _vector$8 ); + + } else { + + _box$1.expandByPoint( _boxMorphTargets.min ); + _box$1.expandByPoint( _boxMorphTargets.max ); + + } + + } + + } + + _box$1.getCenter( center ); + + // second, try to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + let maxRadiusSq = 0; + + for ( let i = 0, il = position.count; i < il; i ++ ) { + + _vector$8.fromBufferAttribute( position, i ); + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); + + } + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + const morphTargetsRelative = this.morphTargetsRelative; + + for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { + + _vector$8.fromBufferAttribute( morphAttribute, j ); + + if ( morphTargetsRelative ) { + + _offset.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 ); + + } + + } + + } + + computeFaceNormals() { + + // backwards compatibility + + } + + computeTangents() { + + const index = this.index; + const attributes = this.attributes; + + // based on http://www.terathon.com/code/tangent.html + // (per vertex tangents) + + if ( index === null || + attributes.position === undefined || + attributes.normal === undefined || + attributes.uv === undefined ) { + + console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); + return; + + } + + const indices = index.array; + const positions = attributes.position.array; + const normals = attributes.normal.array; + const uvs = attributes.uv.array; + + const nVertices = positions.length / 3; + + if ( attributes.tangent === undefined ) { + + this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) ); + + } + + const tangents = attributes.tangent.array; + + const tan1 = [], tan2 = []; + + for ( let i = 0; i < nVertices; i ++ ) { + + tan1[ i ] = new Vector3(); + tan2[ i ] = new Vector3(); + + } + + const vA = new Vector3(), + vB = new Vector3(), + vC = new Vector3(), + + uvA = new Vector2(), + uvB = new Vector2(), + uvC = new Vector2(), + + sdir = new Vector3(), + tdir = new Vector3(); + + function handleTriangle( a, b, c ) { + + vA.fromArray( positions, a * 3 ); + vB.fromArray( positions, b * 3 ); + vC.fromArray( positions, c * 3 ); + + uvA.fromArray( uvs, a * 2 ); + uvB.fromArray( uvs, b * 2 ); + uvC.fromArray( uvs, c * 2 ); + + vB.sub( vA ); + vC.sub( vA ); + + uvB.sub( uvA ); + uvC.sub( uvA ); + + const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); + + // silently ignore degenerate uv triangles having coincident or colinear vertices + + if ( ! isFinite( r ) ) return; + + sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); + tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); + + tan1[ a ].add( sdir ); + tan1[ b ].add( sdir ); + tan1[ c ].add( sdir ); + + tan2[ a ].add( tdir ); + tan2[ b ].add( tdir ); + tan2[ c ].add( tdir ); + + } + + let groups = this.groups; + + if ( groups.length === 0 ) { + + groups = [ { + start: 0, + count: indices.length + } ]; + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleTriangle( + indices[ j + 0 ], + indices[ j + 1 ], + indices[ j + 2 ] + ); + + } + + } + + const tmp = new Vector3(), tmp2 = new Vector3(); + const n = new Vector3(), n2 = new Vector3(); + + function handleVertex( v ) { + + n.fromArray( normals, v * 3 ); + n2.copy( n ); + + const t = tan1[ v ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.crossVectors( n2, t ); + const test = tmp2.dot( tan2[ v ] ); + const w = ( test < 0.0 ) ? - 1.0 : 1.0; + + tangents[ v * 4 ] = tmp.x; + tangents[ v * 4 + 1 ] = tmp.y; + tangents[ v * 4 + 2 ] = tmp.z; + tangents[ v * 4 + 3 ] = w; + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleVertex( indices[ j + 0 ] ); + handleVertex( indices[ j + 1 ] ); + handleVertex( indices[ j + 2 ] ); + + } + + } + + } + + computeVertexNormals() { + + const index = this.index; + const positionAttribute = this.getAttribute( 'position' ); + + if ( positionAttribute !== undefined ) { + + let normalAttribute = this.getAttribute( 'normal' ); + + if ( normalAttribute === undefined ) { + + normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); + this.setAttribute( 'normal', normalAttribute ); + + } else { + + // reset existing normals to zero + + for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { + + normalAttribute.setXYZ( i, 0, 0, 0 ); + + } + + } + + const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); + const cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { + + for ( let i = 0, il = index.count; i < il; i += 3 ) { + + const vA = index.getX( i + 0 ); + const vB = index.getX( i + 1 ); + const vC = index.getX( i + 2 ); + + pA.fromBufferAttribute( positionAttribute, vA ); + pB.fromBufferAttribute( positionAttribute, vB ); + pC.fromBufferAttribute( positionAttribute, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + nA.fromBufferAttribute( normalAttribute, vA ); + nB.fromBufferAttribute( normalAttribute, vB ); + nC.fromBufferAttribute( normalAttribute, vC ); + + nA.add( cb ); + nB.add( cb ); + nC.add( cb ); + + normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); + normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); + normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { + + pA.fromBufferAttribute( positionAttribute, i + 0 ); + pB.fromBufferAttribute( positionAttribute, i + 1 ); + pC.fromBufferAttribute( positionAttribute, i + 2 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); + + } + + } + + this.normalizeNormals(); + + normalAttribute.needsUpdate = true; + + } + + } + + merge( geometry, offset ) { + + if ( ! ( geometry && geometry.isBufferGeometry ) ) { + + console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); + return; + + } + + if ( offset === undefined ) { + + offset = 0; + + console.warn( + 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.' + ); + + } + + const attributes = this.attributes; + + for ( const key in attributes ) { + + if ( geometry.attributes[ key ] === undefined ) continue; + + const attribute1 = attributes[ key ]; + const attributeArray1 = attribute1.array; + + const attribute2 = geometry.attributes[ key ]; + const attributeArray2 = attribute2.array; + + const attributeOffset = attribute2.itemSize * offset; + const length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset ); + + for ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) { + + attributeArray1[ j ] = attributeArray2[ i ]; + + } + + } + + return this; + + } + + normalizeNormals() { + + const normals = this.attributes.normal; + + for ( let i = 0, il = normals.count; i < il; i ++ ) { + + _vector$8.fromBufferAttribute( normals, i ); + + _vector$8.normalize(); + + normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + } + + toNonIndexed() { + + function convertBufferAttribute( attribute, indices ) { + + const array = attribute.array; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; + + const array2 = new array.constructor( indices.length * itemSize ); + + let index = 0, index2 = 0; + + for ( let i = 0, l = indices.length; i < l; i ++ ) { + + index = indices[ i ] * itemSize; + + for ( let j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + return new BufferAttribute( array2, itemSize, normalized ); + + } + + // + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); + return this; + + } + + const geometry2 = new BufferGeometry(); + + const indices = this.index.array; + const attributes = this.attributes; + + // attributes + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + geometry2.setAttribute( name, newAttribute ); + + } + + // morph attributes + + const morphAttributes = this.morphAttributes; + + for ( const name in morphAttributes ) { + + const morphArray = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { + + const attribute = morphAttribute[ i ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + morphArray.push( newAttribute ); + + } + + geometry2.morphAttributes[ name ] = morphArray; + + } + + geometry2.morphTargetsRelative = this.morphTargetsRelative; + + // groups + + const groups = this.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + geometry2.addGroup( group.start, group.count, group.materialIndex ); + + } + + return geometry2; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.5, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; + + // standard BufferGeometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + if ( this.parameters !== undefined ) { + + const parameters = this.parameters; + + for ( const key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + // for simplicity the code assumes attributes are not shared across geometries, see #15811 + + data.data = { attributes: {} }; + + const index = this.index; + + if ( index !== null ) { + + data.data.index = { + type: index.array.constructor.name, + array: Array.prototype.slice.call( index.array ) + }; + + } + + const attributes = this.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + + data.data.attributes[ key ] = attribute.toJSON( data.data ); + + } + + const morphAttributes = {}; + let hasMorphAttributes = false; + + for ( const key in this.morphAttributes ) { + + const attributeArray = this.morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + + array.push( attribute.toJSON( data.data ) ); + + } + + if ( array.length > 0 ) { + + morphAttributes[ key ] = array; + + hasMorphAttributes = true; + + } + + } + + if ( hasMorphAttributes ) { + + data.data.morphAttributes = morphAttributes; + data.data.morphTargetsRelative = this.morphTargetsRelative; + + } + + const groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + const boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + } + + clone() { + + /* + // Handle primitives + + const parameters = this.parameters; + + if ( parameters !== undefined ) { + + const values = []; + + for ( const key in parameters ) { + + values.push( parameters[ key ] ); + + } + + const geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new BufferGeometry().copy( this ); + + } + + copy( source ) { + + // reset + + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + + // used for storing cloned, shared data + + const data = {}; + + // name + + this.name = source.name; + + // index + + const index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone( data ) ); + + } + + // attributes + + const attributes = source.attributes; + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + this.setAttribute( name, attribute.clone( data ) ); + + } + + // morph attributes + + const morphAttributes = source.morphAttributes; + + for ( const name in morphAttributes ) { + + const array = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { + + array.push( morphAttribute[ i ].clone( data ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + this.morphTargetsRelative = source.morphTargetsRelative; + + // groups + + const groups = source.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + // bounding box + + const boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + const boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // draw range + + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; + + // user data + + this.userData = source.userData; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +BufferGeometry.prototype.isBufferGeometry = true; + +const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); +const _ray$2 = /*@__PURE__*/ new Ray(); +const _sphere$3 = /*@__PURE__*/ new Sphere(); + +const _vA$1 = /*@__PURE__*/ new Vector3(); +const _vB$1 = /*@__PURE__*/ new Vector3(); +const _vC$1 = /*@__PURE__*/ new Vector3(); + +const _tempA = /*@__PURE__*/ new Vector3(); +const _tempB = /*@__PURE__*/ new Vector3(); +const _tempC = /*@__PURE__*/ new Vector3(); + +const _morphA = /*@__PURE__*/ new Vector3(); +const _morphB = /*@__PURE__*/ new Vector3(); +const _morphC = /*@__PURE__*/ new Vector3(); + +const _uvA$1 = /*@__PURE__*/ new Vector2(); +const _uvB$1 = /*@__PURE__*/ new Vector2(); +const _uvC$1 = /*@__PURE__*/ new Vector2(); + +const _intersectionPoint = /*@__PURE__*/ new Vector3(); +const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); + +class Mesh extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { + + super(); + + this.type = 'Mesh'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source ) { + + super.copy( source ); + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + this.material = source.material; + this.geometry = source.geometry; + + return this; + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + if ( geometry.isBufferGeometry ) { + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } else { + + const morphTargets = geometry.morphTargets; + + if ( morphTargets !== undefined && morphTargets.length > 0 ) { + + console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + } + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$3.copy( geometry.boundingSphere ); + _sphere$3.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; + + // + + _inverseMatrix$2.copy( matrixWorld ).invert(); + _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); + + // Check boundingBox before continuing + + if ( geometry.boundingBox !== null ) { + + if ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + let intersection; + + if ( geometry.isBufferGeometry ) { + + const index = geometry.index; + const position = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + const uv = geometry.attributes.uv; + const uv2 = geometry.attributes.uv2; + const groups = geometry.groups; + const drawRange = geometry.drawRange; + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = index.getX( j ); + const b = index.getX( j + 1 ); + const c = index.getX( j + 2 ); + + intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + const c = index.getX( i + 2 ); + + intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = j; + const b = j + 1; + const c = j + 2; + + intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = i; + const b = i + 1; + const c = i + 2; + + intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } + + } else if ( geometry.isGeometry ) { + + console.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + } + +} + +Mesh.prototype.isMesh = true; + +function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + + let intersect; + + if ( material.side === BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); + + } + + if ( intersect === null ) return null; + + _intersectionPointWorld.copy( point ); + _intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: _intersectionPointWorld.clone(), + object: object + }; + +} + +function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) { + + _vA$1.fromBufferAttribute( position, a ); + _vB$1.fromBufferAttribute( position, b ); + _vC$1.fromBufferAttribute( position, c ); + + const morphInfluences = object.morphTargetInfluences; + + if ( material.morphTargets && morphPosition && morphInfluences ) { + + _morphA.set( 0, 0, 0 ); + _morphB.set( 0, 0, 0 ); + _morphC.set( 0, 0, 0 ); + + for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { + + const influence = morphInfluences[ i ]; + const morphAttribute = morphPosition[ i ]; + + if ( influence === 0 ) continue; + + _tempA.fromBufferAttribute( morphAttribute, a ); + _tempB.fromBufferAttribute( morphAttribute, b ); + _tempC.fromBufferAttribute( morphAttribute, c ); + + if ( morphTargetsRelative ) { + + _morphA.addScaledVector( _tempA, influence ); + _morphB.addScaledVector( _tempB, influence ); + _morphC.addScaledVector( _tempC, influence ); + + } else { + + _morphA.addScaledVector( _tempA.sub( _vA$1 ), influence ); + _morphB.addScaledVector( _tempB.sub( _vB$1 ), influence ); + _morphC.addScaledVector( _tempC.sub( _vC$1 ), influence ); + + } + + } + + _vA$1.add( _morphA ); + _vB$1.add( _morphB ); + _vC$1.add( _morphC ); + + } + + if ( object.isSkinnedMesh && material.skinning ) { + + object.boneTransform( a, _vA$1 ); + object.boneTransform( b, _vB$1 ); + object.boneTransform( c, _vC$1 ); + + } + + const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint ); + + if ( intersection ) { + + if ( uv ) { + + _uvA$1.fromBufferAttribute( uv, a ); + _uvB$1.fromBufferAttribute( uv, b ); + _uvC$1.fromBufferAttribute( uv, c ); + + intersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); + + } + + if ( uv2 ) { + + _uvA$1.fromBufferAttribute( uv2, a ); + _uvB$1.fromBufferAttribute( uv2, b ); + _uvC$1.fromBufferAttribute( uv2, c ); + + intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); + + } + + const face = { + a: a, + b: b, + c: c, + normal: new Vector3(), + materialIndex: 0 + }; + + Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal ); + + intersection.face = face; + + } + + return intersection; + +} + +class BoxGeometry extends BufferGeometry { + + constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { + + super(); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + const scope = this; + + // segments + + widthSegments = Math.floor( widthSegments ); + heightSegments = Math.floor( heightSegments ); + depthSegments = Math.floor( depthSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let numberOfVertices = 0; + let groupStart = 0; + + // build each side of the box geometry + + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + const segmentWidth = width / gridX; + const segmentHeight = height / gridY; + + const widthHalf = width / 2; + const heightHalf = height / 2; + const depthHalf = depth / 2; + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + let vertexCounter = 0; + let groupCount = 0; + + const vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segmentHeight - heightHalf; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + + vertices.push( vector.x, vector.y, vector.z ); + + // set values to correct vector component + + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + + normals.push( vector.x, vector.y, vector.z ); + + // uvs + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + // counters + + vertexCounter += 1; + + } + + } + + // indices + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = numberOfVertices + ix + gridX1 * iy; + const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // increase counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + + groupStart += groupCount; + + // update total number of vertices + + numberOfVertices += vertexCounter; + + } + + } + +} + +/** + * Uniform Utilities + */ + +function cloneUniforms( src ) { + + const dst = {}; + + for ( const u in src ) { + + dst[ u ] = {}; + + for ( const p in src[ u ] ) { + + const property = src[ u ][ p ]; + + if ( property && ( property.isColor || + property.isMatrix3 || property.isMatrix4 || + property.isVector2 || property.isVector3 || property.isVector4 || + property.isTexture || property.isQuaternion ) ) { + + dst[ u ][ p ] = property.clone(); + + } else if ( Array.isArray( property ) ) { + + dst[ u ][ p ] = property.slice(); + + } else { + + dst[ u ][ p ] = property; + + } + + } + + } + + return dst; + +} + +function mergeUniforms( uniforms ) { + + const merged = {}; + + for ( let u = 0; u < uniforms.length; u ++ ) { + + const tmp = cloneUniforms( uniforms[ u ] ); + + for ( const p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + +} + +// Legacy + +const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; + +var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; + +var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; + +/** + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +class ShaderMaterial extends Material$1 { + + constructor( parameters ) { + + super(); + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + + this.vertexShader = default_vertex; + this.fragmentShader = default_fragment; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes + + this.skinning = false; // set to use skinning attribute streams + this.morphTargets = false; // set to use morph targets + this.morphNormals = false; // set to use morph normals + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv2': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; + + this.glslVersion = null; + + if ( parameters !== undefined ) { + + if ( parameters.attributes !== undefined ) { + + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + + } + + this.setValues( parameters ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = cloneUniforms( source.uniforms ); + + this.defines = Object.assign( {}, source.defines ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.lights = source.lights; + this.clipping = source.clipping; + + this.skinning = source.skinning; + + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + this.extensions = Object.assign( {}, source.extensions ); + + this.glslVersion = source.glslVersion; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.glslVersion = this.glslVersion; + data.uniforms = {}; + + for ( const name in this.uniforms ) { + + const uniform = this.uniforms[ name ]; + const value = uniform.value; + + if ( value && value.isTexture ) { + + data.uniforms[ name ] = { + type: 't', + value: value.toJSON( meta ).uuid + }; + + } else if ( value && value.isColor ) { + + data.uniforms[ name ] = { + type: 'c', + value: value.getHex() + }; + + } else if ( value && value.isVector2 ) { + + data.uniforms[ name ] = { + type: 'v2', + value: value.toArray() + }; + + } else if ( value && value.isVector3 ) { + + data.uniforms[ name ] = { + type: 'v3', + value: value.toArray() + }; + + } else if ( value && value.isVector4 ) { + + data.uniforms[ name ] = { + type: 'v4', + value: value.toArray() + }; + + } else if ( value && value.isMatrix3 ) { + + data.uniforms[ name ] = { + type: 'm3', + value: value.toArray() + }; + + } else if ( value && value.isMatrix4 ) { + + data.uniforms[ name ] = { + type: 'm4', + value: value.toArray() + }; + + } else { + + data.uniforms[ name ] = { + value: value + }; + + // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far + + } + + } + + if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; + + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + const extensions = {}; + + for ( const key in this.extensions ) { + + if ( this.extensions[ key ] === true ) extensions[ key ] = true; + + } + + if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; + + return data; + + } + +} + +ShaderMaterial.prototype.isShaderMaterial = true; + +class Camera extends Object3D { + + constructor() { + + super(); + + this.type = 'Camera'; + + this.matrixWorldInverse = new Matrix4(); + + this.projectionMatrix = new Matrix4(); + this.projectionMatrixInverse = new Matrix4(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + + this.projectionMatrix.copy( source.projectionMatrix ); + this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); + + return this; + + } + + getWorldDirection( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); + target = new Vector3(); + + } + + this.updateWorldMatrix( true, false ); + + const e = this.matrixWorld.elements; + + return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize(); + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } + + updateWorldMatrix( updateParents, updateChildren ) { + + super.updateWorldMatrix( updateParents, updateChildren ); + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +Camera.prototype.isCamera = true; + +class PerspectiveCamera extends Camera { + + constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { + + super(); + + this.type = 'PerspectiveCamera'; + + this.fov = fov; + this.zoom = 1; + + this.near = near; + this.far = far; + this.focus = 10; + + this.aspect = aspect; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.fov = source.fov; + this.zoom = source.zoom; + + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + + return this; + + } + + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength( focalLength ) { + + /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ + const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + } + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength() { + + const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + } + + getEffectiveFOV() { + + return RAD2DEG * 2 * Math.atan( + Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + } + + getFilmWidth() { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + } + + getFilmHeight() { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + } + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * const w = 1920; + * const h = 1080; + * const fullWidth = w * 3; + * const fullHeight = h * 2; + * + * --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + updateProjectionMatrix() { + + const near = this.near; + let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; + let height = 2 * top; + let width = this.aspect * height; + let left = - 0.5 * width; + const view = this.view; + + if ( this.view !== null && this.view.enabled ) { + + const fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + const skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.fov = this.fov; + data.object.zoom = this.zoom; + + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + + data.object.aspect = this.aspect; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + + return data; + + } + +} + +PerspectiveCamera.prototype.isPerspectiveCamera = true; + +const fov = 90, aspect = 1; + +class CubeCamera extends Object3D { + + constructor( near, far, renderTarget ) { + + super(); + + this.type = 'CubeCamera'; + + if ( renderTarget.isWebGLCubeRenderTarget !== true ) { + + console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' ); + return; + + } + + this.renderTarget = renderTarget; + + const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.layers = this.layers; + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.layers = this.layers; + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); + + const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.layers = this.layers; + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.layers = this.layers; + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); + + const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.layers = this.layers; + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.layers = this.layers; + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); + + } + + update( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + const renderTarget = this.renderTarget; + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; + + const currentXrEnabled = renderer.xr.enabled; + const currentRenderTarget = renderer.getRenderTarget(); + + renderer.xr.enabled = false; + + const generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + renderer.setRenderTarget( renderTarget, 0 ); + renderer.render( scene, cameraPX ); + + renderer.setRenderTarget( renderTarget, 1 ); + renderer.render( scene, cameraNX ); + + renderer.setRenderTarget( renderTarget, 2 ); + renderer.render( scene, cameraPY ); + + renderer.setRenderTarget( renderTarget, 3 ); + renderer.render( scene, cameraNY ); + + renderer.setRenderTarget( renderTarget, 4 ); + renderer.render( scene, cameraPZ ); + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderer.setRenderTarget( renderTarget, 5 ); + renderer.render( scene, cameraNZ ); + + renderer.setRenderTarget( currentRenderTarget ); + + renderer.xr.enabled = currentXrEnabled; + + } + +} + +class CubeTexture extends Texture$1 { + + constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + format = format !== undefined ? format : RGBFormat; + + super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + // Why CubeTexture._needsFlipEnvMap is necessary: + // + // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) + // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, + // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. + + // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped + // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false) + // when using WebGLCubeRenderTarget.texture as a cube texture. + + this._needsFlipEnvMap = true; + + this.flipY = false; + + } + + get images() { + + return this.image; + + } + + set images( value ) { + + this.image = value; + + } + +} + +CubeTexture.prototype.isCubeTexture = true; + +class WebGLCubeRenderTarget extends WebGLRenderTarget { + + constructor( size, options, dummy ) { + + if ( Number.isInteger( options ) ) { + + console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' ); + + options = dummy; + + } + + super( size, size, options ); + + options = options || {}; + + this.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + + this.texture._needsFlipEnvMap = false; + + } + + fromEquirectangularTexture( renderer, texture ) { + + this.texture.type = texture.type; + this.texture.format = RGBAFormat; // see #18859 + this.texture.encoding = texture.encoding; + + this.texture.generateMipmaps = texture.generateMipmaps; + this.texture.minFilter = texture.minFilter; + this.texture.magFilter = texture.magFilter; + + const shader = { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: /* glsl */` + + varying vec3 vWorldDirection; + + vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); + + } + + void main() { + + vWorldDirection = transformDirection( position, modelMatrix ); + + #include + #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 ); + + } + +} + +WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true; + +class DataTexture extends Texture$1 { + + constructor( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { data: data || null, width: width || 1, height: height || 1 }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + this.needsUpdate = true; + + } + +} + +DataTexture.prototype.isDataTexture = true; + +const _sphere$2 = /*@__PURE__*/ new Sphere(); +const _vector$7 = /*@__PURE__*/ new Vector3(); + +class Frustum { + + constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { + + this.planes = [ p0, p1, p2, p3, p4, p5 ]; + + } + + set( p0, p1, p2, p3, p4, p5 ) { + + const planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + } + + copy( frustum ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + } + + setFromProjectionMatrix( m ) { + + const planes = this.planes; + const me = m.elements; + const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + + return this; + + } + + intersectsObject( object ) { + + const geometry = object.geometry; + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); + + return this.intersectsSphere( _sphere$2 ); + + } + + intersectsSprite( sprite ) { + + _sphere$2.center.set( 0, 0, 0 ); + _sphere$2.radius = 0.7071067811865476; + _sphere$2.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( _sphere$2 ); + + } + + intersectsSphere( sphere ) { + + const planes = this.planes; + const center = sphere.center; + const negRadius = - sphere.radius; + + for ( let i = 0; i < 6; i ++ ) { + + const distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + } + + intersectsBox( box ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + const plane = planes[ i ]; + + // corner at max distance + + _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x; + _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y; + _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + if ( plane.distanceToPoint( _vector$7 ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + containsPoint( point ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +function WebGLAnimation() { + + let context = null; + let isAnimating = false; + let animationLoop = null; + let requestId = null; + + function onAnimationFrame( time, frame ) { + + animationLoop( time, frame ); + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + } + + return { + + start: function () { + + if ( isAnimating === true ) return; + if ( animationLoop === null ) return; + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + isAnimating = true; + + }, + + stop: function () { + + context.cancelAnimationFrame( requestId ); + + isAnimating = false; + + }, + + setAnimationLoop: function ( callback ) { + + animationLoop = callback; + + }, + + setContext: function ( value ) { + + context = value; + + } + + }; + +} + +function WebGLAttributes( gl, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + const buffers = new WeakMap(); + + function createBuffer( attribute, bufferType ) { + + const array = attribute.array; + const usage = attribute.usage; + + const buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + let type = 5126; + + if ( array instanceof Float32Array ) { + + type = 5126; + + } else if ( array instanceof Float64Array ) { + + console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); + + } else if ( array instanceof Uint16Array ) { + + if ( attribute.isFloat16BufferAttribute ) { + + if ( isWebGL2 ) { + + type = 5131; + + } else { + + console.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' ); + + } + + } else { + + type = 5123; + + } + + } else if ( array instanceof Int16Array ) { + + type = 5122; + + } else if ( array instanceof Uint32Array ) { + + type = 5125; + + } else if ( array instanceof Int32Array ) { + + type = 5124; + + } else if ( array instanceof Int8Array ) { + + type = 5120; + + } else if ( array instanceof Uint8Array ) { + + type = 5121; + + } + + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version + }; + + } + + function updateBuffer( buffer, attribute, bufferType ) { + + const array = attribute.array; + const updateRange = attribute.updateRange; + + gl.bindBuffer( bufferType, buffer ); + + if ( updateRange.count === - 1 ) { + + // Not using update ranges + + gl.bufferSubData( bufferType, 0, array ); + + } else { + + if ( isWebGL2 ) { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array, updateRange.offset, updateRange.count ); + + } else { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); + + } + + updateRange.count = - 1; // reset range + + } + + } + + // + + function get( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + return buffers.get( attribute ); + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + const data = buffers.get( attribute ); + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + buffers.delete( attribute ); + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isGLBufferAttribute ) { + + const cached = buffers.get( attribute ); + + if ( ! cached || cached.version < attribute.version ) { + + buffers.set( attribute, { + buffer: attribute.buffer, + type: attribute.type, + bytesPerElement: attribute.elementSize, + version: attribute.version + } ); + + } + + return; + + } + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + const data = buffers.get( attribute ); + + if ( data === undefined ) { + + buffers.set( attribute, createBuffer( attribute, bufferType ) ); + + } else if ( data.version < attribute.version ) { + + updateBuffer( data.buffer, attribute, bufferType ); + + data.version = attribute.version; + + } + + } + + return { + + get: get, + remove: remove, + update: update + + }; + +} + +class PlaneGeometry extends BufferGeometry { + + constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { + + super(); + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + const width_half = width / 2; + const height_half = height / 2; + + const gridX = Math.floor( widthSegments ); + const gridY = Math.floor( heightSegments ); + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + const segment_width = width / gridX; + const segment_height = height / gridY; + + // + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segment_height - height_half; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segment_width - width_half; + + vertices.push( x, - y, 0 ); + + normals.push( 0, 0, 1 ); + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } + + } + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = ix + gridX1 * iy; + const b = ix + gridX1 * ( iy + 1 ); + const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = ( ix + 1 ) + gridX1 * iy; + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + +} + +var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif"; + +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif"; + +var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif"; + +var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + +var begin_vertex = "vec3 transformed = vec3( position );"; + +var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; + +var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif"; + +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; + +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif"; + +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; + +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; + +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; + +var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif"; + +var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif"; + +var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif"; + +var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif"; + +var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}"; + +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; + +var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; + +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; + +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif"; + +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; + +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; + +var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; + +var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}"; + +var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif"; + +var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif"; + +var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; + +var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; + +var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; + +var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif"; + +var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif"; + +var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; + +var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; + +var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}"; + +var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif"; + +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + +var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif"; + +var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif"; + +var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif"; + +var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; + +var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)"; + +var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; + +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)"; + +var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif"; + +var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; + +var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; + +var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif"; + +var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif"; + +var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + +var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + +var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif"; + +var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif"; + +var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif"; + +var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; + +var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; + +var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; + +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif"; + +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; + +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif"; + +var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;"; + +var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; + +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif"; + +var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif"; + +var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif"; + +var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif"; + +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}"; + +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; + +var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; + +var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; + +var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; + +var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; + +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + +var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; + +var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; + +var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif"; + +var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; + +var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + +var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif"; + +var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; + +var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; + +var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + +var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; + +var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; + +var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif"; + +var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif"; + +var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif"; + +var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif"; + +var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; + +var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; + +var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif"; + +var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif"; + +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; + +var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; + +var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; + +var cube_frag = "#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; + +var cube_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; + +var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; + +var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; + +var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; + +var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; + +var equirect_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; + +var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \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}"; + +var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\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\tvViewPosition = - mvPosition.xyz;\n}"; + +var 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 \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; + +var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\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\t#include \n\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#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \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}"; + +var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}"; + +var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \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#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; + +var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#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}"; + +var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; + +var shadow_vert = "#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}"; + +var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}"; + +var 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}"; + +const ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + encodings_fragment: encodings_fragment, + encodings_pars_fragment: encodings_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_common_pars_fragment: envmap_common_pars_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_vertex: lights_lambert_vertex, + lights_pars_begin: lights_pars_begin, + lights_toon_fragment: lights_toon_fragment, + lights_toon_pars_fragment: lights_toon_pars_fragment, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normalmap_pars_fragment: normalmap_pars_fragment, + clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, + clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, + clearcoat_pars_fragment: clearcoat_pars_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + transmissionmap_fragment: transmissionmap_fragment, + transmissionmap_pars_fragment: transmissionmap_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, + + background_frag: background_frag, + background_vert: background_vert, + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshmatcap_frag: meshmatcap_frag, + meshmatcap_vert: meshmatcap_vert, + meshtoon_frag: meshtoon_frag, + meshtoon_vert: meshtoon_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert, + sprite_frag: sprite_frag, + sprite_vert: sprite_vert +}; + +/** + * Uniforms library for shared webgl shaders + */ + +const UniformsLib = { + + common: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + uvTransform: { value: new Matrix3() }, + uv2Transform: { value: new Matrix3() }, + + alphaMap: { value: null }, + + }, + + specularmap: { + + specularMap: { value: null }, + + }, + + envmap: { + + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, + refractionRatio: { value: 0.98 }, + maxMipLevel: { value: 0 } + + }, + + aomap: { + + aoMap: { value: null }, + aoMapIntensity: { value: 1 } + + }, + + lightmap: { + + lightMap: { value: null }, + lightMapIntensity: { value: 1 } + + }, + + emissivemap: { + + emissiveMap: { value: null } + + }, + + bumpmap: { + + bumpMap: { value: null }, + bumpScale: { value: 1 } + + }, + + normalmap: { + + normalMap: { value: null }, + normalScale: { value: new Vector2( 1, 1 ) } + + }, + + displacementmap: { + + displacementMap: { value: null }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } + + }, + + roughnessmap: { + + roughnessMap: { value: null } + + }, + + metalnessmap: { + + metalnessMap: { value: null } + + }, + + gradientmap: { + + gradientMap: { value: null } + + }, + + fog: { + + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: new Color( 0xffffff ) } + + }, + + lights: { + + ambientLightColor: { value: [] }, + + lightProbe: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {} + } }, + + directionalLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {} + } }, + + spotLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotShadowMap: { value: [] }, + spotShadowMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {} + } }, + + pointLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, + + pointShadowMap: { value: [] }, + pointShadowMatrix: { value: [] }, + + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } }, + + // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + rectAreaLights: { value: [], properties: { + color: {}, + position: {}, + width: {}, + height: {} + } }, + + ltc_1: { value: null }, + ltc_2: { value: null } + + }, + + points: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + alphaMap: { value: null }, + uvTransform: { value: new Matrix3() } + + }, + + sprite: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + center: { value: new Vector2( 0.5, 0.5 ) }, + rotation: { value: 0.0 }, + map: { value: null }, + alphaMap: { value: null }, + uvTransform: { value: new Matrix3() } + + } + +}; + +const ShaderLib = { + + basic: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag + + }, + + phong: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + specular: { value: new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + roughness: { value: 1.0 }, + metalness: { value: 0.0 }, + envMapIntensity: { value: 1 } // temporary + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + toon: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshtoon_vert, + fragmentShader: ShaderChunk.meshtoon_frag + + }, + + matcap: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + { + matcap: { value: null } + } + ] ), + + vertexShader: ShaderChunk.meshmatcap_vert, + fragmentShader: ShaderChunk.meshmatcap_frag + + }, + + points: { + + uniforms: mergeUniforms( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag + + }, + + sprite: { + + uniforms: mergeUniforms( [ + UniformsLib.sprite, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag + + }, + + background: { + + uniforms: { + uvTransform: { value: new Matrix3() }, + t2D: { value: null }, + }, + + vertexShader: ShaderChunk.background_vert, + fragmentShader: ShaderChunk.background_frag + + }, + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + cube: { + + uniforms: mergeUniforms( [ + UniformsLib.envmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + + }, + + equirect: { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distanceRGBA: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + }, + + shadow: { + + uniforms: mergeUniforms( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + +}; + +ShaderLib.physical = { + + uniforms: mergeUniforms( [ + ShaderLib.standard.uniforms, + { + clearcoat: { value: 0 }, + clearcoatMap: { value: null }, + clearcoatRoughness: { value: 0 }, + clearcoatRoughnessMap: { value: null }, + clearcoatNormalScale: { value: new Vector2( 1, 1 ) }, + clearcoatNormalMap: { value: null }, + sheen: { value: new Color( 0x000000 ) }, + transmission: { value: 0 }, + transmissionMap: { value: null }, + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + +}; + +function WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) { + + const clearColor = new Color( 0x000000 ); + let clearAlpha = 0; + + let planeMesh; + let boxMesh; + + let currentBackground = null; + let currentBackgroundVersion = 0; + let currentTonemapping = null; + + function render( renderList, scene, camera, forceClear ) { + + let background = scene.isScene === true ? scene.background : null; + + if ( background && background.isTexture ) { + + background = cubemaps.get( background ); + + } + + // Ignore background in AR + // TODO: Reconsider this. + + const xr = renderer.xr; + const session = xr.getSession && xr.getSession(); + + if ( session && session.environmentBlendMode === 'additive' ) { + + background = null; + + } + + if ( background === null ) { + + setClear( clearColor, clearAlpha ); + + } else if ( background && background.isColor ) { + + setClear( background, 1 ); + forceClear = true; + + } + + if ( renderer.autoClear || forceClear ) { + + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + + } + + if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxGeometry( 1, 1, 1 ), + new ShaderMaterial( { + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.cube.uniforms ), + vertexShader: ShaderLib.cube.vertexShader, + fragmentShader: ShaderLib.cube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + boxMesh.geometry.deleteAttribute( 'normal' ); + boxMesh.geometry.deleteAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + // enable code injection for non-built-in material + Object.defineProperty( boxMesh.material, 'envMap', { + + get: function () { + + return this.uniforms.envMap.value; + + } + + } ); + + objects.update( boxMesh ); + + } + + boxMesh.material.uniforms.envMap.value = background; + boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1; + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + boxMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + // push to the pre-sorted opaque render list + renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeMesh === undefined ) { + + planeMesh = new Mesh( + new PlaneGeometry( 2, 2 ), + new ShaderMaterial( { + name: 'BackgroundMaterial', + uniforms: cloneUniforms( ShaderLib.background.uniforms ), + vertexShader: ShaderLib.background.vertexShader, + fragmentShader: ShaderLib.background.fragmentShader, + side: FrontSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + planeMesh.geometry.deleteAttribute( 'normal' ); + + // enable code injection for non-built-in material + Object.defineProperty( planeMesh.material, 'map', { + + get: function () { + + return this.uniforms.t2D.value; + + } + + } ); + + objects.update( planeMesh ); + + } + + planeMesh.material.uniforms.t2D.value = background; + + if ( background.matrixAutoUpdate === true ) { + + background.updateMatrix(); + + } + + planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + planeMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + + // push to the pre-sorted opaque render list + renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); + + } + + } + + function setClear( color, alpha ) { + + state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha ); + + } + + return { + + getClearColor: function () { + + return clearColor; + + }, + setClearColor: function ( color, alpha = 1 ) { + + clearColor.set( color ); + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + getClearAlpha: function () { + + return clearAlpha; + + }, + setClearAlpha: function ( alpha ) { + + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + render: render + + }; + +} + +function WebGLBindingStates( gl, extensions, attributes, capabilities ) { + + const maxVertexAttributes = gl.getParameter( 34921 ); + + const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' ); + const vaoAvailable = capabilities.isWebGL2 || extension !== null; + + const bindingStates = {}; + + const defaultState = createBindingState( null ); + let currentState = defaultState; + + function setup( object, material, program, geometry, index ) { + + let updateBuffers = false; + + if ( vaoAvailable ) { + + const state = getBindingState( geometry, program, material ); + + if ( currentState !== state ) { + + currentState = state; + bindVertexArrayObject( currentState.object ); + + } + + updateBuffers = needsUpdate( geometry, index ); + + if ( updateBuffers ) saveCache( geometry, index ); + + } else { + + const wireframe = ( material.wireframe === true ); + + if ( currentState.geometry !== geometry.id || + currentState.program !== program.id || + currentState.wireframe !== wireframe ) { + + currentState.geometry = geometry.id; + currentState.program = program.id; + currentState.wireframe = wireframe; + + updateBuffers = true; + + } + + } + + if ( object.isInstancedMesh === true ) { + + updateBuffers = true; + + } + + if ( index !== null ) { + + attributes.update( index, 34963 ); + + } + + if ( updateBuffers ) { + + setupVertexAttributes( object, material, program, geometry ); + + if ( index !== null ) { + + gl.bindBuffer( 34963, attributes.get( index ).buffer ); + + } + + } + + } + + function createVertexArrayObject() { + + if ( capabilities.isWebGL2 ) return gl.createVertexArray(); + + return extension.createVertexArrayOES(); + + } + + function bindVertexArrayObject( vao ) { + + if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao ); + + return extension.bindVertexArrayOES( vao ); + + } + + function deleteVertexArrayObject( vao ) { + + if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao ); + + return extension.deleteVertexArrayOES( vao ); + + } + + function getBindingState( geometry, program, material ) { + + const wireframe = ( material.wireframe === true ); + + let programMap = bindingStates[ geometry.id ]; + + if ( programMap === undefined ) { + + programMap = {}; + bindingStates[ geometry.id ] = programMap; + + } + + let stateMap = programMap[ program.id ]; + + if ( stateMap === undefined ) { + + stateMap = {}; + programMap[ program.id ] = stateMap; + + } + + let state = stateMap[ wireframe ]; + + if ( state === undefined ) { + + state = createBindingState( createVertexArrayObject() ); + stateMap[ wireframe ] = state; + + } + + return state; + + } + + function createBindingState( vao ) { + + const newAttributes = []; + const enabledAttributes = []; + const attributeDivisors = []; + + for ( let i = 0; i < maxVertexAttributes; i ++ ) { + + newAttributes[ i ] = 0; + enabledAttributes[ i ] = 0; + attributeDivisors[ i ] = 0; + + } + + return { + + // for backward compatibility on non-VAO support browser + geometry: null, + program: null, + wireframe: false, + + newAttributes: newAttributes, + enabledAttributes: enabledAttributes, + attributeDivisors: attributeDivisors, + object: vao, + attributes: {}, + index: null + + }; + + } + + function needsUpdate( geometry, index ) { + + const cachedAttributes = currentState.attributes; + const geometryAttributes = geometry.attributes; + + let attributesNum = 0; + + for ( const key in geometryAttributes ) { + + const cachedAttribute = cachedAttributes[ key ]; + const geometryAttribute = geometryAttributes[ key ]; + + if ( cachedAttribute === undefined ) return true; + + if ( cachedAttribute.attribute !== geometryAttribute ) return true; + + if ( cachedAttribute.data !== geometryAttribute.data ) return true; + + attributesNum ++; + + } + + if ( currentState.attributesNum !== attributesNum ) return true; + + if ( currentState.index !== index ) return true; + + return false; + + } + + function saveCache( geometry, index ) { + + const cache = {}; + const attributes = geometry.attributes; + let attributesNum = 0; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + + const data = {}; + data.attribute = attribute; + + if ( attribute.data ) { + + data.data = attribute.data; + + } + + cache[ key ] = data; + + attributesNum ++; + + } + + currentState.attributes = cache; + currentState.attributesNum = attributesNum; + + currentState.index = index; + + } + + function initAttributes() { + + const newAttributes = currentState.newAttributes; + + for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + enableAttributeAndDivisor( attribute, 0 ); + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + const attributeDivisors = currentState.attributeDivisors; + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' ); + + extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + } + + function disableUnusedAttributes() { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + + for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function vertexAttribPointer( index, size, type, normalized, stride, offset ) { + + if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) { + + gl.vertexAttribIPointer( index, size, type, stride, offset ); + + } else { + + gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); + + } + + } + + function setupVertexAttributes( object, material, program, geometry ) { + + if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) { + + if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return; + + } + + initAttributes(); + + const geometryAttributes = geometry.attributes; + + const programAttributes = program.getAttributes(); + + const materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute >= 0 ) { + + const geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute !== undefined ) { + + const normalized = geometryAttribute.normalized; + const size = geometryAttribute.itemSize; + + const attribute = attributes.get( geometryAttribute ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + const buffer = attribute.buffer; + const type = attribute.type; + const bytesPerElement = attribute.bytesPerElement; + + if ( geometryAttribute.isInterleavedBufferAttribute ) { + + const data = geometryAttribute.data; + const stride = data.stride; + const offset = geometryAttribute.offset; + + if ( data && data.isInstancedInterleavedBuffer ) { + + enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); + + if ( geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = data.meshPerAttribute * data.count; + + } + + } else { + + enableAttribute( programAttribute ); + + } + + gl.bindBuffer( 34962, buffer ); + vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement ); + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); + + if ( geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + enableAttribute( programAttribute ); + + } + + gl.bindBuffer( 34962, buffer ); + vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 ); + + } + + } else if ( name === 'instanceMatrix' ) { + + const attribute = attributes.get( object.instanceMatrix ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + const buffer = attribute.buffer; + const type = attribute.type; + + enableAttributeAndDivisor( programAttribute + 0, 1 ); + enableAttributeAndDivisor( programAttribute + 1, 1 ); + enableAttributeAndDivisor( programAttribute + 2, 1 ); + enableAttributeAndDivisor( programAttribute + 3, 1 ); + + gl.bindBuffer( 34962, buffer ); + + gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 ); + gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 ); + gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 ); + gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 ); + + } else if ( name === 'instanceColor' ) { + + const attribute = attributes.get( object.instanceColor ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + const buffer = attribute.buffer; + const type = attribute.type; + + enableAttributeAndDivisor( programAttribute, 1 ); + + gl.bindBuffer( 34962, buffer ); + + gl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 ); + + } else if ( materialDefaultAttributeValues !== undefined ) { + + const value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + gl.vertexAttrib2fv( programAttribute, value ); + break; + + case 3: + gl.vertexAttrib3fv( programAttribute, value ); + break; + + case 4: + gl.vertexAttrib4fv( programAttribute, value ); + break; + + default: + gl.vertexAttrib1fv( programAttribute, value ); + + } + + } + + } + + } + + } + + disableUnusedAttributes(); + + } + + function dispose() { + + reset(); + + for ( const geometryId in bindingStates ) { + + const programMap = bindingStates[ geometryId ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + delete bindingStates[ geometryId ]; + + } + + } + + function releaseStatesOfGeometry( geometry ) { + + if ( bindingStates[ geometry.id ] === undefined ) return; + + const programMap = bindingStates[ geometry.id ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + delete bindingStates[ geometry.id ]; + + } + + function releaseStatesOfProgram( program ) { + + for ( const geometryId in bindingStates ) { + + const programMap = bindingStates[ geometryId ]; + + if ( programMap[ program.id ] === undefined ) continue; + + const stateMap = programMap[ program.id ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ program.id ]; + + } + + } + + function reset() { + + resetDefaultState(); + + if ( currentState === defaultState ) return; + + currentState = defaultState; + bindVertexArrayObject( currentState.object ); + + } + + // for backward-compatilibity + + function resetDefaultState() { + + defaultState.geometry = null; + defaultState.program = null; + defaultState.wireframe = false; + + } + + return { + + setup: setup, + reset: reset, + resetDefaultState: resetDefaultState, + dispose: dispose, + releaseStatesOfGeometry: releaseStatesOfGeometry, + releaseStatesOfProgram: releaseStatesOfProgram, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + disableUnusedAttributes: disableUnusedAttributes + + }; + +} + +function WebGLBufferRenderer( gl, extensions, info, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + let mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + let extension, methodName; + + if ( isWebGL2 ) { + + extension = gl; + methodName = 'drawArraysInstanced'; + + } else { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawArraysInstancedANGLE'; + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ methodName ]( mode, start, count, primcount ); + + info.update( count, mode, primcount ); + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + +} + +function WebGLCapabilities( gl, extensions, parameters ) { + + let maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 && + gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 && + gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + /* eslint-disable no-undef */ + const isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) || + ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext ); + /* eslint-enable no-undef */ + + let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + const maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + + const maxTextures = gl.getParameter( 34930 ); + const maxVertexTextures = gl.getParameter( 35660 ); + const maxTextureSize = gl.getParameter( 3379 ); + const maxCubemapSize = gl.getParameter( 34076 ); + + const maxAttributes = gl.getParameter( 34921 ); + const maxVertexUniforms = gl.getParameter( 36347 ); + const maxVaryings = gl.getParameter( 36348 ); + const maxFragmentUniforms = gl.getParameter( 36349 ); + + const vertexTextures = maxVertexTextures > 0; + const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' ); + const floatVertexTextures = vertexTextures && floatFragmentTextures; + + const maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0; + + return { + + isWebGL2: isWebGL2, + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures, + + maxSamples: maxSamples + + }; + +} + +function WebGLClipping( properties ) { + + const scope = this; + + let globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false; + + const plane = new Plane(), + viewNormalMatrix = new Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; + + this.init = function ( planes, enableLocalClipping, camera ) { + + const enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + globalState = projectPlanes( planes, camera, 0 ); + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function () { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function () { + + renderingShadows = false; + resetGlobalState(); + + }; + + this.setState = function ( material, camera, useCache ) { + + const planes = material.clippingPlanes, + clipIntersection = material.clipIntersection, + clipShadows = material.clipShadows; + + const materialProperties = properties.get( material ); + + if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { + + // there's no local clipping + + if ( renderingShadows ) { + + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + + } + + } else { + + const nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4; + + let dstArray = materialProperties.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, useCache ); + + for ( let i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + materialProperties.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + const nPlanes = planes !== null ? planes.length : 0; + let dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + const flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + scope.numIntersection = 0; + + return dstArray; + + } + +} + +function WebGLCubeMaps( renderer ) { + + let cubemaps = new WeakMap(); + + function mapTextureMapping( texture, mapping ) { + + if ( mapping === EquirectangularReflectionMapping ) { + + texture.mapping = CubeReflectionMapping; + + } else if ( mapping === EquirectangularRefractionMapping ) { + + texture.mapping = CubeRefractionMapping; + + } + + return texture; + + } + + function get( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { + + if ( cubemaps.has( texture ) ) { + + const cubemap = cubemaps.get( texture ).texture; + return mapTextureMapping( cubemap, texture.mapping ); + + } else { + + const image = texture.image; + + if ( image && image.height > 0 ) { + + const currentRenderTarget = renderer.getRenderTarget(); + + const renderTarget = new WebGLCubeRenderTarget( image.height / 2 ); + renderTarget.fromEquirectangularTexture( renderer, texture ); + cubemaps.set( texture, renderTarget ); + + renderer.setRenderTarget( currentRenderTarget ); + + texture.addEventListener( 'dispose', onTextureDispose ); + + return mapTextureMapping( renderTarget.texture, texture.mapping ); + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + return texture; + + } + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + const cubemap = cubemaps.get( texture ); + + if ( cubemap !== undefined ) { + + cubemaps.delete( texture ); + cubemap.dispose(); + + } + + } + + function dispose() { + + cubemaps = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +function WebGLExtensions( gl ) { + + const extensions = {}; + + function getExtension( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + let extension; + + switch ( name ) { + + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + extensions[ name ] = extension; + + return extension; + + } + + return { + + has: function ( name ) { + + return getExtension( name ) !== null; + + }, + + init: function ( capabilities ) { + + if ( capabilities.isWebGL2 ) { + + getExtension( 'EXT_color_buffer_float' ); + + } else { + + getExtension( 'WEBGL_depth_texture' ); + getExtension( 'OES_texture_float' ); + getExtension( 'OES_texture_half_float' ); + getExtension( 'OES_texture_half_float_linear' ); + getExtension( 'OES_standard_derivatives' ); + getExtension( 'OES_element_index_uint' ); + getExtension( 'OES_vertex_array_object' ); + getExtension( 'ANGLE_instanced_arrays' ); + + } + + getExtension( 'OES_texture_float_linear' ); + getExtension( 'EXT_color_buffer_half_float' ); + + }, + + get: function ( name ) { + + const extension = getExtension( name ); + + if ( extension === null ) { + + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + return extension; + + } + + }; + +} + +function WebGLGeometries( gl, attributes, info, bindingStates ) { + + const geometries = {}; + const wireframeAttributes = new WeakMap(); + + function onGeometryDispose( event ) { + + const geometry = event.target; + + if ( geometry.index !== null ) { + + attributes.remove( geometry.index ); + + } + + for ( const name in geometry.attributes ) { + + attributes.remove( geometry.attributes[ name ] ); + + } + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + const attribute = wireframeAttributes.get( geometry ); + + if ( attribute ) { + + attributes.remove( attribute ); + wireframeAttributes.delete( geometry ); + + } + + bindingStates.releaseStatesOfGeometry( geometry ); + + if ( geometry.isInstancedBufferGeometry === true ) { + + delete geometry._maxInstanceCount; + + } + + // + + info.memory.geometries --; + + } + + function get( object, geometry ) { + + if ( geometries[ geometry.id ] === true ) return geometry; + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + geometries[ geometry.id ] = true; + + info.memory.geometries ++; + + return geometry; + + } + + function update( geometry ) { + + const geometryAttributes = geometry.attributes; + + // Updating index buffer in VAO now. See WebGLBindingStates. + + for ( const name in geometryAttributes ) { + + attributes.update( geometryAttributes[ name ], 34962 ); + + } + + // morph targets + + const morphAttributes = geometry.morphAttributes; + + for ( const name in morphAttributes ) { + + const array = morphAttributes[ name ]; + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + attributes.update( array[ i ], 34962 ); + + } + + } + + } + + function updateWireframeAttribute( geometry ) { + + const indices = []; + + const geometryIndex = geometry.index; + const geometryPosition = geometry.attributes.position; + let version = 0; + + if ( geometryIndex !== null ) { + + const array = geometryIndex.array; + version = geometryIndex.version; + + for ( let i = 0, l = array.length; i < l; i += 3 ) { + + const a = array[ i + 0 ]; + const b = array[ i + 1 ]; + const c = array[ i + 2 ]; + + indices.push( a, b, b, c, c, a ); + + } + + } else { + + const array = geometryPosition.array; + version = geometryPosition.version; + + for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + const a = i + 0; + const b = i + 1; + const c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } + + const attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + attribute.version = version; + + // Updating index buffer in VAO now. See WebGLBindingStates + + // + + const previousAttribute = wireframeAttributes.get( geometry ); + + if ( previousAttribute ) attributes.remove( previousAttribute ); + + // + + wireframeAttributes.set( geometry, attribute ); + + } + + function getWireframeAttribute( geometry ) { + + const currentAttribute = wireframeAttributes.get( geometry ); + + if ( currentAttribute ) { + + const geometryIndex = geometry.index; + + if ( geometryIndex !== null ) { + + // if the attribute is obsolete, create a new one + + if ( currentAttribute.version < geometryIndex.version ) { + + updateWireframeAttribute( geometry ); + + } + + } + + } else { + + updateWireframeAttribute( geometry ); + + } + + return wireframeAttributes.get( geometry ); + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + +} + +function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + let mode; + + function setMode( value ) { + + mode = value; + + } + + let type, bytesPerElement; + + function setIndex( value ) { + + type = value.type; + bytesPerElement = value.bytesPerElement; + + } + + function render( start, count ) { + + gl.drawElements( mode, count, type, start * bytesPerElement ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + let extension, methodName; + + if ( isWebGL2 ) { + + extension = gl; + methodName = 'drawElementsInstanced'; + + } else { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawElementsInstancedANGLE'; + + if ( extension === null ) { + + console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount ); + + info.update( count, mode, primcount ); + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + +} + +function WebGLInfo( gl ) { + + const memory = { + geometries: 0, + textures: 0 + }; + + const render = { + frame: 0, + calls: 0, + triangles: 0, + points: 0, + lines: 0 + }; + + function update( count, mode, instanceCount ) { + + render.calls ++; + + switch ( mode ) { + + case 4: + render.triangles += instanceCount * ( count / 3 ); + break; + + case 1: + render.lines += instanceCount * ( count / 2 ); + break; + + case 3: + render.lines += instanceCount * ( count - 1 ); + break; + + case 2: + render.lines += instanceCount * count; + break; + + case 0: + render.points += instanceCount * count; + break; + + default: + console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); + break; + + } + + } + + function reset() { + + render.frame ++; + render.calls = 0; + render.triangles = 0; + render.points = 0; + render.lines = 0; + + } + + return { + memory: memory, + render: render, + programs: null, + autoReset: true, + reset: reset, + update: update + }; + +} + +function numericalSort( a, b ) { + + return a[ 0 ] - b[ 0 ]; + +} + +function absNumericalSort( a, b ) { + + return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); + +} + +function WebGLMorphtargets( gl ) { + + const influencesList = {}; + const morphInfluences = new Float32Array( 8 ); + + const workInfluences = []; + + for ( let i = 0; i < 8; i ++ ) { + + workInfluences[ i ] = [ i, 0 ]; + + } + + function update( object, geometry, material, program ) { + + const objectInfluences = object.morphTargetInfluences; + + // When object doesn't have morph target influences defined, we treat it as a 0-length array + // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences + + const length = objectInfluences === undefined ? 0 : objectInfluences.length; + + let influences = influencesList[ geometry.id ]; + + if ( influences === undefined ) { + + // initialise list + + influences = []; + + for ( let i = 0; i < length; i ++ ) { + + influences[ i ] = [ i, 0 ]; + + } + + influencesList[ geometry.id ] = influences; + + } + + // Collect influences + + for ( let i = 0; i < length; i ++ ) { + + const influence = influences[ i ]; + + influence[ 0 ] = i; + influence[ 1 ] = objectInfluences[ i ]; + + } + + influences.sort( absNumericalSort ); + + for ( let i = 0; i < 8; i ++ ) { + + if ( i < length && influences[ i ][ 1 ] ) { + + workInfluences[ i ][ 0 ] = influences[ i ][ 0 ]; + workInfluences[ i ][ 1 ] = influences[ i ][ 1 ]; + + } else { + + workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER; + workInfluences[ i ][ 1 ] = 0; + + } + + } + + workInfluences.sort( numericalSort ); + + const morphTargets = material.morphTargets && geometry.morphAttributes.position; + const morphNormals = material.morphNormals && geometry.morphAttributes.normal; + + let morphInfluencesSum = 0; + + for ( let i = 0; i < 8; i ++ ) { + + const influence = workInfluences[ i ]; + const index = influence[ 0 ]; + const value = influence[ 1 ]; + + if ( index !== Number.MAX_SAFE_INTEGER && value ) { + + if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) { + + geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); + + } + + if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) { + + geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); + + } + + morphInfluences[ i ] = value; + morphInfluencesSum += value; + + } else { + + if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) { + + geometry.deleteAttribute( 'morphTarget' + i ); + + } + + if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) { + + geometry.deleteAttribute( 'morphNormal' + i ); + + } + + morphInfluences[ i ] = 0; + + } + + } + + // GLSL shader uses formula baseinfluence * base + sum(target * influence) + // This allows us to switch between absolute morphs and relative morphs without changing shader code + // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); + + } + + return { + + update: update + + }; + +} + +function WebGLObjects( gl, geometries, attributes, info ) { + + let updateMap = new WeakMap(); + + function update( object ) { + + const frame = info.render.frame; + + const geometry = object.geometry; + const buffergeometry = geometries.get( object, geometry ); + + // Update once per frame + + if ( updateMap.get( buffergeometry ) !== frame ) { + + geometries.update( buffergeometry ); + + updateMap.set( buffergeometry, frame ); + + } + + if ( object.isInstancedMesh ) { + + if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { + + object.addEventListener( 'dispose', onInstancedMeshDispose ); + + } + + attributes.update( object.instanceMatrix, 34962 ); + + if ( object.instanceColor !== null ) { + + attributes.update( object.instanceColor, 34962 ); + + } + + } + + return buffergeometry; + + } + + function dispose() { + + updateMap = new WeakMap(); + + } + + function onInstancedMeshDispose( event ) { + + const instancedMesh = event.target; + + instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); + + attributes.remove( instancedMesh.instanceMatrix ); + + if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); + + } + + return { + + update: update, + dispose: dispose + + }; + +} + +class DataTexture2DArray extends Texture$1 { + + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + super( null ); + + this.image = { data, width, height, depth }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + this.needsUpdate = true; + + } + +} + +DataTexture2DArray.prototype.isDataTexture2DArray = true; + +class DataTexture3D extends Texture$1 { + + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + // We're going to add .setXXX() methods for setting properties later. + // Users can still set in DataTexture3D directly. + // + // const texture = new THREE.DataTexture3D( data, width, height, depth ); + // texture.anisotropy = 16; + // + // See #14839 + + super( null ); + + this.image = { data, width, height, depth }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + this.needsUpdate = true; + + } + +} + +DataTexture3D.prototype.isDataTexture3D = true; + +/** + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + +const emptyTexture = new Texture$1(); +const emptyTexture2dArray = new DataTexture2DArray(); +const emptyTexture3d = new DataTexture3D(); +const emptyCubeTexture = new CubeTexture(); + +// --- Utilities --- + +// Array Caches (provide typed arrays for temporary by size) + +const arrayCacheF32 = []; +const arrayCacheI32 = []; + +// Float32Array caches used for uploading Matrix uniforms + +const mat4array = new Float32Array( 16 ); +const mat3array = new Float32Array( 9 ); +const mat2array = new Float32Array( 4 ); + +// Flattening for arrays of vectors and matrices + +function flatten( array, nBlocks, blockSize ) { + + const firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + const n = nBlocks * blockSize; + let r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + +} + +function arraysEqual( a, b ) { + + if ( a.length !== b.length ) return false; + + for ( let i = 0, l = a.length; i < l; i ++ ) { + + if ( a[ i ] !== b[ i ] ) return false; + + } + + return true; + +} + +function copyArray( a, b ) { + + for ( let i = 0, l = b.length; i < l; i ++ ) { + + a[ i ] = b[ i ]; + + } + +} + +// Texture unit allocation + +function allocTexUnits( textures, n ) { + + let r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( let i = 0; i !== n; ++ i ) { + + r[ i ] = textures.allocateTextureUnit(); + + } + + return r; + +} + +// --- Setters --- + +// Note: Defining these methods externally, because they come in a bunch +// and this way their names minify. + +// Single scalar + +function setValueV1f( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1f( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single float vector (from flat array or THREE.VectorN) + +function setValueV2f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2f( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3f( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else if ( v.r !== undefined ) { + + if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { + + gl.uniform3f( this.addr, v.r, v.g, v.b ); + + cache[ 0 ] = v.r; + cache[ 1 ] = v.g; + cache[ 2 ] = v.b; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single matrix (from flat array or THREE.MatrixN) + +function setValueM2( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix2fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat2array.set( elements ); + + gl.uniformMatrix2fv( this.addr, false, mat2array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM3( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix3fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat3array.set( elements ); + + gl.uniformMatrix3fv( this.addr, false, mat3array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM4( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix4fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat4array.set( elements ); + + gl.uniformMatrix4fv( this.addr, false, mat4array ); + + copyArray( cache, elements ); + + } + +} + +// Single integer / boolean + +function setValueV1i( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1i( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single integer / boolean vector (from flat array) + +function setValueV2i( gl, v ) { + + const cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2iv( this.addr, v ); + + copyArray( cache, v ); + +} + +function setValueV3i( gl, v ) { + + const cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3iv( this.addr, v ); + + copyArray( cache, v ); + +} + +function setValueV4i( gl, v ) { + + const cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4iv( this.addr, v ); + + copyArray( cache, v ); + +} + +// Single unsigned integer + +function setValueV1ui( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1ui( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single unsigned integer vector (from flat array) + +function setValueV2ui( gl, v ) { + + const cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2uiv( this.addr, v ); + + copyArray( cache, v ); + +} + +function setValueV3ui( gl, v ) { + + const cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3uiv( this.addr, v ); + + copyArray( cache, v ); + +} + +function setValueV4ui( gl, v ) { + + const cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4uiv( this.addr, v ); + + copyArray( cache, v ); + +} + + +// Single texture (2D / Cube) + +function setValueT1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.safeSetTexture2D( v || emptyTexture, unit ); + +} + +function setValueT3D1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture3D( v || emptyTexture3d, unit ); + +} + +function setValueT6( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.safeSetTextureCube( v || emptyCubeTexture, unit ); + +} + +function setValueT2DArray1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture2DArray( v || emptyTexture2dArray, unit ); + +} + +// Helper to pick the right setter for the singular case + +function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1f; // FLOAT + case 0x8b50: return setValueV2f; // _VEC2 + case 0x8b51: return setValueV3f; // _VEC3 + case 0x8b52: return setValueV4f; // _VEC4 + + case 0x8b5a: return setValueM2; // _MAT2 + case 0x8b5b: return setValueM3; // _MAT3 + case 0x8b5c: return setValueM4; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 + + case 0x1405: return setValueV1ui; // UINT + case 0x8dc6: return setValueV2ui; // _VEC2 + case 0x8dc7: return setValueV3ui; // _VEC3 + case 0x8dc8: return setValueV4ui; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3D1; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArray1; + + } + +} + + +// Array of scalars + +function setValueV1fArray( gl, v ) { + + gl.uniform1fv( this.addr, v ); + +} + +// Array of vectors (from flat array or array of THREE.VectorN) + +function setValueV2fArray( gl, v ) { + + const data = flatten( v, this.size, 2 ); + + gl.uniform2fv( this.addr, data ); + +} + +function setValueV3fArray( gl, v ) { + + const data = flatten( v, this.size, 3 ); + + gl.uniform3fv( this.addr, data ); + +} + +function setValueV4fArray( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniform4fv( this.addr, data ); + +} + +// Array of matrices (from flat array or array of THREE.MatrixN) + +function setValueM2Array( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniformMatrix2fv( this.addr, false, data ); + +} + +function setValueM3Array( gl, v ) { + + const data = flatten( v, this.size, 9 ); + + gl.uniformMatrix3fv( this.addr, false, data ); + +} + +function setValueM4Array( gl, v ) { + + const data = flatten( v, this.size, 16 ); + + gl.uniformMatrix4fv( this.addr, false, data ); + +} + +// Array of integer / boolean + +function setValueV1iArray( gl, v ) { + + gl.uniform1iv( this.addr, v ); + +} + +// Array of integer / boolean vectors (from flat array) + +function setValueV2iArray( gl, v ) { + + gl.uniform2iv( this.addr, v ); + +} + +function setValueV3iArray( gl, v ) { + + gl.uniform3iv( this.addr, v ); + +} + +function setValueV4iArray( gl, v ) { + + gl.uniform4iv( this.addr, v ); + +} + +// Array of unsigned integer + +function setValueV1uiArray( gl, v ) { + + gl.uniform1uiv( this.addr, v ); + +} + +// Array of unsigned integer vectors (from flat array) + +function setValueV2uiArray( gl, v ) { + + gl.uniform2uiv( this.addr, v ); + +} + +function setValueV3uiArray( gl, v ) { + + gl.uniform3uiv( this.addr, v ); + +} + +function setValueV4uiArray( gl, v ) { + + gl.uniform4uiv( this.addr, v ); + +} + + +// Array of textures (2D / Cube) + +function setValueT1Array( gl, v, textures ) { + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + gl.uniform1iv( this.addr, units ); + + for ( let i = 0; i !== n; ++ i ) { + + textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + +} + +function setValueT6Array( gl, v, textures ) { + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + gl.uniform1iv( this.addr, units ); + + for ( let i = 0; i !== n; ++ i ) { + + textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + +} + +// Helper to pick the right setter for a pure (bottom-level) array + +function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1fArray; // FLOAT + case 0x8b50: return setValueV2fArray; // _VEC2 + case 0x8b51: return setValueV3fArray; // _VEC3 + case 0x8b52: return setValueV4fArray; // _VEC4 + + case 0x8b5a: return setValueM2Array; // _MAT2 + case 0x8b5b: return setValueM3Array; // _MAT3 + case 0x8b5c: return setValueM4Array; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 + + case 0x1405: return setValueV1uiArray; // UINT + case 0x8dc6: return setValueV2uiArray; // _VEC2 + case 0x8dc7: return setValueV3uiArray; // _VEC3 + case 0x8dc8: return setValueV4uiArray; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1Array; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6Array; + + } + +} + +// --- Uniform Classes --- + +function SingleUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + +} + +function PureArrayUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + +} + +PureArrayUniform.prototype.updateCache = function ( data ) { + + const cache = this.cache; + + if ( data instanceof Float32Array && cache.length !== data.length ) { + + this.cache = new Float32Array( data.length ); + + } + + copyArray( cache, data ); + +}; + +function StructuredUniform( id ) { + + this.id = id; + + this.seq = []; + this.map = {}; + +} + +StructuredUniform.prototype.setValue = function ( gl, value, textures ) { + + const seq = this.seq; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + u.setValue( gl, value[ u.id ], textures ); + + } + +}; + +// --- Top-level --- + +// Parser - builds up the property tree from the path strings + +const RePathPart = /(\w+)(\])?(\[|\.)?/g; + +// extracts +// - the identifier (member name or array index) +// - followed by an optional right bracket (found when array index) +// - followed by an optional left bracket or dot (type of subscript) +// +// Note: These portions can be read in a non-overlapping fashion and +// allow straightforward parsing of the hierarchy that WebGL encodes +// in the uniform names. + +function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + +} + +function parseUniform( activeInfo, addr, container ) { + + const path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + while ( true ) { + + const match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex; + + let id = match[ 1 ]; + const idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + + // step into inner node / create it in case it doesn't exist + + const map = container.map; + let next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + +} + +// Root Container + +function WebGLUniforms( gl, program ) { + + this.seq = []; + this.map = {}; + + const n = gl.getProgramParameter( program, 35718 ); + + for ( let i = 0; i < n; ++ i ) { + + const info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); + + parseUniform( info, addr, this ); + + } + +} + +WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) { + + const u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, textures ); + +}; + +WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { + + const v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + +}; + + +// Static interface + +WebGLUniforms.upload = function ( gl, seq, values, textures ) { + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, textures ); + + } + + } + +}; + +WebGLUniforms.seqWithValue = function ( seq, values ) { + + const r = []; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + +}; + +function WebGLShader( gl, type, string ) { + + const shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + return shader; + +} + +let programIdCount = 0; + +function addLineNumbers( string ) { + + const lines = string.split( '\n' ); + + for ( let i = 0; i < lines.length; i ++ ) { + + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + + } + + return lines.join( '\n' ); + +} + +function getEncodingComponents( encoding ) { + + switch ( encoding ) { + + case LinearEncoding: + return [ 'Linear', '( value )' ]; + case sRGBEncoding: + return [ 'sRGB', '( value )' ]; + case RGBEEncoding: + return [ 'RGBE', '( value )' ]; + case RGBM7Encoding: + return [ 'RGBM', '( value, 7.0 )' ]; + case RGBM16Encoding: + return [ 'RGBM', '( value, 16.0 )' ]; + case RGBDEncoding: + return [ 'RGBD', '( value, 256.0 )' ]; + case GammaEncoding: + return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; + case LogLuvEncoding: + return [ 'LogLuv', '( value )' ]; + default: + console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding ); + return [ 'Linear', '( value )' ]; + + } + +} + +function getShaderErrors( gl, shader, type ) { + + const status = gl.getShaderParameter( shader, 35713 ); + const log = gl.getShaderInfoLog( shader ).trim(); + + if ( status && log === '' ) return ''; + + // --enable-privileged-webgl-extension + // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + const source = gl.getShaderSource( shader ); + + return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source ); + +} + +function getTexelDecodingFunction( functionName, encoding ) { + + const components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; + +} + +function getTexelEncodingFunction( functionName, encoding ) { + + const components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; + +} + +function getToneMappingFunction( functionName, toneMapping ) { + + let toneMappingName; + + switch ( toneMapping ) { + + case LinearToneMapping: + toneMappingName = 'Linear'; + break; + + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; + + case CineonToneMapping: + toneMappingName = 'OptimizedCineon'; + break; + + case ACESFilmicToneMapping: + toneMappingName = 'ACESFilmic'; + break; + + case CustomToneMapping: + toneMappingName = 'Custom'; + break; + + default: + console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping ); + toneMappingName = 'Linear'; + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + +} + +function generateExtensions( parameters ) { + + const chunks = [ + ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', + ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + +} + +function generateDefines( defines ) { + + const chunks = []; + + for ( const name in defines ) { + + const value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + +} + +function fetchAttributeLocations( gl, program ) { + + const attributes = {}; + + const n = gl.getProgramParameter( program, 35721 ); + + for ( let i = 0; i < n; i ++ ) { + + const info = gl.getActiveAttrib( program, i ); + const name = info.name; + + // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); + + attributes[ name ] = gl.getAttribLocation( program, name ); + + } + + return attributes; + +} + +function filterEmptyLine( string ) { + + return string !== ''; + +} + +function replaceLightNums( string, parameters ) { + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) + .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) + .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) + .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); + +} + +function replaceClippingPlaneNums( string, parameters ) { + + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + +} + +// Resolve Includes + +const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; + +function resolveIncludes( string ) { + + return string.replace( includePattern, includeReplacer ); + +} + +function includeReplacer( match, include ) { + + const string = ShaderChunk[ include ]; + + if ( string === undefined ) { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + return resolveIncludes( string ); + +} + +// Unroll Loops + +const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; +const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; + +function unrollLoops( string ) { + + return string + .replace( unrollLoopPattern, loopReplacer ) + .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer ); + +} + +function deprecatedLoopReplacer( match, start, end, snippet ) { + + console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' ); + return loopReplacer( match, start, end, snippet ); + +} + +function loopReplacer( match, start, end, snippet ) { + + let string = ''; + + for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { + + string += snippet + .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) + .replace( /UNROLLED_LOOP_INDEX/g, i ); + + } + + return string; + +} + +// + +function generatePrecision( parameters ) { + + let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;'; + + if ( parameters.precision === 'highp' ) { + + precisionstring += '\n#define HIGH_PRECISION'; + + } else if ( parameters.precision === 'mediump' ) { + + precisionstring += '\n#define MEDIUM_PRECISION'; + + } else if ( parameters.precision === 'lowp' ) { + + precisionstring += '\n#define LOW_PRECISION'; + + } + + return precisionstring; + +} + +function generateShadowMapTypeDefine( parameters ) { + + let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } else if ( parameters.shadowMapType === VSMShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; + + } + + return shadowMapTypeDefine; + +} + +function generateEnvMapTypeDefine( parameters ) { + + let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + } + + } + + return envMapTypeDefine; + +} + +function generateEnvMapModeDefine( parameters ) { + + let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeRefractionMapping: + case CubeUVRefractionMapping: + + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + } + + return envMapModeDefine; + +} + +function generateEnvMapBlendingDefine( parameters ) { + + let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; + + if ( parameters.envMap ) { + + switch ( parameters.combine ) { + + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + return envMapBlendingDefine; + +} + +function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { + + const gl = renderer.getContext(); + + const defines = parameters.defines; + + let vertexShader = parameters.vertexShader; + let fragmentShader = parameters.fragmentShader; + + const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); + const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); + const envMapModeDefine = generateEnvMapModeDefine( parameters ); + const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); + + + const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + + const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters ); + + const customDefines = generateDefines( defines ); + + const program = gl.createProgram(); + + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; + + if ( parameters.isRawShaderMaterial ) { + + prefixVertex = [ + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixVertex.length > 0 ) { + + prefixVertex += '\n'; + + } + + prefixFragment = [ + + customExtensions, + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixFragment.length > 0 ) { + + prefixFragment += '\n'; + + } + + } else { + + prefixVertex = [ + + generatePrecision( parameters ), + + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.instancing ? '#define USE_INSTANCING' : '', + parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', + + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + '#define MAX_BONES ' + parameters.maxBones, + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', + ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', + + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + + parameters.vertexTangents ? '#define USE_TANGENT' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUvs ? '#define USE_UV' : '', + parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + '#ifdef USE_INSTANCING', + + ' attribute mat4 instanceMatrix;', + + '#endif', + + '#ifdef USE_INSTANCING_COLOR', + + ' attribute vec3 instanceColor;', + + '#endif', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_TANGENT', + + ' attribute vec4 tangent;', + + '#endif', + + '#if defined( USE_COLOR_ALPHA )', + + ' attribute vec4 color;', + + '#elif defined( USE_COLOR )', + + ' attribute vec3 color;', + + '#endif', + + '#ifdef USE_MORPHTARGETS', + + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', + + ' #ifdef USE_MORPHNORMALS', + + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', + + ' #else', + + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', + + ' #endif', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customExtensions, + + generatePrecision( parameters ), + + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.matcap ? '#define USE_MATCAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', + ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + + parameters.sheen ? '#define USE_SHEEN' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + + parameters.vertexTangents ? '#define USE_TANGENT' : '', + parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUvs ? '#define USE_UV' : '', + parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', + + parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + + ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below + parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '', + parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '', + getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ), + + parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = resolveIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + + fragmentShader = resolveIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) { + + // GLSL 3.0 conversion for built-in materials and ShaderMaterial + + versionString = '#version 300 es\n'; + + prefixVertex = [ + '#define attribute in', + '#define varying out', + '#define texture2D texture' + ].join( '\n' ) + '\n' + prefixVertex; + + prefixFragment = [ + '#define varying in', + ( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;', + ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', + '#define gl_FragDepthEXT gl_FragDepth', + '#define texture2D texture', + '#define textureCube texture', + '#define texture2DProj textureProj', + '#define texture2DLodEXT textureLod', + '#define texture2DProjLodEXT textureProjLod', + '#define textureCubeLodEXT textureLod', + '#define texture2DGradEXT textureGrad', + '#define texture2DProjGradEXT textureProjGrad', + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; + + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; + const fragmentGlsl = versionString + prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + const glVertexShader = WebGLShader( gl, 35633, vertexGlsl ); + const glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( parameters.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + // check for link errors + if ( renderer.debug.checkShaderErrors ) { + + const programLog = gl.getProgramInfoLog( program ).trim(); + const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); + const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); + + let runnable = true; + let haveDiagnostics = true; + + if ( gl.getProgramParameter( program, 35714 ) === false ) { + + runnable = false; + + const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); + const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); + + console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors ); + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + this.diagnostics = { + + runnable: runnable, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + } + + // Clean up + + // Crashes in iOS9 and iOS10. #18402 + // gl.detachShader( program, glVertexShader ); + // gl.detachShader( program, glFragmentShader ); + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + // set up caching for uniform locations + + let cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + cachedUniforms = new WebGLUniforms( gl, program ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + let cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + return cachedAttributes; + + }; + + // free resource + + this.destroy = function () { + + bindingStates.releaseStatesOfProgram( this ); + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // + + this.name = parameters.shaderName; + this.id = programIdCount ++; + this.cacheKey = cacheKey; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + +} + +function WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) { + + const programs = []; + + const isWebGL2 = capabilities.isWebGL2; + const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; + const floatVertexTextures = capabilities.floatVertexTextures; + const maxVertexUniforms = capabilities.maxVertexUniforms; + const vertexTextures = capabilities.vertexTextures; + + let precision = capabilities.precision; + + const shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'toon', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + MeshMatcapMaterial: 'matcap', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; + + const parameterNames = [ + 'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', + 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', + 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap', + 'roughnessMap', 'metalnessMap', 'gradientMap', + 'alphaMap', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', + 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', + 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha', + 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', + 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', + 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', + 'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', + 'sheen', 'transmissionMap' + ]; + + function getMaxBones( object ) { + + const skeleton = object.skeleton; + const bones = skeleton.bones; + + if ( floatVertexTextures ) { + + return 1024; + + } else { + + // default for when object is not specified + // ( for example when prebuilding shader to be used with multiple objects ) + // + // - leave some extra space for other uniforms + // - limit here is ANGLE's 254 max uniform vectors + // (up to 54 should be safe) + + const nVertexUniforms = maxVertexUniforms; + const nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); + + const maxBones = Math.min( nVertexMatrices, bones.length ); + + if ( maxBones < bones.length ) { + + console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); + return 0; + + } + + return maxBones; + + } + + } + + function getTextureEncodingFromMap( map ) { + + let encoding; + + if ( map && map.isTexture ) { + + encoding = map.encoding; + + } else if ( map && map.isWebGLRenderTarget ) { + + console.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.' ); + encoding = map.texture.encoding; + + } else { + + encoding = LinearEncoding; + + } + + return encoding; + + } + + function getParameters( material, lights, shadows, scene, object ) { + + const fog = scene.fog; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + + const envMap = cubemaps.get( material.envMap || environment ); + + const shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + const maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0; + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + let vertexShader, fragmentShader; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + + vertexShader = shader.vertexShader; + fragmentShader = shader.fragmentShader; + + } else { + + vertexShader = material.vertexShader; + fragmentShader = material.fragmentShader; + + } + + const currentRenderTarget = renderer.getRenderTarget(); + + const parameters = { + + isWebGL2: isWebGL2, + + shaderID: shaderID, + shaderName: material.type, + + vertexShader: vertexShader, + fragmentShader: fragmentShader, + defines: material.defines, + + isRawShaderMaterial: material.isRawShaderMaterial === true, + glslVersion: material.glslVersion, + + precision: precision, + + instancing: object.isInstancedMesh === true, + instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, + + supportsVertexTextures: vertexTextures, + outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding, + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map ), + matcap: !! material.matcap, + matcapEncoding: getTextureEncodingFromMap( material.matcap ), + envMap: !! envMap, + envMapMode: envMap && envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( envMap ), + envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + lightMapEncoding: getTextureEncodingFromMap( material.lightMap ), + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ), + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, + tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap, + clearcoatMap: !! material.clearcoatMap, + clearcoatRoughnessMap: !! material.clearcoatRoughnessMap, + clearcoatNormalMap: !! material.clearcoatNormalMap, + displacementMap: !! material.displacementMap, + roughnessMap: !! material.roughnessMap, + metalnessMap: !! material.metalnessMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, + + gradientMap: !! material.gradientMap, + + sheen: !! material.sheen, + + transmissionMap: !! material.transmissionMap, + + combine: material.combine, + + vertexTangents: ( material.normalMap && material.vertexTangents ), + vertexColors: material.vertexColors, + vertexAlphas: material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4, + vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap, + uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap, + + fog: !! fog, + useFog: material.fog, + fogExp2: ( fog && fog.isFogExp2 ), + + flatShading: !! material.flatShading, + + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + skinning: material.skinning && maxBones > 0, + maxBones: maxBones, + useVertexTexture: floatVertexTextures, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + + numDirLightShadows: lights.directionalShadowMap.length, + numPointLightShadows: lights.pointShadowMap.length, + numSpotLightShadows: lights.spotShadowMap.length, + + numClippingPlanes: clipping.numPlanes, + numClipIntersection: clipping.numIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, + + premultipliedAlpha: material.premultipliedAlpha, + + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false, + + index0AttributeName: material.index0AttributeName, + + extensionDerivatives: material.extensions && material.extensions.derivatives, + extensionFragDepth: material.extensions && material.extensions.fragDepth, + extensionDrawBuffers: material.extensions && material.extensions.drawBuffers, + extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD, + + rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ), + rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ), + rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ), + + customProgramCacheKey: material.customProgramCacheKey() + + }; + + return parameters; + + } + + function getProgramCacheKey( parameters ) { + + const array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( parameters.fragmentShader ); + array.push( parameters.vertexShader ); + + } + + if ( parameters.defines !== undefined ) { + + for ( const name in parameters.defines ) { + + array.push( name ); + array.push( parameters.defines[ name ] ); + + } + + } + + if ( parameters.isRawShaderMaterial === false ) { + + for ( let i = 0; i < parameterNames.length; i ++ ) { + + array.push( parameters[ parameterNames[ i ] ] ); + + } + + array.push( renderer.outputEncoding ); + array.push( renderer.gammaFactor ); + + } + + array.push( parameters.customProgramCacheKey ); + + return array.join(); + + } + + function getUniforms( material ) { + + const shaderID = shaderIDs[ material.type ]; + let uniforms; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + uniforms = UniformsUtils.clone( shader.uniforms ); + + } else { + + uniforms = material.uniforms; + + } + + return uniforms; + + } + + function acquireProgram( parameters, cacheKey ) { + + let program; + + // Check if code has been already compiled + for ( let p = 0, pl = programs.length; p < pl; p ++ ) { + + const preexistingProgram = programs[ p ]; + + if ( preexistingProgram.cacheKey === cacheKey ) { + + program = preexistingProgram; + ++ program.usedTimes; + + break; + + } + + } + + if ( program === undefined ) { + + program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); + programs.push( program ); + + } + + return program; + + } + + function releaseProgram( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + const i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + } + + return { + getParameters: getParameters, + getProgramCacheKey: getProgramCacheKey, + getUniforms: getUniforms, + acquireProgram: acquireProgram, + releaseProgram: releaseProgram, + // Exposed for resource monitoring & error feedback via renderer.info: + programs: programs + }; + +} + +function WebGLProperties() { + + let properties = new WeakMap(); + + function get( object ) { + + let map = properties.get( object ); + + if ( map === undefined ) { + + map = {}; + properties.set( object, map ); + + } + + return map; + + } + + function remove( object ) { + + properties.delete( object ); + + } + + function update( object, key, value ) { + + properties.get( object )[ key ] = value; + + } + + function dispose() { + + properties = new WeakMap(); + + } + + return { + get: get, + remove: remove, + update: update, + dispose: dispose + }; + +} + +function painterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.program !== b.program ) { + + return a.program.id - b.program.id; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + +} + +function reversePainterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + +} + + +function WebGLRenderList( properties ) { + + const renderItems = []; + let renderItemsIndex = 0; + + const opaque = []; + const transparent = []; + + const defaultProgram = { id: - 1 }; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transparent.length = 0; + + } + + function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { + + let renderItem = renderItems[ renderItemsIndex ]; + const materialProperties = properties.get( material ); + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + program: materialProperties.program || defaultProgram, + groupOrder: groupOrder, + renderOrder: object.renderOrder, + z: z, + group: group + }; + + renderItems[ renderItemsIndex ] = renderItem; + + } else { + + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.program = materialProperties.program || defaultProgram; + renderItem.groupOrder = groupOrder; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + renderItemsIndex ++; + + return renderItem; + + } + + function push( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + ( material.transparent === true ? transparent : opaque ).push( renderItem ); + + } + + function unshift( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + ( material.transparent === true ? transparent : opaque ).unshift( renderItem ); + + } + + function sort( customOpaqueSort, customTransparentSort ) { + + if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); + if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); + + } + + function finish() { + + // Clear references from inactive renderItems in the list + + for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { + + const renderItem = renderItems[ i ]; + + if ( renderItem.id === null ) break; + + renderItem.id = null; + renderItem.object = null; + renderItem.geometry = null; + renderItem.material = null; + renderItem.program = null; + renderItem.group = null; + + } + + } + + return { + + opaque: opaque, + transparent: transparent, + + init: init, + push: push, + unshift: unshift, + finish: finish, + + sort: sort + }; + +} + +function WebGLRenderLists( properties ) { + + let lists = new WeakMap(); + + function get( scene, renderCallDepth ) { + + let list; + + if ( lists.has( scene ) === false ) { + + list = new WebGLRenderList( properties ); + lists.set( scene, [ list ] ); + + } else { + + if ( renderCallDepth >= lists.get( scene ).length ) { + + list = new WebGLRenderList( properties ); + lists.get( scene ).push( list ); + + } else { + + list = lists.get( scene )[ renderCallDepth ]; + + } + + } + + return list; + + } + + function dispose() { + + lists = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +function UniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0 + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0 + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + +function ShadowUniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + + // TODO (abelnation): set RectAreaLight shadow uniforms + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + + + +let nextVersion = 0; + +function shadowCastingLightsFirst( lightA, lightB ) { + + return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 ); + +} + +function WebGLLights( extensions, capabilities ) { + + const cache = new UniformsCache(); + + const shadowCache = ShadowUniformsCache(); + + const state = { + + version: 0, + + hash: { + directionalLength: - 1, + pointLength: - 1, + spotLength: - 1, + rectAreaLength: - 1, + hemiLength: - 1, + + numDirectionalShadows: - 1, + numPointShadows: - 1, + numSpotShadows: - 1 + }, + + ambient: [ 0, 0, 0 ], + probe: [], + directional: [], + directionalShadow: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadow: [], + spotShadowMap: [], + spotShadowMatrix: [], + rectArea: [], + rectAreaLTC1: null, + rectAreaLTC2: null, + point: [], + pointShadow: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [] + + }; + + for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); + + const vector3 = new Vector3(); + const matrix4 = new Matrix4(); + const matrix42 = new Matrix4(); + + function setup( lights ) { + + let r = 0, g = 0, b = 0; + + for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + let numDirectionalShadows = 0; + let numPointShadows = 0; + let numSpotShadows = 0; + + lights.sort( shadowCastingLightsFirst ); + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + const color = light.color; + const intensity = light.intensity; + const distance = light.distance; + + const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + + if ( light.isAmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + + } else if ( light.isLightProbe ) { + + for ( let j = 0; j < 9; j ++ ) { + + state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); + + } + + } else if ( light.isDirectionalLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.directionalShadow[ directionalLength ] = shadowUniforms; + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + + numDirectionalShadows ++; + + } + + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = light.decay; + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.spotShadow[ spotLength ] = shadowUniforms; + state.spotShadowMap[ spotLength ] = shadowMap; + state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + + numSpotShadows ++; + + } + + state.spot[ spotLength ] = uniforms; + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = cache.get( light ); + + // (a) intensity is the total visible light emitted + //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); + + // (b) intensity is the brightness of the light + uniforms.color.copy( color ).multiplyScalar( intensity ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = light.decay; + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + shadowUniforms.shadowCameraNear = shadow.camera.near; + shadowUniforms.shadowCameraFar = shadow.camera.far; + + state.pointShadow[ pointLength ] = shadowUniforms; + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + + numPointShadows ++; + + } + + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = cache.get( light ); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + if ( rectAreaLength > 0 ) { + + if ( capabilities.isWebGL2 ) { + + // WebGL 2 + + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + + } else { + + // WebGL 1 + + if ( extensions.has( 'OES_texture_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + + } else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; + state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; + + } else { + + console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' ); + + } + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + const hash = state.hash; + + if ( hash.directionalLength !== directionalLength || + hash.pointLength !== pointLength || + hash.spotLength !== spotLength || + hash.rectAreaLength !== rectAreaLength || + hash.hemiLength !== hemiLength || + hash.numDirectionalShadows !== numDirectionalShadows || + hash.numPointShadows !== numPointShadows || + hash.numSpotShadows !== numSpotShadows ) { + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + state.directionalShadow.length = numDirectionalShadows; + state.directionalShadowMap.length = numDirectionalShadows; + state.pointShadow.length = numPointShadows; + state.pointShadowMap.length = numPointShadows; + state.spotShadow.length = numSpotShadows; + state.spotShadowMap.length = numSpotShadows; + state.directionalShadowMatrix.length = numDirectionalShadows; + state.pointShadowMatrix.length = numPointShadows; + state.spotShadowMatrix.length = numSpotShadows; + + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; + + hash.numDirectionalShadows = numDirectionalShadows; + hash.numPointShadows = numPointShadows; + hash.numSpotShadows = numSpotShadows; + + state.version = nextVersion ++; + + } + + } + + function setupView( lights, camera ) { + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + const viewMatrix = camera.matrixWorldInverse; + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + if ( light.isDirectionalLight ) { + + const uniforms = state.directional[ directionalLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = state.spot[ spotLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = state.rectArea[ rectAreaLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = state.point[ pointLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = state.hemi[ hemiLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + uniforms.direction.normalize(); + + hemiLength ++; + + } + + } + + } + + return { + setup: setup, + setupView: setupView, + state: state + }; + +} + +function WebGLRenderState( extensions, capabilities ) { + + const lights = new WebGLLights( extensions, capabilities ); + + const lightsArray = []; + const shadowsArray = []; + + function init() { + + lightsArray.length = 0; + shadowsArray.length = 0; + + } + + function pushLight( light ) { + + lightsArray.push( light ); + + } + + function pushShadow( shadowLight ) { + + shadowsArray.push( shadowLight ); + + } + + function setupLights() { + + lights.setup( lightsArray ); + + } + + function setupLightsView( camera ) { + + lights.setupView( lightsArray, camera ); + + } + + const state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, + + lights: lights + }; + + return { + init: init, + state: state, + setupLights: setupLights, + setupLightsView: setupLightsView, + + pushLight: pushLight, + pushShadow: pushShadow + }; + +} + +function WebGLRenderStates( extensions, capabilities ) { + + let renderStates = new WeakMap(); + + function get( scene, renderCallDepth = 0 ) { + + let renderState; + + if ( renderStates.has( scene ) === false ) { + + renderState = new WebGLRenderState( extensions, capabilities ); + renderStates.set( scene, [ renderState ] ); + + } else { + + if ( renderCallDepth >= renderStates.get( scene ).length ) { + + renderState = new WebGLRenderState( extensions, capabilities ); + renderStates.get( scene ).push( renderState ); + + } else { + + renderState = renderStates.get( scene )[ renderCallDepth ]; + + } + + } + + return renderState; + + } + + function dispose() { + + renderStates = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +/** + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ + +class MeshDepthMaterial extends Material$1 { + + constructor( parameters ) { + + super(); + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = BasicDepthPacking; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.depthPacking = source.depthPacking; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + + } + +} + +MeshDepthMaterial.prototype.isMeshDepthMaterial = true; + +/** + * parameters = { + * + * referencePosition: , + * nearDistance: , + * farDistance: , + * + * skinning: , + * morphTargets: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: + * + * } + */ + +class MeshDistanceMaterial extends Material$1 { + + constructor( parameters ) { + + super(); + + this.type = 'MeshDistanceMaterial'; + + this.referencePosition = new Vector3(); + this.nearDistance = 1; + this.farDistance = 1000; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.fog = false; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.referencePosition.copy( source.referencePosition ); + this.nearDistance = source.nearDistance; + this.farDistance = source.farDistance; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + return this; + + } + +} + +MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; + +var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; + +var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; + +function WebGLShadowMap( _renderer, _objects, _capabilities ) { + + let _frustum = new Frustum(); + + const _shadowMapSize = new Vector2(), + _viewportSize = new Vector2(), + + _viewport = new Vector4(), + + _depthMaterials = [], + _distanceMaterials = [], + + _materialCache = {}, + + _maxTextureSize = _capabilities.maxTextureSize; + + const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; + + const shadowMaterialVertical = new ShaderMaterial( { + + defines: { + SAMPLE_RATE: 2.0 / 8.0, + HALF_SAMPLE_RATE: 1.0 / 8.0 + }, + + uniforms: { + shadow_pass: { value: null }, + resolution: { value: new Vector2() }, + radius: { value: 4.0 } + }, + + vertexShader: vsm_vert, + + fragmentShader: vsm_frag + + } ); + + const shadowMaterialHorizontal = shadowMaterialVertical.clone(); + shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; + + const fullScreenTri = new BufferGeometry(); + fullScreenTri.setAttribute( + 'position', + new BufferAttribute( + new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), + 3 + ) + ); + + const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); + + const scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + + this.render = function ( lights, scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( lights.length === 0 ) return; + + const currentRenderTarget = _renderer.getRenderTarget(); + const activeCubeFace = _renderer.getActiveCubeFace(); + const activeMipmapLevel = _renderer.getActiveMipmapLevel(); + + const _state = _renderer.state; + + // Set GL state for depth map. + _state.setBlending( NoBlending ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // render depth map + + for ( let i = 0, il = lights.length; i < il; i ++ ) { + + const light = lights[ i ]; + const shadow = light.shadow; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; + + _shadowMapSize.copy( shadow.mapSize ); + + const shadowFrameExtents = shadow.getFrameExtents(); + + _shadowMapSize.multiply( shadowFrameExtents ); + + _viewportSize.copy( shadow.mapSize ); + + if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { + + if ( _shadowMapSize.x > _maxTextureSize ) { + + _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); + _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; + shadow.mapSize.x = _viewportSize.x; + + } + + if ( _shadowMapSize.y > _maxTextureSize ) { + + _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); + _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; + shadow.mapSize.y = _viewportSize.y; + + } + + } + + if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { + + const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + '.shadowMap'; + + shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + + shadow.camera.updateProjectionMatrix(); + + } + + if ( shadow.map === null ) { + + const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + '.shadowMap'; + + shadow.camera.updateProjectionMatrix(); + + } + + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); + + const viewportCount = shadow.getViewportCount(); + + for ( let vp = 0; vp < viewportCount; vp ++ ) { + + const viewport = shadow.getViewport( vp ); + + _viewport.set( + _viewportSize.x * viewport.x, + _viewportSize.y * viewport.y, + _viewportSize.x * viewport.z, + _viewportSize.y * viewport.w + ); + + _state.viewport( _viewport ); + + shadow.updateMatrices( light, vp ); + + _frustum = shadow.getFrustum(); + + renderObject( scene, camera, shadow.camera, light, this.type ); + + } + + // do blur pass for VSM + + if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { + + VSMPass( shadow, camera ); + + } + + shadow.needsUpdate = false; + + } + + scope.needsUpdate = false; + + _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); + + }; + + function VSMPass( shadow, camera ) { + + const geometry = _objects.update( fullScreenMesh ); + + // vertical pass + + shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; + shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; + shadowMaterialVertical.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.mapPass ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); + + // horizontal pass + + shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; + shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; + shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); + + } + + function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) { + + const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; + + let material = _depthMaterials[ index ]; + + if ( material === undefined ) { + + material = new MeshDepthMaterial( { + + depthPacking: RGBADepthPacking, + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _depthMaterials[ index ] = material; + + } + + return material; + + } + + function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) { + + const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; + + let material = _distanceMaterials[ index ]; + + if ( material === undefined ) { + + material = new MeshDistanceMaterial( { + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _distanceMaterials[ index ] = material; + + } + + return material; + + } + + function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) { + + let result = null; + + let getMaterialVariant = getDepthMaterialVariant; + let customMaterial = object.customDepthMaterial; + + if ( light.isPointLight === true ) { + + getMaterialVariant = getDistanceMaterialVariant; + customMaterial = object.customDistanceMaterial; + + } + + if ( customMaterial === undefined ) { + + let useMorphing = false; + + if ( material.morphTargets === true ) { + + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + + } + + let useSkinning = false; + + if ( object.isSkinnedMesh === true ) { + + if ( material.skinning === true ) { + + useSkinning = true; + + } else { + + console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); + + } + + } + + const useInstancing = object.isInstancedMesh === true; + + result = getMaterialVariant( useMorphing, useSkinning, useInstancing ); + + } else { + + result = customMaterial; + + } + + if ( _renderer.localClippingEnabled && + material.clipShadows === true && + material.clippingPlanes.length !== 0 ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + const keyA = result.uuid, keyB = material.uuid; + + let materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + let cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + + } + + result = cachedMaterial; + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + if ( type === VSMShadowMap ) { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; + + } else { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; + + } + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { + + result.referencePosition.setFromMatrixPosition( light.matrixWorld ); + result.nearDistance = shadowCameraNear; + result.farDistance = shadowCameraFar; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, light, type ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + const geometry = _objects.update( object ); + const material = object.material; + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let k = 0, kl = groups.length; k < kl; k ++ ) { + + const group = groups[ k ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + const depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type ); + + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + } + + } + + } else if ( material.visible ) { + + const depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type ); + + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, light, type ); + + } + + } + +} + +function WebGLState( gl, extensions, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + function ColorBuffer() { + + let locked = false; + + const color = new Vector4(); + let currentColorMask = null; + const currentColorClear = new Vector4( 0, 0, 0, 0 ); + + return { + + setMask: function ( colorMask ) { + + if ( currentColorMask !== colorMask && ! locked ) { + + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( r, g, b, a, premultipliedAlpha ) { + + if ( premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + color.set( r, g, b, a ); + + if ( currentColorClear.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); + + } + + }, + + reset: function () { + + locked = false; + + currentColorMask = null; + currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state + + } + + }; + + } + + function DepthBuffer() { + + let locked = false; + + let currentDepthMask = null; + let currentDepthFunc = null; + let currentDepthClear = null; + + return { + + setTest: function ( depthTest ) { + + if ( depthTest ) { + + enable( 2929 ); + + } else { + + disable( 2929 ); + + } + + }, + + setMask: function ( depthMask ) { + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }, + + setFunc: function ( depthFunc ) { + + if ( currentDepthFunc !== depthFunc ) { + + if ( depthFunc ) { + + switch ( depthFunc ) { + + case NeverDepth: + + gl.depthFunc( 512 ); + break; + + case AlwaysDepth: + + gl.depthFunc( 519 ); + break; + + case LessDepth: + + gl.depthFunc( 513 ); + break; + + case LessEqualDepth: + + gl.depthFunc( 515 ); + break; + + case EqualDepth: + + gl.depthFunc( 514 ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( 518 ); + break; + + case GreaterDepth: + + gl.depthFunc( 516 ); + break; + + case NotEqualDepth: + + gl.depthFunc( 517 ); + break; + + default: + + gl.depthFunc( 515 ); + + } + + } else { + + gl.depthFunc( 515 ); + + } + + currentDepthFunc = depthFunc; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( depth ) { + + if ( currentDepthClear !== depth ) { + + gl.clearDepth( depth ); + currentDepthClear = depth; + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + + } + + }; + + } + + function StencilBuffer() { + + let locked = false; + + let currentStencilMask = null; + let currentStencilFunc = null; + let currentStencilRef = null; + let currentStencilFuncMask = null; + let currentStencilFail = null; + let currentStencilZFail = null; + let currentStencilZPass = null; + let currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( ! locked ) { + + if ( stencilTest ) { + + enable( 2960 ); + + } else { + + disable( 2960 ); + + } + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + const colorBuffer = new ColorBuffer(); + const depthBuffer = new DepthBuffer(); + const stencilBuffer = new StencilBuffer(); + + let enabledCapabilities = {}; + + let xrFramebuffer = null; + let currentBoundFramebuffers = {}; + + let currentProgram = null; + + let currentBlendingEnabled = false; + let currentBlending = null; + let currentBlendEquation = null; + let currentBlendSrc = null; + let currentBlendDst = null; + let currentBlendEquationAlpha = null; + let currentBlendSrcAlpha = null; + let currentBlendDstAlpha = null; + let currentPremultipledAlpha = false; + + let currentFlipSided = null; + let currentCullFace = null; + + let currentLineWidth = null; + + let currentPolygonOffsetFactor = null; + let currentPolygonOffsetUnits = null; + + const maxTextures = gl.getParameter( 35661 ); + + let lineWidthAvailable = false; + let version = 0; + const glVersion = gl.getParameter( 7938 ); + + if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { + + version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 1.0 ); + + } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { + + version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 2.0 ); + + } + + let currentTextureSlot = null; + let currentBoundTextures = {}; + + const currentScissor = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height ); + const currentViewport = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height ); + + function createTexture( type, target, count ) { + + const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + const texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, 10241, 9728 ); + gl.texParameteri( type, 10240, 9728 ); + + for ( let i = 0; i < count; i ++ ) { + + gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data ); + + } + + return texture; + + } + + const emptyTextures = {}; + emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 ); + emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 ); + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( 2929 ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( 2884 ); + + setBlending( NoBlending ); + + // + + function enable( id ) { + + if ( enabledCapabilities[ id ] !== true ) { + + gl.enable( id ); + enabledCapabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( enabledCapabilities[ id ] !== false ) { + + gl.disable( id ); + enabledCapabilities[ id ] = false; + + } + + } + + function bindXRFramebuffer( framebuffer ) { + + if ( framebuffer !== xrFramebuffer ) { + + gl.bindFramebuffer( 36160, framebuffer ); + + xrFramebuffer = framebuffer; + + } + + } + + function bindFramebuffer( target, framebuffer ) { + + if ( framebuffer === null && xrFramebuffer !== null ) framebuffer = xrFramebuffer; // use active XR framebuffer if available + + if ( currentBoundFramebuffers[ target ] !== framebuffer ) { + + gl.bindFramebuffer( target, framebuffer ); + + currentBoundFramebuffers[ target ] = framebuffer; + + if ( isWebGL2 ) { + + // 36009 is equivalent to 36160 + + if ( target === 36009 ) { + + currentBoundFramebuffers[ 36160 ] = framebuffer; + + } + + if ( target === 36160 ) { + + currentBoundFramebuffers[ 36009 ] = framebuffer; + + } + + } + + } + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + const equationToGL = { + [ AddEquation ]: 32774, + [ SubtractEquation ]: 32778, + [ ReverseSubtractEquation ]: 32779 + }; + + if ( isWebGL2 ) { + + equationToGL[ MinEquation ] = 32775; + equationToGL[ MaxEquation ] = 32776; + + } else { + + const extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + equationToGL[ MinEquation ] = extension.MIN_EXT; + equationToGL[ MaxEquation ] = extension.MAX_EXT; + + } + + } + + const factorToGL = { + [ ZeroFactor ]: 0, + [ OneFactor ]: 1, + [ SrcColorFactor ]: 768, + [ SrcAlphaFactor ]: 770, + [ SrcAlphaSaturateFactor ]: 776, + [ DstColorFactor ]: 774, + [ DstAlphaFactor ]: 772, + [ OneMinusSrcColorFactor ]: 769, + [ OneMinusSrcAlphaFactor ]: 771, + [ OneMinusDstColorFactor ]: 775, + [ OneMinusDstAlphaFactor ]: 773 + }; + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending === NoBlending ) { + + if ( currentBlendingEnabled === true ) { + + disable( 3042 ); + currentBlendingEnabled = false; + + } + + return; + + } + + if ( currentBlendingEnabled === false ) { + + enable( 3042 ); + currentBlendingEnabled = true; + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { + + gl.blendEquation( 32774 ); + + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; + + } + + if ( premultipliedAlpha ) { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( 1, 771, 1, 771 ); + break; + + case AdditiveBlending: + gl.blendFunc( 1, 1 ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( 0, 0, 769, 771 ); + break; + + case MultiplyBlending: + gl.blendFuncSeparate( 0, 768, 0, 770 ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } else { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( 770, 771, 1, 771 ); + break; + + case AdditiveBlending: + gl.blendFunc( 770, 1 ); + break; + + case SubtractiveBlending: + gl.blendFunc( 0, 769 ); + break; + + case MultiplyBlending: + gl.blendFunc( 0, 768 ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } + + currentBlendSrc = null; + currentBlendDst = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + return; + + } + + // custom blending + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + currentBlending = blending; + currentPremultipledAlpha = null; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( 2884 ) + : enable( 2884 ); + + let flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + ( material.blending === NormalBlending && material.transparent === false ) + ? setBlending( NoBlending ) + : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); + + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); + + const stencilWrite = material.stencilWrite; + stencilBuffer.setTest( stencilWrite ); + if ( stencilWrite ) { + + stencilBuffer.setMask( material.stencilWriteMask ); + stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); + stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); + + } + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + material.alphaToCoverage === true + ? enable( 32926 ) + : disable( 32926 ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( 2304 ); + + } else { + + gl.frontFace( 2305 ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( 2884 ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( 1029 ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( 1028 ); + + } else { + + gl.cullFace( 1032 ); + + } + + } + + } else { + + disable( 2884 ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( 32823 ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + disable( 32823 ); + + } + + } + + function setScissorTest( scissorTest ) { + + if ( scissorTest ) { + + enable( 3089 ); + + } else { + + disable( 3089 ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture ) { + + if ( currentTextureSlot === null ) { + + activeTexture(); + + } + + let boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ currentTextureSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + } + + function unbindTexture() { + + const boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture !== undefined && boundTexture.type !== undefined ) { + + gl.bindTexture( boundTexture.type, null ); + + boundTexture.type = undefined; + boundTexture.texture = undefined; + + } + + } + + function compressedTexImage2D() { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage3D() { + + try { + + gl.texImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + // + + function scissor( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + } + + function viewport( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + } + + // + + function reset() { + + // reset state + + gl.disable( 3042 ); + gl.disable( 2884 ); + gl.disable( 2929 ); + gl.disable( 32823 ); + gl.disable( 3089 ); + gl.disable( 2960 ); + gl.disable( 32926 ); + + gl.blendEquation( 32774 ); + gl.blendFunc( 1, 0 ); + gl.blendFuncSeparate( 1, 0, 1, 0 ); + + gl.colorMask( true, true, true, true ); + gl.clearColor( 0, 0, 0, 0 ); + + gl.depthMask( true ); + gl.depthFunc( 513 ); + gl.clearDepth( 1 ); + + gl.stencilMask( 0xffffffff ); + gl.stencilFunc( 519, 0, 0xffffffff ); + gl.stencilOp( 7680, 7680, 7680 ); + gl.clearStencil( 0 ); + + gl.cullFace( 1029 ); + gl.frontFace( 2305 ); + + gl.polygonOffset( 0, 0 ); + + gl.activeTexture( 33984 ); + + gl.bindFramebuffer( 36160, null ); + + if ( isWebGL2 === true ) { + + gl.bindFramebuffer( 36009, null ); + gl.bindFramebuffer( 36008, null ); + + } + + gl.useProgram( null ); + + gl.lineWidth( 1 ); + + gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); + gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); + + // reset internals + + enabledCapabilities = {}; + + currentTextureSlot = null; + currentBoundTextures = {}; + + xrFramebuffer = null; + currentBoundFramebuffers = {}; + + currentProgram = null; + + currentBlendingEnabled = false; + currentBlending = null; + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentPremultipledAlpha = false; + + currentFlipSided = null; + currentCullFace = null; + + currentLineWidth = null; + + currentPolygonOffsetFactor = null; + currentPolygonOffsetUnits = null; + + currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); + currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + enable: enable, + disable: disable, + + bindFramebuffer: bindFramebuffer, + bindXRFramebuffer: bindXRFramebuffer, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + unbindTexture: unbindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, + texImage3D: texImage3D, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + +} + +function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { + + const isWebGL2 = capabilities.isWebGL2; + const maxTextures = capabilities.maxTextures; + const maxCubemapSize = capabilities.maxCubemapSize; + const maxTextureSize = capabilities.maxTextureSize; + const maxSamples = capabilities.maxSamples; + + const _videoTextures = new WeakMap(); + let _canvas; + + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). + + let useOffscreenCanvas = false; + + try { + + useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' + && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null; + + } catch ( err ) { + + // Ignore any errors + + } + + function createCanvas( width, height ) { + + // Use OffscreenCanvas when available. Specially needed in web workers + + return useOffscreenCanvas ? + new OffscreenCanvas( width, height ) : + document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + + } + + function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) { + + let scale = 1; + + // handle case if texture exceeds max size + + if ( image.width > maxSize || image.height > maxSize ) { + + scale = maxSize / Math.max( image.width, image.height ); + + } + + // only perform resize if necessary + + if ( scale < 1 || needsPowerOfTwo === true ) { + + // only perform resize for certain image types + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor; + + const width = floor( scale * image.width ); + const height = floor( scale * image.height ); + + if ( _canvas === undefined ) _canvas = createCanvas( width, height ); + + // cube textures can't reuse the same canvas + + const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; + + canvas.width = width; + canvas.height = height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, width, height ); + + console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' ); + + return canvas; + + } else { + + if ( 'data' in image ) { + + console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); + + } + + return image; + + } + + } + + return image; + + } + + function isPowerOfTwo$1( image ) { + + return isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ); + + } + + function textureNeedsPowerOfTwo( texture ) { + + if ( isWebGL2 ) return false; + + return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || + ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); + + } + + function textureNeedsGenerateMipmaps( texture, supportsMips ) { + + return texture.generateMipmaps && supportsMips && + texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + + } + + function generateMipmap( target, texture, width, height ) { + + _gl.generateMipmap( target ); + + const textureProperties = properties.get( texture ); + + textureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) ); + + } + + function getInternalFormat( internalFormatName, glFormat, glType ) { + + if ( isWebGL2 === false ) return glFormat; + + if ( internalFormatName !== null ) { + + if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; + + console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); + + } + + let internalFormat = glFormat; + + if ( glFormat === 6403 ) { + + if ( glType === 5126 ) internalFormat = 33326; + if ( glType === 5131 ) internalFormat = 33325; + if ( glType === 5121 ) internalFormat = 33321; + + } + + if ( glFormat === 6407 ) { + + if ( glType === 5126 ) internalFormat = 34837; + if ( glType === 5131 ) internalFormat = 34843; + if ( glType === 5121 ) internalFormat = 32849; + + } + + if ( glFormat === 6408 ) { + + if ( glType === 5126 ) internalFormat = 34836; + if ( glType === 5131 ) internalFormat = 34842; + if ( glType === 5121 ) internalFormat = 32856; + + } + + if ( internalFormat === 33325 || internalFormat === 33326 || + internalFormat === 34842 || internalFormat === 34836 ) { + + extensions.get( 'EXT_color_buffer_float' ); + + } + + return internalFormat; + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback( f ) { + + if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { + + return 9728; + + } + + return 9729; + + } + + // + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + _videoTextures.delete( texture ); + + } + + info.memory.textures --; + + } + + function onRenderTargetDispose( event ) { + + const renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + info.memory.textures --; + + } + + // + + function deallocateTexture( texture ) { + + const textureProperties = properties.get( texture ); + + if ( textureProperties.__webglInit === undefined ) return; + + _gl.deleteTexture( textureProperties.__webglTexture ); + + properties.remove( texture ); + + } + + function deallocateRenderTarget( renderTarget ) { + + const texture = renderTarget.texture; + + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + if ( ! renderTarget ) return; + + if ( textureProperties.__webglTexture !== undefined ) { + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + } + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + for ( let i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); + if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); + if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); + + } + + properties.remove( texture ); + properties.remove( renderTarget ); + + } + + // + + let textureUnits = 0; + + function resetTextureUnits() { + + textureUnits = 0; + + } + + function allocateTextureUnit() { + + const textureUnit = textureUnits; + + if ( textureUnit >= maxTextures ) { + + console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures ); + + } + + textureUnits += 1; + + return textureUnit; + + } + + // + + function setTexture2D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isVideoTexture ) updateVideoTexture( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + const image = texture.image; + + if ( image === undefined ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' ); + + } else if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } + + state.activeTexture( 33984 + slot ); + state.bindTexture( 3553, textureProperties.__webglTexture ); + + } + + function setTexture2DArray( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.activeTexture( 33984 + slot ); + state.bindTexture( 35866, textureProperties.__webglTexture ); + + } + + function setTexture3D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.activeTexture( 33984 + slot ); + state.bindTexture( 32879, textureProperties.__webglTexture ); + + } + + function setTextureCube( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadCubeTexture( textureProperties, texture, slot ); + return; + + } + + state.activeTexture( 33984 + slot ); + state.bindTexture( 34067, textureProperties.__webglTexture ); + + } + + const wrappingToGL = { + [ RepeatWrapping ]: 10497, + [ ClampToEdgeWrapping ]: 33071, + [ MirroredRepeatWrapping ]: 33648 + }; + + const filterToGL = { + [ NearestFilter ]: 9728, + [ NearestMipmapNearestFilter ]: 9984, + [ NearestMipmapLinearFilter ]: 9986, + + [ LinearFilter ]: 9729, + [ LinearMipmapNearestFilter ]: 9985, + [ LinearMipmapLinearFilter ]: 9987 + }; + + function setTextureParameters( textureType, texture, supportsMips ) { + + if ( supportsMips ) { + + _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] ); + + if ( textureType === 32879 || textureType === 35866 ) { + + _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] ); + + } + + _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] ); + _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] ); + + } else { + + _gl.texParameteri( textureType, 10242, 33071 ); + _gl.texParameteri( textureType, 10243, 33071 ); + + if ( textureType === 32879 || textureType === 35866 ) { + + _gl.texParameteri( textureType, 32882, 33071 ); + + } + + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' ); + + } + + _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) ); + + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' ); + + } + + } + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2 + if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function initTexture( textureProperties, texture ) { + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + } + + } + + function uploadTexture( textureProperties, texture, slot ) { + + let textureType = 3553; + + if ( texture.isDataTexture2DArray ) textureType = 35866; + if ( texture.isDataTexture3D ) textureType = 32879; + + initTexture( textureProperties, texture ); + + state.activeTexture( 33984 + slot ); + state.bindTexture( textureType, textureProperties.__webglTexture ); + + _gl.pixelStorei( 37440, texture.flipY ); + _gl.pixelStorei( 37441, texture.premultiplyAlpha ); + _gl.pixelStorei( 3317, texture.unpackAlignment ); + _gl.pixelStorei( 37443, 0 ); + + const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false; + const image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize ); + + const supportsMips = isPowerOfTwo$1( image ) || isWebGL2, + glFormat = utils.convert( texture.format ); + + let glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); + + setTextureParameters( textureType, texture, supportsMips ); + + let mipmap; + const mipmaps = texture.mipmaps; + + if ( texture.isDepthTexture ) { + + // populate depth texture with dummy data + + glInternalFormat = 6402; + + if ( isWebGL2 ) { + + if ( texture.type === FloatType ) { + + glInternalFormat = 36012; + + } else if ( texture.type === UnsignedIntType ) { + + glInternalFormat = 33190; + + } else if ( texture.type === UnsignedInt248Type ) { + + glInternalFormat = 35056; + + } else { + + glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D + + } + + } else { + + if ( texture.type === FloatType ) { + + console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' ); + + } + + } + + // validation checks for WebGL 1 + + if ( texture.format === DepthFormat && glInternalFormat === 6402 ) { + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); + + texture.type = UnsignedShortType; + glType = utils.convert( texture.type ); + + } + + } + + if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) { + + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + glInternalFormat = 34041; + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedInt248Type ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); + + texture.type = UnsignedInt248Type; + glType = utils.convert( texture.type ); + + } + + } + + // + + state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } else if ( texture.isDataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && supportsMips ) { + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else { + + state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; + + } + + } else if ( texture.isCompressedTexture ) { + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( glFormat !== null ) { + + state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else if ( texture.isDataTexture2DArray ) { + + state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; + + } else if ( texture.isDataTexture3D ) { + + state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; + + } else { + + // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && supportsMips ) { + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap ); + + } + + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else { + + state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image ); + textureProperties.__maxMipLevel = 0; + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( textureType, texture, image.width, image.height ); + + } + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + function uploadCubeTexture( textureProperties, texture, slot ) { + + if ( texture.image.length !== 6 ) return; + + initTexture( textureProperties, texture ); + + state.activeTexture( 33984 + slot ); + state.bindTexture( 34067, textureProperties.__webglTexture ); + + _gl.pixelStorei( 37440, texture.flipY ); + _gl.pixelStorei( 37441, texture.premultiplyAlpha ); + _gl.pixelStorei( 3317, texture.unpackAlignment ); + _gl.pixelStorei( 37443, 0 ); + + const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) ); + const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + const cubeImage = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + } + + const image = cubeImage[ 0 ], + supportsMips = isPowerOfTwo$1( image ) || isWebGL2, + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); + + setTextureParameters( 34067, texture, supportsMips ); + + let mipmaps; + + if ( isCompressed ) { + + for ( let i = 0; i < 6; i ++ ) { + + mipmaps = cubeImage[ i ].mipmaps; + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( glFormat !== null ) { + + state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); + + } + + } else { + + state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else { + + mipmaps = texture.mipmaps; + + for ( let i = 0; i < 6; i ++ ) { + + if ( isDataTexture ) { + + state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + const mipmapImage = mipmap.image[ i ].image; + + state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); + + } + + } else { + + state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); + + } + + } + + } + + textureProperties.__maxMipLevel = mipmaps.length; + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + // We assume images for cube map have the same size. + generateMipmap( 34067, texture, image.width, image.height ); + + } + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { + + const texture = renderTarget.texture; + + const glFormat = utils.convert( texture.format ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); + + if ( textureTarget === 32879 || textureTarget === 35866 ) { + + state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null ); + + } else { + + state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + } + + state.bindFramebuffer( 36160, framebuffer ); + _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); + state.bindFramebuffer( 36160, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { + + _gl.bindRenderbuffer( 36161, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + let glInternalFormat = 33189; + + if ( isMultisample ) { + + const depthTexture = renderTarget.depthTexture; + + if ( depthTexture && depthTexture.isDepthTexture ) { + + if ( depthTexture.type === FloatType ) { + + glInternalFormat = 36012; + + } else if ( depthTexture.type === UnsignedIntType ) { + + glInternalFormat = 33190; + + } + + } + + const samples = getRenderTargetSamples( renderTarget ); + + _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + if ( isMultisample ) { + + const samples = getRenderTargetSamples( renderTarget ); + + _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height ); + + } + + + _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer ); + + } else { + + const texture = renderTarget.texture; + + const glFormat = utils.convert( texture.format ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); + + if ( isMultisample ) { + + const samples = getRenderTargetSamples( renderTarget ); + + _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + } + + _gl.bindRenderbuffer( 36161, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { + + const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); + if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + + state.bindFramebuffer( 36160, framebuffer ); + + if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { + + throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); + + } + + // upload an empty depth texture with framebuffer size + if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + + } + + setTexture2D( renderTarget.depthTexture, 0 ); + + const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 ); + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 ); + + } else { + + throw new Error( 'Unknown depthTexture format' ); + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + + if ( renderTarget.depthTexture ) { + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + state.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); + + } + + } else { + + state.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); + + } + + } + + state.bindFramebuffer( 36160, null ); + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + const texture = renderTarget.texture; + + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + textureProperties.__version = texture.version; + + info.memory.textures ++; + + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true ); + const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray; + const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; + + // Handles WebGL2 RGBFormat fallback - #18858 + + if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) { + + texture.format = RGBAFormat; + + console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' ); + + } + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + if ( isMultisample ) { + + if ( isWebGL2 ) { + + renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer(); + + _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer ); + + const glFormat = utils.convert( texture.format ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); + const samples = getRenderTargetSamples( renderTarget ); + _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + state.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer ); + _gl.bindRenderbuffer( 36161, null ); + + if ( renderTarget.depthBuffer ) { + + renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); + + } + + state.bindFramebuffer( 36160, null ); + + + } else { + + console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' ); + + } + + } + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( 34067, textureProperties.__webglTexture ); + setTextureParameters( 34067, texture, supportsMips ); + + for ( let i = 0; i < 6; i ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i ); + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( 34067, texture, renderTarget.width, renderTarget.height ); + + } + + state.bindTexture( 34067, null ); + + } else { + + let glTextureType = 3553; + + if ( isRenderTarget3D ) { + + // Render targets containing layers, i.e: Texture 3D and 2d arrays + + if ( isWebGL2 ) { + + const isTexture3D = texture.isDataTexture3D; + glTextureType = isTexture3D ? 32879 : 35866; + + } else { + + console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' ); + + } + + } + + state.bindTexture( glTextureType, textureProperties.__webglTexture ); + setTextureParameters( glTextureType, texture, supportsMips ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType ); + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( 3553, texture, renderTarget.width, renderTarget.height ); + + } + + state.bindTexture( 3553, null ); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + const texture = renderTarget.texture; + + const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + const target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553; + const webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( target, webglTexture ); + generateMipmap( target, texture, renderTarget.width, renderTarget.height ); + state.bindTexture( target, null ); + + } + + } + + function updateMultisampleRenderTarget( renderTarget ) { + + if ( renderTarget.isWebGLMultisampleRenderTarget ) { + + if ( isWebGL2 ) { + + const width = renderTarget.width; + const height = renderTarget.height; + let mask = 16384; + + if ( renderTarget.depthBuffer ) mask |= 256; + if ( renderTarget.stencilBuffer ) mask |= 1024; + + const renderTargetProperties = properties.get( renderTarget ); + + state.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer ); + state.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer ); + + _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 ); + + state.bindFramebuffer( 36008, null ); + state.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer ); + + } else { + + console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' ); + + } + + } + + } + + function getRenderTargetSamples( renderTarget ) { + + return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ? + Math.min( maxSamples, renderTarget.samples ) : 0; + + } + + function updateVideoTexture( texture ) { + + const frame = info.render.frame; + + // Check the last frame we updated the VideoTexture + + if ( _videoTextures.get( texture ) !== frame ) { + + _videoTextures.set( texture, frame ); + texture.update(); + + } + + } + + // backwards compatibility + + let warnedTexture2D = false; + let warnedTextureCube = false; + + function safeSetTexture2D( texture, slot ) { + + if ( texture && texture.isWebGLRenderTarget ) { + + if ( warnedTexture2D === false ) { + + console.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.' ); + warnedTexture2D = true; + + } + + texture = texture.texture; + + } + + setTexture2D( texture, slot ); + + } + + function safeSetTextureCube( texture, slot ) { + + if ( texture && texture.isWebGLCubeRenderTarget ) { + + if ( warnedTextureCube === false ) { + + console.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.' ); + warnedTextureCube = true; + + } + + texture = texture.texture; + + } + + + setTextureCube( texture, slot ); + + } + + // + + this.allocateTextureUnit = allocateTextureUnit; + this.resetTextureUnits = resetTextureUnits; + + this.setTexture2D = setTexture2D; + this.setTexture2DArray = setTexture2DArray; + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; + + this.safeSetTexture2D = safeSetTexture2D; + this.safeSetTextureCube = safeSetTextureCube; + +} + +function WebGLUtils( gl, extensions, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + function convert( p ) { + + let extension; + + if ( p === UnsignedByteType ) return 5121; + if ( p === UnsignedShort4444Type ) return 32819; + if ( p === UnsignedShort5551Type ) return 32820; + if ( p === UnsignedShort565Type ) return 33635; + + if ( p === ByteType ) return 5120; + if ( p === ShortType ) return 5122; + if ( p === UnsignedShortType ) return 5123; + if ( p === IntType ) return 5124; + if ( p === UnsignedIntType ) return 5125; + if ( p === FloatType ) return 5126; + + if ( p === HalfFloatType ) { + + if ( isWebGL2 ) return 5131; + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) { + + return extension.HALF_FLOAT_OES; + + } else { + + return null; + + } + + } + + if ( p === AlphaFormat ) return 6406; + if ( p === RGBFormat ) return 6407; + if ( p === RGBAFormat ) return 6408; + if ( p === LuminanceFormat ) return 6409; + if ( p === LuminanceAlphaFormat ) return 6410; + if ( p === DepthFormat ) return 6402; + if ( p === DepthStencilFormat ) return 34041; + if ( p === RedFormat ) return 6403; + + // WebGL2 formats. + + if ( p === RedIntegerFormat ) return 36244; + if ( p === RGFormat ) return 33319; + if ( p === RGIntegerFormat ) return 33320; + if ( p === RGBIntegerFormat ) return 36248; + if ( p === RGBAIntegerFormat ) return 36249; + + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || + p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } + + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || + p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } else { + + return null; + + } + + } + + if ( p === RGB_ETC1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) { + + return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } else { + + return null; + + } + + } + + if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc' ); + + if ( extension !== null ) { + + if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2; + if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC; + + } + + } + + if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || + p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || + p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || + p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || + p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || + p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || + p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || + p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || + p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || + p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); + + if ( extension !== null ) { + + // TODO Complete? + + return p; + + } else { + + return null; + + } + + } + + if ( p === RGBA_BPTC_Format ) { + + extension = extensions.get( 'EXT_texture_compression_bptc' ); + + if ( extension !== null ) { + + // TODO Complete? + + return p; + + } else { + + return null; + + } + + } + + if ( p === UnsignedInt248Type ) { + + if ( isWebGL2 ) return 34042; + + extension = extensions.get( 'WEBGL_depth_texture' ); + + if ( extension !== null ) { + + return extension.UNSIGNED_INT_24_8_WEBGL; + + } else { + + return null; + + } + + } + + } + + return { convert: convert }; + +} + +class ArrayCamera extends PerspectiveCamera { + + constructor( array = [] ) { + + super(); + + this.cameras = array; + + } + +} + +ArrayCamera.prototype.isArrayCamera = true; + +class Group extends Object3D { + + constructor() { + + super(); + + this.type = 'Group'; + + } + +} + +Group.prototype.isGroup = true; + +const _moveEvent = { type: 'move' }; + +class WebXRController { + + constructor() { + + this._targetRay = null; + this._grip = null; + this._hand = null; + + } + + getHandSpace() { + + if ( this._hand === null ) { + + this._hand = new Group(); + 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; + + } + + disconnect( inputSource ) { + + this.dispatchEvent( { type: 'disconnected', data: inputSource } ); + + if ( this._targetRay !== null ) { + + this._targetRay.visible = false; + + } + + if ( this._grip !== null ) { + + this._grip.visible = false; + + } + + if ( this._hand !== null ) { + + this._hand.visible = false; + + } + + return this; + + } + + update( inputSource, frame, referenceSpace ) { + + let inputPose = null; + let gripPose = null; + let handPose = null; + + const targetRay = this._targetRay; + const grip = this._grip; + const hand = this._hand; + + if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { + + if ( targetRay !== null ) { + + inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); + + if ( inputPose !== null ) { + + targetRay.matrix.fromArray( inputPose.transform.matrix ); + targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); + + if ( inputPose.linearVelocity ) { + + targetRay.hasLinearVelocity = true; + targetRay.linearVelocity.copy( inputPose.linearVelocity ); + + } else { + + targetRay.hasLinearVelocity = false; + + } + + if ( inputPose.angularVelocity ) { + + targetRay.hasAngularVelocity = true; + targetRay.angularVelocity.copy( inputPose.angularVelocity ); + + } else { + + targetRay.hasAngularVelocity = false; + + } + + this.dispatchEvent( _moveEvent ); + + } + + } + + if ( hand && inputSource.hand ) { + + handPose = true; + + for ( const inputjoint of inputSource.hand.values() ) { + + // Update the joints groups with the XRJoint poses + const jointPose = frame.getJointPose( inputjoint, referenceSpace ); + + if ( hand.joints[ inputjoint.jointName ] === undefined ) { + + // The transform of this joint will be updated with the joint pose on each frame + const joint = new Group(); + joint.matrixAutoUpdate = false; + joint.visible = false; + hand.joints[ inputjoint.jointName ] = joint; + // ?? + hand.add( joint ); + + } + + const joint = hand.joints[ inputjoint.jointName ]; + + if ( jointPose !== null ) { + + joint.matrix.fromArray( jointPose.transform.matrix ); + joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); + joint.jointRadius = jointPose.radius; + + } + + joint.visible = jointPose !== null; + + } + + // Custom events + + // Check pinchz + const indexTip = hand.joints[ 'index-finger-tip' ]; + const thumbTip = hand.joints[ 'thumb-tip' ]; + const distance = indexTip.position.distanceTo( thumbTip.position ); + + const distanceToPinch = 0.02; + const threshold = 0.005; + + if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { + + hand.inputState.pinching = false; + this.dispatchEvent( { + type: 'pinchend', + handedness: inputSource.handedness, + target: this + } ); + + } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { + + hand.inputState.pinching = true; + this.dispatchEvent( { + type: 'pinchstart', + handedness: inputSource.handedness, + target: this + } ); + + } + + } else { + + if ( grip !== null && inputSource.gripSpace ) { + + gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); + + if ( gripPose !== null ) { + + grip.matrix.fromArray( gripPose.transform.matrix ); + grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); + + if ( gripPose.linearVelocity ) { + + grip.hasLinearVelocity = true; + grip.linearVelocity.copy( gripPose.linearVelocity ); + + } else { + + grip.hasLinearVelocity = false; + + } + + if ( gripPose.angularVelocity ) { + + grip.hasAngularVelocity = true; + grip.angularVelocity.copy( gripPose.angularVelocity ); + + } else { + + grip.hasAngularVelocity = false; + + } + + } + + } + + } + + } + + if ( targetRay !== null ) { + + targetRay.visible = ( inputPose !== null ); + + } + + if ( grip !== null ) { + + grip.visible = ( gripPose !== null ); + + } + + if ( hand !== null ) { + + hand.visible = ( handPose !== null ); + + } + + return this; + + } + +} + +class WebXRManager extends EventDispatcher { + + constructor( renderer, gl ) { + + super(); + + const scope = this; + const state = renderer.state; + + let session = null; + + let framebufferScaleFactor = 1.0; + + let referenceSpace = null; + let referenceSpaceType = 'local-floor'; + + let pose = null; + + const controllers = []; + const inputSourcesMap = new Map(); + + // + + const cameraL = new PerspectiveCamera(); + cameraL.layers.enable( 1 ); + cameraL.viewport = new Vector4(); + + const cameraR = new PerspectiveCamera(); + cameraR.layers.enable( 2 ); + cameraR.viewport = new Vector4(); + + const cameras = [ cameraL, cameraR ]; + + const cameraVR = new ArrayCamera(); + cameraVR.layers.enable( 1 ); + cameraVR.layers.enable( 2 ); + + let _currentDepthNear = null; + let _currentDepthFar = null; + + // + + this.enabled = false; + + this.isPresenting = false; + + this.getController = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getTargetRaySpace(); + + }; + + this.getControllerGrip = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getGripSpace(); + + }; + + this.getHand = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getHandSpace(); + + }; + + // + + function onSessionEvent( event ) { + + const controller = inputSourcesMap.get( event.inputSource ); + + if ( controller ) { + + controller.dispatchEvent( { type: event.type, data: event.inputSource } ); + + } + + } + + function onSessionEnd() { + + inputSourcesMap.forEach( function ( controller, inputSource ) { + + controller.disconnect( inputSource ); + + } ); + + inputSourcesMap.clear(); + + _currentDepthNear = null; + _currentDepthFar = null; + + // restore framebuffer/rendering state + + state.bindXRFramebuffer( null ); + renderer.setRenderTarget( renderer.getRenderTarget() ); + + // + + animation.stop(); + + scope.isPresenting = false; + + scope.dispatchEvent( { type: 'sessionend' } ); + + } + + this.setFramebufferScaleFactor = function ( value ) { + + framebufferScaleFactor = value; + + if ( scope.isPresenting === true ) { + + console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' ); + + } + + }; + + this.setReferenceSpaceType = function ( value ) { + + referenceSpaceType = value; + + if ( scope.isPresenting === true ) { + + console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' ); + + } + + }; + + this.getReferenceSpace = function () { + + return referenceSpace; + + }; + + this.getSession = function () { + + return session; + + }; + + this.setSession = async function ( value ) { + + session = value; + + if ( session !== null ) { + + session.addEventListener( 'select', onSessionEvent ); + session.addEventListener( 'selectstart', onSessionEvent ); + session.addEventListener( 'selectend', onSessionEvent ); + session.addEventListener( 'squeeze', onSessionEvent ); + session.addEventListener( 'squeezestart', onSessionEvent ); + session.addEventListener( 'squeezeend', onSessionEvent ); + session.addEventListener( 'end', onSessionEnd ); + session.addEventListener( 'inputsourceschange', onInputSourcesChange ); + + const attributes = gl.getContextAttributes(); + + if ( attributes.xrCompatible !== true ) { + + await gl.makeXRCompatible(); + + } + + const layerInit = { + antialias: attributes.antialias, + alpha: attributes.alpha, + depth: attributes.depth, + stencil: attributes.stencil, + framebufferScaleFactor: framebufferScaleFactor + }; + + // eslint-disable-next-line no-undef + const baseLayer = new XRWebGLLayer( session, gl, layerInit ); + + session.updateRenderState( { baseLayer: baseLayer } ); + + referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); + + animation.setContext( session ); + animation.start(); + + scope.isPresenting = true; + + scope.dispatchEvent( { type: 'sessionstart' } ); + + } + + }; + + function onInputSourcesChange( event ) { + + const inputSources = session.inputSources; + + // Assign inputSources to available controllers + + for ( let i = 0; i < controllers.length; i ++ ) { + + inputSourcesMap.set( inputSources[ i ], controllers[ i ] ); + + } + + // Notify disconnected + + for ( let i = 0; i < event.removed.length; i ++ ) { + + const inputSource = event.removed[ i ]; + const controller = inputSourcesMap.get( inputSource ); + + if ( controller ) { + + controller.dispatchEvent( { type: 'disconnected', data: inputSource } ); + inputSourcesMap.delete( inputSource ); + + } + + } + + // Notify connected + + for ( let i = 0; i < event.added.length; i ++ ) { + + const inputSource = event.added[ i ]; + const controller = inputSourcesMap.get( inputSource ); + + if ( controller ) { + + controller.dispatchEvent( { type: 'connected', data: inputSource } ); + + } + + } + + } + + // + + const cameraLPos = new Vector3(); + const cameraRPos = new Vector3(); + + /** + * Assumes 2 cameras that are parallel and share an X-axis, and that + * the cameras' projection and world matrices have already been set. + * And that near and far planes are identical for both cameras. + * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 + */ + function setProjectionFromUnion( camera, cameraL, cameraR ) { + + cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); + cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); + + const ipd = cameraLPos.distanceTo( cameraRPos ); + + const projL = cameraL.projectionMatrix.elements; + const projR = cameraR.projectionMatrix.elements; + + // VR systems will have identical far and near planes, and + // most likely identical top and bottom frustum extents. + // Use the left camera for these values. + const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); + const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); + const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; + const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; + + const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; + const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; + const left = near * leftFov; + const right = near * rightFov; + + // Calculate the new camera's position offset from the + // left camera. xOffset should be roughly half `ipd`. + const zOffset = ipd / ( - leftFov + rightFov ); + const xOffset = zOffset * - leftFov; + + // TODO: Better way to apply this offset? + cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); + camera.translateX( xOffset ); + camera.translateZ( zOffset ); + camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + // Find the union of the frustum values of the cameras and scale + // the values so that the near plane's position does not change in world space, + // although must now be relative to the new union camera. + const near2 = near + zOffset; + const far2 = far + zOffset; + const left2 = left - xOffset; + const right2 = right + ( ipd - xOffset ); + const top2 = topFov * far / far2 * near2; + const bottom2 = bottomFov * far / far2 * near2; + + camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); + + } + + function updateCamera( camera, parent ) { + + if ( parent === null ) { + + camera.matrixWorld.copy( camera.matrix ); + + } else { + + camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); + + } + + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + } + + this.getCamera = function ( camera ) { + + cameraVR.near = cameraR.near = cameraL.near = camera.near; + cameraVR.far = cameraR.far = cameraL.far = camera.far; + + if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) { + + // Note that the new renderState won't apply until the next frame. See #18320 + + session.updateRenderState( { + depthNear: cameraVR.near, + depthFar: cameraVR.far + } ); + + _currentDepthNear = cameraVR.near; + _currentDepthFar = cameraVR.far; + + } + + const parent = camera.parent; + const cameras = cameraVR.cameras; + + updateCamera( cameraVR, parent ); + + for ( let i = 0; i < cameras.length; i ++ ) { + + updateCamera( cameras[ i ], parent ); + + } + + // update camera and its children + + camera.matrixWorld.copy( cameraVR.matrixWorld ); + camera.matrix.copy( cameraVR.matrix ); + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + + const children = camera.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateMatrixWorld( true ); + + } + + // update projection matrix for proper view frustum culling + + if ( cameras.length === 2 ) { + + setProjectionFromUnion( cameraVR, cameraL, cameraR ); + + } else { + + // assume single camera setup (AR) + + cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); + + } + + return cameraVR; + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time, frame ) { + + pose = frame.getViewerPose( referenceSpace ); + + if ( pose !== null ) { + + const views = pose.views; + const baseLayer = session.renderState.baseLayer; + + state.bindXRFramebuffer( baseLayer.framebuffer ); + + let cameraVRNeedsUpdate = false; + + // check if it's necessary to rebuild cameraVR's camera list + + if ( views.length !== cameraVR.cameras.length ) { + + cameraVR.cameras.length = 0; + cameraVRNeedsUpdate = true; + + } + + for ( let i = 0; i < views.length; i ++ ) { + + const view = views[ i ]; + const viewport = baseLayer.getViewport( view ); + + const camera = cameras[ i ]; + camera.matrix.fromArray( view.transform.matrix ); + camera.projectionMatrix.fromArray( view.projectionMatrix ); + camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); + + if ( i === 0 ) { + + cameraVR.matrix.copy( camera.matrix ); + + } + + if ( cameraVRNeedsUpdate === true ) { + + cameraVR.cameras.push( camera ); + + } + + } + + } + + // + + const inputSources = session.inputSources; + + for ( let i = 0; i < controllers.length; i ++ ) { + + const controller = controllers[ i ]; + const inputSource = inputSources[ i ]; + + controller.update( inputSource, frame, referenceSpace ); + + } + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); + + } + + const animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + + }; + + this.dispose = function () {}; + + } + +} + +function WebGLMaterials( properties ) { + + function refreshFogUniforms( uniforms, fog ) { + + uniforms.fogColor.value.copy( fog.color ); + + if ( fog.isFog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog.isFogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshMaterialUniforms( uniforms, material, pixelRatio, height ) { + + if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsLambert( uniforms, material ); + + } else if ( material.isMeshToonMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsToon( uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsPhong( uniforms, material ); + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( uniforms, material ); + + } else { + + refreshUniformsStandard( uniforms, material ); + + } + + } else if ( material.isMeshMatcapMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsMatcap( uniforms, material ); + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsDepth( uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsDistance( uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsNormal( uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( uniforms, material, pixelRatio, height ); + + } else if ( material.isSpriteMaterial ) { + + refreshUniformsSprites( uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + uniforms.color.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + } else if ( material.isShaderMaterial ) { + + material.uniformsNeedUpdate = false; // #15581 + + } + + } + + function refreshUniformsCommon( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value.copy( material.color ); + + } + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + if ( material.map ) { + + uniforms.map.value = material.map; + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + } + + if ( material.specularMap ) { + + uniforms.specularMap.value = material.specularMap; + + } + + const envMap = properties.get( material ).envMap; + + if ( envMap ) { + + uniforms.envMap.value = envMap; + + uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; + + const maxMipLevel = properties.get( envMap ).__maxMipLevel; + + if ( maxMipLevel !== undefined ) { + + uniforms.maxMipLevel.value = maxMipLevel; + + } + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + } + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. displacementMap map + // 4. normal map + // 5. bump map + // 6. roughnessMap map + // 7. metalnessMap map + // 8. alphaMap map + // 9. emissiveMap map + // 10. clearcoat map + // 11. clearcoat normal map + // 12. clearcoat roughnessMap map + + let uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.specularMap ) { + + uvScaleMap = material.specularMap; + + } else if ( material.displacementMap ) { + + uvScaleMap = material.displacementMap; + + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + + } else if ( material.bumpMap ) { + + uvScaleMap = material.bumpMap; + + } else if ( material.roughnessMap ) { + + uvScaleMap = material.roughnessMap; + + } else if ( material.metalnessMap ) { + + uvScaleMap = material.metalnessMap; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } else if ( material.emissiveMap ) { + + uvScaleMap = material.emissiveMap; + + } else if ( material.clearcoatMap ) { + + uvScaleMap = material.clearcoatMap; + + } else if ( material.clearcoatNormalMap ) { + + uvScaleMap = material.clearcoatNormalMap; + + } else if ( material.clearcoatRoughnessMap ) { + + uvScaleMap = material.clearcoatRoughnessMap; + + } + + if ( uvScaleMap !== undefined ) { + + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { + + uvScaleMap = uvScaleMap.texture; + + } + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + uvScaleMap.updateMatrix(); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + // uv repeat and offset setting priorities for uv2 + // 1. ao map + // 2. light map + + let uv2ScaleMap; + + if ( material.aoMap ) { + + uv2ScaleMap = material.aoMap; + + } else if ( material.lightMap ) { + + uv2ScaleMap = material.lightMap; + + } + + if ( uv2ScaleMap !== undefined ) { + + // backwards compatibility + if ( uv2ScaleMap.isWebGLRenderTarget ) { + + uv2ScaleMap = uv2ScaleMap.texture; + + } + + if ( uv2ScaleMap.matrixAutoUpdate === true ) { + + uv2ScaleMap.updateMatrix(); + + } + + uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + } + + function refreshUniformsDash( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * pixelRatio; + uniforms.scale.value = height * 0.5; + + if ( material.map ) { + + uniforms.map.value = material.map; + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. alpha map + + let uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } + + if ( uvScaleMap !== undefined ) { + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + uvScaleMap.updateMatrix(); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + } + + function refreshUniformsSprites( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; + + if ( material.map ) { + + uniforms.map.value = material.map; + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. alpha map + + let uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } + + if ( uvScaleMap !== undefined ) { + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + uvScaleMap.updateMatrix(); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + } + + function refreshUniformsLambert( uniforms, material ) { + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value.copy( material.specular ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsToon( uniforms, material ) { + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsStandard( uniforms, material ) { + + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + } + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + const envMap = properties.get( material ).envMap; + + if ( envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical( uniforms, material ) { + + refreshUniformsStandard( uniforms, material ); + + uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common + + uniforms.clearcoat.value = material.clearcoat; + uniforms.clearcoatRoughness.value = material.clearcoatRoughness; + if ( material.sheen ) uniforms.sheen.value.copy( material.sheen ); + + if ( material.clearcoatMap ) { + + uniforms.clearcoatMap.value = material.clearcoatMap; + + } + + if ( material.clearcoatRoughnessMap ) { + + uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; + + } + + if ( material.clearcoatNormalMap ) { + + uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); + uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; + + if ( material.side === BackSide ) { + + uniforms.clearcoatNormalScale.value.negate(); + + } + + } + + uniforms.transmission.value = material.transmission; + + if ( material.transmissionMap ) { + + uniforms.transmissionMap.value = material.transmissionMap; + + } + + } + + function refreshUniformsMatcap( uniforms, material ) { + + if ( material.matcap ) { + + uniforms.matcap.value = material.matcap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsDepth( uniforms, material ) { + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsDistance( uniforms, material ) { + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + uniforms.referencePosition.value.copy( material.referencePosition ); + uniforms.nearDistance.value = material.nearDistance; + uniforms.farDistance.value = material.farDistance; + + } + + function refreshUniformsNormal( uniforms, material ) { + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + return { + refreshFogUniforms: refreshFogUniforms, + refreshMaterialUniforms: refreshMaterialUniforms + }; + +} + +function createCanvasElement() { + + const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.style.display = 'block'; + return canvas; + +} + +function WebGLRenderer( parameters ) { + + parameters = parameters || {}; + + const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(), + _context = parameters.context !== undefined ? parameters.context : null, + + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, + _depth = parameters.depth !== undefined ? parameters.depth : true, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', + _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; + + let currentRenderList = null; + let currentRenderState = null; + + // render() can be called from within a callback triggered by another render. + // We track this so that the nested render call gets its list and state isolated from the parent render call. + + const renderListStack = []; + const renderStateStack = []; + + // public properties + + this.domElement = _canvas; + + // Debug configuration container + this.debug = { + + /** + * Enables error checking and reporting when shader programs are being compiled + * @type {boolean} + */ + checkShaderErrors: true + }; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + // user-defined clipping + + this.clippingPlanes = []; + this.localClippingEnabled = false; + + // physically based shading + + this.gammaFactor = 2.0; // for backwards compatibility + this.outputEncoding = LinearEncoding; + + // physical lights + + this.physicallyCorrectLights = false; + + // tone mapping + + this.toneMapping = NoToneMapping; + this.toneMappingExposure = 1.0; + + // internal properties + + const _this = this; + + let _isContextLost = false; + + // internal state cache + + let _currentActiveCubeFace = 0; + let _currentActiveMipmapLevel = 0; + let _currentRenderTarget = null; + let _currentMaterialId = - 1; + + let _currentCamera = null; + + const _currentViewport = new Vector4(); + const _currentScissor = new Vector4(); + let _currentScissorTest = null; + + // + + let _width = _canvas.width; + let _height = _canvas.height; + + let _pixelRatio = 1; + let _opaqueSort = null; + let _transparentSort = null; + + const _viewport = new Vector4( 0, 0, _width, _height ); + const _scissor = new Vector4( 0, 0, _width, _height ); + let _scissorTest = false; + + // frustum + + const _frustum = new Frustum(); + + // clipping + + let _clippingEnabled = false; + let _localClippingEnabled = false; + + // camera matrices cache + + const _projScreenMatrix = new Matrix4(); + + const _vector3 = new Vector3(); + + const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + let _gl = _context; + + function getContext( contextNames, contextAttributes ) { + + for ( let i = 0; i < contextNames.length; i ++ ) { + + const contextName = contextNames[ i ]; + const context = _canvas.getContext( contextName, contextAttributes ); + if ( context !== null ) return context; + + } + + return null; + + } + + try { + + const contextAttributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer, + powerPreference: _powerPreference, + failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat + }; + + // event listeners must be registered before WebGL context is created, see #12753 + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + + if ( _gl === null ) { + + const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ]; + + if ( _this.isWebGL1Renderer === true ) { + + contextNames.shift(); + + } + + _gl = getContext( contextNames, contextAttributes ); + + if ( _gl === null ) { + + if ( getContext( contextNames ) ) { + + throw new Error( 'Error creating WebGL context with your selected attributes.' ); + + } else { + + throw new Error( 'Error creating WebGL context.' ); + + } + + } + + } + + // Some experimental-webgl implementations do not have getShaderPrecisionFormat + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + + }; + + } + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error.message ); + throw error; + + } + + let extensions, capabilities, state, info; + let properties, textures, cubemaps, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; + + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + + let utils, bindingStates; + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + + extensions.init( capabilities ); + + utils = new WebGLUtils( _gl, extensions, capabilities ); + + state = new WebGLState( _gl, extensions, capabilities ); + + info = new WebGLInfo( _gl ); + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); + cubemaps = new WebGLCubeMaps( _this ); + attributes = new WebGLAttributes( _gl, capabilities ); + bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities ); + geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); + objects = new WebGLObjects( _gl, geometries, attributes, info ); + morphtargets = new WebGLMorphtargets( _gl ); + clipping = new WebGLClipping( properties ); + programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping ); + materials = new WebGLMaterials( properties ); + renderLists = new WebGLRenderLists( properties ); + renderStates = new WebGLRenderStates( extensions, capabilities ); + background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); + + info.programs = programCache.programs; + + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.shadowMap = shadowMap; + _this.state = state; + _this.info = info; + + } + + initGLContext(); + + // xr + + const xr = new WebXRManager( _this, _gl ); + + this.xr = xr; + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + this.forceContextLoss = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); + + }; + + this.forceContextRestore = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); + + }; + + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _width, _height, false ); + + }; + + this.getSize = function ( target ) { + + if ( target === undefined ) { + + console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' ); + + target = new Vector2(); + + } + + return target.set( _width, _height ); + + }; + + this.setSize = function ( width, height, updateStyle ) { + + if ( xr.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; + + } + + _width = width; + _height = height; + + _canvas.width = Math.floor( width * _pixelRatio ); + _canvas.height = Math.floor( height * _pixelRatio ); + + if ( updateStyle !== false ) { + + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.getDrawingBufferSize = function ( target ) { + + if ( target === undefined ) { + + console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' ); + + target = new Vector2(); + + } + + 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 ) { + + if ( target === undefined ) { + + console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' ); + + target = new Vector4(); + + } + + return target.copy( _currentViewport ); + + }; + + this.getViewport = function ( target ) { + + return target.copy( _viewport ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _viewport.set( x.x, x.y, x.z, x.w ); + + } else { + + _viewport.set( x, y, width, height ); + + } + + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); + + }; + + this.getScissor = function ( target ) { + + return target.copy( _scissor ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _scissor.set( x.x, x.y, x.z, x.w ); + + } else { + + _scissor.set( x, y, width, height ); + + } + + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); + + }; + + this.getScissorTest = function () { + + return _scissorTest; + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + this.setOpaqueSort = function ( method ) { + + _opaqueSort = method; + + }; + + this.setTransparentSort = function ( method ) { + + _transparentSort = method; + + }; + + // Clearing + + this.getClearColor = function ( target ) { + + if ( target === undefined ) { + + console.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' ); + + target = new Color(); + + } + + return target.copy( background.getClearColor() ); + + }; + + this.setClearColor = function () { + + background.setClearColor.apply( background, arguments ); + + }; + + this.getClearAlpha = function () { + + return background.getClearAlpha(); + + }; + + this.setClearAlpha = function () { + + background.setClearAlpha.apply( background, arguments ); + + }; + + this.clear = function ( color, depth, stencil ) { + + let bits = 0; + + if ( color === undefined || color ) bits |= 16384; + if ( depth === undefined || depth ) bits |= 256; + if ( stencil === undefined || stencil ) bits |= 1024; + + _gl.clear( bits ); + + }; + + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + // + + this.dispose = function () { + + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + cubemaps.dispose(); + objects.dispose(); + bindingStates.dispose(); + + xr.dispose(); + + xr.removeEventListener( 'sessionstart', onXRSessionStart ); + xr.removeEventListener( 'sessionend', onXRSessionEnd ); + + animation.stop(); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + console.log( 'THREE.WebGLRenderer: Context Lost.' ); + + _isContextLost = true; + + } + + function onContextRestore( /* event */ ) { + + console.log( 'THREE.WebGLRenderer: Context Restored.' ); + + _isContextLost = false; + + const infoAutoReset = info.autoReset; + const shadowMapEnabled = shadowMap.enabled; + const shadowMapAutoUpdate = shadowMap.autoUpdate; + const shadowMapNeedsUpdate = shadowMap.needsUpdate; + const shadowMapType = shadowMap.type; + + initGLContext(); + + info.autoReset = infoAutoReset; + shadowMap.enabled = shadowMapEnabled; + shadowMap.autoUpdate = shadowMapAutoUpdate; + shadowMap.needsUpdate = shadowMapNeedsUpdate; + shadowMap.type = shadowMapType; + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReferences( material ); + + properties.remove( material ); + + } + + + function releaseMaterialProgramReferences( material ) { + + const programs = properties.get( material ).programs; + + if ( programs !== undefined ) { + + programs.forEach( function ( program ) { + + programCache.releaseProgram( program ); + + } ); + + } + + } + + // Buffer rendering + + function renderObjectImmediate( object, program ) { + + object.render( function ( object ) { + + _this.renderBufferImmediate( object, program ); + + } ); + + } + + this.renderBufferImmediate = function ( object, program ) { + + bindingStates.initAttributes(); + + const buffers = properties.get( object ); + + if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); + if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); + if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); + if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); + + const programAttributes = program.getAttributes(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( 34962, buffers.position ); + _gl.bufferData( 34962, object.positionArray, 35048 ); + + bindingStates.enableAttribute( programAttributes.position ); + _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( 34962, buffers.normal ); + _gl.bufferData( 34962, object.normalArray, 35048 ); + + bindingStates.enableAttribute( programAttributes.normal ); + _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 ); + + } + + if ( object.hasUvs ) { + + _gl.bindBuffer( 34962, buffers.uv ); + _gl.bufferData( 34962, object.uvArray, 35048 ); + + bindingStates.enableAttribute( programAttributes.uv ); + _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 ); + + } + + if ( object.hasColors ) { + + _gl.bindBuffer( 34962, buffers.color ); + _gl.bufferData( 34962, object.colorArray, 35048 ); + + bindingStates.enableAttribute( programAttributes.color ); + _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 ); + + } + + bindingStates.disableUnusedAttributes(); + + _gl.drawArrays( 4, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { + + if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) + + const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + const program = setProgram( camera, scene, material, object ); + + state.setMaterial( material, frontFaceCW ); + + // + + let index = geometry.index; + const position = geometry.attributes.position; + + // + + if ( index === null ) { + + if ( position === undefined || position.count === 0 ) return; + + } else if ( index.count === 0 ) { + + return; + + } + + // + + let rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + rangeFactor = 2; + + } + + if ( material.morphTargets || material.morphNormals ) { + + morphtargets.update( object, geometry, material, program ); + + } + + bindingStates.setup( object, material, program, geometry, index ); + + let attribute; + let renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + // + + const dataCount = ( index !== null ) ? index.count : position.count; + + const rangeStart = geometry.drawRange.start * rangeFactor; + const rangeCount = geometry.drawRange.count * rangeFactor; + + const groupStart = group !== null ? group.start * rangeFactor : 0; + const groupCount = group !== null ? group.count * rangeFactor : Infinity; + + const drawStart = Math.max( rangeStart, groupStart ); + const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + + const drawCount = Math.max( 0, drawEnd - drawStart + 1 ); + + if ( drawCount === 0 ) return; + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( 1 ); + + } else { + + renderer.setMode( 4 ); + + } + + } else if ( object.isLine ) { + + let lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( 1 ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( 2 ); + + } else { + + renderer.setMode( 3 ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( 0 ); + + } else if ( object.isSprite ) { + + renderer.setMode( 4 ); + + } + + if ( object.isInstancedMesh ) { + + renderer.renderInstances( drawStart, drawCount, object.count ); + + } else if ( geometry.isInstancedBufferGeometry ) { + + const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount ); + + renderer.renderInstances( drawStart, drawCount, instanceCount ); + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + // Compile + + this.compile = function ( scene, camera ) { + + currentRenderState = renderStates.get( scene ); + currentRenderState.init(); + + scene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + currentRenderState.setupLights(); + + scene.traverse( function ( object ) { + + const material = object.material; + + if ( material ) { + + if ( Array.isArray( material ) ) { + + for ( let i = 0; i < material.length; i ++ ) { + + const material2 = material[ i ]; + + getProgram( material2, scene, object ); + + } + + } else { + + getProgram( material, scene, object ); + + } + + } + + } ); + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time ) { + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + + } + + function onXRSessionStart() { + + animation.stop(); + + } + + function onXRSessionEnd() { + + animation.start(); + + } + + const animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + if ( typeof window !== 'undefined' ) animation.setContext( window ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + xr.setAnimationLoop( callback ); + + ( callback === null ) ? animation.stop() : animation.start(); + + }; + + xr.addEventListener( 'sessionstart', onXRSessionStart ); + xr.addEventListener( 'sessionend', onXRSessionEnd ); + + // Rendering + + this.render = function ( scene, camera ) { + + let renderTarget, forceClear; + + if ( arguments[ 2 ] !== undefined ) { + + console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' ); + renderTarget = arguments[ 2 ]; + + } + + if ( arguments[ 3 ] !== undefined ) { + + console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' ); + forceClear = arguments[ 3 ]; + + } + + if ( camera !== undefined && camera.isCamera !== true ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost === true ) return; + + // update scene graph + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null ) camera.updateMatrixWorld(); + + if ( xr.enabled === true && xr.isPresenting === true ) { + + camera = xr.getCamera( camera ); + + } + + // + if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); + + currentRenderState = renderStates.get( scene, renderStateStack.length ); + currentRenderState.init(); + + renderStateStack.push( currentRenderState ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromProjectionMatrix( _projScreenMatrix ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + + currentRenderList = renderLists.get( scene, renderListStack.length ); + currentRenderList.init(); + + renderListStack.push( currentRenderList ); + + projectObject( scene, camera, 0, _this.sortObjects ); + + currentRenderList.finish(); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort( _opaqueSort, _transparentSort ); + + } + + // + + if ( _clippingEnabled === true ) clipping.beginShadows(); + + const shadowsArray = currentRenderState.state.shadowsArray; + + shadowMap.render( shadowsArray, scene, camera ); + + currentRenderState.setupLights(); + currentRenderState.setupLightsView( camera ); + + if ( _clippingEnabled === true ) clipping.endShadows(); + + // + + if ( this.info.autoReset === true ) this.info.reset(); + + if ( renderTarget !== undefined ) { + + this.setRenderTarget( renderTarget ); + + } + + // + + background.render( currentRenderList, scene, camera, forceClear ); + + // render scene + + const opaqueObjects = currentRenderList.opaque; + const transparentObjects = currentRenderList.transparent; + + if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); + if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); + + // + + if ( _currentRenderTarget !== null ) { + + // Generate mipmap if we're using any kind of mipmap filtering + + textures.updateRenderTargetMipmap( _currentRenderTarget ); + + // resolve multisample renderbuffers to a single-sample texture if necessary + + textures.updateMultisampleRenderTarget( _currentRenderTarget ); + + } + + // + + if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + state.setPolygonOffset( false ); + + // _gl.finish(); + + bindingStates.resetDefaultState(); + _currentMaterialId = - 1; + _currentCamera = null; + + renderStateStack.pop(); + + if ( renderStateStack.length > 0 ) { + + currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; + + } else { + + currentRenderState = null; + + } + + renderListStack.pop(); + + if ( renderListStack.length > 0 ) { + + currentRenderList = renderListStack[ renderListStack.length - 1 ]; + + } else { + + currentRenderList = null; + + } + + }; + + function projectObject( object, camera, groupOrder, sortObjects ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible ) { + + if ( object.isGroup ) { + + groupOrder = object.renderOrder; + + } else if ( object.isLOD ) { + + if ( object.autoUpdate === true ) object.update( camera ); + + } else if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + const geometry = objects.update( object ); + const material = object.material; + + if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); + + } + + } + + } else if ( object.isImmediateRenderObject ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null ); + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( object.isSkinnedMesh ) { + + // update skeleton only once in a frame + + if ( object.skeleton.frame !== info.render.frame ) { + + object.skeleton.update(); + object.skeleton.frame = info.render.frame; + + } + + } + + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + const geometry = objects.update( object ); + const material = object.material; + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); + + } + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, groupOrder, sortObjects ); + + } + + } + + function renderObjects( renderList, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + for ( let i = 0, l = renderList.length; i < l; i ++ ) { + + const renderItem = renderList[ i ]; + + const object = renderItem.object; + const geometry = renderItem.geometry; + const material = overrideMaterial === null ? renderItem.material : overrideMaterial; + const group = renderItem.group; + + if ( camera.isArrayCamera ) { + + const cameras = camera.cameras; + + for ( let j = 0, jl = cameras.length; j < jl; j ++ ) { + + const camera2 = cameras[ j ]; + + if ( object.layers.test( camera2.layers ) ) { + + state.viewport( _currentViewport.copy( camera2.viewport ) ); + + currentRenderState.setupLightsView( camera2 ); + + renderObject( object, scene, camera2, geometry, material, group ); + + } + + } + + } else { + + renderObject( object, scene, camera, geometry, material, group ); + + } + + } + + } + + function renderObject( object, scene, camera, geometry, material, group ) { + + object.onBeforeRender( _this, scene, camera, geometry, material, group ); + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + if ( object.isImmediateRenderObject ) { + + const program = setProgram( camera, scene, material, object ); + + state.setMaterial( material ); + + bindingStates.reset(); + + renderObjectImmediate( object, program ); + + } else { + + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + } + + object.onAfterRender( _this, scene, camera, geometry, material, group ); + + } + + function getProgram( material, scene, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + const materialProperties = properties.get( material ); + + const lights = currentRenderState.state.lights; + const shadowsArray = currentRenderState.state.shadowsArray; + + const lightsStateVersion = lights.state.version; + + const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object ); + const programCacheKey = programCache.getProgramCacheKey( parameters ); + + let programs = materialProperties.programs; + + // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change + + materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; + materialProperties.fog = scene.fog; + materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment ); + + if ( programs === undefined ) { + + // new material + + material.addEventListener( 'dispose', onMaterialDispose ); + + programs = new Map(); + materialProperties.programs = programs; + + } + + let program = programs.get( programCacheKey ); + + if ( program !== undefined ) { + + // early out if program and light state is identical + + if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { + + updateCommonMaterialProperties( material, parameters ); + + return program; + + } + + } else { + + parameters.uniforms = programCache.getUniforms( material ); + + material.onBuild( parameters, _this ); + + material.onBeforeCompile( parameters, _this ); + + program = programCache.acquireProgram( parameters, programCacheKey ); + programs.set( programCacheKey, program ); + + materialProperties.uniforms = parameters.uniforms; + + } + + const uniforms = materialProperties.uniforms; + + if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { + + uniforms.clippingPlanes = clipping.uniform; + + } + + updateCommonMaterialProperties( material, parameters ); + + // store the light setup it was created for + + materialProperties.needsLights = materialNeedsLights( material ); + materialProperties.lightsStateVersion = lightsStateVersion; + + if ( materialProperties.needsLights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.lightProbe.value = lights.state.probe; + uniforms.directionalLights.value = lights.state.directional; + uniforms.directionalLightShadows.value = lights.state.directionalShadow; + uniforms.spotLights.value = lights.state.spot; + uniforms.spotLightShadows.value = lights.state.spotShadow; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.ltc_1.value = lights.state.rectAreaLTC1; + uniforms.ltc_2.value = lights.state.rectAreaLTC2; + uniforms.pointLights.value = lights.state.point; + uniforms.pointLightShadows.value = lights.state.pointShadow; + uniforms.hemisphereLights.value = lights.state.hemi; + + uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotShadowMap.value = lights.state.spotShadowMap; + uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; + uniforms.pointShadowMap.value = lights.state.pointShadowMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms + + } + + const progUniforms = program.getUniforms(); + const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + + materialProperties.currentProgram = program; + materialProperties.uniformsList = uniformsList; + + return program; + + } + + function updateCommonMaterialProperties( material, parameters ) { + + const materialProperties = properties.get( material ); + + materialProperties.outputEncoding = parameters.outputEncoding; + materialProperties.instancing = parameters.instancing; + materialProperties.numClippingPlanes = parameters.numClippingPlanes; + materialProperties.numIntersection = parameters.numClipIntersection; + materialProperties.vertexAlphas = parameters.vertexAlphas; + + } + + function setProgram( camera, scene, material, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + textures.resetTextureUnits(); + + const fog = scene.fog; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding; + const envMap = cubemaps.get( material.envMap || environment ); + const vertexAlphas = material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4; + + const materialProperties = properties.get( material ); + const lights = currentRenderState.state.lights; + + if ( _clippingEnabled === true ) { + + if ( _localClippingEnabled === true || camera !== _currentCamera ) { + + const useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + clipping.setState( material, camera, useCache ); + + } + + } + + // + + let needsProgramChange = false; + + if ( material.version === materialProperties.__version ) { + + if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.outputEncoding !== encoding ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { + + needsProgramChange = true; + + } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { + + needsProgramChange = true; + + } else if ( materialProperties.envMap !== envMap ) { + + needsProgramChange = true; + + } else if ( material.fog && materialProperties.fog !== fog ) { + + needsProgramChange = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== clipping.numPlanes || + materialProperties.numIntersection !== clipping.numIntersection ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { + + needsProgramChange = true; + + } + + } else { + + needsProgramChange = true; + materialProperties.__version = material.version; + + } + + // + + let program = materialProperties.currentProgram; + + if ( needsProgramChange === true ) { + + program = getProgram( material, scene, object ); + + } + + let refreshProgram = false; + let refreshMaterial = false; + let refreshLights = false; + + const p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.uniforms; + + if ( state.useProgram( program.program ) ) { + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || _currentCamera !== camera ) { + + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + if ( _currentCamera !== camera ) { + + _currentCamera = camera; + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material.isShaderMaterial || + material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshStandardMaterial || + material.envMap ) { + + const uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + } + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial ) { + + p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); + + } + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.isShadowMaterial || + material.skinning ) { + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + } + + } + + // skinning uniforms must be set even if material didn't change + // auto-setting of texture unit for bone texture must go before other textures + // otherwise textures used for skinning can take over texture units reserved for other material textures + + if ( material.skinning ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + const skeleton = object.skeleton; + + if ( skeleton ) { + + const bones = skeleton.bones; + + if ( capabilities.floatVertexTextures ) { + + if ( skeleton.boneTexture === null ) { + + // 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( bones.length * 4 ); // 4 pixels needed for 1 matrix + size = ceilPowerOfTwo( size ); + size = Math.max( size, 4 ); + + const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( skeleton.boneMatrices ); // copy current values + + const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + + skeleton.boneMatrices = boneMatrices; + skeleton.boneTexture = boneTexture; + skeleton.boneTextureSize = size; + + } + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); + p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); + + } else { + + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); + + } + + } + + } + + if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { + + materialProperties.receiveShadow = object.receiveShadow; + p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + + if ( materialProperties.needsLights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + materials.refreshFogUniforms( m_uniforms, fog ); + + } + + materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height ); + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); + + } + + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); + material.uniformsNeedUpdate = false; + + } + + if ( material.isSpriteMaterial ) { + + p_uniforms.setValue( _gl, 'center', object.center ); + + } + + // common matrices + + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + return program; + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + uniforms.lightProbe.needsUpdate = value; + + uniforms.directionalLights.needsUpdate = value; + uniforms.directionalLightShadows.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.pointLightShadows.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.spotLightShadows.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + function materialNeedsLights( material ) { + + return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || + material.isMeshStandardMaterial || material.isShadowMaterial || + ( material.isShaderMaterial && material.lights === true ); + + } + + this.getActiveCubeFace = function () { + + return _currentActiveCubeFace; + + }; + + this.getActiveMipmapLevel = function () { + + return _currentActiveMipmapLevel; + + }; + + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { + + _currentRenderTarget = renderTarget; + _currentActiveCubeFace = activeCubeFace; + _currentActiveMipmapLevel = activeMipmapLevel; + + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } + + let framebuffer = null; + let isCube = false; + let isRenderTarget3D = false; + + if ( renderTarget ) { + + const texture = renderTarget.texture; + + if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) { + + isRenderTarget3D = true; + + } + + const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + framebuffer = __webglFramebuffer[ activeCubeFace ]; + isCube = true; + + } else if ( renderTarget.isWebGLMultisampleRenderTarget ) { + + framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; + + } else { + + framebuffer = __webglFramebuffer; + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); + _currentScissorTest = _scissorTest; + + } + + state.bindFramebuffer( 36160, framebuffer ); + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + if ( isCube ) { + + const textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); + + } else if ( isRenderTarget3D ) { + + const textureProperties = properties.get( renderTarget.texture ); + const layer = activeCubeFace || 0; + _gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer ); + + } + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + let framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { + + framebuffer = framebuffer[ activeCubeFaceIndex ]; + + } + + if ( framebuffer ) { + + state.bindFramebuffer( 36160, framebuffer ); + + try { + + const texture = renderTarget.texture; + const textureFormat = texture.format; + const textureType = texture.type; + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) ); + + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513) + ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox + ! halfFloatSupportedByExt ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) { + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); + + } + + } else { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + + } + + } finally { + + // restore framebuffer of current render target if necessary + + const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; + state.bindFramebuffer( 36160, framebuffer ); + + } + + } + + }; + + this.copyFramebufferToTexture = function ( position, texture, level = 0 ) { + + const levelScale = Math.pow( 2, - level ); + const width = Math.floor( texture.image.width * levelScale ); + const height = Math.floor( texture.image.height * levelScale ); + const glFormat = utils.convert( texture.format ); + + textures.setTexture2D( texture, 0 ); + + _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 ); + + state.unbindTexture(); + + }; + + this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) { + + const width = srcTexture.image.width; + const height = srcTexture.image.height; + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + + textures.setTexture2D( dstTexture, 0 ); + + // As another texture upload may have changed pixelStorei + // parameters, make sure they are correct for the dstTexture + _gl.pixelStorei( 37440, dstTexture.flipY ); + _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha ); + _gl.pixelStorei( 3317, dstTexture.unpackAlignment ); + + if ( srcTexture.isDataTexture ) { + + _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); + + } else { + + if ( srcTexture.isCompressedTexture ) { + + _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data ); + + } else { + + _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image ); + + } + + } + + // Generate mipmaps only when copying level 0 + if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 ); + + state.unbindTexture(); + + }; + + this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) { + + if ( _this.isWebGL1Renderer ) { + + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' ); + return; + + } + + const { width, height, data } = srcTexture.image; + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + let glTarget; + + if ( dstTexture.isDataTexture3D ) { + + textures.setTexture3D( dstTexture, 0 ); + glTarget = 32879; + + } else if ( dstTexture.isDataTexture2DArray ) { + + textures.setTexture2DArray( dstTexture, 0 ); + glTarget = 35866; + + } else { + + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' ); + return; + + } + + _gl.pixelStorei( 37440, dstTexture.flipY ); + _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha ); + _gl.pixelStorei( 3317, dstTexture.unpackAlignment ); + + const unpackRowLen = _gl.getParameter( 3314 ); + const unpackImageHeight = _gl.getParameter( 32878 ); + const unpackSkipPixels = _gl.getParameter( 3316 ); + const unpackSkipRows = _gl.getParameter( 3315 ); + const unpackSkipImages = _gl.getParameter( 32877 ); + + _gl.pixelStorei( 3314, width ); + _gl.pixelStorei( 32878, height ); + _gl.pixelStorei( 3316, sourceBox.min.x ); + _gl.pixelStorei( 3315, sourceBox.min.y ); + _gl.pixelStorei( 32877, sourceBox.min.z ); + + _gl.texSubImage3D( + glTarget, + level, + position.x, + position.y, + position.z, + sourceBox.max.x - sourceBox.min.x + 1, + sourceBox.max.y - sourceBox.min.y + 1, + sourceBox.max.z - sourceBox.min.z + 1, + glFormat, + glType, + data + ); + + _gl.pixelStorei( 3314, unpackRowLen ); + _gl.pixelStorei( 32878, unpackImageHeight ); + _gl.pixelStorei( 3316, unpackSkipPixels ); + _gl.pixelStorei( 3315, unpackSkipRows ); + _gl.pixelStorei( 32877, unpackSkipImages ); + + // Generate mipmaps only when copying level 0 + if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget ); + + state.unbindTexture(); + + }; + + this.initTexture = function ( texture ) { + + textures.setTexture2D( texture, 0 ); + + state.unbindTexture(); + + }; + + this.resetState = function () { + + _currentActiveCubeFace = 0; + _currentActiveMipmapLevel = 0; + _currentRenderTarget = null; + + state.reset(); + bindingStates.reset(); + + }; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef + + } + +} + +class WebGL1Renderer extends WebGLRenderer {} + +WebGL1Renderer.prototype.isWebGL1Renderer = true; + +class Scene extends Object3D { + + constructor() { + + super(); + + this.type = 'Scene'; + + this.background = null; + this.environment = null; + this.fog = null; + + this.overrideMaterial = null; + + this.autoUpdate = true; // checked by the renderer + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.environment !== null ) this.environment = source.environment.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); + if ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta ); + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + + return data; + + } + +} + +Scene.prototype.isScene = true; + +class InterleavedBuffer { + + constructor( array, stride ) { + + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + + this.usage = StaticDrawUsage; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + + this.uuid = generateUUID(); + + this.onUploadCallback = function () {}; + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + copy( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.usage = source.usage; + + return this; + + } + + copyAt( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( let i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + } + + set( value, offset = 0 ) { + + this.array.set( value, offset ); + + return this; + + } + + clone( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; + + } + + const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); + + const ib = new InterleavedBuffer( array, this.stride ); + ib.setUsage( this.usage ); + + return ib; + + } + + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + toJSON( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + // generate UUID for array buffer if necessary + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) ); + + } + + // + + return { + uuid: this.uuid, + buffer: this.array.buffer._uuid, + type: this.array.constructor.name, + stride: this.stride + }; + + } + +} + +InterleavedBuffer.prototype.isInterleavedBuffer = true; + +const _vector$6 = new /*@__PURE__*/ Vector3(); + +class InterleavedBufferAttribute { + + constructor( interleavedBuffer, itemSize, offset, normalized ) { + + this.name = ''; + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + + this.normalized = normalized === true; + + } + + get count() { + + return this.data.count; + + } + + get array() { + + return this.data.array; + + } + + set needsUpdate( value ) { + + this.data.needsUpdate = value; + + } + + applyMatrix4( m ) { + + for ( let i = 0, l = this.data.count; i < l; i ++ ) { + + _vector$6.x = this.getX( i ); + _vector$6.y = this.getY( i ); + _vector$6.z = this.getZ( i ); + + _vector$6.applyMatrix4( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + } + + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$6.x = this.getX( i ); + _vector$6.y = this.getY( i ); + _vector$6.z = this.getZ( i ); + + _vector$6.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + } + + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$6.x = this.getX( i ); + _vector$6.y = this.getY( i ); + _vector$6.z = this.getZ( i ); + + _vector$6.transformDirection( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + } + + setX( index, x ) { + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + } + + setY( index, y ) { + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + } + + setZ( index, z ) { + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + } + + setW( index, w ) { + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + } + + getX( index ) { + + return this.data.array[ index * this.data.stride + this.offset ]; + + } + + getY( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 1 ]; + + } + + getZ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 2 ]; + + } + + getW( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 3 ]; + + } + + setXY( index, x, y ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + + return this; + + } + + setXYZ( index, x, y, z ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; + + return this; + + } + + clone( data ) { + + if ( data === undefined ) { + + console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); + + } else { + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); + + } + + return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); + + } + + } + + toJSON( data ) { + + if ( data === undefined ) { + + console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + // deinterleave data and save it as an ordinary buffer attribute for now + + return { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: array, + normalized: this.normalized + }; + + } else { + + // save as true interlaved attribtue + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); + + } + + return { + isInterleavedBufferAttribute: true, + itemSize: this.itemSize, + data: this.data.uuid, + offset: this.offset, + normalized: this.normalized + }; + + } + + } + +} + +InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true; + +const _basePosition = /*@__PURE__*/ new Vector3(); + +const _skinIndex = /*@__PURE__*/ new Vector4(); +const _skinWeight = /*@__PURE__*/ new Vector4(); + +const _vector$5 = /*@__PURE__*/ new Vector3(); +const _matrix = /*@__PURE__*/ new Matrix4(); + +class SkinnedMesh extends Mesh { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.type = 'SkinnedMesh'; + + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); + + } + + copy( source ) { + + super.copy( source ); + + this.bindMode = source.bindMode; + this.bindMatrix.copy( source.bindMatrix ); + this.bindMatrixInverse.copy( source.bindMatrixInverse ); + + this.skeleton = source.skeleton; + + return this; + + } + + bind( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.copy( bindMatrix ).invert(); + + } + + pose() { + + this.skeleton.pose(); + + } + + normalizeSkinWeights() { + + const vector = new Vector4(); + + const skinWeight = this.geometry.attributes.skinWeight; + + for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { + + vector.x = skinWeight.getX( i ); + vector.y = skinWeight.getY( i ); + vector.z = skinWeight.getZ( i ); + vector.w = skinWeight.getW( i ); + + const scale = 1.0 / vector.manhattanLength(); + + if ( scale !== Infinity ) { + + vector.multiplyScalar( scale ); + + } else { + + vector.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); + + } + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.bindMode === 'attached' ) { + + this.bindMatrixInverse.copy( this.matrixWorld ).invert(); + + } else if ( this.bindMode === 'detached' ) { + + this.bindMatrixInverse.copy( this.bindMatrix ).invert(); + + } else { + + console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + } + + boneTransform( index, target ) { + + const skeleton = this.skeleton; + const geometry = this.geometry; + + _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); + _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); + + _basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix ); + + target.set( 0, 0, 0 ); + + for ( let i = 0; i < 4; i ++ ) { + + const weight = _skinWeight.getComponent( i ); + + if ( weight !== 0 ) { + + const boneIndex = _skinIndex.getComponent( i ); + + _matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); + + target.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight ); + + } + + } + + return target.applyMatrix4( this.bindMatrixInverse ); + + } + +} + +SkinnedMesh.prototype.isSkinnedMesh = true; + +class Bone extends Object3D { + + constructor() { + + super(); + + this.type = 'Bone'; + + } + +} + +Bone.prototype.isBone = true; + +const _offsetMatrix = /*@__PURE__*/ new Matrix4(); +const _identityMatrix = /*@__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.boneTextureSize = 0; + + this.frame = - 1; + + 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; + + _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + _offsetMatrix.toArray( boneMatrices, i * 16 ); + + } + + if ( boneTexture !== null ) { + + boneTexture.needsUpdate = true; + + } + + } + + clone() { + + return new Skeleton( this.bones, this.boneInverses ); + + } + + 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: 4.5, + 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; + + } + +} + +/** + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ + +class LineBasicMaterial extends Material$1 { + + constructor( parameters ) { + + super(); + + this.type = 'LineBasicMaterial'; + + this.color = new Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.morphTargets = false; + + this.setValues( parameters ); + + } + + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + this.morphTargets = source.morphTargets; + + return this; + + } + +} + +LineBasicMaterial.prototype.isLineBasicMaterial = true; + +const _start$1 = /*@__PURE__*/ new Vector3(); +const _end$1 = /*@__PURE__*/ new Vector3(); +const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); +const _ray$1 = /*@__PURE__*/ new Ray(); +const _sphere$1 = /*@__PURE__*/ new Sphere(); + +class Line extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { + + super(); + + this.type = 'Line'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source ) { + + super.copy( source ); + + this.material = source.material; + this.geometry = source.geometry; + + return this; + + } + + computeLineDistances() { + + const geometry = this.geometry; + + if ( geometry.isBufferGeometry ) { + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = [ 0 ]; + + for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { + + _start$1.fromBufferAttribute( positionAttribute, i - 1 ); + _end$1.fromBufferAttribute( positionAttribute, i ); + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += _start$1.distanceTo( _end$1 ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + } else if ( geometry.isGeometry ) { + + console.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + return this; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Line.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$1.copy( geometry.boundingSphere ); + _sphere$1.applyMatrix4( matrixWorld ); + _sphere$1.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; + + // + + _inverseMatrix$1.copy( matrixWorld ).invert(); + _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const vStart = new Vector3(); + const vEnd = new Vector3(); + const interSegment = new Vector3(); + const interRay = new Vector3(); + const step = this.isLineSegments ? 2 : 1; + + if ( geometry.isBufferGeometry ) { + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + + vStart.fromBufferAttribute( positionAttribute, a ); + vEnd.fromBufferAttribute( positionAttribute, b ); + + const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > localThresholdSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + const distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + vStart.fromBufferAttribute( positionAttribute, i ); + vEnd.fromBufferAttribute( positionAttribute, i + 1 ); + + const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > localThresholdSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + const distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + } else if ( geometry.isGeometry ) { + + console.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + if ( geometry.isBufferGeometry ) { + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } else { + + const morphTargets = geometry.morphTargets; + + if ( morphTargets !== undefined && morphTargets.length > 0 ) { + + console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + } + + } + +} + +Line.prototype.isLine = true; + +const _start = /*@__PURE__*/ new Vector3(); +const _end = /*@__PURE__*/ new Vector3(); + +class LineSegments extends Line { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.type = 'LineSegments'; + + } + + computeLineDistances() { + + const geometry = this.geometry; + + if ( geometry.isBufferGeometry ) { + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = []; + + for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { + + _start.fromBufferAttribute( positionAttribute, i ); + _end.fromBufferAttribute( positionAttribute, i + 1 ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + } else if ( geometry.isGeometry ) { + + console.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + return this; + + } + +} + +LineSegments.prototype.isLineSegments = true; + +class LineLoop extends Line { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.type = 'LineLoop'; + + } + +} + +LineLoop.prototype.isLineLoop = true; + +/** + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * + * morphTargets: + * } + */ + +class PointsMaterial extends Material$1 { + + constructor( parameters ) { + + super(); + + this.type = 'PointsMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.alphaMap = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.morphTargets = false; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + this.morphTargets = source.morphTargets; + + return this; + + } + +} + +PointsMaterial.prototype.isPointsMaterial = true; + +const _inverseMatrix = /*@__PURE__*/ new Matrix4(); +const _ray = /*@__PURE__*/ new Ray(); +const _sphere = /*@__PURE__*/ new Sphere(); +const _position$2 = /*@__PURE__*/ new Vector3(); + +class Points extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { + + super(); + + this.type = 'Points'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source ) { + + super.copy( source ); + + this.material = source.material; + this.geometry = source.geometry; + + return this; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Points.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ); + _sphere.applyMatrix4( matrixWorld ); + _sphere.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; + + // + + _inverseMatrix.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; + + if ( geometry.isBufferGeometry ) { + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i ++ ) { + + const a = index.getX( i ); + + _position$2.fromBufferAttribute( positionAttribute, a ); + + testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end; i < l; i ++ ) { + + _position$2.fromBufferAttribute( positionAttribute, i ); + + testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } + + } else { + + console.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + if ( geometry.isBufferGeometry ) { + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } else { + + const morphTargets = geometry.morphTargets; + + if ( morphTargets !== undefined && morphTargets.length > 0 ) { + + console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + } + + } + +} + +Points.prototype.isPoints = true; + +function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { + + const rayPointDistanceSq = _ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + const intersectPoint = new Vector3(); + + _ray.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint, + index: index, + face: null, + object: object + + } ); + + } + +} + +class CompressedTexture extends Texture$1 { + + constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; + + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) + + this.flipY = false; + + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + + } + +} + +CompressedTexture.prototype.isCompressedTexture = true; + +class CanvasTexture extends Texture$1 { + + constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.needsUpdate = true; + + } + +} + +CanvasTexture.prototype.isCanvasTexture = true; + +/** + * parameters = { + * color: + * } + */ + +class ShadowMaterial extends Material$1 { + + constructor( parameters ) { + + super(); + + this.type = 'ShadowMaterial'; + + this.color = new Color( 0x000000 ); + this.transparent = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + return this; + + } + +} + +ShadowMaterial.prototype.isShadowMaterial = true; + +class RawShaderMaterial extends ShaderMaterial { + + constructor( parameters ) { + + super( parameters ); + + this.type = 'RawShaderMaterial'; + + } + +} + +RawShaderMaterial.prototype.isRawShaderMaterial = true; + +/** + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * flatShading: + * } + */ + +class MeshStandardMaterial extends Material$1 { + + constructor( parameters ) { + + super(); + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 1.0; + this.metalness = 0.0; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.roughnessMap = null; + + this.metalnessMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapIntensity = 1.0; + + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.flatShading = false; + + this.vertexTangents = false; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; + + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + this.flatShading = source.flatShading; + + this.vertexTangents = source.vertexTangents; + + return this; + + } + +} + +MeshStandardMaterial.prototype.isMeshStandardMaterial = true; + +/** + * parameters = { + * clearcoat: , + * clearcoatMap: new THREE.Texture( ), + * clearcoatRoughness: , + * clearcoatRoughnessMap: new THREE.Texture( ), + * clearcoatNormalScale: , + * clearcoatNormalMap: new THREE.Texture( ), + * + * reflectivity: , + * ior: , + * + * sheen: , + * + * transmission: , + * transmissionMap: new THREE.Texture( ) + * } + */ + +class MeshPhysicalMaterial extends MeshStandardMaterial { + + constructor( parameters ) { + + super(); + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.type = 'MeshPhysicalMaterial'; + + this.clearcoat = 0.0; + this.clearcoatMap = null; + this.clearcoatRoughness = 0.0; + this.clearcoatRoughnessMap = null; + this.clearcoatNormalScale = new Vector2( 1, 1 ); + this.clearcoatNormalMap = null; + + this.reflectivity = 0.5; // maps to F0 = 0.04 + + Object.defineProperty( this, 'ior', { + get: function () { + + return ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity ); + + }, + set: function ( ior ) { + + this.reflectivity = clamp$1( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 ); + + } + } ); + + this.sheen = null; // null will disable sheen bsdf + + this.transmission = 0.0; + this.transmissionMap = null; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.clearcoat = source.clearcoat; + this.clearcoatMap = source.clearcoatMap; + this.clearcoatRoughness = source.clearcoatRoughness; + this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; + this.clearcoatNormalMap = source.clearcoatNormalMap; + this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); + + this.reflectivity = source.reflectivity; + + if ( source.sheen ) { + + this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); + + } else { + + this.sheen = null; + + } + + this.transmission = source.transmission; + this.transmissionMap = source.transmissionMap; + + return this; + + } + +} + +MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + +const AnimationUtils = { + + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function ( array, from, to ) { + + if ( AnimationUtils.isTypedArray( array ) ) { + + // in ios9 array.subarray(from, undefined) will return empty array + // but array.subarray(from) or array.subarray(from, len) is correct + return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); + + } + + return array.slice( from, to ); + + }, + + // converts an array to a specific type + convertArray: function ( array, type, forceClone ) { + + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return array; + + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + + return new type( array ); // create typed array + + } + + return Array.prototype.slice.call( array ); // create Array + + }, + + isTypedArray: function ( object ) { + + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); + + }, + + // returns an array by which times and values can be sorted + getKeyframeOrder: function ( times ) { + + function compareTime( i, j ) { + + return times[ i ] - times[ j ]; + + } + + const n = times.length; + const result = new Array( n ); + for ( let i = 0; i !== n; ++ i ) result[ i ] = i; + + result.sort( compareTime ); + + return result; + + }, + + // uses the array previously returned by 'getKeyframeOrder' to sort data + sortedArray: function ( values, stride, order ) { + + const nValues = values.length; + const result = new values.constructor( nValues ); + + for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + + const srcOffset = order[ i ] * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + result[ dstOffset ++ ] = values[ srcOffset + j ]; + + } + + } + + return result; + + }, + + // function for parsing AOS keyframe formats + flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { + + let i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + let value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data + + if ( Array.isArray( value ) ) { + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push.apply( values, value ); // push all elements + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else if ( value.toArray !== undefined ) { + + // ...assume THREE.Math-ish + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + value.toArray( values, values.length ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else { + + // otherwise push as-is + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( value ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } + + }, + + subclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) { + + const clip = sourceClip.clone(); + + clip.name = name; + + const tracks = []; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + const track = clip.tracks[ i ]; + const valueSize = track.getValueSize(); + + const times = []; + const values = []; + + for ( let j = 0; j < track.times.length; ++ j ) { + + const frame = track.times[ j ] * fps; + + if ( frame < startFrame || frame >= endFrame ) continue; + + times.push( track.times[ j ] ); + + for ( let k = 0; k < valueSize; ++ k ) { + + values.push( track.values[ j * valueSize + k ] ); + + } + + } + + if ( times.length === 0 ) continue; + + track.times = AnimationUtils.convertArray( times, track.times.constructor ); + track.values = AnimationUtils.convertArray( values, track.values.constructor ); + + tracks.push( track ); + + } + + clip.tracks = tracks; + + // find minimum .times value across all tracks in the trimmed clip + + let minStartTime = Infinity; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { + + minStartTime = clip.tracks[ i ].times[ 0 ]; + + } + + } + + // shift all tracks such that clip begins at t=0 + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + clip.tracks[ i ].shift( - 1 * minStartTime ); + + } + + clip.resetDuration(); + + return clip; + + }, + + makeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { + + if ( fps <= 0 ) fps = 30; + + const numTracks = referenceClip.tracks.length; + const referenceTime = referenceFrame / fps; + + // Make each track's values relative to the values at the reference frame + for ( let i = 0; i < numTracks; ++ i ) { + + const referenceTrack = referenceClip.tracks[ i ]; + const referenceTrackType = referenceTrack.ValueTypeName; + + // Skip this track if it's non-numeric + if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; + + // Find the track in the target clip whose name and type matches the reference track + const targetTrack = targetClip.tracks.find( function ( track ) { + + return track.name === referenceTrack.name + && track.ValueTypeName === referenceTrackType; + + } ); + + if ( targetTrack === undefined ) continue; + + let referenceOffset = 0; + const referenceValueSize = referenceTrack.getValueSize(); + + if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + referenceOffset = referenceValueSize / 3; + + } + + let targetOffset = 0; + const targetValueSize = targetTrack.getValueSize(); + + if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + targetOffset = targetValueSize / 3; + + } + + const lastIndex = referenceTrack.times.length - 1; + let referenceValue; + + // Find the value to subtract out of the track + if ( referenceTime <= referenceTrack.times[ 0 ] ) { + + // Reference frame is earlier than the first keyframe, so just use the first keyframe + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex ); + + } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { + + // Reference frame is after the last keyframe, so just use the last keyframe + const startIndex = lastIndex * referenceValueSize + referenceOffset; + const endIndex = startIndex + referenceValueSize - referenceOffset; + referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex ); + + } else { + + // Interpolate to the reference value + const interpolant = referenceTrack.createInterpolant(); + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + interpolant.evaluate( referenceTime ); + referenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex ); + + } + + // Conjugate the quaternion + if ( referenceTrackType === 'quaternion' ) { + + const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); + referenceQuat.toArray( referenceValue ); + + } + + // Subtract the reference value from all of the track values + + const numTimes = targetTrack.times.length; + for ( let j = 0; j < numTimes; ++ j ) { + + const valueStart = j * targetValueSize + targetOffset; + + if ( referenceTrackType === 'quaternion' ) { + + // Multiply the conjugate for quaternion track types + Quaternion.multiplyQuaternionsFlat( + targetTrack.values, + valueStart, + referenceValue, + 0, + targetTrack.values, + valueStart + ); + + } else { + + const valueEnd = targetValueSize - targetOffset * 2; + + // Subtract each value for all other numeric track types + for ( let k = 0; k < valueEnd; ++ k ) { + + targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; + + } + + } + + } + + } + + targetClip.blendMode = AdditiveAnimationBlendMode; + + return targetClip; + + } + +}; + +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + */ + +class Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + + this.settings = null; + this.DefaultSettings_ = {}; + + } + + evaluate( t ) { + + const pp = this.parameterPositions; + let i1 = this._cachedIndex, + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + let right; + + linear_scan: { + + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( let giveUpAt = i1 + 2; ; ) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t, t0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + const t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( let giveUpAt = i1 - 2; ; ) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + const mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + } + + getSettings_() { + + return this.settings || this.DefaultSettings_; + + } + + copySampleValue_( index ) { + + // copies a sample value to the result buffer + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + } + + // Template methods for derived classes: + + interpolate_( /* i1, t0, t, t1 */ ) { + + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer + + } + + intervalChanged_( /* i1, t0, t1 */ ) { + + // empty + + } + +} + +// ALIAS DEFINITIONS + +Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_; +Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_; + +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + */ + +class CubicInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; + + this.DefaultSettings_ = { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }; + + } + + intervalChanged_( i1, t0, t1 ) { + + const pp = this.parameterPositions; + let iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + const halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + const sP = - wP * ppp + 2 * wP * pp - wP * p; + const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; + const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + const sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + +} + +class LinearInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + +} + +/** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + */ + +class DiscreteInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + +} + +class KeyframeTrack { + + constructor( name, times, values, interpolation ) { + + if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); + if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); + + this.name = name; + + this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); + this.values = AnimationUtils.convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + } + + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): + + static toJSON( track ) { + + const trackType = track.constructor; + + let json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== this.toJSON ) { + + json = trackType.toJSON( track ); + + } else { + + // by default, we assume the data can be serialized as-is + json = { + + 'name': track.name, + 'times': AnimationUtils.convertArray( track.times, Array ), + 'values': AnimationUtils.convertArray( track.values, Array ) + + }; + + const interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + } + + InterpolantFactoryMethodDiscrete( result ) { + + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + InterpolantFactoryMethodLinear( result ) { + + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + InterpolantFactoryMethodSmooth( result ) { + + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + setInterpolation( interpolation ) { + + let factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + } + + if ( factoryMethod === undefined ) { + + const message = 'unsupported interpolation for ' + + this.ValueTypeName + ' keyframe track named ' + this.name; + + if ( this.createInterpolant === undefined ) { + + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { + + this.setInterpolation( this.DefaultInterpolation ); + + } else { + + throw new Error( message ); // fatal, in this case + + } + + } + + console.warn( 'THREE.KeyframeTrack:', message ); + return this; + + } + + this.createInterpolant = factoryMethod; + + return this; + + } + + getInterpolation() { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return InterpolateSmooth; + + } + + } + + getValueSize() { + + return this.values.length / this.times.length; + + } + + // move all keyframes either forwards or backwards in time + shift( timeOffset ) { + + if ( timeOffset !== 0.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] += timeOffset; + + } + + } + + return this; + + } + + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale( timeScale ) { + + if ( timeScale !== 1.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] *= timeScale; + + } + + } + + return this; + + } + + // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values + trim( startTime, endTime ) { + + const times = this.times, + nKeys = times.length; + + let from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) { + + ++ from; + + } + + while ( to !== - 1 && times[ to ] > endTime ) { + + -- to; + + } + + ++ to; // inclusive -> exclusive bound + + if ( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) { + + to = Math.max( to, 1 ); + from = to - 1; + + } + + const stride = this.getValueSize(); + this.times = AnimationUtils.arraySlice( times, from, to ); + this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); + + } + + return this; + + } + + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate() { + + let valid = true; + + const valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + const times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + console.error( 'THREE.KeyframeTrack: Track is empty.', this ); + valid = false; + + } + + let prevTime = null; + + for ( let i = 0; i !== nKeys; i ++ ) { + + const currTime = times[ i ]; + + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); + valid = false; + break; + + } + + if ( prevTime !== null && prevTime > currTime ) { + + console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); + valid = false; + break; + + } + + prevTime = currTime; + + } + + if ( values !== undefined ) { + + if ( AnimationUtils.isTypedArray( values ) ) { + + for ( let i = 0, n = values.length; i !== n; ++ i ) { + + const value = values[ i ]; + + if ( isNaN( value ) ) { + + console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + } + + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize() { + + // times or values may be shared with other tracks, so overwriting is unsafe + const times = AnimationUtils.arraySlice( this.times ), + values = AnimationUtils.arraySlice( this.values ), + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + lastIndex = times.length - 1; + + let writeIndex = 1; + + for ( let i = 1; i < lastIndex; ++ i ) { + + let keep = false; + + const time = times[ i ]; + const timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + const offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( let j = 0; j !== stride; ++ j ) { + + const value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } else { + + keep = true; + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + const readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + } + + ++ writeIndex; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + + } else { + + this.times = times; + this.values = values; + + } + + return this; + + } + + clone() { + + const times = AnimationUtils.arraySlice( this.times, 0 ); + const values = AnimationUtils.arraySlice( this.values, 0 ); + + const TypedKeyframeTrack = this.constructor; + const track = new TypedKeyframeTrack( this.name, times, values ); + + // Interpolant argument to constructor is not saved, so copy the factory method directly. + track.createInterpolant = this.createInterpolant; + + return track; + + } + +} + +KeyframeTrack.prototype.TimeBufferType = Float32Array; +KeyframeTrack.prototype.ValueBufferType = Float32Array; +KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; + +/** + * A Track of Boolean keyframe values. + */ +class BooleanKeyframeTrack extends KeyframeTrack {} + +BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; +BooleanKeyframeTrack.prototype.ValueBufferType = Array; +BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A Track of keyframe values that represent color. + */ +class ColorKeyframeTrack extends KeyframeTrack {} + +ColorKeyframeTrack.prototype.ValueTypeName = 'color'; + +/** + * A Track of numeric keyframe values. + */ +class NumberKeyframeTrack extends KeyframeTrack {} + +NumberKeyframeTrack.prototype.ValueTypeName = 'number'; + +/** + * Spherical linear unit quaternion interpolant. + */ + +class QuaternionLinearInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + let offset = i1 * stride; + + for ( let end = offset + stride; offset !== end; offset += 4 ) { + + Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + +} + +/** + * A Track of quaternion keyframe values. + */ +class QuaternionKeyframeTrack extends KeyframeTrack { + + InterpolantFactoryMethodLinear( result ) { + + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + +} + +QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; +// ValueBufferType is inherited +QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; +QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A Track that interpolates Strings + */ +class StringKeyframeTrack extends KeyframeTrack {} + +StringKeyframeTrack.prototype.ValueTypeName = 'string'; +StringKeyframeTrack.prototype.ValueBufferType = Array; +StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A Track of vectored keyframe values. + */ +class VectorKeyframeTrack extends KeyframeTrack {} + +VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; + +class AnimationClip { + + constructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) { + + this.name = name; + this.tracks = tracks; + this.duration = duration; + this.blendMode = blendMode; + + this.uuid = generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + } + + + static parse( json ) { + + const tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); + + for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) { + + tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + const clip = new this( json.name, json.duration, tracks, json.blendMode ); + clip.uuid = json.uuid; + + return clip; + + } + + static toJSON( clip ) { + + const tracks = [], + clipTracks = clip.tracks; + + const json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid, + 'blendMode': clip.blendMode + + }; + + for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + } + + static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { + + const numMorphTargets = morphTargetSequence.length; + const tracks = []; + + for ( let i = 0; i < numMorphTargets; i ++ ) { + + let times = []; + let values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + const order = AnimationUtils.getKeyframeOrder( times ); + times = AnimationUtils.sortedArray( times, 1, order ); + values = AnimationUtils.sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + + } + + return new this( name, - 1, tracks ); + + } + + static findByName( objectOrClipArray, name ) { + + let clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + const o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( let i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + + } + + return null; + + } + + static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { + + const animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + const pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + const name = parts[ 1 ]; + + let animationMorphTargets = animationToMorphTargets[ name ]; + + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + const clips = []; + + for ( const name in animationToMorphTargets ) { + + clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + } + + // parse the animation.hierarchy format + static parseAnimation( animation, bones ) { + + if ( ! animation ) { + + console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); + return null; + + } + + const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { + + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { + + const times = []; + const values = []; + + AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); + + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { + + destTracks.push( new trackType( trackName, times, values ) ); + + } + + } + + }; + + const tracks = []; + + const clipName = animation.name || 'default'; + const fps = animation.fps || 30; + const blendMode = animation.blendMode; + + // automatic length determination in AnimationClip. + let duration = animation.length || - 1; + + const hierarchyTracks = animation.hierarchy || []; + + for ( let h = 0; h < hierarchyTracks.length; h ++ ) { + + const animationKeys = hierarchyTracks[ h ].keys; + + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; + + // process morph targets + if ( animationKeys[ 0 ].morphTargets ) { + + // figure out all morph targets used in this track + const morphTargetNames = {}; + + let k; + + for ( k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[ k ].morphTargets ) { + + for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + + } + + } + + } + + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( const morphTargetName in morphTargetNames ) { + + const times = []; + const values = []; + + for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + + const animationKey = animationKeys[ k ]; + + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + + } + + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * ( fps || 1.0 ); + + } else { + + // ...assume skeletal animation + + const boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + const clip = new this( clipName, duration, tracks, blendMode ); + + return clip; + + } + + resetDuration() { + + const tracks = this.tracks; + let duration = 0; + + for ( let i = 0, n = tracks.length; i !== n; ++ i ) { + + const track = this.tracks[ i ]; + + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + return this; + + } + + trim() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + } + + validate() { + + let valid = true; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + valid = valid && this.tracks[ i ].validate(); + + } + + return valid; + + } + + optimize() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + + clone() { + + const tracks = []; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + tracks.push( this.tracks[ i ].clone() ); + + } + + return new this.constructor( this.name, this.duration, tracks, this.blendMode ); + + } + + toJSON() { + + return this.constructor.toJSON( this ); + + } + +} + +function getTrackTypeForValueTypeName( typeName ) { + + switch ( typeName.toLowerCase() ) { + + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': + + return NumberKeyframeTrack; + + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': + + return VectorKeyframeTrack; + + case 'color': + + return ColorKeyframeTrack; + + case 'quaternion': + + return QuaternionKeyframeTrack; + + case 'bool': + case 'boolean': + + return BooleanKeyframeTrack; + + case 'string': + + return StringKeyframeTrack; + + } + + throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); + +} + +function parseKeyframeTrack( json ) { + + if ( json.type === undefined ) { + + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); + + } + + const trackType = getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + const times = [], values = []; + + AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + + json.times = times; + json.values = values; + + } + + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { + + return trackType.parse( json ); + + } else { + + // by default, we assume a constructor compatible with the base + return new trackType( json.name, json.times, json.values, json.interpolation ); + + } + +} + +const Cache = { + + enabled: false, + + files: {}, + + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + clear: function () { + + this.files = {}; + + } + +}; + +class LoadingManager { + + constructor( onLoad, onProgress, onError ) { + + const scope = this; + + let isLoading = false; + let itemsLoaded = 0; + let itemsTotal = 0; + let urlModifier = undefined; + const handlers = []; + + // Refer to #5689 for the reason why we don't set .onStart + // in the constructor + + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + this.itemEnd = function ( url ) { + + itemsLoaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, itemsLoaded, itemsTotal ); + + } + + if ( itemsLoaded === itemsTotal ) { + + isLoading = false; + + if ( scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + } + + }; + + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + + this.resolveURL = function ( url ) { + + if ( urlModifier ) { + + return urlModifier( url ); + + } + + return url; + + }; + + this.setURLModifier = function ( transform ) { + + urlModifier = transform; + + return this; + + }; + + this.addHandler = function ( regex, loader ) { + + handlers.push( regex, loader ); + + return this; + + }; + + this.removeHandler = function ( regex ) { + + const index = handlers.indexOf( regex ); + + if ( index !== - 1 ) { + + handlers.splice( index, 2 ); + + } + + return this; + + }; + + this.getHandler = function ( file ) { + + for ( let i = 0, l = handlers.length; i < l; i += 2 ) { + + const regex = handlers[ i ]; + const loader = handlers[ i + 1 ]; + + if ( regex.global ) regex.lastIndex = 0; // see #17920 + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + }; + + } + +} + +const DefaultLoadingManager = new LoadingManager(); + +class Loader { + + constructor( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + this.crossOrigin = 'anonymous'; + this.withCredentials = false; + this.path = ''; + this.resourcePath = ''; + this.requestHeader = {}; + + } + + load( /* url, onLoad, onProgress, onError */ ) {} + + loadAsync( url, onProgress ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.load( url, resolve, onProgress, reject ); + + } ); + + } + + parse( /* data */ ) {} + + setCrossOrigin( crossOrigin ) { + + this.crossOrigin = crossOrigin; + return this; + + } + + setWithCredentials( value ) { + + this.withCredentials = value; + return this; + + } + + setPath( path ) { + + this.path = path; + return this; + + } + + setResourcePath( resourcePath ) { + + this.resourcePath = resourcePath; + return this; + + } + + setRequestHeader( requestHeader ) { + + this.requestHeader = requestHeader; + return this; + + } + +} + +const loading = {}; + +class FileLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + // Check if request is duplicate + + if ( loading[ url ] !== undefined ) { + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + return; + + } + + // Check for data: URI + const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; + const dataUriRegexResult = url.match( dataUriRegex ); + let request; + + // Safari can not handle Data URIs through XMLHttpRequest so process manually + if ( dataUriRegexResult ) { + + const mimeType = dataUriRegexResult[ 1 ]; + const isBase64 = !! dataUriRegexResult[ 2 ]; + + let data = dataUriRegexResult[ 3 ]; + data = decodeURIComponent( data ); + + if ( isBase64 ) data = atob( data ); + + try { + + let response; + const responseType = ( this.responseType || '' ).toLowerCase(); + + switch ( responseType ) { + + case 'arraybuffer': + case 'blob': + + const view = new Uint8Array( data.length ); + + for ( let i = 0; i < data.length; i ++ ) { + + view[ i ] = data.charCodeAt( i ); + + } + + if ( responseType === 'blob' ) { + + response = new Blob( [ view.buffer ], { type: mimeType } ); + + } else { + + response = view.buffer; + + } + + break; + + case 'document': + + const parser = new DOMParser(); + response = parser.parseFromString( data, mimeType ); + + break; + + case 'json': + + response = JSON.parse( data ); + + break; + + default: // 'text' or other + + response = data; + + break; + + } + + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + setTimeout( function () { + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + } catch ( error ) { + + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + setTimeout( function () { + + if ( onError ) onError( error ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }, 0 ); + + } + + } else { + + // Initialise array for duplicate requests + + loading[ url ] = []; + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + request = new XMLHttpRequest(); + + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + const response = this.response; + + const callbacks = loading[ url ]; + + delete loading[ url ]; + + if ( this.status === 200 || this.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + + // Add to cache only on HTTP success, so that we do not cache + // error response bodies as proper responses to requests. + Cache.add( url, response ); + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( response ); + + } + + scope.manager.itemEnd( url ); + + } else { + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } + + }, false ); + + request.addEventListener( 'progress', function ( event ) { + + const callbacks = loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + }, false ); + + request.addEventListener( 'error', function ( event ) { + + const callbacks = loading[ url ]; + + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }, false ); + + request.addEventListener( 'abort', function ( event ) { + + const callbacks = loading[ url ]; + + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }, false ); + + if ( this.responseType !== undefined ) request.responseType = this.responseType; + if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + + if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); + + for ( const header in this.requestHeader ) { + + request.setRequestHeader( header, this.requestHeader[ header ] ); + + } + + request.send( null ); + + } + + scope.manager.itemStart( url ); + + return request; + + } + + setResponseType( value ) { + + this.responseType = value; + return this; + + } + + setMimeType( value ) { + + this.mimeType = value; + return this; + + } + +} + +/** + * 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 = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + + function onImageLoad() { + + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); + + Cache.add( url, this ); + + if ( onLoad ) onLoad( this ); + + scope.manager.itemEnd( url ); + + } + + function onImageError( event ) { + + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } + + image.addEventListener( 'load', onImageLoad, false ); + image.addEventListener( 'error', onImageError, false ); + + if ( url.substr( 0, 5 ) !== 'data:' ) { + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + } + + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + } + +} + +class CubeTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( urls, onLoad, onProgress, onError ) { + + const texture = new CubeTexture(); + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + let loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( let i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + } + +} + +/** + * 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 ) { + + const texData = scope.parse( buffer ); + + if ( ! texData ) 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.encoding !== undefined ) { + + texture.encoding = texData.encoding; + + } + + 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$1(); + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + loader.load( url, function ( image ) { + + texture.image = image; + + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + const isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + } + +} + +class Light extends Object3D { + + constructor( color, intensity = 1 ) { + + super(); + + this.type = 'Light'; + + this.color = new Color( color ); + this.intensity = intensity; + + } + + dispose() { + + // Empty here in base class; some subclasses override. + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + + return data; + + } + +} + +Light.prototype.isLight = true; + +const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3(); +const _lookTarget$1 = /*@__PURE__*/ new Vector3(); + +class LightShadow { + + constructor( camera ) { + + this.camera = camera; + + this.bias = 0; + this.normalBias = 0; + this.radius = 1; + + this.mapSize = new Vector2( 512, 512 ); + + this.map = null; + this.mapPass = null; + this.matrix = new Matrix4(); + + this.autoUpdate = true; + this.needsUpdate = false; + + this._frustum = new Frustum(); + this._frameExtents = new Vector2( 1, 1 ); + + this._viewportCount = 1; + + this._viewports = [ + + new Vector4( 0, 0, 1, 1 ) + + ]; + + } + + getViewportCount() { + + return this._viewportCount; + + } + + getFrustum() { + + return this._frustum; + + } + + updateMatrices( light ) { + + const shadowCamera = this.camera; + const shadowMatrix = this.matrix; + + _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld$1 ); + + _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget$1 ); + shadowCamera.updateMatrixWorld(); + + _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 ); + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + shadowMatrix.multiply( shadowCamera.projectionMatrix ); + shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); + + } + + getViewport( viewportIndex ) { + + return this._viewports[ viewportIndex ]; + + } + + getFrameExtents() { + + return this._frameExtents; + + } + + dispose() { + + if ( this.map ) { + + this.map.dispose(); + + } + + if ( this.mapPass ) { + + this.mapPass.dispose(); + + } + + } + + copy( source ) { + + this.camera = source.camera.clone(); + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + toJSON() { + + const object = {}; + + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + +} + +class SpotLightShadow extends LightShadow { + + constructor() { + + super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + + this.focus = 1; + + } + + updateMatrices( light ) { + + const camera = this.camera; + + const fov = RAD2DEG * 2 * light.angle * this.focus; + const aspect = this.mapSize.width / this.mapSize.height; + const far = light.distance || camera.far; + + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + + } + + super.updateMatrices( light ); + + } + + copy( source ) { + + super.copy( source ); + + this.focus = source.focus; + + return this; + + } + +} + +SpotLightShadow.prototype.isSpotLightShadow = true; + +class SpotLight extends Light { + + constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) { + + super( color, intensity ); + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.distance = distance; + this.angle = angle; + this.penumbra = penumbra; + this.decay = decay; // for physically correct lights, should be 2. + + this.shadow = new SpotLightShadow(); + + } + + get power() { + + // intensity = power per solid angle. + // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + return this.intensity * Math.PI; + + } + + set power( power ) { + + // intensity = power per solid angle. + // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + this.intensity = power / Math.PI; + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source ) { + + super.copy( source ); + + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + +} + +SpotLight.prototype.isSpotLight = true; + +const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld = /*@__PURE__*/ new Vector3(); +const _lookTarget = /*@__PURE__*/ new Vector3(); + +class PointLightShadow extends LightShadow { + + constructor() { + + super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + + this._frameExtents = new Vector2( 4, 2 ); + + this._viewportCount = 6; + + this._viewports = [ + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + new Vector4( 2, 1, 1, 1 ), + // negative X + new Vector4( 0, 1, 1, 1 ), + // positive Z + new Vector4( 3, 1, 1, 1 ), + // negative Z + new Vector4( 1, 1, 1, 1 ), + // positive Y + new Vector4( 3, 0, 1, 1 ), + // negative Y + new Vector4( 1, 0, 1, 1 ) + ]; + + this._cubeDirections = [ + new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), + new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) + ]; + + this._cubeUps = [ + new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + ]; + + } + + updateMatrices( light, viewportIndex = 0 ) { + + const camera = this.camera; + const shadowMatrix = this.matrix; + + const far = light.distance || camera.far; + + if ( far !== camera.far ) { + + camera.far = far; + camera.updateProjectionMatrix(); + + } + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + camera.position.copy( _lightPositionWorld ); + + _lookTarget.copy( camera.position ); + _lookTarget.add( this._cubeDirections[ viewportIndex ] ); + camera.up.copy( this._cubeUps[ viewportIndex ] ); + camera.lookAt( _lookTarget ); + camera.updateMatrixWorld(); + + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( _projScreenMatrix ); + + } + +} + +PointLightShadow.prototype.isPointLightShadow = true; + +class PointLight extends Light { + + constructor( color, intensity, distance = 0, decay = 1 ) { + + super( color, intensity ); + + this.type = 'PointLight'; + + this.distance = distance; + this.decay = decay; // for physically correct lights, should be 2. + + this.shadow = new PointLightShadow(); + + } + + get power() { + + // intensity = power per solid angle. + // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + return this.intensity * 4 * Math.PI; + + } + + set power( power ) { + + // intensity = power per solid angle. + // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + this.intensity = power / ( 4 * Math.PI ); + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source ) { + + super.copy( source ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + +} + +PointLight.prototype.isPointLight = true; + +class OrthographicCamera extends Camera { + + constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) { + + super(); + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = near; + this.far = far; + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + return this; + + } + + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + updateProjectionMatrix() { + + const dx = ( this.right - this.left ) / ( 2 * this.zoom ); + const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + const cx = ( this.right + this.left ) / 2; + const cy = ( this.top + this.bottom ) / 2; + + let left = cx - dx; + let right = cx + dx; + let top = cy + dy; + let bottom = cy - dy; + + if ( this.view !== null && this.view.enabled ) { + + const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; + const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; + + left += scaleW * this.view.offsetX; + right = left + scaleW * this.view.width; + top -= scaleH * this.view.offsetY; + bottom = top - scaleH * this.view.height; + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + +} + +OrthographicCamera.prototype.isOrthographicCamera = true; + +class DirectionalLightShadow extends LightShadow { + + constructor() { + + super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + + } + +} + +DirectionalLightShadow.prototype.isDirectionalLightShadow = true; + +class DirectionalLight extends Light { + + constructor( color, intensity ) { + + super( color, intensity ); + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.shadow = new DirectionalLightShadow(); + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source ) { + + super.copy( source ); + + this.target = source.target.clone(); + this.shadow = source.shadow.clone(); + + return this; + + } + +} + +DirectionalLight.prototype.isDirectionalLight = true; + +class LoaderUtils { + + static decodeText( array ) { + + if ( typeof TextDecoder !== 'undefined' ) { + + return new TextDecoder().decode( array ); + + } + + // Avoid the String.fromCharCode.apply(null, array) shortcut, which + // throws a "maximum call stack size exceeded" error for large arrays. + + let s = ''; + + for ( let i = 0, il = array.length; i < il; i ++ ) { + + // Implicitly assumes little-endian. + s += String.fromCharCode( array[ i ] ); + + } + + try { + + // merges multi-byte utf-8 characters. + + return decodeURIComponent( escape( s ) ); + + } catch ( e ) { // see #16358 + + return s; + + } + + } + + static extractUrlBase( url ) { + + const index = url.lastIndexOf( '/' ); + + if ( index === - 1 ) return './'; + + return url.substr( 0, index + 1 ); + + } + +} + +class ImageBitmapLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + if ( typeof createImageBitmap === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); + + } + + this.options = { premultiplyAlpha: 'none' }; + + } + + setOptions( options ) { + + this.options = options; + + return this; + + } + + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + const fetchOptions = {}; + fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; + fetchOptions.headers = this.requestHeader; + + fetch( url, fetchOptions ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) ); + + } ).then( function ( imageBitmap ) { + + Cache.add( url, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + scope.manager.itemStart( url ); + + } + +} + +ImageBitmapLoader.prototype.isImageBitmapLoader = true; + +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 = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); + +// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. +const _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); + +// Object on target node, and accessor. May not contain reserved +// characters. Accessor may contain any character except closing bracket. +const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); + +// Property and accessor. May not contain reserved characters. Accessor may +// contain any non-bracket characters. +const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); + +const _trackRe = new RegExp( '' + + '^' + + _directoryRe + + _nodeRe + + _objectRe + + _propertyRe + + '$' +); + +const _supportedObjectNames = [ 'material', 'materials', 'bones' ]; + +class Composite { + + constructor( targetGroup, path, optionalParsedPath ) { + + const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + + } + + getValue( array, offset ) { + + this.bind(); // bind all binding + + const firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + } + + setValue( array, offset ) { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + } + + bind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + } + + unbind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + +} + +// Note: This class uses a State pattern on a per-method basis: +// 'bind' sets 'this.getValue' / 'setValue' and shadows the +// prototype version of these methods with one that represents +// the bound state. When the property is not found, the methods +// become no-ops. +class PropertyBinding { + + constructor( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; + + this.rootNode = rootNode; + + // initial state of these methods that calls 'bind' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + + + static create( root, path, parsedPath ) { + + if ( ! ( root && root.isAnimationObjectGroup ) ) { + + return new PropertyBinding( root, path, parsedPath ); + + } else { + + return new PropertyBinding.Composite( root, path, parsedPath ); + + } + + } + + /** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */ + static sanitizeNodeName( name ) { + + return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); + + } + + static parseTrackName( trackName ) { + + const matches = _trackRe.exec( trackName ); + + if ( ! matches ) { + + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + + } + + const results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; + + const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + + if ( lastDot !== undefined && lastDot !== - 1 ) { + + const objectName = results.nodeName.substring( lastDot + 1 ); + + // Object names must be checked against an allowlist. Otherwise, there + // is no way to parse 'foo.bar.baz': 'baz' must be a property, but + // 'bar' could be the objectName, or part of a nodeName (which can + // include '.' characters). + if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { + + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; + + } + + } + + if ( results.propertyName === null || results.propertyName.length === 0 ) { + + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + + } + + return results; + + } + + static findNode( root, nodeName ) { + + if ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if ( root.skeleton ) { + + const bone = root.skeleton.getBoneByName( nodeName ); + + if ( bone !== undefined ) { + + return bone; + + } + + } + + // search into node subtree. + if ( root.children ) { + + const searchNodeSubtree = function ( children ) { + + for ( let i = 0; i < children.length; i ++ ) { + + const childNode = children[ i ]; + + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + const result = searchNodeSubtree( childNode.children ); + + if ( result ) return result; + + } + + return null; + + }; + + const subTreeNode = searchNodeSubtree( root.children ); + + if ( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + + } + + // these are used to "bind" a nonexistent property + _getValue_unavailable() {} + _setValue_unavailable() {} + + // Getters + + _getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.node[ this.propertyName ]; + + } + + _getValue_array( buffer, offset ) { + + const source = this.resolvedProperty; + + for ( let i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + } + + _getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + } + + _getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + // Direct + + _setValue_direct( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + + } + + _setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // EntireArray + + _setValue_array( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + } + + _setValue_array_setNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + } + + _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // ArrayElement + + _setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + } + + _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // HasToFromArray + + _setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + } + + _setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + } + + _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + _getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + } + + _setValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + } + + // create getter / setter pair for a property in the scene graph + bind() { + + let targetObject = this.node; + const parsedPath = this.parsedPath; + + const objectName = parsedPath.objectName; + const propertyName = parsedPath.propertyName; + let propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); + return; + + } + + if ( objectName ) { + + let objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if ( ! targetObject.material ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.materials ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; + + } + + targetObject = targetObject.material.materials; + + break; + + case 'bones': + + if ( ! targetObject.skeleton ) { + + console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; + + } + + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. + + targetObject = targetObject.skeleton.bones; + + // support resolving morphTarget names into indices. + for ( let i = 0; i < targetObject.length; i ++ ) { + + if ( targetObject[ i ].name === objectIndex ) { + + objectIndex = i; + break; + + } + + } + + break; + + default: + + if ( targetObject[ objectName ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if ( targetObject[ objectIndex ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; + + } + + targetObject = targetObject[ objectIndex ]; + + } + + } + + // resolve property + const nodeProperty = targetObject[ propertyName ]; + + if ( nodeProperty === undefined ) { + + const nodeName = parsedPath.nodeName; + + console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; + + } + + // determine versioning scheme + let versioning = this.Versioning.None; + + this.targetObject = targetObject; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + + } + + // determine how the property gets bound + let bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === 'morphTargetInfluences' ) { + + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; + + } + + if ( targetObject.geometry.isBufferGeometry ) { + + if ( ! targetObject.geometry.morphAttributes ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; + + } + + if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { + + propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; + + } + + + } else { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this ); + return; + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( Array.isArray( nodeProperty ) ) { + + bindingType = this.BindingType.EntireArray; + + this.resolvedProperty = nodeProperty; + + } else { + + this.propertyName = propertyName; + + } + + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + + } + + unbind() { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + +} + +PropertyBinding.Composite = Composite; + +PropertyBinding.prototype.BindingType = { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 +}; + +PropertyBinding.prototype.Versioning = { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 +}; + +PropertyBinding.prototype.GetterByBindingType = [ + + PropertyBinding.prototype._getValue_direct, + PropertyBinding.prototype._getValue_array, + PropertyBinding.prototype._getValue_arrayElement, + PropertyBinding.prototype._getValue_toArray, + +]; + +PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ + + [ + // Direct + PropertyBinding.prototype._setValue_direct, + PropertyBinding.prototype._setValue_direct_setNeedsUpdate, + PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, + + ], [ + + // EntireArray + + PropertyBinding.prototype._setValue_array, + PropertyBinding.prototype._setValue_array_setNeedsUpdate, + PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, + + ], [ + + // ArrayElement + PropertyBinding.prototype._setValue_arrayElement, + PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, + PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, + + ], [ + + // HasToFromArray + PropertyBinding.prototype._setValue_fromArray, + PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, + PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, + + ] + +]; + +class AnimationAction { + + constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot; + this.blendMode = blendMode; + + const tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + const interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + + for ( let i = 0; i !== nTracks; ++ i ) { + + const interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + + this.loop = LoopRepeat; + this._loopCount = - 1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; + + this.timeScale = 1; + this._effectiveTimeScale = 1; + + this.weight = 1; + this._effectiveWeight = 1; + + this.repetitions = Infinity; // no. of repetitions when looping + + this.paused = false; // true -> zero effective time scale + this.enabled = true; // false -> zero effective weight + + this.clampWhenFinished = false;// keep feeding the last frame? + + this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true;// clips for start, loop and end + + } + + // State & Scheduling + + play() { + + this._mixer._activateAction( this ); + + return this; + + } + + stop() { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + } + + reset() { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = - 1;// forget previous loops + this._startTime = null;// forget scheduling + + return this.stopFading().stopWarping(); + + } + + isRunning() { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + } + + // return true when play has been called + isScheduled() { + + return this._mixer._isActiveAction( this ); + + } + + startAt( time ) { + + this._startTime = time; + + return this; + + } + + setLoop( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + } + + // Weight + + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + } + + // return the weight considering fading and .enabled + getEffectiveWeight() { + + return this._effectiveWeight; + + } + + fadeIn( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + } + + fadeOut( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + } + + crossFadeFrom( fadeOutAction, duration, warp ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp ) { + + const fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + } + + crossFadeTo( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + } + + stopFading() { + + const weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + } + + // Time Scale Control + + // set the time scale stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing + setEffectiveTimeScale( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + } + + // return the time scale considering warping and .paused + getEffectiveTimeScale() { + + return this._effectiveTimeScale; + + } + + setDuration( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + } + + syncWith( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + } + + halt( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + } + + warp( startTimeScale, endTimeScale, duration ) { + + const mixer = this._mixer, + now = mixer.time, + timeScale = this.timeScale; + + let interpolant = this._timeScaleInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + } + + stopWarping() { + + const timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + } + + // Object Accessors + + getMixer() { + + return this._mixer; + + } + + getClip() { + + return this._clip; + + } + + getRoot() { + + return this._localRoot || this._mixer._root; + + } + + // Interna + + _update( time, deltaTime, timeDirection, accuIndex ) { + + // called by the mixer + + if ( ! this.enabled ) { + + // call ._updateWeight() to update ._effectiveWeight + + this._updateWeight( time ); + return; + + } + + const startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + const timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { + + return; // yet to come / don't decide when delta = 0 + + } + + // start + + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; + + } + + // apply time scale and advance time + + deltaTime *= this._updateTimeScale( time ); + const clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + const weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + const interpolants = this._interpolants; + const propertyMixers = this._propertyBindings; + + switch ( this.blendMode ) { + + case AdditiveAnimationBlendMode: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulateAdditive( weight ); + + } + + break; + + case NormalAnimationBlendMode: + default: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + } + + } + + _updateWeight( time ) { + + let weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + const interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + } + + _updateTimeScale( time ) { + + let timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + const interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; + + } else { + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + } + + _updateTime( deltaTime ) { + + const duration = this._clip.duration; + const loop = this.loop; + + let time = this.time + deltaTime; + let loopCount = this._loopCount; + + const pingPong = ( loop === LoopPingPong ); + + if ( deltaTime === 0 ) { + + if ( loopCount === - 1 ) return time; + + return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; + + } + + if ( loop === LoopOnce ) { + + if ( loopCount === - 1 ) { + + // just started + + this._loopCount = 0; + this._setEndings( true, true, false ); + + } + + handle_stop: { + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else { + + this.time = time; + + break handle_stop; + + } + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + if ( loopCount === - 1 ) { + + // just started + + if ( deltaTime >= 0 ) { + + loopCount = 0; + + this._setEndings( true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + + // wrap around + + const loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + const pending = this.repetitions - loopCount; + + if ( pending <= 0 ) { + + // have to stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); + + } else { + + // keep running + + if ( pending === 1 ) { + + // entering the last round + + const atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } else { + + this.time = time; + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + return duration - time; + + } + + } + + return time; + + } + + _setEndings( atStart, atEnd, pingPong ) { + + const settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingStart = WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingEnd = WrapAroundEnding; + + } + + } + + } + + _scheduleFading( duration, weightNow, weightThen ) { + + const mixer = this._mixer, now = mixer.time; + let interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + values[ 0 ] = weightNow; + times[ 1 ] = now + duration; + values[ 1 ] = weightThen; + + return this; + + } + +} + +class AnimationMixer extends EventDispatcher { + + constructor( root ) { + + super(); + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + this.time = 0; + this.timeScale = 1.0; + + } + + _bindAction( action, prototypeAction ) { + + const root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName; + + let bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( let i = 0; i !== nTracks; ++ i ) { + + const track = tracks[ i ], + trackName = track.name; + + let binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + const path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + } + + _activateAction( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + const rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, rootUuid ); + + } + + const bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + } + + _deactivateAction( action ) { + + if ( this._isActiveAction( action ) ) { + + const bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + } + + // Memory manager + + _initMemoryManager() { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + const scope = this; + + this.stats = { + + actions: { + get total() { + + return scope._actions.length; + + }, + get inUse() { + + return scope._nActiveActions; + + } + }, + bindings: { + get total() { + + return scope._bindings.length; + + }, + get inUse() { + + return scope._nActiveBindings; + + } + }, + controlInterpolants: { + get total() { + + return scope._controlInterpolants.length; + + }, + get inUse() { + + return scope._nActiveControlInterpolants; + + } + } + + }; + + } + + // Memory management for AnimationAction objects + + _isActiveAction( action ) { + + const index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + } + + _addInactiveAction( action, clipUuid, rootUuid ) { + + const actions = this._actions, + actionsByClip = this._actionsByClip; + + let actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + const knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + } + + _removeInactiveAction( action ) { + + const actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + const clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + const actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( action._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipUuid ]; + + } + + this._removeInactiveBindingsForAction( action ); + + } + + _removeInactiveBindingsForAction( action ) { + + const bindings = action._propertyBindings; + + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + } + + _lendAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + const actions = this._actions, + prevIndex = action._cacheIndex, + + lastActiveIndex = this._nActiveActions ++, + + firstInactiveAction = actions[ lastActiveIndex ]; + + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; + + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; + + } + + _takeBackAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + const actions = this._actions, + prevIndex = action._cacheIndex, + + firstInactiveIndex = -- this._nActiveActions, + + lastActiveAction = actions[ firstInactiveIndex ]; + + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; + + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; + + } + + // Memory management for PropertyMixer objects + + _addInactiveBinding( binding, rootUuid, trackName ) { + + const bindingsByRoot = this._bindingsByRootAndName, + bindings = this._bindings; + + let bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + } + + _removeInactiveBinding( binding ) { + + const bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + if ( Object.keys( bindingByName ).length === 0 ) { + + delete bindingsByRoot[ rootUuid ]; + + } + + } + + _lendBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + } + + _takeBackBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + } + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant() { + + const interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++; + + let interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, this._controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + } + + _takeBackControlInterpolant( interpolant ) { + + const interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + } + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction( clip, optionalRoot, blendMode ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid; + + let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; + + const clipUuid = clipObject !== null ? clipObject.uuid : clip; + + const actionsForClip = this._actionsByClip[ clipUuid ]; + let prototypeAction = null; + + if ( blendMode === undefined ) { + + if ( clipObject !== null ) { + + blendMode = clipObject.blendMode; + + } else { + + blendMode = NormalAnimationBlendMode; + + } + + } + + if ( actionsForClip !== undefined ) { + + const existingAction = actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + } + + // get an existing action + existingAction( clip, optionalRoot ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + } + + // deactivates all previously scheduled actions + stopAllAction() { + + const actions = this._actions, + nActions = this._nActiveActions; + + for ( let i = nActions - 1; i >= 0; -- i ) { + + actions[ i ].stop(); + + } + + return this; + + } + + // advance the time and update apply the animation + update( deltaTime ) { + + deltaTime *= this.timeScale; + + const actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( let i = 0; i !== nActions; ++ i ) { + + const action = actions[ i ]; + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + // update scene graph + + const bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( let i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + } + + // Allows you to seek to a specific time in an animation. + setTime( timeInSeconds ) { + + this.time = 0; // Zero out time attribute for AnimationMixer object; + for ( let i = 0; i < this._actions.length; i ++ ) { + + this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. + + } + + return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. + + } + + // return this mixer's root target object + getRoot() { + + return this._root; + + } + + // free all resources specific to a particular clip + uncacheClip( clip ) { + + const actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + const actionsToRemove = actionsForClip.knownActions; + + for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + const action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + const cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipUuid ]; + + } + + } + + // free all resources specific to a particular root target object + uncacheRoot( root ) { + + const rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( const clipUuid in actionsByClip ) { + + const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + const bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( const trackName in bindingByName ) { + + const binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + } + + // remove a targeted clip from the cache + uncacheAction( clip, optionalRoot ) { + + const action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +} + +AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 ); + +class Raycaster { + + constructor( origin, direction, near = 0, far = Infinity ) { + + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near; + this.far = far; + this.camera = null; + this.layers = new Layers(); + + this.params = { + Mesh: {}, + Line: { threshold: 1 }, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + } + + set( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + } + + setFromCamera( coords, camera ) { + + if ( camera && camera.isPerspectiveCamera ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + this.camera = camera; + + } else if ( camera && camera.isOrthographicCamera ) { + + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + this.camera = camera; + + } else { + + console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); + + } + + } + + intersectObject( object, recursive = false, intersects = [] ) { + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + } + + intersectObjects( objects, recursive = false, intersects = [] ) { + + for ( let i = 0, l = objects.length; i < l; i ++ ) { + + intersectObject( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + +} + +function ascSort( a, b ) { + + return a.distance - b.distance; + +} + +function intersectObject( object, raycaster, intersects, recursive ) { + + if ( object.layers.test( raycaster.layers ) ) { + + object.raycast( raycaster, intersects ); + + } + + if ( recursive === true ) { + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + intersectObject( children[ i ], raycaster, intersects, true ); + + } + + } + +} + +/** + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. + * The azimuthal angle (theta) is measured from the positive z-axis. + */ + +class Spherical { + + constructor( radius = 1, phi = 0, theta = 0 ) { + + this.radius = radius; + this.phi = phi; // polar angle + this.theta = theta; // azimuthal angle + + return this; + + } + + set( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + } + + copy( other ) { + + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + + return this; + + } + + // restrict phi to be betwee EPS and PI-EPS + makeSafe() { + + const EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + } + + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + y * y + z * z ); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( x, z ); + this.phi = Math.acos( clamp$1( y / this.radius, - 1, 1 ) ); + + } + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _vector$2 = /*@__PURE__*/ new Vector3(); +const _boneMatrix = /*@__PURE__*/ new Matrix4(); +const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); + + +class SkeletonHelper extends LineSegments { + + constructor( object ) { + + const bones = getBoneList( object ); + + const geometry = new BufferGeometry(); + + const vertices = []; + const colors = []; + + const color1 = new Color( 0, 0, 1 ); + const color2 = new Color( 0, 1, 0 ); + + for ( let i = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + vertices.push( 0, 0, 0 ); + vertices.push( 0, 0, 0 ); + colors.push( color1.r, color1.g, color1.b ); + colors.push( color2.r, color2.g, color2.b ); + + } + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); + + super( geometry, material ); + + this.type = 'SkeletonHelper'; + this.isSkeletonHelper = true; + + this.root = object; + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + } + + updateMatrixWorld( force ) { + + const bones = this.bones; + + const geometry = this.geometry; + const position = geometry.getAttribute( 'position' ); + + _matrixWorldInv.copy( this.root.matrixWorld ).invert(); + + for ( let i = 0, j = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); + + j += 2; + + } + + } + + geometry.getAttribute( 'position' ).needsUpdate = true; + + super.updateMatrixWorld( force ); + + } + +} + + +function getBoneList( object ) { + + const boneList = []; + + if ( object && object.isBone ) { + + boneList.push( object ); + + } + + for ( let i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); + + } + + return boneList; + +} + +const _floatView = new Float32Array( 1 ); +const _int32View = new Int32Array( _floatView.buffer ); + +class DataUtils { + + // Converts float32 to float16 (stored as uint16 value). + + static toHalfFloat( val ) { + + // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410 + + /* This method is faster than the OpenEXR implementation (very often + * used, eg. in Ogre), with the additional benefit of rounding, inspired + * by James Tursa?s half-precision code. */ + + _floatView[ 0 ] = val; + const x = _int32View[ 0 ]; + + let bits = ( x >> 16 ) & 0x8000; /* Get the sign */ + let m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */ + const e = ( x >> 23 ) & 0xff; /* Using int is faster here */ + + /* If zero, or denormal, or exponent underflows too much for a denormal + * half, return signed zero. */ + if ( e < 103 ) return bits; + + /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */ + if ( e > 142 ) { + + bits |= 0x7c00; + /* If exponent was 0xff and one mantissa bit was set, it means NaN, + * not Inf, so make sure we set one mantissa bit too. */ + bits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff ); + return bits; + + } + + /* If exponent underflows but not too much, return a denormal */ + if ( e < 113 ) { + + m |= 0x0800; + /* Extra rounding may overflow and set mantissa to 0 and exponent + * to 1, which is OK. */ + bits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 ); + return bits; + + } + + bits |= ( ( e - 112 ) << 10 ) | ( m >> 1 ); + /* Extra rounding. An overflow will set mantissa to 0 and increment + * the exponent, which is OK. */ + bits += m & 1; + return bits; + + } + +} + +const LOD_MIN = 4; +const LOD_MAX = 8; +const SIZE_MAX = Math.pow( 2, LOD_MAX ); + +// 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 ]; + +const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; + +// 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 ENCODINGS = { + [ LinearEncoding ]: 0, + [ sRGBEncoding ]: 1, + [ RGBEEncoding ]: 2, + [ RGBM7Encoding ]: 3, + [ RGBM16Encoding ]: 4, + [ RGBDEncoding ]: 5, + [ GammaEncoding ]: 6 +}; + +const backgroundMaterial = new MeshBasicMaterial( { + side: BackSide, + depthWrite: false, + depthTest: false, +} ); +const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial ); + +const _flatCamera$1 = /*@__PURE__*/ new OrthographicCamera(); +const { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes(); +const _clearColor = /*@__PURE__*/ new Color(); +let _oldTarget = null; + +// 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( 1, 1, 1 ), + /*@__PURE__*/ new Vector3( - 1, 1, 1 ), + /*@__PURE__*/ new Vector3( 1, 1, - 1 ), + /*@__PURE__*/ new Vector3( - 1, 1, - 1 ), + /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ), + /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ), + /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ), + /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ), + /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ), + /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ]; + +/** + * This class generates a Prefiltered, Mipmapped Radiance Environment Map + * (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 +*/ + +function convertLinearToRGBE( color ) { + + const maxComponent = Math.max( color.r, color.g, color.b ); + const fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 ); + color.multiplyScalar( Math.pow( 2.0, - fExp ) ); + + const alpha = ( fExp + 128.0 ) / 255.0; + return alpha; + +} + +class PMREMGenerator { + + constructor( renderer ) { + + this._renderer = renderer; + this._pingPongRenderTarget = null; + + this._blurMaterial = _getBlurShader( MAX_SAMPLES ); + this._equirectShader = null; + this._cubemapShader = 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(); + const cubeUVRenderTarget = this._allocateTargets(); + + 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 + * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512), + * as this matches best with the 256 x 256 cubemap output. + */ + fromEquirectangular( equirectangular ) { + + return this._fromTexture( equirectangular ); + + } + + /** + * Generates a PMREM from an cubemap texture, which can be either LDR + * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256, + * as this matches best with the 256 x 256 cubemap output. + */ + fromCubemap( cubemap ) { + + return this._fromTexture( cubemap ); + + } + + /** + * 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._cubemapShader === null ) { + + this._cubemapShader = _getCubemapShader(); + this._compileMaterial( this._cubemapShader ); + + } + + } + + /** + * 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._equirectShader === null ) { + + this._equirectShader = _getEquirectShader(); + this._compileMaterial( this._equirectShader ); + + } + + } + + /** + * 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._blurMaterial.dispose(); + + if ( this._cubemapShader !== null ) this._cubemapShader.dispose(); + if ( this._equirectShader !== null ) this._equirectShader.dispose(); + + for ( let i = 0; i < _lodPlanes.length; i ++ ) { + + _lodPlanes[ i ].dispose(); + + } + + } + + // private interface + + _cleanup( outputTarget ) { + + this._pingPongRenderTarget.dispose(); + this._renderer.setRenderTarget( _oldTarget ); + outputTarget.scissorTest = false; + _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height ); + + } + + _fromTexture( texture ) { + + _oldTarget = this._renderer.getRenderTarget(); + const cubeUVRenderTarget = this._allocateTargets( texture ); + this._textureToCubeUV( texture, cubeUVRenderTarget ); + this._applyPMREM( cubeUVRenderTarget ); + this._cleanup( cubeUVRenderTarget ); + + return cubeUVRenderTarget; + + } + + _allocateTargets( texture ) { // warning: null texture is valid + + const params = { + magFilter: NearestFilter, + minFilter: NearestFilter, + generateMipmaps: false, + type: UnsignedByteType, + format: RGBEFormat, + encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding, + depthBuffer: false + }; + + const cubeUVRenderTarget = _createRenderTarget( params ); + cubeUVRenderTarget.depthBuffer = texture ? false : true; + this._pingPongRenderTarget = _createRenderTarget( params ); + return cubeUVRenderTarget; + + } + + _compileMaterial( material ) { + + const tmpMesh = new Mesh( _lodPlanes[ 0 ], material ); + this._renderer.compile( tmpMesh, _flatCamera$1 ); + + } + + _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 outputEncoding = renderer.outputEncoding; + const toneMapping = renderer.toneMapping; + renderer.getClearColor( _clearColor ); + + renderer.toneMapping = NoToneMapping; + renderer.outputEncoding = LinearEncoding; + renderer.autoClear = false; + + let useSolidColor = false; + const background = scene.background; + if ( background ) { + + if ( background.isColor ) { + + backgroundMaterial.color.copy( background ).convertSRGBToLinear(); + scene.background = null; + + const alpha = convertLinearToRGBE( backgroundMaterial.color ); + backgroundMaterial.opacity = alpha; + useSolidColor = true; + + } + + } else { + + backgroundMaterial.color.copy( _clearColor ).convertSRGBToLinear(); + + const alpha = convertLinearToRGBE( backgroundMaterial.color ); + backgroundMaterial.opacity = alpha; + 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 ] ); + + } + + _setViewport( cubeUVRenderTarget, + col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX ); + renderer.setRenderTarget( cubeUVRenderTarget ); + + if ( useSolidColor ) { + + renderer.render( backgroundBox, cubeCamera ); + + } + + renderer.render( scene, cubeCamera ); + + } + + renderer.toneMapping = toneMapping; + renderer.outputEncoding = outputEncoding; + renderer.autoClear = originalAutoClear; + + } + + _textureToCubeUV( texture, cubeUVRenderTarget ) { + + const renderer = this._renderer; + + if ( texture.isCubeTexture ) { + + if ( this._cubemapShader == null ) { + + this._cubemapShader = _getCubemapShader(); + + } + + } else { + + if ( this._equirectShader == null ) { + + this._equirectShader = _getEquirectShader(); + + } + + } + + const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader; + const mesh = new Mesh( _lodPlanes[ 0 ], material ); + + const uniforms = material.uniforms; + + uniforms[ 'envMap' ].value = texture; + + if ( ! texture.isCubeTexture ) { + + uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height ); + + } + + uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ]; + uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ]; + + _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX ); + + renderer.setRenderTarget( cubeUVRenderTarget ); + renderer.render( mesh, _flatCamera$1 ); + + } + + _applyPMREM( cubeUVRenderTarget ) { + + const renderer = this._renderer; + const autoClear = renderer.autoClear; + renderer.autoClear = false; + + for ( let i = 1; i < TOTAL_LODS; i ++ ) { + + const sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] ); + + const poleAxis = _axisDirections[ ( 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( _lodPlanes[ lodOut ], blurMaterial ); + const blurUniforms = blurMaterial.uniforms; + + const pixels = _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; + + } + + blurUniforms[ 'dTheta' ].value = radiansPerPixel; + blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn; + blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ]; + blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ]; + + const outputSize = _sizeLods[ lodOut ]; + const x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize ); + const y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 ); + + _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize ); + renderer.setRenderTarget( targetOut ); + renderer.render( blurMesh, _flatCamera$1 ); + + } + +} + +function _isLDR( texture ) { + + if ( texture === undefined || texture.type !== UnsignedByteType ) return false; + + return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding; + +} + +function _createPlanes() { + + const _lodPlanes = []; + const _sizeLods = []; + const _sigmas = []; + + let lod = LOD_MAX; + + for ( let i = 0; i < TOTAL_LODS; i ++ ) { + + const sizeLod = Math.pow( 2, lod ); + _sizeLods.push( sizeLod ); + let sigma = 1.0 / sizeLod; + + if ( i > LOD_MAX - LOD_MIN ) { + + sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ]; + + } else if ( i == 0 ) { + + sigma = 0; + + } + + _sigmas.push( sigma ); + + const texelSize = 1.0 / ( sizeLod - 1 ); + const min = - texelSize / 2; + const max = 1 + texelSize / 2; + 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( params ) { + + const cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, 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( maxSamples ) { + + const weights = new Float32Array( maxSamples ); + const poleAxis = new Vector3( 0, 1, 0 ); + const shaderMaterial = new RawShaderMaterial( { + + name: 'SphericalGaussianBlur', + + defines: { 'n': maxSamples }, + + uniforms: { + 'envMap': { value: null }, + 'samples': { value: 1 }, + 'weights': { value: weights }, + 'latitudinal': { value: false }, + 'dTheta': { value: 0 }, + 'mipInt': { value: 0 }, + 'poleAxis': { value: poleAxis }, + 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, + 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } + }, + + 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; + + ${ _getEncodings() } + + #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 ); + + } + + gl_FragColor = linearToOutputTexel( gl_FragColor ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + return shaderMaterial; + +} + +function _getEquirectShader() { + + const texelSize = new Vector2( 1, 1 ); + const shaderMaterial = new RawShaderMaterial( { + + name: 'EquirectangularToCubeUV', + + uniforms: { + 'envMap': { value: null }, + 'texelSize': { value: texelSize }, + 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, + 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + uniform vec2 texelSize; + + ${ _getEncodings() } + + #include + + void main() { + + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + + vec3 outputDirection = normalize( vOutputDirection ); + vec2 uv = equirectUv( outputDirection ); + + vec2 f = fract( uv / texelSize - 0.5 ); + uv -= f * texelSize; + vec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; + uv.x += texelSize.x; + vec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; + uv.y += texelSize.y; + vec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; + uv.x -= texelSize.x; + vec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; + + vec3 tm = mix( tl, tr, f.x ); + vec3 bm = mix( bl, br, f.x ); + gl_FragColor.rgb = mix( tm, bm, f.y ); + + gl_FragColor = linearToOutputTexel( gl_FragColor ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + return shaderMaterial; + +} + +function _getCubemapShader() { + + const shaderMaterial = new RawShaderMaterial( { + + name: 'CubemapToCubeUV', + + uniforms: { + 'envMap': { value: null }, + 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, + 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + varying vec3 vOutputDirection; + + uniform samplerCube envMap; + + ${ _getEncodings() } + + void main() { + + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb; + gl_FragColor = linearToOutputTexel( gl_FragColor ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + return shaderMaterial; + +} + +function _getCommonVertexShader() { + + return /* glsl */` + + precision mediump float; + precision mediump int; + + attribute vec3 position; + attribute vec2 uv; + 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 _getEncodings() { + + return /* glsl */` + + uniform int inputEncoding; + uniform int outputEncoding; + + #include + + vec4 inputTexelToLinear( vec4 value ) { + + if ( inputEncoding == 0 ) { + + return value; + + } else if ( inputEncoding == 1 ) { + + return sRGBToLinear( value ); + + } else if ( inputEncoding == 2 ) { + + return RGBEToLinear( value ); + + } else if ( inputEncoding == 3 ) { + + return RGBMToLinear( value, 7.0 ); + + } else if ( inputEncoding == 4 ) { + + return RGBMToLinear( value, 16.0 ); + + } else if ( inputEncoding == 5 ) { + + return RGBDToLinear( value, 256.0 ); + + } else { + + return GammaToLinear( value, 2.2 ); + + } + + } + + vec4 linearToOutputTexel( vec4 value ) { + + if ( outputEncoding == 0 ) { + + return value; + + } else if ( outputEncoding == 1 ) { + + return LinearTosRGB( value ); + + } else if ( outputEncoding == 2 ) { + + return LinearToRGBE( value ); + + } else if ( outputEncoding == 3 ) { + + return LinearToRGBM( value, 7.0 ); + + } else if ( outputEncoding == 4 ) { + + return LinearToRGBM( value, 16.0 ); + + } else if ( outputEncoding == 5 ) { + + return LinearToRGBD( value, 256.0 ); + + } else { + + return LinearToGamma( value, 2.2 ); + + } + + } + + vec4 envMapTexelToLinear( vec4 color ) { + + return inputTexelToLinear( color ); + + } + `; + +} + +SkeletonHelper.prototype.update = function () { + + console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' ); + +}; + +// + +Loader.prototype.extractUrlBase = function ( url ) { + + console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); + return LoaderUtils.extractUrlBase( url ); + +}; + +Loader.Handlers = { + + add: function ( /* regex, loader */ ) { + + console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' ); + + }, + + get: function ( /* file */ ) { + + console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' ); + + } + +}; + +// + +Box3.prototype.center = function ( optionalTarget ) { + + console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + +}; + +Box3.prototype.empty = function () { + + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + +}; + +Box3.prototype.isIntersectionBox = function ( box ) { + + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + +}; + +Box3.prototype.isIntersectionSphere = function ( sphere ) { + + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + +}; + +Box3.prototype.size = function ( optionalTarget ) { + + console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); + +}; + +// + +Sphere.prototype.empty = function () { + + console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + +}; + +// + +Frustum.prototype.setFromMatrix = function ( m ) { + + console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' ); + return this.setFromProjectionMatrix( m ); + +}; + +// + +Matrix3.prototype.flattenToArrayOffset = function ( array, offset ) { + + console.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' ); + return this.toArray( array, offset ); + +}; + +Matrix3.prototype.multiplyVector3 = function ( vector ) { + + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); + +}; + +Matrix3.prototype.multiplyVector3Array = function ( /* a */ ) { + + console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' ); + +}; + +Matrix3.prototype.applyToBufferAttribute = function ( attribute ) { + + console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' ); + return attribute.applyMatrix3( this ); + +}; + +Matrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) { + + console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); + +}; + +Matrix3.prototype.getInverse = function ( matrix ) { + + console.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' ); + return this.copy( matrix ).invert(); + +}; + +// + +Matrix4.prototype.extractPosition = function ( m ) { + + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); + +}; + +Matrix4.prototype.flattenToArrayOffset = function ( array, offset ) { + + console.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' ); + return this.toArray( array, offset ); + +}; + +Matrix4.prototype.getPosition = function () { + + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + return new Vector3().setFromMatrixColumn( this, 3 ); + +}; + +Matrix4.prototype.setRotationFromQuaternion = function ( q ) { + + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); + +}; + +Matrix4.prototype.multiplyToArray = function () { + + console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); + +}; + +Matrix4.prototype.multiplyVector3 = function ( vector ) { + + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + +}; + +Matrix4.prototype.multiplyVector4 = function ( vector ) { + + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + +}; + +Matrix4.prototype.multiplyVector3Array = function ( /* a */ ) { + + console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' ); + +}; + +Matrix4.prototype.rotateAxis = function ( v ) { + + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); + +}; + +Matrix4.prototype.crossVector = function ( vector ) { + + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + +}; + +Matrix4.prototype.translate = function () { + + console.error( 'THREE.Matrix4: .translate() has been removed.' ); + +}; + +Matrix4.prototype.rotateX = function () { + + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + +}; + +Matrix4.prototype.rotateY = function () { + + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); + +}; + +Matrix4.prototype.rotateZ = function () { + + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); + +}; + +Matrix4.prototype.rotateByAxis = function () { + + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + +}; + +Matrix4.prototype.applyToBufferAttribute = function ( attribute ) { + + console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' ); + return attribute.applyMatrix4( this ); + +}; + +Matrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) { + + console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); + +}; + +Matrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) { + + console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); + return this.makePerspective( left, right, top, bottom, near, far ); + +}; + +Matrix4.prototype.getInverse = function ( matrix ) { + + console.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' ); + return this.copy( matrix ).invert(); + +}; + +// + +Plane.prototype.isIntersectionLine = function ( line ) { + + console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); + return this.intersectsLine( line ); + +}; + +// + +Quaternion.prototype.multiplyVector3 = function ( vector ) { + + console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); + +}; + +Quaternion.prototype.inverse = function ( ) { + + console.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' ); + return this.invert(); + +}; + +// + +Ray.prototype.isIntersectionBox = function ( box ) { + + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + +}; + +Ray.prototype.isIntersectionPlane = function ( plane ) { + + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); + +}; + +Ray.prototype.isIntersectionSphere = function ( sphere ) { + + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + +}; + +// + +Triangle.prototype.area = function () { + + console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' ); + return this.getArea(); + +}; + +Triangle.prototype.barycoordFromPoint = function ( point, target ) { + + console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); + return this.getBarycoord( point, target ); + +}; + +Triangle.prototype.midpoint = function ( target ) { + + console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' ); + return this.getMidpoint( target ); + +}; + +Triangle.prototypenormal = function ( target ) { + + console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); + return this.getNormal( target ); + +}; + +Triangle.prototype.plane = function ( target ) { + + console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' ); + return this.getPlane( target ); + +}; + +Triangle.barycoordFromPoint = function ( point, a, b, c, target ) { + + console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); + return Triangle.getBarycoord( point, a, b, c, target ); + +}; + +Triangle.normal = function ( a, b, c, target ) { + + console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); + return Triangle.getNormal( a, b, c, target ); + +}; + +// + +Vector2.prototype.fromAttribute = function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + +}; + +Vector2.prototype.distanceToManhattan = function ( v ) { + + console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); + +}; + +Vector2.prototype.lengthManhattan = function () { + + console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + +}; + +// + +Vector3.prototype.setEulerFromRotationMatrix = function () { + + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + +}; + +Vector3.prototype.setEulerFromQuaternion = function () { + + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); + +}; + +Vector3.prototype.getPositionFromMatrix = function ( m ) { + + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); + +}; + +Vector3.prototype.getScaleFromMatrix = function ( m ) { + + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); + +}; + +Vector3.prototype.getColumnFromMatrix = function ( index, matrix ) { + + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( matrix, index ); + +}; + +Vector3.prototype.applyProjection = function ( m ) { + + console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); + return this.applyMatrix4( m ); + +}; + +Vector3.prototype.fromAttribute = function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + +}; + +Vector3.prototype.distanceToManhattan = function ( v ) { + + console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); + +}; + +Vector3.prototype.lengthManhattan = function () { + + console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + +}; + +// + +Vector4.prototype.fromAttribute = function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + +}; + +Vector4.prototype.lengthManhattan = function () { + + console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + +}; + +// + +Object3D.prototype.getChildByName = function ( name ) { + + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); + +}; + +Object3D.prototype.renderDepth = function () { + + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); + +}; + +Object3D.prototype.translate = function ( distance, axis ) { + + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); + +}; + +Object3D.prototype.getWorldRotation = function () { + + console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' ); + +}; + +Object3D.prototype.applyMatrix = function ( matrix ) { + + console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' ); + return this.applyMatrix4( matrix ); + +}; + +Object.defineProperties( Object3D.prototype, { + + eulerOrder: { + get: function () { + + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + return this.rotation.order; + + }, + set: function ( value ) { + + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + this.rotation.order = value; + + } + }, + useQuaternion: { + get: function () { + + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + }, + set: function () { + + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + } + } + +} ); + +Mesh.prototype.setDrawMode = function () { + + console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ); + +}; + +Object.defineProperties( Mesh.prototype, { + + drawMode: { + get: function () { + + console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' ); + return TrianglesDrawMode; + + }, + set: function () { + + console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ); + + } + } + +} ); + +SkinnedMesh.prototype.initBones = function () { + + console.error( 'THREE.SkinnedMesh: initBones() has been removed.' ); + +}; + +// + +PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { + + console.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' + + 'Use .setFocalLength and .filmGauge for a photographic setup.' ); + + if ( filmGauge !== undefined ) this.filmGauge = filmGauge; + this.setFocalLength( focalLength ); + +}; + +// + +Object.defineProperties( Light.prototype, { + onlyShadow: { + set: function () { + + console.warn( 'THREE.Light: .onlyShadow has been removed.' ); + + } + }, + shadowCameraFov: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); + this.shadow.camera.fov = value; + + } + }, + shadowCameraLeft: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); + this.shadow.camera.left = value; + + } + }, + shadowCameraRight: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); + this.shadow.camera.right = value; + + } + }, + shadowCameraTop: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); + this.shadow.camera.top = value; + + } + }, + shadowCameraBottom: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); + this.shadow.camera.bottom = value; + + } + }, + shadowCameraNear: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); + this.shadow.camera.near = value; + + } + }, + shadowCameraFar: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); + this.shadow.camera.far = value; + + } + }, + shadowCameraVisible: { + set: function () { + + console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); + + } + }, + shadowBias: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); + this.shadow.bias = value; + + } + }, + shadowDarkness: { + set: function () { + + console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); + + } + }, + shadowMapWidth: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); + this.shadow.mapSize.width = value; + + } + }, + shadowMapHeight: { + set: function ( value ) { + + console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); + this.shadow.mapSize.height = value; + + } + } +} ); + +// + +Object.defineProperties( BufferAttribute.prototype, { + + length: { + get: function () { + + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' ); + return this.array.length; + + } + }, + dynamic: { + get: function () { + + console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' ); + return this.usage === DynamicDrawUsage; + + }, + set: function ( /* value */ ) { + + console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' ); + this.setUsage( DynamicDrawUsage ); + + } + } + +} ); + +BufferAttribute.prototype.setDynamic = function ( value ) { + + console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' ); + this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); + return this; + +}; + +BufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) { + + console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' ); + +}, + +BufferAttribute.prototype.setArray = function ( /* array */ ) { + + console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); + +}; + +// + +BufferGeometry.prototype.addIndex = function ( index ) { + + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); + +}; + +BufferGeometry.prototype.addAttribute = function ( name, attribute ) { + + console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' ); + + if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { + + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + + return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); + + } + + if ( name === 'index' ) { + + console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); + this.setIndex( attribute ); + + return this; + + } + + return this.setAttribute( name, attribute ); + +}; + +BufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) { + + if ( indexOffset !== undefined ) { + + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); + + } + + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); + +}; + +BufferGeometry.prototype.clearDrawCalls = function () { + + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); + +}; + +BufferGeometry.prototype.computeOffsets = function () { + + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); + +}; + +BufferGeometry.prototype.removeAttribute = function ( name ) { + + console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' ); + + return this.deleteAttribute( name ); + +}; + +BufferGeometry.prototype.applyMatrix = function ( matrix ) { + + console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' ); + return this.applyMatrix4( matrix ); + +}; + +Object.defineProperties( BufferGeometry.prototype, { + + drawcalls: { + get: function () { + + console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); + return this.groups; + + } + }, + offsets: { + get: function () { + + console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); + return this.groups; + + } + } + +} ); + +InterleavedBuffer.prototype.setDynamic = function ( value ) { + + console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' ); + this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); + return this; + +}; + +InterleavedBuffer.prototype.setArray = function ( /* array */ ) { + + console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); + +}; + +// + +Scene.prototype.dispose = function () { + + console.error( 'THREE.Scene: .dispose() has been removed.' ); + +}; + +// + +Object.defineProperties( Material$1.prototype, { + + wrapAround: { + get: function () { + + console.warn( 'THREE.Material: .wrapAround has been removed.' ); + + }, + set: function () { + + console.warn( 'THREE.Material: .wrapAround has been removed.' ); + + } + }, + + overdraw: { + get: function () { + + console.warn( 'THREE.Material: .overdraw has been removed.' ); + + }, + set: function () { + + console.warn( 'THREE.Material: .overdraw has been removed.' ); + + } + }, + + wrapRGB: { + get: function () { + + console.warn( 'THREE.Material: .wrapRGB has been removed.' ); + return new Color(); + + } + }, + + shading: { + get: function () { + + console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + + }, + set: function ( value ) { + + console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this.flatShading = ( value === FlatShading ); + + } + }, + + stencilMask: { + get: function () { + + console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' ); + return this.stencilFuncMask; + + }, + set: function ( value ) { + + console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' ); + this.stencilFuncMask = value; + + } + } + +} ); + +Object.defineProperties( ShaderMaterial.prototype, { + + derivatives: { + get: function () { + + console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + return this.extensions.derivatives; + + }, + set: function ( value ) { + + console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + this.extensions.derivatives = value; + + } + } + +} ); + +// + +WebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) { + + console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' ); + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + +}; + +WebGLRenderer.prototype.animate = function ( callback ) { + + console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' ); + this.setAnimationLoop( callback ); + +}; + +WebGLRenderer.prototype.getCurrentRenderTarget = function () { + + console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); + return this.getRenderTarget(); + +}; + +WebGLRenderer.prototype.getMaxAnisotropy = function () { + + console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); + return this.capabilities.getMaxAnisotropy(); + +}; + +WebGLRenderer.prototype.getPrecision = function () { + + console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); + return this.capabilities.precision; + +}; + +WebGLRenderer.prototype.resetGLState = function () { + + console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); + return this.state.reset(); + +}; + +WebGLRenderer.prototype.supportsFloatTextures = function () { + + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); + +}; + +WebGLRenderer.prototype.supportsHalfFloatTextures = function () { + + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); + +}; + +WebGLRenderer.prototype.supportsStandardDerivatives = function () { + + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); + +}; + +WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () { + + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); + +}; + +WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () { + + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + +}; + +WebGLRenderer.prototype.supportsBlendMinMax = function () { + + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); + +}; + +WebGLRenderer.prototype.supportsVertexTextures = function () { + + console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); + return this.capabilities.vertexTextures; + +}; + +WebGLRenderer.prototype.supportsInstancedArrays = function () { + + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); + +}; + +WebGLRenderer.prototype.enableScissorTest = function ( boolean ) { + + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); + +}; + +WebGLRenderer.prototype.initMaterial = function () { + + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); + +}; + +WebGLRenderer.prototype.addPrePlugin = function () { + + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); + +}; + +WebGLRenderer.prototype.addPostPlugin = function () { + + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); + +}; + +WebGLRenderer.prototype.updateShadowMap = function () { + + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); + +}; + +WebGLRenderer.prototype.setFaceCulling = function () { + + console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' ); + +}; + +WebGLRenderer.prototype.allocTextureUnit = function () { + + console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' ); + +}; + +WebGLRenderer.prototype.setTexture = function () { + + console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' ); + +}; + +WebGLRenderer.prototype.setTexture2D = function () { + + console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' ); + +}; + +WebGLRenderer.prototype.setTextureCube = function () { + + console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' ); + +}; + +WebGLRenderer.prototype.getActiveMipMapLevel = function () { + + console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' ); + return this.getActiveMipmapLevel(); + +}; + +Object.defineProperties( WebGLRenderer.prototype, { + + shadowMapEnabled: { + get: function () { + + return this.shadowMap.enabled; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); + this.shadowMap.enabled = value; + + } + }, + shadowMapType: { + get: function () { + + return this.shadowMap.type; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); + this.shadowMap.type = value; + + } + }, + shadowMapCullFace: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); + return undefined; + + }, + set: function ( /* value */ ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); + + } + }, + context: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' ); + return this.getContext(); + + } + }, + vr: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' ); + return this.xr; + + } + }, + gammaInput: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' ); + return false; + + }, + set: function () { + + console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' ); + + } + }, + gammaOutput: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' ); + return false; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' ); + this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding; + + } + }, + toneMappingWhitePoint: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' ); + return 1.0; + + }, + set: function () { + + console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' ); + + } + }, + +} ); + +Object.defineProperties( WebGLShadowMap.prototype, { + + cullFace: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); + return undefined; + + }, + set: function ( /* cullFace */ ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); + + } + }, + renderReverseSided: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); + return undefined; + + }, + set: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); + + } + }, + renderSingleSided: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); + return undefined; + + }, + set: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); + + } + } + +} ); + +// + +Object.defineProperties( WebGLRenderTarget.prototype, { + + wrapS: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + return this.texture.wrapS; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + this.texture.wrapS = value; + + } + }, + wrapT: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + return this.texture.wrapT; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + this.texture.wrapT = value; + + } + }, + magFilter: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + return this.texture.magFilter; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + this.texture.magFilter = value; + + } + }, + minFilter: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + return this.texture.minFilter; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + this.texture.minFilter = value; + + } + }, + anisotropy: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + return this.texture.anisotropy; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + this.texture.anisotropy = value; + + } + }, + offset: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + return this.texture.offset; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + this.texture.offset = value; + + } + }, + repeat: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + return this.texture.repeat; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + this.texture.repeat = value; + + } + }, + format: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + return this.texture.format; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + this.texture.format = value; + + } + }, + type: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + return this.texture.type; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + this.texture.type = value; + + } + }, + generateMipmaps: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + return this.texture.generateMipmaps; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + this.texture.generateMipmaps = value; + + } + } + +} ); + +// + +CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { + + console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); + return this.update( renderer, scene ); + +}; + +CubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) { + + console.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' ); + return this.renderTarget.clear( renderer, color, depth, stencil ); + +}; + +ImageUtils.crossOrigin = undefined; + +ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); + + const loader = new TextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + const texture = loader.load( url, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + +}; + +ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); + + const loader = new CubeTextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + const texture = loader.load( urls, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + +}; + +ImageUtils.loadCompressedTexture = function () { + + console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); + +}; + +ImageUtils.loadCompressedTextureCube = function () { + + console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); + +}; + +if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + /* eslint-disable no-undef */ + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { + revision: REVISION, + } } ) ); + /* eslint-enable no-undef */ + +} + +if ( typeof window !== 'undefined' ) { + + if ( window.__THREE__ ) { + + console.warn( 'WARNING: Multiple instances of Three.js being imported.' ); + + } else { + + window.__THREE__ = REVISION; + + } + +} + +const _taskCache$1 = new WeakMap(); + +class DRACOLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + this.decoderPath = ''; + this.decoderConfig = {}; + this.decoderBinary = null; + this.decoderPending = null; + + this.workerLimit = 4; + this.workerPool = []; + this.workerNextTaskID = 1; + this.workerSourceURL = ''; + + this.defaultAttributeIDs = { + position: 'POSITION', + normal: 'NORMAL', + color: 'COLOR', + uv: 'TEX_COORD' + }; + this.defaultAttributeTypes = { + position: 'Float32Array', + normal: 'Float32Array', + color: 'Float32Array', + uv: 'Float32Array' + }; + + } + + setDecoderPath( path ) { + + this.decoderPath = path; + + return this; + + } + + setDecoderConfig( config ) { + + this.decoderConfig = config; + + return this; + + } + + setWorkerLimit( workerLimit ) { + + this.workerLimit = workerLimit; + + return this; + + } + + load( url, onLoad, onProgress, onError ) { + + const loader = new FileLoader( this.manager ); + + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + + loader.load( url, ( buffer ) => { + + const taskConfig = { + attributeIDs: this.defaultAttributeIDs, + attributeTypes: this.defaultAttributeTypes, + useUniqueIDs: false + }; + + this.decodeGeometry( buffer, taskConfig ) + .then( onLoad ) + .catch( onError ); + + }, onProgress, onError ); + + } + + /** @deprecated Kept for backward-compatibility with previous DRACOLoader versions. */ + decodeDracoFile( buffer, callback, attributeIDs, attributeTypes ) { + + const taskConfig = { + attributeIDs: attributeIDs || this.defaultAttributeIDs, + attributeTypes: attributeTypes || this.defaultAttributeTypes, + useUniqueIDs: !! attributeIDs + }; + + this.decodeGeometry( buffer, taskConfig ).then( callback ); + + } + + decodeGeometry( buffer, taskConfig ) { + + // TODO: For backward-compatibility, support 'attributeTypes' objects containing + // references (rather than names) to typed array constructors. These must be + // serialized before sending them to the worker. + for ( const attribute in taskConfig.attributeTypes ) { + + const type = taskConfig.attributeTypes[ attribute ]; + + if ( type.BYTES_PER_ELEMENT !== undefined ) { + + taskConfig.attributeTypes[ attribute ] = type.name; + + } + + } + + // + + const taskKey = JSON.stringify( taskConfig ); + + // Check for an existing task using this buffer. A transferred buffer cannot be transferred + // again from this thread. + if ( _taskCache$1.has( buffer ) ) { + + const cachedTask = _taskCache$1.get( buffer ); + + if ( cachedTask.key === taskKey ) { + + return cachedTask.promise; + + } else if ( buffer.byteLength === 0 ) { + + // Technically, it would be possible to wait for the previous task to complete, + // transfer the buffer back, and decode again with the second configuration. That + // is complex, and I don't know of any reason to decode a Draco buffer twice in + // different ways, so this is left unimplemented. + throw new Error( + + 'THREE.DRACOLoader: Unable to re-decode a buffer with different ' + + 'settings. Buffer has already been transferred.' + + ); + + } + + } + + // + + let worker; + const taskID = this.workerNextTaskID ++; + const taskCost = buffer.byteLength; + + // Obtain a worker and assign a task, and construct a geometry instance + // when the task completes. + const geometryPending = this._getWorker( taskID, taskCost ) + .then( ( _worker ) => { + + worker = _worker; + + return new Promise( ( resolve, reject ) => { + + worker._callbacks[ taskID ] = { resolve, reject }; + + worker.postMessage( { type: 'decode', id: taskID, taskConfig, buffer }, [ buffer ] ); + + // this.debug(); + + } ); + + } ) + .then( ( message ) => this._createGeometry( message.geometry ) ); + + // Remove task from the task list. + // Note: replaced '.finally()' with '.catch().then()' block - iOS 11 support (#19416) + geometryPending + .catch( () => true ) + .then( () => { + + if ( worker && taskID ) { + + this._releaseTask( worker, taskID ); + + // this.debug(); + + } + + } ); + + // Cache the task result. + _taskCache$1.set( buffer, { + + key: taskKey, + promise: geometryPending + + } ); + + return geometryPending; + + } + + _createGeometry( geometryData ) { + + const geometry = new BufferGeometry(); + + if ( geometryData.index ) { + + geometry.setIndex( new BufferAttribute( geometryData.index.array, 1 ) ); + + } + + for ( let i = 0; i < geometryData.attributes.length; i ++ ) { + + const attribute = geometryData.attributes[ i ]; + const name = attribute.name; + const array = attribute.array; + const itemSize = attribute.itemSize; + + geometry.setAttribute( name, new BufferAttribute( array, itemSize ) ); + + } + + return geometry; + + } + + _loadLibrary( url, responseType ) { + + const loader = new FileLoader( this.manager ); + loader.setPath( this.decoderPath ); + loader.setResponseType( responseType ); + loader.setWithCredentials( this.withCredentials ); + + return new Promise( ( resolve, reject ) => { + + loader.load( url, resolve, undefined, reject ); + + } ); + + } + + preload() { + + this._initDecoder(); + + return this; + + } + + _initDecoder() { + + if ( this.decoderPending ) return this.decoderPending; + + const useJS = typeof WebAssembly !== 'object' || this.decoderConfig.type === 'js'; + const librariesPending = []; + + if ( useJS ) { + + librariesPending.push( this._loadLibrary( 'draco_decoder.js', 'text' ) ); + + } else { + + librariesPending.push( this._loadLibrary( 'draco_wasm_wrapper.js', 'text' ) ); + librariesPending.push( this._loadLibrary( 'draco_decoder.wasm', 'arraybuffer' ) ); + + } + + this.decoderPending = Promise.all( librariesPending ) + .then( ( libraries ) => { + + const jsContent = libraries[ 0 ]; + + if ( ! useJS ) { + + this.decoderConfig.wasmBinary = libraries[ 1 ]; + + } + + const fn = DRACOWorker.toString(); + + const body = [ + '/* draco decoder */', + jsContent, + '', + '/* worker */', + fn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) ) + ].join( '\n' ); + + this.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) ); + + } ); + + return this.decoderPending; + + } + + _getWorker( taskID, taskCost ) { + + return this._initDecoder().then( () => { + + if ( this.workerPool.length < this.workerLimit ) { + + const worker = new Worker( this.workerSourceURL ); + + worker._callbacks = {}; + worker._taskCosts = {}; + worker._taskLoad = 0; + + worker.postMessage( { type: 'init', decoderConfig: this.decoderConfig } ); + + worker.onmessage = function ( e ) { + + const message = e.data; + + switch ( message.type ) { + + case 'decode': + worker._callbacks[ message.id ].resolve( message ); + break; + + case 'error': + worker._callbacks[ message.id ].reject( message ); + break; + + default: + console.error( 'THREE.DRACOLoader: Unexpected message, "' + message.type + '"' ); + + } + + }; + + this.workerPool.push( worker ); + + } else { + + this.workerPool.sort( function ( a, b ) { + + return a._taskLoad > b._taskLoad ? - 1 : 1; + + } ); + + } + + const worker = this.workerPool[ this.workerPool.length - 1 ]; + worker._taskCosts[ taskID ] = taskCost; + worker._taskLoad += taskCost; + return worker; + + } ); + + } + + _releaseTask( worker, taskID ) { + + worker._taskLoad -= worker._taskCosts[ taskID ]; + delete worker._callbacks[ taskID ]; + delete worker._taskCosts[ taskID ]; + + } + + debug() { + + console.log( 'Task load: ', this.workerPool.map( ( worker ) => worker._taskLoad ) ); + + } + + dispose() { + + for ( let i = 0; i < this.workerPool.length; ++ i ) { + + this.workerPool[ i ].terminate(); + + } + + this.workerPool.length = 0; + + return this; + + } + +} + +/* WEB WORKER */ + +function DRACOWorker() { + + let decoderConfig; + let decoderPending; + + onmessage = function ( e ) { + + const message = e.data; + + switch ( message.type ) { + + case 'init': + decoderConfig = message.decoderConfig; + decoderPending = new Promise( function ( resolve/*, reject*/ ) { + + decoderConfig.onModuleLoaded = function ( draco ) { + + // Module is Promise-like. Wrap before resolving to avoid loop. + resolve( { draco: draco } ); + + }; + + DracoDecoderModule( decoderConfig ); // eslint-disable-line no-undef + + } ); + break; + + case 'decode': + const buffer = message.buffer; + const taskConfig = message.taskConfig; + decoderPending.then( ( module ) => { + + const draco = module.draco; + const decoder = new draco.Decoder(); + const decoderBuffer = new draco.DecoderBuffer(); + decoderBuffer.Init( new Int8Array( buffer ), buffer.byteLength ); + + try { + + const geometry = decodeGeometry( draco, decoder, decoderBuffer, taskConfig ); + + const buffers = geometry.attributes.map( ( attr ) => attr.array.buffer ); + + if ( geometry.index ) buffers.push( geometry.index.array.buffer ); + + self.postMessage( { type: 'decode', id: message.id, geometry }, buffers ); + + } catch ( error ) { + + console.error( error ); + + self.postMessage( { type: 'error', id: message.id, error: error.message } ); + + } finally { + + draco.destroy( decoderBuffer ); + draco.destroy( decoder ); + + } + + } ); + break; + + } + + }; + + function decodeGeometry( draco, decoder, decoderBuffer, taskConfig ) { + + const attributeIDs = taskConfig.attributeIDs; + const attributeTypes = taskConfig.attributeTypes; + + let dracoGeometry; + let decodingStatus; + + const geometryType = decoder.GetEncodedGeometryType( decoderBuffer ); + + if ( geometryType === draco.TRIANGULAR_MESH ) { + + dracoGeometry = new draco.Mesh(); + decodingStatus = decoder.DecodeBufferToMesh( decoderBuffer, dracoGeometry ); + + } else if ( geometryType === draco.POINT_CLOUD ) { + + dracoGeometry = new draco.PointCloud(); + decodingStatus = decoder.DecodeBufferToPointCloud( decoderBuffer, dracoGeometry ); + + } else { + + throw new Error( 'THREE.DRACOLoader: Unexpected geometry type.' ); + + } + + if ( ! decodingStatus.ok() || dracoGeometry.ptr === 0 ) { + + throw new Error( 'THREE.DRACOLoader: Decoding failed: ' + decodingStatus.error_msg() ); + + } + + const geometry = { index: null, attributes: [] }; + + // Gather all vertex attributes. + for ( const attributeName in attributeIDs ) { + + const attributeType = self[ attributeTypes[ attributeName ] ]; + + let attribute; + let attributeID; + + // A Draco file may be created with default vertex attributes, whose attribute IDs + // are mapped 1:1 from their semantic name (POSITION, NORMAL, ...). Alternatively, + // a Draco file may contain a custom set of attributes, identified by known unique + // IDs. glTF files always do the latter, and `.drc` files typically do the former. + if ( taskConfig.useUniqueIDs ) { + + attributeID = attributeIDs[ attributeName ]; + attribute = decoder.GetAttributeByUniqueId( dracoGeometry, attributeID ); + + } else { + + attributeID = decoder.GetAttributeId( dracoGeometry, draco[ attributeIDs[ attributeName ] ] ); + + if ( attributeID === - 1 ) continue; + + attribute = decoder.GetAttribute( dracoGeometry, attributeID ); + + } + + geometry.attributes.push( decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) ); + + } + + // Add index. + if ( geometryType === draco.TRIANGULAR_MESH ) { + + geometry.index = decodeIndex( draco, decoder, dracoGeometry ); + + } + + draco.destroy( dracoGeometry ); + + return geometry; + + } + + function decodeIndex( draco, decoder, dracoGeometry ) { + + const numFaces = dracoGeometry.num_faces(); + const numIndices = numFaces * 3; + const byteLength = numIndices * 4; + + const ptr = draco._malloc( byteLength ); + decoder.GetTrianglesUInt32Array( dracoGeometry, byteLength, ptr ); + const index = new Uint32Array( draco.HEAPF32.buffer, ptr, numIndices ).slice(); + draco._free( ptr ); + + return { array: index, itemSize: 1 }; + + } + + function decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) { + + const numComponents = attribute.num_components(); + const numPoints = dracoGeometry.num_points(); + const numValues = numPoints * numComponents; + const byteLength = numValues * attributeType.BYTES_PER_ELEMENT; + const dataType = getDracoDataType( draco, attributeType ); + + const ptr = draco._malloc( byteLength ); + decoder.GetAttributeDataArrayForAllPoints( dracoGeometry, attribute, dataType, byteLength, ptr ); + const array = new attributeType( draco.HEAPF32.buffer, ptr, numValues ).slice(); + draco._free( ptr ); + + return { + name: attributeName, + array: array, + itemSize: numComponents + }; + + } + + function getDracoDataType( draco, attributeType ) { + + switch ( attributeType ) { + + case Float32Array: return draco.DT_FLOAT32; + case Int8Array: return draco.DT_INT8; + case Int16Array: return draco.DT_INT16; + case Int32Array: return draco.DT_INT32; + case Uint8Array: return draco.DT_UINT8; + case Uint16Array: return draco.DT_UINT16; + case Uint32Array: return draco.DT_UINT32; + + } + + } + +} + +class GLTFLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + this.dracoLoader = null; + this.ktx2Loader = null; + this.meshoptDecoder = null; + + this.pluginCallbacks = []; + + this.register( function ( parser ) { + + return new GLTFMaterialsClearcoatExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureBasisUExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureWebPExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsTransmissionExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFLightsExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMeshoptCompression( parser ); + + } ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + let resourcePath; + + if ( this.resourcePath !== '' ) { + + resourcePath = this.resourcePath; + + } else if ( this.path !== '' ) { + + resourcePath = this.path; + + } else { + + resourcePath = LoaderUtils.extractUrlBase( url ); + + } + + // Tells the LoadingManager to track an extra item, which resolves after + // the model is fully loaded. This means the count of items loaded will + // be incorrect, but ensures manager.onLoad() does not fire early. + this.manager.itemStart( url ); + + const _onError = function ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }; + + const loader = new FileLoader( this.manager ); + + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + + loader.load( url, function ( data ) { + + try { + + scope.parse( data, resourcePath, function ( gltf ) { + + onLoad( gltf ); + + scope.manager.itemEnd( url ); + + }, _onError ); + + } catch ( e ) { + + _onError( e ); + + } + + }, onProgress, _onError ); + + } + + setDRACOLoader( dracoLoader ) { + + this.dracoLoader = dracoLoader; + return this; + + } + + setDDSLoader() { + + throw new Error( + + 'THREE.GLTFLoader: "MSFT_texture_dds" no longer supported. Please update to "KHR_texture_basisu".' + + ); + + } + + setKTX2Loader( ktx2Loader ) { + + this.ktx2Loader = ktx2Loader; + return this; + + } + + setMeshoptDecoder( meshoptDecoder ) { + + this.meshoptDecoder = meshoptDecoder; + return this; + + } + + register( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) { + + this.pluginCallbacks.push( callback ); + + } + + return this; + + } + + unregister( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) { + + this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 ); + + } + + return this; + + } + + parse( data, path, onLoad, onError ) { + + let content; + const extensions = {}; + const plugins = {}; + + if ( typeof data === 'string' ) { + + content = data; + + } else { + + const magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) ); + + if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) { + + try { + + extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data ); + + } catch ( error ) { + + if ( onError ) onError( error ); + return; + + } + + content = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content; + + } else { + + content = LoaderUtils.decodeText( new Uint8Array( data ) ); + + } + + } + + const json = JSON.parse( content ); + + if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) { + + if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) ); + return; + + } + + const parser = new GLTFParser( json, { + + path: path || this.resourcePath || '', + crossOrigin: this.crossOrigin, + requestHeader: this.requestHeader, + manager: this.manager, + ktx2Loader: this.ktx2Loader, + meshoptDecoder: this.meshoptDecoder + + } ); + + parser.fileLoader.setRequestHeader( this.requestHeader ); + + for ( let i = 0; i < this.pluginCallbacks.length; i ++ ) { + + const plugin = this.pluginCallbacks[ i ]( parser ); + plugins[ plugin.name ] = plugin; + + // Workaround to avoid determining as unknown extension + // in addUnknownExtensionsToUserData(). + // Remove this workaround if we move all the existing + // extension handlers to plugin system + extensions[ plugin.name ] = true; + + } + + if ( json.extensionsUsed ) { + + for ( let i = 0; i < json.extensionsUsed.length; ++ i ) { + + const extensionName = json.extensionsUsed[ i ]; + const extensionsRequired = json.extensionsRequired || []; + + switch ( extensionName ) { + + case EXTENSIONS.KHR_MATERIALS_UNLIT: + extensions[ extensionName ] = new GLTFMaterialsUnlitExtension$1(); + break; + + case EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: + extensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension(); + break; + + case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION: + extensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader ); + break; + + case EXTENSIONS.KHR_TEXTURE_TRANSFORM: + extensions[ extensionName ] = new GLTFTextureTransformExtension(); + break; + + case EXTENSIONS.KHR_MESH_QUANTIZATION: + extensions[ extensionName ] = new GLTFMeshQuantizationExtension(); + break; + + default: + + if ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) { + + console.warn( 'THREE.GLTFLoader: Unknown extension "' + extensionName + '".' ); + + } + + } + + } + + } + + parser.setExtensions( extensions ); + parser.setPlugins( plugins ); + parser.parse( onLoad, onError ); + + } + +} + +/* GLTFREGISTRY */ + +function GLTFRegistry() { + + let objects = {}; + + return { + + get: function ( key ) { + + return objects[ key ]; + + }, + + add: function ( key, object ) { + + objects[ key ] = object; + + }, + + remove: function ( key ) { + + delete objects[ key ]; + + }, + + removeAll: function () { + + objects = {}; + + } + + }; + +} + +/*********************************/ +/********** EXTENSIONS ***********/ +/*********************************/ + +const EXTENSIONS = { + KHR_BINARY_GLTF: 'KHR_binary_glTF', + KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression', + KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual', + KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat', + KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness', + KHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission', + KHR_MATERIALS_UNLIT: 'KHR_materials_unlit', + KHR_TEXTURE_BASISU: 'KHR_texture_basisu', + KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform', + KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization', + EXT_TEXTURE_WEBP: 'EXT_texture_webp', + EXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression' +}; + +/** + * Punctual Lights Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual + */ +class GLTFLightsExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL; + + // Object3D instance caches + this.cache = { refs: {}, uses: {} }; + + } + + _markDefs() { + + const parser = this.parser; + const nodeDefs = this.parser.json.nodes || []; + + for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { + + const nodeDef = nodeDefs[ nodeIndex ]; + + if ( nodeDef.extensions + && nodeDef.extensions[ this.name ] + && nodeDef.extensions[ this.name ].light !== undefined ) { + + parser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light ); + + } + + } + + } + + _loadLight( lightIndex ) { + + const parser = this.parser; + const cacheKey = 'light:' + lightIndex; + let dependency = parser.cache.get( cacheKey ); + + if ( dependency ) return dependency; + + const json = parser.json; + const extensions = ( json.extensions && json.extensions[ this.name ] ) || {}; + const lightDefs = extensions.lights || []; + const lightDef = lightDefs[ lightIndex ]; + let lightNode; + + const color = new Color( 0xffffff ); + + if ( lightDef.color !== undefined ) color.fromArray( lightDef.color ); + + const range = lightDef.range !== undefined ? lightDef.range : 0; + + switch ( lightDef.type ) { + + case 'directional': + lightNode = new DirectionalLight( color ); + lightNode.target.position.set( 0, 0, - 1 ); + lightNode.add( lightNode.target ); + break; + + case 'point': + lightNode = new PointLight( color ); + lightNode.distance = range; + break; + + case 'spot': + lightNode = new SpotLight( color ); + lightNode.distance = range; + // Handle spotlight properties. + lightDef.spot = lightDef.spot || {}; + lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0; + lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0; + lightNode.angle = lightDef.spot.outerConeAngle; + lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle; + lightNode.target.position.set( 0, 0, - 1 ); + lightNode.add( lightNode.target ); + break; + + default: + throw new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type ); + + } + + // Some lights (e.g. spot) default to a position other than the origin. Reset the position + // here, because node-level parsing will only override position if explicitly specified. + lightNode.position.set( 0, 0, 0 ); + + lightNode.decay = 2; + + if ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity; + + lightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) ); + + dependency = Promise.resolve( lightNode ); + + parser.cache.add( cacheKey, dependency ); + + return dependency; + + } + + createNodeAttachment( nodeIndex ) { + + const self = this; + const parser = this.parser; + const json = parser.json; + const nodeDef = json.nodes[ nodeIndex ]; + const lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {}; + const lightIndex = lightDef.light; + + if ( lightIndex === undefined ) return null; + + return this._loadLight( lightIndex ).then( function ( light ) { + + return parser._getNodeRef( self.cache, lightIndex, light ); + + } ); + + } + +} + +/** + * Unlit Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit + */ +class GLTFMaterialsUnlitExtension$1 { + + constructor() { + + this.name = EXTENSIONS.KHR_MATERIALS_UNLIT; + + } + + getMaterialType() { + + return MeshBasicMaterial; + + } + + extendParams( materialParams, materialDef, parser ) { + + const pending = []; + + materialParams.color = new Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + const metallicRoughness = materialDef.pbrMetallicRoughness; + + if ( metallicRoughness ) { + + if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { + + const array = metallicRoughness.baseColorFactor; + + materialParams.color.fromArray( array ); + materialParams.opacity = array[ 3 ]; + + } + + if ( metallicRoughness.baseColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) ); + + } + + } + + return Promise.all( pending ); + + } + +} + +/** + * Clearcoat Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat + */ +class GLTFMaterialsClearcoatExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + const extension = materialDef.extensions[ this.name ]; + + if ( extension.clearcoatFactor !== undefined ) { + + materialParams.clearcoat = extension.clearcoatFactor; + + } + + if ( extension.clearcoatTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) ); + + } + + if ( extension.clearcoatRoughnessFactor !== undefined ) { + + materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor; + + } + + if ( extension.clearcoatRoughnessTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) ); + + } + + if ( extension.clearcoatNormalTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) ); + + if ( extension.clearcoatNormalTexture.scale !== undefined ) { + + const scale = extension.clearcoatNormalTexture.scale; + + // https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995 + materialParams.clearcoatNormalScale = new Vector2( scale, - scale ); + + } + + } + + return Promise.all( pending ); + + } + +} + +/** + * Transmission Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission + * Draft: https://github.com/KhronosGroup/glTF/pull/1698 + */ +class GLTFMaterialsTransmissionExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + const extension = materialDef.extensions[ this.name ]; + + if ( extension.transmissionFactor !== undefined ) { + + materialParams.transmission = extension.transmissionFactor; + + } + + if ( extension.transmissionTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * BasisU Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu + */ +class GLTFTextureBasisUExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_TEXTURE_BASISU; + + } + + loadTexture( textureIndex ) { + + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ this.name ]; + const source = json.images[ extension.source ]; + const loader = parser.options.ktx2Loader; + + if ( ! loader ) { + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' ); + + } else { + + // Assumes that the extension is optional and that a fallback texture is present + return null; + + } + + } + + return parser.loadTextureImage( textureIndex, source, loader ); + + } + +} + +/** + * WebP Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp + */ +class GLTFTextureWebPExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_TEXTURE_WEBP; + this.isSupported = null; + + } + + loadTexture( textureIndex ) { + + const name = this.name; + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ name ]; + const source = json.images[ extension.source ]; + + let loader = parser.textureLoader; + if ( source.uri ) { + + const handler = parser.options.manager.getHandler( source.uri ); + if ( handler !== null ) loader = handler; + + } + + return this.detectSupport().then( function ( isSupported ) { + + if ( isSupported ) return parser.loadTextureImage( textureIndex, source, loader ); + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' ); + + } + + // Fall back to PNG or JPEG. + return parser.loadTexture( textureIndex ); + + } ); + + } + + detectSupport() { + + if ( ! this.isSupported ) { + + this.isSupported = new Promise( function ( resolve ) { + + const image = new Image(); + + // Lossy test image. Support for lossy images doesn't guarantee support for all + // WebP images, unfortunately. + image.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA'; + + image.onload = image.onerror = function () { + + resolve( image.height === 1 ); + + }; + + } ); + + } + + return this.isSupported; + + } + +} + +/** + * meshopt BufferView Compression Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression + */ +class GLTFMeshoptCompression { + + constructor( parser ) { + + this.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION; + this.parser = parser; + + } + + loadBufferView( index ) { + + const json = this.parser.json; + const bufferView = json.bufferViews[ index ]; + + if ( bufferView.extensions && bufferView.extensions[ this.name ] ) { + + const extensionDef = bufferView.extensions[ this.name ]; + + const buffer = this.parser.getDependency( 'buffer', extensionDef.buffer ); + const decoder = this.parser.options.meshoptDecoder; + + if ( ! decoder || ! decoder.supported ) { + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' ); + + } else { + + // Assumes that the extension is optional and that fallback buffer data is present + return null; + + } + + } + + return Promise.all( [ buffer, decoder.ready ] ).then( function ( res ) { + + const byteOffset = extensionDef.byteOffset || 0; + const byteLength = extensionDef.byteLength || 0; + + const count = extensionDef.count; + const stride = extensionDef.byteStride; + + const result = new ArrayBuffer( count * stride ); + const source = new Uint8Array( res[ 0 ], byteOffset, byteLength ); + + decoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter ); + return result; + + } ); + + } else { + + return null; + + } + + } + +} + +/* BINARY EXTENSION */ +const BINARY_EXTENSION_HEADER_MAGIC = 'glTF'; +const BINARY_EXTENSION_HEADER_LENGTH = 12; +const BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 }; + +class GLTFBinaryExtension { + + constructor( data ) { + + this.name = EXTENSIONS.KHR_BINARY_GLTF; + this.content = null; + this.body = null; + + const headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH ); + + this.header = { + magic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ), + version: headerView.getUint32( 4, true ), + length: headerView.getUint32( 8, true ) + }; + + if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) { + + throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' ); + + } else if ( this.header.version < 2.0 ) { + + throw new Error( 'THREE.GLTFLoader: Legacy binary file detected.' ); + + } + + const chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH; + const chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH ); + let chunkIndex = 0; + + while ( chunkIndex < chunkContentsLength ) { + + const chunkLength = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + const chunkType = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) { + + const contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength ); + this.content = LoaderUtils.decodeText( contentArray ); + + } else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) { + + const byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex; + this.body = data.slice( byteOffset, byteOffset + chunkLength ); + + } + + // Clients must ignore chunks with unknown types. + + chunkIndex += chunkLength; + + } + + if ( this.content === null ) { + + throw new Error( 'THREE.GLTFLoader: JSON content not found.' ); + + } + + } + +} + +/** + * DRACO Mesh Compression Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression + */ +class GLTFDracoMeshCompressionExtension { + + constructor( json, dracoLoader ) { + + if ( ! dracoLoader ) { + + throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' ); + + } + + this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION; + this.json = json; + this.dracoLoader = dracoLoader; + this.dracoLoader.preload(); + + } + + decodePrimitive( primitive, parser ) { + + const json = this.json; + const dracoLoader = this.dracoLoader; + const bufferViewIndex = primitive.extensions[ this.name ].bufferView; + const gltfAttributeMap = primitive.extensions[ this.name ].attributes; + const threeAttributeMap = {}; + const attributeNormalizedMap = {}; + const attributeTypeMap = {}; + + for ( const attributeName in gltfAttributeMap ) { + + const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); + + threeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ]; + + } + + for ( const attributeName in primitive.attributes ) { + + const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); + + if ( gltfAttributeMap[ attributeName ] !== undefined ) { + + const accessorDef = json.accessors[ primitive.attributes[ attributeName ] ]; + const componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + + attributeTypeMap[ threeAttributeName ] = componentType; + attributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true; + + } + + } + + return parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) { + + return new Promise( function ( resolve ) { + + dracoLoader.decodeDracoFile( bufferView, function ( geometry ) { + + for ( const attributeName in geometry.attributes ) { + + const attribute = geometry.attributes[ attributeName ]; + const normalized = attributeNormalizedMap[ attributeName ]; + + if ( normalized !== undefined ) attribute.normalized = normalized; + + } + + resolve( geometry ); + + }, threeAttributeMap, attributeTypeMap ); + + } ); + + } ); + + } + +} + +/** + * Texture Transform Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform + */ +class GLTFTextureTransformExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM; + + } + + extendTexture( texture, transform ) { + + texture = texture.clone(); + + if ( transform.offset !== undefined ) { + + texture.offset.fromArray( transform.offset ); + + } + + if ( transform.rotation !== undefined ) { + + texture.rotation = transform.rotation; + + } + + if ( transform.scale !== undefined ) { + + texture.repeat.fromArray( transform.scale ); + + } + + if ( transform.texCoord !== undefined ) { + + console.warn( 'THREE.GLTFLoader: Custom UV sets in "' + this.name + '" extension not yet supported.' ); + + } + + texture.needsUpdate = true; + + return texture; + + } + +} + +/** + * Specular-Glossiness Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness + */ + +/** + * A sub class of StandardMaterial with some of the functionality + * changed via the `onBeforeCompile` callback + * @pailhead + */ + +class GLTFMeshStandardSGMaterial extends MeshStandardMaterial { + + constructor( params ) { + + super(); + + this.isGLTFSpecularGlossinessMaterial = true; + + //various chunks that need replacing + const specularMapParsFragmentChunk = [ + '#ifdef USE_SPECULARMAP', + ' uniform sampler2D specularMap;', + '#endif' + ].join( '\n' ); + + const glossinessMapParsFragmentChunk = [ + '#ifdef USE_GLOSSINESSMAP', + ' uniform sampler2D glossinessMap;', + '#endif' + ].join( '\n' ); + + const specularMapFragmentChunk = [ + 'vec3 specularFactor = specular;', + '#ifdef USE_SPECULARMAP', + ' vec4 texelSpecular = texture2D( specularMap, vUv );', + ' texelSpecular = sRGBToLinear( texelSpecular );', + ' // reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture', + ' specularFactor *= texelSpecular.rgb;', + '#endif' + ].join( '\n' ); + + const glossinessMapFragmentChunk = [ + 'float glossinessFactor = glossiness;', + '#ifdef USE_GLOSSINESSMAP', + ' vec4 texelGlossiness = texture2D( glossinessMap, vUv );', + ' // reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture', + ' glossinessFactor *= texelGlossiness.a;', + '#endif' + ].join( '\n' ); + + const lightPhysicalFragmentChunk = [ + 'PhysicalMaterial material;', + 'material.diffuseColor = diffuseColor.rgb * ( 1. - max( specularFactor.r, max( specularFactor.g, specularFactor.b ) ) );', + 'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );', + 'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );', + 'material.specularRoughness = max( 1.0 - glossinessFactor, 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.', + 'material.specularRoughness += geometryRoughness;', + 'material.specularRoughness = min( material.specularRoughness, 1.0 );', + 'material.specularColor = specularFactor;', + ].join( '\n' ); + + const uniforms = { + specular: { value: new Color().setHex( 0xffffff ) }, + glossiness: { value: 1 }, + specularMap: { value: null }, + glossinessMap: { value: null } + }; + + this._extraUniforms = uniforms; + + this.onBeforeCompile = function ( shader ) { + + for ( const uniformName in uniforms ) { + + shader.uniforms[ uniformName ] = uniforms[ uniformName ]; + + } + + shader.fragmentShader = shader.fragmentShader + .replace( 'uniform float roughness;', 'uniform vec3 specular;' ) + .replace( 'uniform float metalness;', 'uniform float glossiness;' ) + .replace( '#include ', specularMapParsFragmentChunk ) + .replace( '#include ', glossinessMapParsFragmentChunk ) + .replace( '#include ', specularMapFragmentChunk ) + .replace( '#include ', glossinessMapFragmentChunk ) + .replace( '#include ', lightPhysicalFragmentChunk ); + + }; + + Object.defineProperties( this, { + + specular: { + get: function () { + + return uniforms.specular.value; + + }, + set: function ( v ) { + + uniforms.specular.value = v; + + } + }, + + specularMap: { + get: function () { + + return uniforms.specularMap.value; + + }, + set: function ( v ) { + + uniforms.specularMap.value = v; + + if ( v ) { + + this.defines.USE_SPECULARMAP = ''; // USE_UV is set by the renderer for specular maps + + } else { + + delete this.defines.USE_SPECULARMAP; + + } + + } + }, + + glossiness: { + get: function () { + + return uniforms.glossiness.value; + + }, + set: function ( v ) { + + uniforms.glossiness.value = v; + + } + }, + + glossinessMap: { + get: function () { + + return uniforms.glossinessMap.value; + + }, + set: function ( v ) { + + uniforms.glossinessMap.value = v; + + if ( v ) { + + this.defines.USE_GLOSSINESSMAP = ''; + this.defines.USE_UV = ''; + + } else { + + delete this.defines.USE_GLOSSINESSMAP; + delete this.defines.USE_UV; + + } + + } + } + + } ); + + delete this.metalness; + delete this.roughness; + delete this.metalnessMap; + delete this.roughnessMap; + + this.setValues( params ); + + } + + copy( source ) { + + super.copy( source ); + + this.specularMap = source.specularMap; + this.specular.copy( source.specular ); + this.glossinessMap = source.glossinessMap; + this.glossiness = source.glossiness; + delete this.metalness; + delete this.roughness; + delete this.metalnessMap; + delete this.roughnessMap; + return this; + + } + +} + + +class GLTFMaterialsPbrSpecularGlossinessExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS; + + this.specularGlossinessParams = [ + 'color', + 'map', + 'lightMap', + 'lightMapIntensity', + 'aoMap', + 'aoMapIntensity', + 'emissive', + 'emissiveIntensity', + 'emissiveMap', + 'bumpMap', + 'bumpScale', + 'normalMap', + 'normalMapType', + 'displacementMap', + 'displacementScale', + 'displacementBias', + 'specularMap', + 'specular', + 'glossinessMap', + 'glossiness', + 'alphaMap', + 'envMap', + 'envMapIntensity', + 'refractionRatio', + ]; + + } + + getMaterialType() { + + return GLTFMeshStandardSGMaterial; + + } + + extendParams( materialParams, materialDef, parser ) { + + const pbrSpecularGlossiness = materialDef.extensions[ this.name ]; + + materialParams.color = new Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + const pending = []; + + if ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) { + + const array = pbrSpecularGlossiness.diffuseFactor; + + materialParams.color.fromArray( array ); + materialParams.opacity = array[ 3 ]; + + } + + if ( pbrSpecularGlossiness.diffuseTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) ); + + } + + materialParams.emissive = new Color( 0.0, 0.0, 0.0 ); + materialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0; + materialParams.specular = new Color( 1.0, 1.0, 1.0 ); + + if ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) { + + materialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor ); + + } + + if ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) { + + const specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture; + pending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) ); + pending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) ); + + } + + return Promise.all( pending ); + + } + + createMaterial( materialParams ) { + + const material = new GLTFMeshStandardSGMaterial( materialParams ); + material.fog = true; + + material.color = materialParams.color; + + material.map = materialParams.map === undefined ? null : materialParams.map; + + material.lightMap = null; + material.lightMapIntensity = 1.0; + + material.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap; + material.aoMapIntensity = 1.0; + + material.emissive = materialParams.emissive; + material.emissiveIntensity = 1.0; + material.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap; + + material.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap; + material.bumpScale = 1; + + material.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap; + material.normalMapType = TangentSpaceNormalMap; + + if ( materialParams.normalScale ) material.normalScale = materialParams.normalScale; + + material.displacementMap = null; + material.displacementScale = 1; + material.displacementBias = 0; + + material.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap; + material.specular = materialParams.specular; + + material.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap; + material.glossiness = materialParams.glossiness; + + material.alphaMap = null; + + material.envMap = materialParams.envMap === undefined ? null : materialParams.envMap; + material.envMapIntensity = 1.0; + + material.refractionRatio = 0.98; + + return material; + + } + +} + +/** + * Mesh Quantization Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization + */ +class GLTFMeshQuantizationExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_MESH_QUANTIZATION; + + } + +} + +/*********************************/ +/********** INTERPOLATION ********/ +/*********************************/ + +// Spline Interpolation +// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation +class GLTFCubicSplineInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + copySampleValue_( index ) { + + // Copies a sample value to the result buffer. See description of glTF + // CUBICSPLINE values layout in interpolate_() function below. + + const result = this.resultBuffer, + values = this.sampleValues, + valueSize = this.valueSize, + offset = index * valueSize * 3 + valueSize; + + for ( let i = 0; i !== valueSize; i ++ ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + } + +} + +GLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_; + +GLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_; + +GLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) { + + const result = this.resultBuffer; + const values = this.sampleValues; + const stride = this.valueSize; + + const stride2 = stride * 2; + const stride3 = stride * 3; + + const td = t1 - t0; + + const p = ( t - t0 ) / td; + const pp = p * p; + const ppp = pp * p; + + const offset1 = i1 * stride3; + const offset0 = offset1 - stride3; + + const s2 = - 2 * ppp + 3 * pp; + const s3 = ppp - pp; + const s0 = 1 - s2; + const s1 = s3 - pp + p; + + // Layout of keyframe output values for CUBICSPLINE animations: + // [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ] + for ( let i = 0; i !== stride; i ++ ) { + + const p0 = values[ offset0 + i + stride ]; // splineVertex_k + const m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k) + const p1 = values[ offset1 + i + stride ]; // splineVertex_k+1 + const m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k) + + result[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1; + + } + + return result; + +}; + +/*********************************/ +/********** INTERNALS ************/ +/*********************************/ + +/* CONSTANTS */ + +const WEBGL_CONSTANTS$1 = { + FLOAT: 5126, + //FLOAT_MAT2: 35674, + FLOAT_MAT3: 35675, + FLOAT_MAT4: 35676, + FLOAT_VEC2: 35664, + FLOAT_VEC3: 35665, + FLOAT_VEC4: 35666, + LINEAR: 9729, + REPEAT: 10497, + SAMPLER_2D: 35678, + POINTS: 0, + LINES: 1, + LINE_LOOP: 2, + LINE_STRIP: 3, + TRIANGLES: 4, + TRIANGLE_STRIP: 5, + TRIANGLE_FAN: 6, + UNSIGNED_BYTE: 5121, + UNSIGNED_SHORT: 5123 +}; + +const WEBGL_COMPONENT_TYPES = { + 5120: Int8Array, + 5121: Uint8Array, + 5122: Int16Array, + 5123: Uint16Array, + 5125: Uint32Array, + 5126: Float32Array +}; + +const WEBGL_FILTERS = { + 9728: NearestFilter, + 9729: LinearFilter, + 9984: NearestMipmapNearestFilter, + 9985: LinearMipmapNearestFilter, + 9986: NearestMipmapLinearFilter, + 9987: LinearMipmapLinearFilter +}; + +const WEBGL_WRAPPINGS = { + 33071: ClampToEdgeWrapping, + 33648: MirroredRepeatWrapping, + 10497: RepeatWrapping +}; + +const WEBGL_TYPE_SIZES = { + 'SCALAR': 1, + 'VEC2': 2, + 'VEC3': 3, + 'VEC4': 4, + 'MAT2': 4, + 'MAT3': 9, + 'MAT4': 16 +}; + +const ATTRIBUTES = { + POSITION: 'position', + NORMAL: 'normal', + TANGENT: 'tangent', + TEXCOORD_0: 'uv', + TEXCOORD_1: 'uv2', + COLOR_0: 'color', + WEIGHTS_0: 'skinWeight', + JOINTS_0: 'skinIndex', +}; + +const PATH_PROPERTIES$1 = { + scale: 'scale', + translation: 'position', + rotation: 'quaternion', + weights: 'morphTargetInfluences' +}; + +const INTERPOLATION = { + CUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each + // keyframe track will be initialized with a default interpolation type, then modified. + LINEAR: InterpolateLinear, + STEP: InterpolateDiscrete +}; + +const ALPHA_MODES = { + OPAQUE: 'OPAQUE', + MASK: 'MASK', + BLEND: 'BLEND' +}; + +/* UTILITY FUNCTIONS */ + +function 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; + +} + +/** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material + */ +function createDefaultMaterial( cache ) { + + if ( cache[ 'DefaultMaterial' ] === undefined ) { + + cache[ 'DefaultMaterial' ] = new MeshStandardMaterial( { + color: 0xFFFFFF, + emissive: 0x000000, + metalness: 1, + roughness: 1, + transparent: false, + depthTest: true, + side: FrontSide + } ); + + } + + return cache[ 'DefaultMaterial' ]; + +} + +function addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) { + + // Add unknown glTF extensions to an object's userData. + + for ( const name in objectDef.extensions ) { + + if ( knownExtensions[ name ] === undefined ) { + + object.userData.gltfExtensions = object.userData.gltfExtensions || {}; + object.userData.gltfExtensions[ name ] = objectDef.extensions[ name ]; + + } + + } + +} + +/** + * @param {Object3D|Material|BufferGeometry} object + * @param {GLTF.definition} gltfDef + */ +function assignExtrasToUserData( object, gltfDef ) { + + if ( gltfDef.extras !== undefined ) { + + if ( typeof gltfDef.extras === 'object' ) { + + Object.assign( object.userData, gltfDef.extras ); + + } else { + + console.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras ); + + } + + } + +} + +/** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets + * + * @param {BufferGeometry} geometry + * @param {Array} targets + * @param {GLTFParser} parser + * @return {Promise} + */ +function addMorphTargets( geometry, targets, parser ) { + + let hasMorphPosition = false; + let hasMorphNormal = false; + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( target.POSITION !== undefined ) hasMorphPosition = true; + if ( target.NORMAL !== undefined ) hasMorphNormal = true; + + if ( hasMorphPosition && hasMorphNormal ) break; + + } + + if ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry ); + + const pendingPositionAccessors = []; + const pendingNormalAccessors = []; + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( hasMorphPosition ) { + + const pendingAccessor = target.POSITION !== undefined + ? parser.getDependency( 'accessor', target.POSITION ) + : geometry.attributes.position; + + pendingPositionAccessors.push( pendingAccessor ); + + } + + if ( hasMorphNormal ) { + + const pendingAccessor = target.NORMAL !== undefined + ? parser.getDependency( 'accessor', target.NORMAL ) + : geometry.attributes.normal; + + pendingNormalAccessors.push( pendingAccessor ); + + } + + } + + return Promise.all( [ + Promise.all( pendingPositionAccessors ), + Promise.all( pendingNormalAccessors ) + ] ).then( function ( accessors ) { + + const morphPositions = accessors[ 0 ]; + const morphNormals = accessors[ 1 ]; + + if ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions; + if ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals; + geometry.morphTargetsRelative = true; + + return geometry; + + } ); + +} + +/** + * @param {Mesh} mesh + * @param {GLTF.Mesh} meshDef + */ +function updateMorphTargets( mesh, meshDef ) { + + mesh.updateMorphTargets(); + + if ( meshDef.weights !== undefined ) { + + for ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) { + + mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ]; + + } + + } + + // .extras has user-defined data, so check that .extras.targetNames is an array. + if ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) { + + const targetNames = meshDef.extras.targetNames; + + if ( mesh.morphTargetInfluences.length === targetNames.length ) { + + mesh.morphTargetDictionary = {}; + + for ( let i = 0, il = targetNames.length; i < il; i ++ ) { + + mesh.morphTargetDictionary[ targetNames[ i ] ] = i; + + } + + } else { + + console.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' ); + + } + + } + +} + +function createPrimitiveKey( primitiveDef ) { + + const dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]; + let geometryKey; + + if ( dracoExtension ) { + + geometryKey = 'draco:' + dracoExtension.bufferView + + ':' + dracoExtension.indices + + ':' + createAttributesKey( dracoExtension.attributes ); + + } else { + + geometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode; + + } + + return geometryKey; + +} + +function createAttributesKey( attributes ) { + + let attributesKey = ''; + + const keys = Object.keys( attributes ).sort(); + + for ( let i = 0, il = keys.length; i < il; i ++ ) { + + attributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';'; + + } + + return attributesKey; + +} + +function getNormalizedComponentScale( constructor ) { + + // Reference: + // https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data + + switch ( constructor ) { + + case Int8Array: + return 1 / 127; + + case Uint8Array: + return 1 / 255; + + case Int16Array: + return 1 / 32767; + + case Uint16Array: + return 1 / 65535; + + default: + throw new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' ); + + } + +} + +/* GLTF PARSER */ + +class GLTFParser { + + constructor( json = {}, options = {} ) { + + this.json = json; + this.extensions = {}; + this.plugins = {}; + this.options = options; + + // loader object cache + this.cache = new GLTFRegistry(); + + // associations between Three.js objects and glTF elements + this.associations = new Map(); + + // BufferGeometry caching + this.primitiveCache = {}; + + // Object3D instance caches + this.meshCache = { refs: {}, uses: {} }; + this.cameraCache = { refs: {}, uses: {} }; + this.lightCache = { refs: {}, uses: {} }; + + // Track node names, to ensure no duplicates + this.nodeNamesUsed = {}; + + // Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the + // expensive work of uploading a texture to the GPU off the main thread. + if ( typeof createImageBitmap !== 'undefined' && /Firefox/.test( navigator.userAgent ) === false ) { + + this.textureLoader = new ImageBitmapLoader( this.options.manager ); + + } else { + + this.textureLoader = new TextureLoader( this.options.manager ); + + } + + this.textureLoader.setCrossOrigin( this.options.crossOrigin ); + this.textureLoader.setRequestHeader( this.options.requestHeader ); + + this.fileLoader = new FileLoader( this.options.manager ); + this.fileLoader.setResponseType( 'arraybuffer' ); + + if ( this.options.crossOrigin === 'use-credentials' ) { + + this.fileLoader.setWithCredentials( true ); + + } + + } + + setExtensions( extensions ) { + + this.extensions = extensions; + + } + + setPlugins( plugins ) { + + this.plugins = plugins; + + } + + parse( onLoad, onError ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + + // Clear the loader cache + this.cache.removeAll(); + + // Mark the special nodes/meshes in json for efficient parse + this._invokeAll( function ( ext ) { + + return ext._markDefs && ext._markDefs(); + + } ); + + Promise.all( this._invokeAll( function ( ext ) { + + return ext.beforeRoot && ext.beforeRoot(); + + } ) ).then( function () { + + return Promise.all( [ + + parser.getDependencies( 'scene' ), + parser.getDependencies( 'animation' ), + parser.getDependencies( 'camera' ), + + ] ); + + } ).then( function ( dependencies ) { + + const result = { + scene: dependencies[ 0 ][ json.scene || 0 ], + scenes: dependencies[ 0 ], + animations: dependencies[ 1 ], + cameras: dependencies[ 2 ], + asset: json.asset, + parser: parser, + userData: {} + }; + + addUnknownExtensionsToUserData( extensions, result, json ); + + assignExtrasToUserData( result, json ); + + Promise.all( parser._invokeAll( function ( ext ) { + + return ext.afterRoot && ext.afterRoot( result ); + + } ) ).then( function () { + + onLoad( result ); + + } ); + + } ).catch( onError ); + + } + + /** + * Marks the special nodes/meshes in json for efficient parse. + */ + _markDefs() { + + const nodeDefs = this.json.nodes || []; + const skinDefs = this.json.skins || []; + const meshDefs = this.json.meshes || []; + + // Nothing in the node definition indicates whether it is a Bone or an + // Object3D. Use the skins' joint references to mark bones. + for ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) { + + const joints = skinDefs[ skinIndex ].joints; + + for ( let i = 0, il = joints.length; i < il; i ++ ) { + + nodeDefs[ joints[ i ] ].isBone = true; + + } + + } + + // Iterate over all nodes, marking references to shared resources, + // as well as skeleton joints. + for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { + + const nodeDef = nodeDefs[ nodeIndex ]; + + if ( nodeDef.mesh !== undefined ) { + + this._addNodeRef( this.meshCache, nodeDef.mesh ); + + // Nothing in the mesh definition indicates whether it is + // a SkinnedMesh or Mesh. Use the node's mesh reference + // to mark SkinnedMesh if node has skin. + if ( nodeDef.skin !== undefined ) { + + meshDefs[ nodeDef.mesh ].isSkinnedMesh = true; + + } + + } + + if ( nodeDef.camera !== undefined ) { + + this._addNodeRef( this.cameraCache, nodeDef.camera ); + + } + + } + + } + + /** + * Counts references to shared node / Object3D resources. These resources + * can be reused, or "instantiated", at multiple nodes in the scene + * hierarchy. Mesh, Camera, and Light instances are instantiated and must + * be marked. Non-scenegraph resources (like Materials, Geometries, and + * Textures) can be reused directly and are not marked here. + * + * Example: CesiumMilkTruck sample model reuses "Wheel" meshes. + */ + _addNodeRef( cache, index ) { + + if ( index === undefined ) return; + + if ( cache.refs[ index ] === undefined ) { + + cache.refs[ index ] = cache.uses[ index ] = 0; + + } + + cache.refs[ index ] ++; + + } + + /** Returns a reference to a shared resource, cloning it if necessary. */ + _getNodeRef( cache, index, object ) { + + if ( cache.refs[ index ] <= 1 ) return object; + + const ref = object.clone(); + + ref.name += '_instance_' + ( cache.uses[ index ] ++ ); + + return ref; + + } + + _invokeOne( func ) { + + const extensions = Object.values( this.plugins ); + extensions.push( this ); + + for ( let i = 0; i < extensions.length; i ++ ) { + + const result = func( extensions[ i ] ); + + if ( result ) return result; + + } + + return null; + + } + + _invokeAll( func ) { + + const extensions = Object.values( this.plugins ); + extensions.unshift( this ); + + const pending = []; + + for ( let i = 0; i < extensions.length; i ++ ) { + + const result = func( extensions[ i ] ); + + if ( result ) pending.push( result ); + + } + + return pending; + + } + + /** + * Requests the specified dependency asynchronously, with caching. + * @param {string} type + * @param {number} index + * @return {Promise} + */ + getDependency( type, index ) { + + const cacheKey = type + ':' + index; + let dependency = this.cache.get( cacheKey ); + + if ( ! dependency ) { + + switch ( type ) { + + case 'scene': + dependency = this.loadScene( index ); + break; + + case 'node': + dependency = this.loadNode( index ); + break; + + case 'mesh': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadMesh && ext.loadMesh( index ); + + } ); + break; + + case 'accessor': + dependency = this.loadAccessor( index ); + break; + + case 'bufferView': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadBufferView && ext.loadBufferView( index ); + + } ); + break; + + case 'buffer': + dependency = this.loadBuffer( index ); + break; + + case 'material': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadMaterial && ext.loadMaterial( index ); + + } ); + break; + + case 'texture': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadTexture && ext.loadTexture( index ); + + } ); + break; + + case 'skin': + dependency = this.loadSkin( index ); + break; + + case 'animation': + dependency = this.loadAnimation( index ); + break; + + case 'camera': + dependency = this.loadCamera( index ); + break; + + default: + throw new Error( 'Unknown type: ' + type ); + + } + + this.cache.add( cacheKey, dependency ); + + } + + return dependency; + + } + + /** + * Requests all dependencies of the specified type asynchronously, with caching. + * @param {string} type + * @return {Promise>} + */ + getDependencies( type ) { + + let dependencies = this.cache.get( type ); + + if ( ! dependencies ) { + + const parser = this; + const defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || []; + + dependencies = Promise.all( defs.map( function ( def, index ) { + + return parser.getDependency( type, index ); + + } ) ); + + this.cache.add( type, dependencies ); + + } + + return dependencies; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * @param {number} bufferIndex + * @return {Promise} + */ + loadBuffer( bufferIndex ) { + + const bufferDef = this.json.buffers[ bufferIndex ]; + const loader = this.fileLoader; + + if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) { + + throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' ); + + } + + // If present, GLB container is required to be the first buffer. + if ( bufferDef.uri === undefined && bufferIndex === 0 ) { + + return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body ); + + } + + const options = this.options; + + return new Promise( function ( resolve, reject ) { + + loader.load( resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () { + + reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) ); + + } ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * @param {number} bufferViewIndex + * @return {Promise} + */ + loadBufferView( bufferViewIndex ) { + + const bufferViewDef = this.json.bufferViews[ bufferViewIndex ]; + + return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) { + + const byteLength = bufferViewDef.byteLength || 0; + const byteOffset = bufferViewDef.byteOffset || 0; + return buffer.slice( byteOffset, byteOffset + byteLength ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors + * @param {number} accessorIndex + * @return {Promise} + */ + loadAccessor( accessorIndex ) { + + const parser = this; + const json = this.json; + + const accessorDef = this.json.accessors[ accessorIndex ]; + + if ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) { + + // Ignore empty accessors, which may be used to declare runtime + // information about attributes coming from another source (e.g. Draco + // compression extension). + return Promise.resolve( null ); + + } + + const pendingBufferViews = []; + + if ( accessorDef.bufferView !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) ); + + } else { + + pendingBufferViews.push( null ); + + } + + if ( accessorDef.sparse !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) ); + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) ); + + } + + return Promise.all( pendingBufferViews ).then( function ( bufferViews ) { + + const bufferView = bufferViews[ 0 ]; + + const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; + const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + + // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12. + const elementBytes = TypedArray.BYTES_PER_ELEMENT; + const itemBytes = elementBytes * itemSize; + const byteOffset = accessorDef.byteOffset || 0; + const byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined; + const normalized = accessorDef.normalized === true; + let array, bufferAttribute; + + // The buffer is not interleaved if the stride is the item size in bytes. + if ( byteStride && byteStride !== itemBytes ) { + + // Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer + // This makes sure that IBA.count reflects accessor.count properly + const ibSlice = Math.floor( byteOffset / byteStride ); + const ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count; + let ib = parser.cache.get( ibCacheKey ); + + if ( ! ib ) { + + array = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes ); + + // Integer parameters to IB/IBA are in array elements, not bytes. + ib = new InterleavedBuffer( array, byteStride / elementBytes ); + + parser.cache.add( ibCacheKey, ib ); + + } + + bufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized ); + + } else { + + if ( bufferView === null ) { + + array = new TypedArray( accessorDef.count * itemSize ); + + } else { + + array = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize ); + + } + + bufferAttribute = new BufferAttribute( array, itemSize, normalized ); + + } + + // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors + if ( accessorDef.sparse !== undefined ) { + + const itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR; + const TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ]; + + const byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0; + const byteOffsetValues = accessorDef.sparse.values.byteOffset || 0; + + const sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices ); + const sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize ); + + if ( bufferView !== null ) { + + // Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes. + bufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized ); + + } + + for ( let i = 0, il = sparseIndices.length; i < il; i ++ ) { + + const index = sparseIndices[ i ]; + + bufferAttribute.setX( index, sparseValues[ i * itemSize ] ); + if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] ); + if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] ); + if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] ); + if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' ); + + } + + } + + return bufferAttribute; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures + * @param {number} textureIndex + * @return {Promise} + */ + loadTexture( textureIndex ) { + + const json = this.json; + const options = this.options; + const textureDef = json.textures[ textureIndex ]; + const source = json.images[ textureDef.source ]; + + let loader = this.textureLoader; + + if ( source.uri ) { + + const handler = options.manager.getHandler( source.uri ); + if ( handler !== null ) loader = handler; + + } + + return this.loadTextureImage( textureIndex, source, loader ); + + } + + loadTextureImage( textureIndex, source, loader ) { + + const parser = this; + const json = this.json; + const options = this.options; + + const textureDef = json.textures[ textureIndex ]; + + const URL = self.URL || self.webkitURL; + + let sourceURI = source.uri; + let isObjectURL = false; + let hasAlpha = true; + + if ( source.mimeType === 'image/jpeg' ) hasAlpha = false; + + if ( source.bufferView !== undefined ) { + + // Load binary image data from bufferView, if provided. + + sourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) { + + if ( source.mimeType === 'image/png' ) { + + // Inspect the PNG 'IHDR' chunk to determine whether the image could have an + // alpha channel. This check is conservative — the image could have an alpha + // channel with all values == 1, and the indexed type (colorType == 3) only + // sometimes contains alpha. + // + // https://en.wikipedia.org/wiki/Portable_Network_Graphics#File_header + const colorType = new DataView( bufferView, 25, 1 ).getUint8( 0, false ); + hasAlpha = colorType === 6 || colorType === 4 || colorType === 3; + + } + + isObjectURL = true; + const blob = new Blob( [ bufferView ], { type: source.mimeType } ); + sourceURI = URL.createObjectURL( blob ); + return sourceURI; + + } ); + + } else if ( source.uri === undefined ) { + + throw new Error( 'THREE.GLTFLoader: Image ' + textureIndex + ' is missing URI and bufferView' ); + + } + + return Promise.resolve( sourceURI ).then( function ( sourceURI ) { + + return new Promise( function ( resolve, reject ) { + + let onLoad = resolve; + + if ( loader.isImageBitmapLoader === true ) { + + onLoad = function ( imageBitmap ) { + + resolve( new CanvasTexture( imageBitmap ) ); + + }; + + } + + loader.load( resolveURL( sourceURI, options.path ), onLoad, undefined, reject ); + + } ); + + } ).then( function ( texture ) { + + // Clean up resources and configure Texture. + + if ( isObjectURL === true ) { + + URL.revokeObjectURL( sourceURI ); + + } + + texture.flipY = false; + + if ( textureDef.name ) texture.name = textureDef.name; + + // When there is definitely no alpha channel in the texture, set RGBFormat to save space. + if ( ! hasAlpha ) texture.format = RGBFormat; + + const samplers = json.samplers || {}; + const sampler = samplers[ textureDef.sampler ] || {}; + + texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter; + texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter; + texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping; + texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping; + + parser.associations.set( texture, { + type: 'textures', + index: textureIndex + } ); + + return texture; + + } ); + + } + + /** + * Asynchronously assigns a texture to the given material parameters. + * @param {Object} materialParams + * @param {string} mapName + * @param {Object} mapDef + * @return {Promise} + */ + assignTexture( materialParams, mapName, mapDef ) { + + const parser = this; + + return this.getDependency( 'texture', mapDef.index ).then( function ( texture ) { + + // Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured + // However, we will copy UV set 0 to UV set 1 on demand for aoMap + if ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) { + + console.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' ); + + } + + if ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) { + + const transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined; + + if ( transform ) { + + const gltfReference = parser.associations.get( texture ); + texture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform ); + parser.associations.set( texture, gltfReference ); + + } + + } + + materialParams[ mapName ] = texture; + + } ); + + } + + /** + * Assigns final material to a Mesh, Line, or Points instance. The instance + * already has a material (generated from the glTF material options alone) + * but reuse of the same glTF material may require multiple threejs materials + * to accommodate different primitive types, defines, etc. New materials will + * be created if necessary, and reused from a cache. + * @param {Object3D} mesh Mesh, Line, or Points instance. + */ + assignFinalMaterial( mesh ) { + + const geometry = mesh.geometry; + let material = mesh.material; + + const useVertexTangents = geometry.attributes.tangent !== undefined; + const useVertexColors = geometry.attributes.color !== undefined; + const useFlatShading = geometry.attributes.normal === undefined; + const useSkinning = mesh.isSkinnedMesh === true; + const useMorphTargets = Object.keys( geometry.morphAttributes ).length > 0; + const useMorphNormals = useMorphTargets && geometry.morphAttributes.normal !== undefined; + + if ( mesh.isPoints ) { + + const cacheKey = 'PointsMaterial:' + material.uuid; + + let pointsMaterial = this.cache.get( cacheKey ); + + if ( ! pointsMaterial ) { + + pointsMaterial = new PointsMaterial(); + Material$1.prototype.copy.call( pointsMaterial, material ); + pointsMaterial.color.copy( material.color ); + pointsMaterial.map = material.map; + pointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px + + this.cache.add( cacheKey, pointsMaterial ); + + } + + material = pointsMaterial; + + } else if ( mesh.isLine ) { + + const cacheKey = 'LineBasicMaterial:' + material.uuid; + + let lineMaterial = this.cache.get( cacheKey ); + + if ( ! lineMaterial ) { + + lineMaterial = new LineBasicMaterial(); + Material$1.prototype.copy.call( lineMaterial, material ); + lineMaterial.color.copy( material.color ); + + this.cache.add( cacheKey, lineMaterial ); + + } + + material = lineMaterial; + + } + + // Clone the material if it will be modified + if ( useVertexTangents || useVertexColors || useFlatShading || useSkinning || useMorphTargets ) { + + let cacheKey = 'ClonedMaterial:' + material.uuid + ':'; + + if ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:'; + if ( useSkinning ) cacheKey += 'skinning:'; + if ( useVertexTangents ) cacheKey += 'vertex-tangents:'; + if ( useVertexColors ) cacheKey += 'vertex-colors:'; + if ( useFlatShading ) cacheKey += 'flat-shading:'; + if ( useMorphTargets ) cacheKey += 'morph-targets:'; + if ( useMorphNormals ) cacheKey += 'morph-normals:'; + + let cachedMaterial = this.cache.get( cacheKey ); + + if ( ! cachedMaterial ) { + + cachedMaterial = material.clone(); + + if ( useSkinning ) cachedMaterial.skinning = true; + if ( useVertexColors ) cachedMaterial.vertexColors = true; + if ( useFlatShading ) cachedMaterial.flatShading = true; + if ( useMorphTargets ) cachedMaterial.morphTargets = true; + if ( useMorphNormals ) cachedMaterial.morphNormals = true; + + if ( useVertexTangents ) { + + cachedMaterial.vertexTangents = true; + + // https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995 + if ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1; + if ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1; + + } + + this.cache.add( cacheKey, cachedMaterial ); + + this.associations.set( cachedMaterial, this.associations.get( material ) ); + + } + + material = cachedMaterial; + + } + + // workarounds for mesh and geometry + + if ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) { + + geometry.setAttribute( 'uv2', geometry.attributes.uv ); + + } + + mesh.material = material; + + } + + getMaterialType( /* materialIndex */ ) { + + return MeshStandardMaterial; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials + * @param {number} materialIndex + * @return {Promise} + */ + loadMaterial( materialIndex ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + const materialDef = json.materials[ materialIndex ]; + + let materialType; + const materialParams = {}; + const materialExtensions = materialDef.extensions || {}; + + const pending = []; + + if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) { + + const sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ]; + materialType = sgExtension.getMaterialType(); + pending.push( sgExtension.extendParams( materialParams, materialDef, parser ) ); + + } else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) { + + const kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ]; + materialType = kmuExtension.getMaterialType(); + pending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) ); + + } else { + + // Specification: + // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material + + const metallicRoughness = materialDef.pbrMetallicRoughness || {}; + + materialParams.color = new Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { + + const array = metallicRoughness.baseColorFactor; + + materialParams.color.fromArray( array ); + materialParams.opacity = array[ 3 ]; + + } + + if ( metallicRoughness.baseColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) ); + + } + + materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0; + materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0; + + if ( metallicRoughness.metallicRoughnessTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) ); + pending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) ); + + } + + materialType = this._invokeOne( function ( ext ) { + + return ext.getMaterialType && ext.getMaterialType( materialIndex ); + + } ); + + pending.push( Promise.all( this._invokeAll( function ( ext ) { + + return ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams ); + + } ) ) ); + + } + + if ( materialDef.doubleSided === true ) { + + materialParams.side = DoubleSide; + + } + + const alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE; + + if ( alphaMode === ALPHA_MODES.BLEND ) { + + materialParams.transparent = true; + + // See: https://github.com/mrdoob/three.js/issues/17706 + materialParams.depthWrite = false; + + } else { + + materialParams.transparent = false; + + if ( alphaMode === ALPHA_MODES.MASK ) { + + materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5; + + } + + } + + if ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) ); + + // https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995 + materialParams.normalScale = new Vector2( 1, - 1 ); + + if ( materialDef.normalTexture.scale !== undefined ) { + + materialParams.normalScale.set( materialDef.normalTexture.scale, - materialDef.normalTexture.scale ); + + } + + } + + if ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) ); + + if ( materialDef.occlusionTexture.strength !== undefined ) { + + materialParams.aoMapIntensity = materialDef.occlusionTexture.strength; + + } + + } + + if ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) { + + materialParams.emissive = new Color().fromArray( materialDef.emissiveFactor ); + + } + + if ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) ); + + } + + return Promise.all( pending ).then( function () { + + let material; + + if ( materialType === GLTFMeshStandardSGMaterial ) { + + material = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams ); + + } else { + + material = new materialType( materialParams ); + + } + + if ( materialDef.name ) material.name = materialDef.name; + + // baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding. + if ( material.map ) material.map.encoding = sRGBEncoding; + if ( material.emissiveMap ) material.emissiveMap.encoding = sRGBEncoding; + + assignExtrasToUserData( material, materialDef ); + + parser.associations.set( material, { type: 'materials', index: materialIndex } ); + + if ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef ); + + return material; + + } ); + + } + + /** When Object3D instances are targeted by animation, they need unique names. */ + createUniqueName( originalName ) { + + const sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' ); + + let name = sanitizedName; + + for ( let i = 1; this.nodeNamesUsed[ name ]; ++ i ) { + + name = sanitizedName + '_' + i; + + } + + this.nodeNamesUsed[ name ] = true; + + return name; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry + * + * Creates BufferGeometries from primitives. + * + * @param {Array} primitives + * @return {Promise>} + */ + loadGeometries( primitives ) { + + const parser = this; + const extensions = this.extensions; + const cache = this.primitiveCache; + + function createDracoPrimitive( primitive ) { + + return extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] + .decodePrimitive( primitive, parser ) + .then( function ( geometry ) { + + return addPrimitiveAttributes( geometry, primitive, parser ); + + } ); + + } + + const pending = []; + + for ( let i = 0, il = primitives.length; i < il; i ++ ) { + + const primitive = primitives[ i ]; + const cacheKey = createPrimitiveKey( primitive ); + + // See if we've already created this geometry + const cached = cache[ cacheKey ]; + + if ( cached ) { + + // Use the cached geometry if it exists + pending.push( cached.promise ); + + } else { + + let geometryPromise; + + if ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) { + + // Use DRACO geometry if available + geometryPromise = createDracoPrimitive( primitive ); + + } else { + + // Otherwise create a new geometry + geometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser ); + + } + + // Cache this geometry + cache[ cacheKey ] = { primitive: primitive, promise: geometryPromise }; + + pending.push( geometryPromise ); + + } + + } + + return Promise.all( pending ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes + * @param {number} meshIndex + * @return {Promise} + */ + loadMesh( meshIndex ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + + const meshDef = json.meshes[ meshIndex ]; + const primitives = meshDef.primitives; + + const pending = []; + + for ( let i = 0, il = primitives.length; i < il; i ++ ) { + + const material = primitives[ i ].material === undefined + ? createDefaultMaterial( this.cache ) + : this.getDependency( 'material', primitives[ i ].material ); + + pending.push( material ); + + } + + pending.push( parser.loadGeometries( primitives ) ); + + return Promise.all( pending ).then( function ( results ) { + + const materials = results.slice( 0, results.length - 1 ); + const geometries = results[ results.length - 1 ]; + + const meshes = []; + + for ( let i = 0, il = geometries.length; i < il; i ++ ) { + + const geometry = geometries[ i ]; + const primitive = primitives[ i ]; + + // 1. create Mesh + + let mesh; + + const material = materials[ i ]; + + if ( primitive.mode === WEBGL_CONSTANTS$1.TRIANGLES || + primitive.mode === WEBGL_CONSTANTS$1.TRIANGLE_STRIP || + primitive.mode === WEBGL_CONSTANTS$1.TRIANGLE_FAN || + primitive.mode === undefined ) { + + // .isSkinnedMesh isn't in glTF spec. See ._markDefs() + mesh = meshDef.isSkinnedMesh === true + ? new SkinnedMesh( geometry, material ) + : new Mesh( geometry, material ); + + if ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) { + + // we normalize floating point skin weight array to fix malformed assets (see #15319) + // it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs + mesh.normalizeSkinWeights(); + + } + + if ( primitive.mode === WEBGL_CONSTANTS$1.TRIANGLE_STRIP ) { + + mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode ); + + } else if ( primitive.mode === WEBGL_CONSTANTS$1.TRIANGLE_FAN ) { + + mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode ); + + } + + } else if ( primitive.mode === WEBGL_CONSTANTS$1.LINES ) { + + mesh = new LineSegments( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS$1.LINE_STRIP ) { + + mesh = new Line( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS$1.LINE_LOOP ) { + + mesh = new LineLoop( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS$1.POINTS ) { + + mesh = new Points( geometry, material ); + + } else { + + throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode ); + + } + + if ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) { + + updateMorphTargets( mesh, meshDef ); + + } + + mesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) ); + + assignExtrasToUserData( mesh, meshDef ); + + if ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive ); + + parser.assignFinalMaterial( mesh ); + + meshes.push( mesh ); + + } + + if ( meshes.length === 1 ) { + + return meshes[ 0 ]; + + } + + const group = new Group(); + + for ( let i = 0, il = meshes.length; i < il; i ++ ) { + + group.add( meshes[ i ] ); + + } + + return group; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras + * @param {number} cameraIndex + * @return {Promise} + */ + loadCamera( cameraIndex ) { + + let camera; + const cameraDef = this.json.cameras[ cameraIndex ]; + const params = cameraDef[ cameraDef.type ]; + + if ( ! params ) { + + console.warn( 'THREE.GLTFLoader: Missing camera parameters.' ); + return; + + } + + if ( cameraDef.type === 'perspective' ) { + + camera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 ); + + } else if ( cameraDef.type === 'orthographic' ) { + + camera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar ); + + } + + if ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name ); + + assignExtrasToUserData( camera, cameraDef ); + + return Promise.resolve( camera ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins + * @param {number} skinIndex + * @return {Promise} + */ + loadSkin( skinIndex ) { + + const skinDef = this.json.skins[ skinIndex ]; + + const skinEntry = { joints: skinDef.joints }; + + if ( skinDef.inverseBindMatrices === undefined ) { + + return Promise.resolve( skinEntry ); + + } + + return this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) { + + skinEntry.inverseBindMatrices = accessor; + + return skinEntry; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations + * @param {number} animationIndex + * @return {Promise} + */ + loadAnimation( animationIndex ) { + + const json = this.json; + + const animationDef = json.animations[ animationIndex ]; + + const pendingNodes = []; + const pendingInputAccessors = []; + const pendingOutputAccessors = []; + const pendingSamplers = []; + const pendingTargets = []; + + for ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) { + + const channel = animationDef.channels[ i ]; + const sampler = animationDef.samplers[ channel.sampler ]; + const target = channel.target; + const name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated. + const input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input; + const output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output; + + pendingNodes.push( this.getDependency( 'node', name ) ); + pendingInputAccessors.push( this.getDependency( 'accessor', input ) ); + pendingOutputAccessors.push( this.getDependency( 'accessor', output ) ); + pendingSamplers.push( sampler ); + pendingTargets.push( target ); + + } + + return Promise.all( [ + + Promise.all( pendingNodes ), + Promise.all( pendingInputAccessors ), + Promise.all( pendingOutputAccessors ), + Promise.all( pendingSamplers ), + Promise.all( pendingTargets ) + + ] ).then( function ( dependencies ) { + + const nodes = dependencies[ 0 ]; + const inputAccessors = dependencies[ 1 ]; + const outputAccessors = dependencies[ 2 ]; + const samplers = dependencies[ 3 ]; + const targets = dependencies[ 4 ]; + + const tracks = []; + + for ( let i = 0, il = nodes.length; i < il; i ++ ) { + + const node = nodes[ i ]; + const inputAccessor = inputAccessors[ i ]; + const outputAccessor = outputAccessors[ i ]; + const sampler = samplers[ i ]; + const target = targets[ i ]; + + if ( node === undefined ) continue; + + node.updateMatrix(); + node.matrixAutoUpdate = true; + + let TypedKeyframeTrack; + + switch ( PATH_PROPERTIES$1[ target.path ] ) { + + case PATH_PROPERTIES$1.weights: + + TypedKeyframeTrack = NumberKeyframeTrack; + break; + + case PATH_PROPERTIES$1.rotation: + + TypedKeyframeTrack = QuaternionKeyframeTrack; + break; + + case PATH_PROPERTIES$1.position: + case PATH_PROPERTIES$1.scale: + default: + + TypedKeyframeTrack = VectorKeyframeTrack; + break; + + } + + const targetName = node.name ? node.name : node.uuid; + + const interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear; + + const targetNames = []; + + if ( PATH_PROPERTIES$1[ target.path ] === PATH_PROPERTIES$1.weights ) { + + // Node may be a Group (glTF mesh with several primitives) or a Mesh. + node.traverse( function ( object ) { + + if ( object.isMesh === true && object.morphTargetInfluences ) { + + targetNames.push( object.name ? object.name : object.uuid ); + + } + + } ); + + } else { + + targetNames.push( targetName ); + + } + + let outputArray = outputAccessor.array; + + if ( outputAccessor.normalized ) { + + const scale = getNormalizedComponentScale( outputArray.constructor ); + const scaled = new Float32Array( outputArray.length ); + + for ( let j = 0, jl = outputArray.length; j < jl; j ++ ) { + + scaled[ j ] = outputArray[ j ] * scale; + + } + + outputArray = scaled; + + } + + for ( let j = 0, jl = targetNames.length; j < jl; j ++ ) { + + const track = new TypedKeyframeTrack( + targetNames[ j ] + '.' + PATH_PROPERTIES$1[ target.path ], + inputAccessor.array, + outputArray, + interpolation + ); + + // Override interpolation with custom factory method. + if ( sampler.interpolation === 'CUBICSPLINE' ) { + + track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) { + + // A CUBICSPLINE keyframe in glTF has three output values for each input value, + // representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize() + // must be divided by three to get the interpolant's sampleSize argument. + + return new GLTFCubicSplineInterpolant( this.times, this.values, this.getValueSize() / 3, result ); + + }; + + // Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants. + track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true; + + } + + tracks.push( track ); + + } + + } + + const name = animationDef.name ? animationDef.name : 'animation_' + animationIndex; + + return new AnimationClip( name, undefined, tracks ); + + } ); + + } + + createNodeMesh( nodeIndex ) { + + const json = this.json; + const parser = this; + const nodeDef = json.nodes[ nodeIndex ]; + + if ( nodeDef.mesh === undefined ) return null; + + return parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) { + + const node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh ); + + // if weights are provided on the node, override weights on the mesh. + if ( nodeDef.weights !== undefined ) { + + node.traverse( function ( o ) { + + if ( ! o.isMesh ) return; + + for ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) { + + o.morphTargetInfluences[ i ] = nodeDef.weights[ i ]; + + } + + } ); + + } + + return node; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy + * @param {number} nodeIndex + * @return {Promise} + */ + loadNode( nodeIndex ) { + + const json = this.json; + const extensions = this.extensions; + const parser = this; + + const nodeDef = json.nodes[ nodeIndex ]; + + // reserve node's name before its dependencies, so the root has the intended name. + const nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : ''; + + return ( function () { + + const pending = []; + + const meshPromise = parser._invokeOne( function ( ext ) { + + return ext.createNodeMesh && ext.createNodeMesh( nodeIndex ); + + } ); + + if ( meshPromise ) { + + pending.push( meshPromise ); + + } + + if ( nodeDef.camera !== undefined ) { + + pending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) { + + return parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera ); + + } ) ); + + } + + parser._invokeAll( function ( ext ) { + + return ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex ); + + } ).forEach( function ( promise ) { + + pending.push( promise ); + + } ); + + return Promise.all( pending ); + + }() ).then( function ( objects ) { + + let node; + + // .isBone isn't in glTF spec. See ._markDefs + if ( nodeDef.isBone === true ) { + + node = new Bone(); + + } else if ( objects.length > 1 ) { + + node = new Group(); + + } else if ( objects.length === 1 ) { + + node = objects[ 0 ]; + + } else { + + node = new Object3D(); + + } + + if ( node !== objects[ 0 ] ) { + + for ( let i = 0, il = objects.length; i < il; i ++ ) { + + node.add( objects[ i ] ); + + } + + } + + if ( nodeDef.name ) { + + node.userData.name = nodeDef.name; + node.name = nodeName; + + } + + assignExtrasToUserData( node, nodeDef ); + + if ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef ); + + if ( nodeDef.matrix !== undefined ) { + + const matrix = new Matrix4(); + matrix.fromArray( nodeDef.matrix ); + node.applyMatrix4( matrix ); + + } else { + + if ( nodeDef.translation !== undefined ) { + + node.position.fromArray( nodeDef.translation ); + + } + + if ( nodeDef.rotation !== undefined ) { + + node.quaternion.fromArray( nodeDef.rotation ); + + } + + if ( nodeDef.scale !== undefined ) { + + node.scale.fromArray( nodeDef.scale ); + + } + + } + + parser.associations.set( node, { type: 'nodes', index: nodeIndex } ); + + return node; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes + * @param {number} sceneIndex + * @return {Promise} + */ + loadScene( sceneIndex ) { + + const json = this.json; + const extensions = this.extensions; + const sceneDef = this.json.scenes[ sceneIndex ]; + const parser = this; + + // Loader returns Group, not Scene. + // See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172 + const scene = new Group(); + if ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name ); + + assignExtrasToUserData( scene, sceneDef ); + + if ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef ); + + const nodeIds = sceneDef.nodes || []; + + const pending = []; + + for ( let i = 0, il = nodeIds.length; i < il; i ++ ) { + + pending.push( buildNodeHierachy( nodeIds[ i ], scene, json, parser ) ); + + } + + return Promise.all( pending ).then( function () { + + return scene; + + } ); + + } + +} + +function buildNodeHierachy( nodeId, parentObject, json, parser ) { + + const nodeDef = json.nodes[ nodeId ]; + + return parser.getDependency( 'node', nodeId ).then( function ( node ) { + + if ( nodeDef.skin === undefined ) return node; + + // build skeleton here as well + + let skinEntry; + + return parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) { + + skinEntry = skin; + + const pendingJoints = []; + + for ( let i = 0, il = skinEntry.joints.length; i < il; i ++ ) { + + pendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) ); + + } + + return Promise.all( pendingJoints ); + + } ).then( function ( jointNodes ) { + + node.traverse( function ( mesh ) { + + if ( ! mesh.isMesh ) return; + + const bones = []; + const boneInverses = []; + + for ( let j = 0, jl = jointNodes.length; j < jl; j ++ ) { + + const jointNode = jointNodes[ j ]; + + if ( jointNode ) { + + bones.push( jointNode ); + + const mat = new Matrix4(); + + if ( skinEntry.inverseBindMatrices !== undefined ) { + + mat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 ); + + } + + boneInverses.push( mat ); + + } else { + + console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', skinEntry.joints[ j ] ); + + } + + } + + mesh.bind( new Skeleton( bones, boneInverses ), mesh.matrixWorld ); + + } ); + + return node; + + } ); + + } ).then( function ( node ) { + + // build node hierachy + + parentObject.add( node ); + + const pending = []; + + if ( nodeDef.children ) { + + const children = nodeDef.children; + + for ( let i = 0, il = children.length; i < il; i ++ ) { + + const child = children[ i ]; + pending.push( buildNodeHierachy( child, node, json, parser ) ); + + } + + } + + return Promise.all( pending ); + + } ); + +} + +/** + * @param {BufferGeometry} geometry + * @param {GLTF.Primitive} primitiveDef + * @param {GLTFParser} parser + */ +function computeBounds( geometry, primitiveDef, parser ) { + + const attributes = primitiveDef.attributes; + + const box = new Box3(); + + if ( attributes.POSITION !== undefined ) { + + const accessor = parser.json.accessors[ attributes.POSITION ]; + + const min = accessor.min; + const max = accessor.max; + + // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. + + if ( min !== undefined && max !== undefined ) { + + box.set( + new Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ), + new Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) + ); + + if ( accessor.normalized ) { + + const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); + box.min.multiplyScalar( boxScale ); + box.max.multiplyScalar( boxScale ); + + } + + } else { + + console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); + + return; + + } + + } else { + + return; + + } + + const targets = primitiveDef.targets; + + if ( targets !== undefined ) { + + const maxDisplacement = new Vector3(); + const vector = new Vector3(); + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( target.POSITION !== undefined ) { + + const accessor = parser.json.accessors[ target.POSITION ]; + const min = accessor.min; + const max = accessor.max; + + // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. + + if ( min !== undefined && max !== undefined ) { + + // we need to get max of absolute components because target weight is [-1,1] + vector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) ); + vector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) ); + vector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) ); + + + if ( accessor.normalized ) { + + const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); + vector.multiplyScalar( boxScale ); + + } + + // Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative + // to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets + // are used to implement key-frame animations and as such only two are active at a time - this results in very large + // boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size. + maxDisplacement.max( vector ); + + } else { + + console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); + + } + + } + + } + + // As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets. + box.expandByVector( maxDisplacement ); + + } + + geometry.boundingBox = box; + + const sphere = new Sphere(); + + box.getCenter( sphere.center ); + sphere.radius = box.min.distanceTo( box.max ) / 2; + + geometry.boundingSphere = sphere; + +} + +/** + * @param {BufferGeometry} geometry + * @param {GLTF.Primitive} primitiveDef + * @param {GLTFParser} parser + * @return {Promise} + */ +function addPrimitiveAttributes( geometry, primitiveDef, parser ) { + + const attributes = primitiveDef.attributes; + + const pending = []; + + function assignAttributeAccessor( accessorIndex, attributeName ) { + + return parser.getDependency( 'accessor', accessorIndex ) + .then( function ( accessor ) { + + geometry.setAttribute( attributeName, accessor ); + + } ); + + } + + for ( const gltfAttributeName in attributes ) { + + const threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase(); + + // Skip attributes already provided by e.g. Draco extension. + if ( threeAttributeName in geometry.attributes ) continue; + + pending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) ); + + } + + if ( primitiveDef.indices !== undefined && ! geometry.index ) { + + const accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) { + + geometry.setIndex( accessor ); + + } ); + + pending.push( accessor ); + + } + + assignExtrasToUserData( geometry, primitiveDef ); + + computeBounds( geometry, primitiveDef, parser ); + + return Promise.all( pending ).then( function () { + + return primitiveDef.targets !== undefined + ? addMorphTargets( geometry, primitiveDef.targets, parser ) + : geometry; + + } ); + +} + +/** + * @param {BufferGeometry} geometry + * @param {Number} drawMode + * @return {BufferGeometry} + */ +function toTrianglesDrawMode( geometry, drawMode ) { + + let index = geometry.getIndex(); + + // generate index if not present + + if ( index === null ) { + + const indices = []; + + const position = geometry.getAttribute( 'position' ); + + if ( position !== undefined ) { + + for ( let i = 0; i < position.count; i ++ ) { + + indices.push( i ); + + } + + geometry.setIndex( indices ); + index = geometry.getIndex(); + + } else { + + console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' ); + return geometry; + + } + + } + + // + + const numberOfTriangles = index.count - 2; + const newIndices = []; + + if ( drawMode === TriangleFanDrawMode ) { + + // gl.TRIANGLE_FAN + + for ( let i = 1; i <= numberOfTriangles; i ++ ) { + + newIndices.push( index.getX( 0 ) ); + newIndices.push( index.getX( i ) ); + newIndices.push( index.getX( i + 1 ) ); + + } + + } else { + + // gl.TRIANGLE_STRIP + + for ( let i = 0; i < numberOfTriangles; i ++ ) { + + if ( i % 2 === 0 ) { + + newIndices.push( index.getX( i ) ); + newIndices.push( index.getX( i + 1 ) ); + newIndices.push( index.getX( i + 2 ) ); + + + } else { + + newIndices.push( index.getX( i + 2 ) ); + newIndices.push( index.getX( i + 1 ) ); + newIndices.push( index.getX( i ) ); + + } + + } + + } + + if ( ( newIndices.length / 3 ) !== numberOfTriangles ) { + + console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' ); + + } + + // build final geometry + + const newGeometry = geometry.clone(); + newGeometry.setIndex( newIndices ); + + return newGeometry; + +} + +const e=[171,75,84,88,32,50,48,187,13,10,26,10];var n,i$1,s,a,r,o,l,f;!function(t){t[t.NONE=0]="NONE",t[t.BASISLZ=1]="BASISLZ",t[t.ZSTD=2]="ZSTD",t[t.ZLIB=3]="ZLIB";}(n||(n={})),function(t){t[t.BASICFORMAT=0]="BASICFORMAT";}(i$1||(i$1={})),function(t){t[t.UNSPECIFIED=0]="UNSPECIFIED",t[t.ETC1S=163]="ETC1S",t[t.UASTC=166]="UASTC";}(s||(s={})),function(t){t[t.UNSPECIFIED=0]="UNSPECIFIED",t[t.SRGB=1]="SRGB";}(a||(a={})),function(t){t[t.UNSPECIFIED=0]="UNSPECIFIED",t[t.LINEAR=1]="LINEAR",t[t.SRGB=2]="SRGB",t[t.ITU=3]="ITU",t[t.NTSC=4]="NTSC",t[t.SLOG=5]="SLOG",t[t.SLOG2=6]="SLOG2";}(r||(r={})),function(t){t[t.ALPHA_STRAIGHT=0]="ALPHA_STRAIGHT",t[t.ALPHA_PREMULTIPLIED=1]="ALPHA_PREMULTIPLIED";}(o||(o={})),function(t){t[t.RGB=0]="RGB",t[t.RRR=3]="RRR",t[t.GGG=4]="GGG",t[t.AAA=15]="AAA";}(l||(l={})),function(t){t[t.RGB=0]="RGB",t[t.RGBA=3]="RGBA",t[t.RRR=4]="RRR",t[t.RRRG=5]="RRRG";}(f||(f={}));class U{constructor(){this.vkFormat=0,this.typeSize=1,this.pixelWidth=0,this.pixelHeight=0,this.pixelDepth=0,this.layerCount=0,this.faceCount=1,this.supercompressionScheme=n.NONE,this.levels=[],this.dataFormatDescriptor=[{vendorId:0,descriptorType:i$1.BASICFORMAT,versionNumber:2,descriptorBlockSize:40,colorModel:s.UNSPECIFIED,colorPrimaries:a.SRGB,transferFunction:a.SRGB,flags:o.ALPHA_STRAIGHT,texelBlockDimension:{x:4,y:4,z:1,w:1},bytesPlane:[],samples:[]}],this.keyValue={},this.globalData=null;}}class c{constructor(t,e,n,i){this._dataView=new DataView(t.buffer,t.byteOffset+e,n),this._littleEndian=i,this._offset=0;}_nextUint8(){const t=this._dataView.getUint8(this._offset);return this._offset+=1,t}_nextUint16(){const t=this._dataView.getUint16(this._offset,this._littleEndian);return this._offset+=2,t}_nextUint32(){const t=this._dataView.getUint32(this._offset,this._littleEndian);return this._offset+=4,t}_nextUint64(){const t=this._dataView.getUint32(this._offset,this._littleEndian)+2**32*this._dataView.getUint32(this._offset+4,this._littleEndian);return this._offset+=8,t}_skip(t){return this._offset+=t,this}_scan(t,e=0){const n=this._offset;let i=0;for(;this._dataView.getUint8(this._offset)!==e&&i { + + // Check for an existing task using this buffer. A transferred buffer cannot be transferred + // again from this thread. + if ( _taskCache.has( buffer ) ) { + + const cachedTask = _taskCache.get( buffer ); + + return cachedTask.promise.then( onLoad ).catch( onError ); + + } + + this._createTexture( [ buffer ] ) + .then( function ( _texture ) { + + texture.copy( _texture ); + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } ) + .catch( onError ); + + }, onProgress, onError ); + + return texture; + + } + + /** Low-level transcoding API, exposed for use by KTX2Loader. */ + parseInternalAsync( options ) { + + const { levels } = options; + + const buffers = new Set(); + + for ( let i = 0; i < levels.length; i ++ ) { + + buffers.add( levels[ i ].data.buffer ); + + } + + return this._createTexture( Array.from( buffers ), { ...options, lowLevel: true } ); + + } + + /** + * @param {ArrayBuffer[]} buffers + * @param {object?} config + * @return {Promise} + */ + _createTexture( buffers, config = {} ) { + + let worker; + let taskID; + + const taskConfig = config; + let taskCost = 0; + + for ( let i = 0; i < buffers.length; i ++ ) { + + taskCost += buffers[ i ].byteLength; + + } + + const texturePending = this._allocateWorker( taskCost ) + .then( ( _worker ) => { + + worker = _worker; + taskID = this.workerNextTaskID ++; + + return new Promise( ( resolve, reject ) => { + + worker._callbacks[ taskID ] = { resolve, reject }; + + worker.postMessage( { type: 'transcode', id: taskID, buffers: buffers, taskConfig: taskConfig }, buffers ); + + } ); + + } ) + .then( ( message ) => { + + const { mipmaps, width, height, format } = message; + + const texture = new CompressedTexture( mipmaps, width, height, format, UnsignedByteType ); + texture.minFilter = mipmaps.length === 1 ? LinearFilter : LinearMipmapLinearFilter; + texture.magFilter = LinearFilter; + texture.generateMipmaps = false; + texture.needsUpdate = true; + + return texture; + + } ); + + // Note: replaced '.finally()' with '.catch().then()' block - iOS 11 support (#19416) + texturePending + .catch( () => true ) + .then( () => { + + if ( worker && taskID ) { + + worker._taskLoad -= taskCost; + delete worker._callbacks[ taskID ]; + + } + + } ); + + // Cache the task result. + _taskCache.set( buffers[ 0 ], { promise: texturePending } ); + + return texturePending; + + } + + _initTranscoder() { + + if ( ! this.transcoderPending ) { + + // Load transcoder wrapper. + const jsLoader = new FileLoader( this.manager ); + jsLoader.setPath( this.transcoderPath ); + jsLoader.setWithCredentials( this.withCredentials ); + const jsContent = new Promise( ( resolve, reject ) => { + + jsLoader.load( 'basis_transcoder.js', resolve, undefined, reject ); + + } ); + + // Load transcoder WASM binary. + const binaryLoader = new FileLoader( this.manager ); + binaryLoader.setPath( this.transcoderPath ); + binaryLoader.setResponseType( 'arraybuffer' ); + binaryLoader.setWithCredentials( this.withCredentials ); + const binaryContent = new Promise( ( resolve, reject ) => { + + binaryLoader.load( 'basis_transcoder.wasm', resolve, undefined, reject ); + + } ); + + this.transcoderPending = Promise.all( [ jsContent, binaryContent ] ) + .then( ( [ jsContent, binaryContent ] ) => { + + const fn = BasisTextureLoader.BasisWorker.toString(); + + const body = [ + '/* constants */', + 'let _EngineFormat = ' + JSON.stringify( BasisTextureLoader.EngineFormat ), + 'let _TranscoderFormat = ' + JSON.stringify( BasisTextureLoader.TranscoderFormat ), + 'let _BasisFormat = ' + JSON.stringify( BasisTextureLoader.BasisFormat ), + '/* basis_transcoder.js */', + jsContent, + '/* worker */', + fn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) ) + ].join( '\n' ); + + this.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) ); + this.transcoderBinary = binaryContent; + + } ); + + } + + return this.transcoderPending; + + } + + _allocateWorker( taskCost ) { + + return this._initTranscoder().then( () => { + + if ( this.workerPool.length < this.workerLimit ) { + + const worker = new Worker( this.workerSourceURL ); + + worker._callbacks = {}; + worker._taskLoad = 0; + + worker.postMessage( { + type: 'init', + config: this.workerConfig, + transcoderBinary: this.transcoderBinary, + } ); + + worker.onmessage = function ( e ) { + + const message = e.data; + + switch ( message.type ) { + + case 'transcode': + worker._callbacks[ message.id ].resolve( message ); + break; + + case 'error': + worker._callbacks[ message.id ].reject( message ); + break; + + default: + console.error( 'THREE.BasisTextureLoader: Unexpected message, "' + message.type + '"' ); + + } + + }; + + this.workerPool.push( worker ); + + } else { + + this.workerPool.sort( function ( a, b ) { + + return a._taskLoad > b._taskLoad ? - 1 : 1; + + } ); + + } + + const worker = this.workerPool[ this.workerPool.length - 1 ]; + + worker._taskLoad += taskCost; + + return worker; + + } ); + + } + + dispose() { + + for ( let i = 0; i < this.workerPool.length; i ++ ) { + + this.workerPool[ i ].terminate(); + + } + + this.workerPool.length = 0; + + return this; + + } + +} + +/* CONSTANTS */ + +BasisTextureLoader.BasisFormat = { + ETC1S: 0, + UASTC_4x4: 1, +}; + +BasisTextureLoader.TranscoderFormat = { + ETC1: 0, + ETC2: 1, + BC1: 2, + BC3: 3, + BC4: 4, + BC5: 5, + BC7_M6_OPAQUE_ONLY: 6, + BC7_M5: 7, + PVRTC1_4_RGB: 8, + PVRTC1_4_RGBA: 9, + ASTC_4x4: 10, + ATC_RGB: 11, + ATC_RGBA_INTERPOLATED_ALPHA: 12, + RGBA32: 13, + RGB565: 14, + BGR565: 15, + RGBA4444: 16, +}; + +BasisTextureLoader.EngineFormat = { + RGBAFormat: RGBAFormat, + RGBA_ASTC_4x4_Format: RGBA_ASTC_4x4_Format, + RGBA_BPTC_Format: RGBA_BPTC_Format, + RGBA_ETC2_EAC_Format: RGBA_ETC2_EAC_Format, + RGBA_PVRTC_4BPPV1_Format: RGBA_PVRTC_4BPPV1_Format, + RGBA_S3TC_DXT5_Format: RGBA_S3TC_DXT5_Format, + RGB_ETC1_Format: RGB_ETC1_Format, + RGB_ETC2_Format: RGB_ETC2_Format, + RGB_PVRTC_4BPPV1_Format: RGB_PVRTC_4BPPV1_Format, + RGB_S3TC_DXT1_Format: RGB_S3TC_DXT1_Format, +}; + + +/* WEB WORKER */ + +BasisTextureLoader.BasisWorker = function () { + + let config; + let transcoderPending; + let BasisModule; + + const EngineFormat = _EngineFormat; // eslint-disable-line no-undef + const TranscoderFormat = _TranscoderFormat; // eslint-disable-line no-undef + const BasisFormat = _BasisFormat; // eslint-disable-line no-undef + + onmessage = function ( e ) { + + const message = e.data; + + switch ( message.type ) { + + case 'init': + config = message.config; + init( message.transcoderBinary ); + break; + + case 'transcode': + transcoderPending.then( () => { + + try { + + const { width, height, hasAlpha, mipmaps, format } = message.taskConfig.lowLevel + ? transcodeLowLevel( message.taskConfig ) + : transcode( message.buffers[ 0 ] ); + + const buffers = []; + + for ( let i = 0; i < mipmaps.length; ++ i ) { + + buffers.push( mipmaps[ i ].data.buffer ); + + } + + self.postMessage( { type: 'transcode', id: message.id, width, height, hasAlpha, mipmaps, format }, buffers ); + + } catch ( error ) { + + console.error( error ); + + self.postMessage( { type: 'error', id: message.id, error: error.message } ); + + } + + } ); + break; + + } + + }; + + function init( wasmBinary ) { + + transcoderPending = new Promise( ( resolve ) => { + + BasisModule = { wasmBinary, onRuntimeInitialized: resolve }; + BASIS( BasisModule ); // eslint-disable-line no-undef + + } ).then( () => { + + BasisModule.initializeBasis(); + + } ); + + } + + function transcodeLowLevel( taskConfig ) { + + const { basisFormat, width, height, hasAlpha } = taskConfig; + + const { transcoderFormat, engineFormat } = getTranscoderFormat( basisFormat, width, height, hasAlpha ); + + const blockByteLength = BasisModule.getBytesPerBlockOrPixel( transcoderFormat ); + + assert( BasisModule.isFormatSupported( transcoderFormat ), 'THREE.BasisTextureLoader: Unsupported format.' ); + + const mipmaps = []; + + if ( basisFormat === BasisFormat.ETC1S ) { + + const transcoder = new BasisModule.LowLevelETC1SImageTranscoder(); + + const { endpointCount, endpointsData, selectorCount, selectorsData, tablesData } = taskConfig.globalData; + + try { + + let ok; + + ok = transcoder.decodePalettes( endpointCount, endpointsData, selectorCount, selectorsData ); + + assert( ok, 'THREE.BasisTextureLoader: decodePalettes() failed.' ); + + ok = transcoder.decodeTables( tablesData ); + + assert( ok, 'THREE.BasisTextureLoader: decodeTables() failed.' ); + + for ( let i = 0; i < taskConfig.levels.length; i ++ ) { + + const level = taskConfig.levels[ i ]; + const imageDesc = taskConfig.globalData.imageDescs[ i ]; + + const dstByteLength = getTranscodedImageByteLength( transcoderFormat, level.width, level.height ); + const dst = new Uint8Array( dstByteLength ); + + ok = transcoder.transcodeImage( + transcoderFormat, + dst, dstByteLength / blockByteLength, + level.data, + getWidthInBlocks( transcoderFormat, level.width ), + getHeightInBlocks( transcoderFormat, level.height ), + level.width, level.height, level.index, + imageDesc.rgbSliceByteOffset, imageDesc.rgbSliceByteLength, + imageDesc.alphaSliceByteOffset, imageDesc.alphaSliceByteLength, + imageDesc.imageFlags, + hasAlpha, + false, + 0, 0 + ); + + assert( ok, 'THREE.BasisTextureLoader: transcodeImage() failed for level ' + level.index + '.' ); + + mipmaps.push( { data: dst, width: level.width, height: level.height } ); + + } + + } finally { + + transcoder.delete(); + + } + + } else { + + for ( let i = 0; i < taskConfig.levels.length; i ++ ) { + + const level = taskConfig.levels[ i ]; + + const dstByteLength = getTranscodedImageByteLength( transcoderFormat, level.width, level.height ); + const dst = new Uint8Array( dstByteLength ); + + const ok = BasisModule.transcodeUASTCImage( + transcoderFormat, + dst, dstByteLength / blockByteLength, + level.data, + getWidthInBlocks( transcoderFormat, level.width ), + getHeightInBlocks( transcoderFormat, level.height ), + level.width, level.height, level.index, + 0, + level.data.byteLength, + 0, + hasAlpha, + false, + 0, 0, + - 1, - 1 + ); + + assert( ok, 'THREE.BasisTextureLoader: transcodeUASTCImage() failed for level ' + level.index + '.' ); + + mipmaps.push( { data: dst, width: level.width, height: level.height } ); + + } + + } + + return { width, height, hasAlpha, mipmaps, format: engineFormat }; + + } + + function transcode( buffer ) { + + const basisFile = new BasisModule.BasisFile( new Uint8Array( buffer ) ); + + const basisFormat = basisFile.isUASTC() ? BasisFormat.UASTC_4x4 : BasisFormat.ETC1S; + const width = basisFile.getImageWidth( 0, 0 ); + const height = basisFile.getImageHeight( 0, 0 ); + const levels = basisFile.getNumLevels( 0 ); + const hasAlpha = basisFile.getHasAlpha(); + + function cleanup() { + + basisFile.close(); + basisFile.delete(); + + } + + const { transcoderFormat, engineFormat } = getTranscoderFormat( basisFormat, width, height, hasAlpha ); + + if ( ! width || ! height || ! levels ) { + + cleanup(); + throw new Error( 'THREE.BasisTextureLoader: Invalid texture' ); + + } + + if ( ! basisFile.startTranscoding() ) { + + cleanup(); + throw new Error( 'THREE.BasisTextureLoader: .startTranscoding failed' ); + + } + + const mipmaps = []; + + for ( let mip = 0; mip < levels; mip ++ ) { + + const mipWidth = basisFile.getImageWidth( 0, mip ); + const mipHeight = basisFile.getImageHeight( 0, mip ); + const dst = new Uint8Array( basisFile.getImageTranscodedSizeInBytes( 0, mip, transcoderFormat ) ); + + const status = basisFile.transcodeImage( + dst, + 0, + mip, + transcoderFormat, + 0, + hasAlpha + ); + + if ( ! status ) { + + cleanup(); + throw new Error( 'THREE.BasisTextureLoader: .transcodeImage failed.' ); + + } + + mipmaps.push( { data: dst, width: mipWidth, height: mipHeight } ); + + } + + cleanup(); + + return { width, height, hasAlpha, mipmaps, format: engineFormat }; + + } + + // + + // Optimal choice of a transcoder target format depends on the Basis format (ETC1S or UASTC), + // device capabilities, and texture dimensions. The list below ranks the formats separately + // for ETC1S and UASTC. + // + // In some cases, transcoding UASTC to RGBA32 might be preferred for higher quality (at + // significant memory cost) compared to ETC1/2, BC1/3, and PVRTC. The transcoder currently + // chooses RGBA32 only as a last resort and does not expose that option to the caller. + const FORMAT_OPTIONS = [ + { + if: 'astcSupported', + basisFormat: [ BasisFormat.UASTC_4x4 ], + transcoderFormat: [ TranscoderFormat.ASTC_4x4, TranscoderFormat.ASTC_4x4 ], + engineFormat: [ EngineFormat.RGBA_ASTC_4x4_Format, EngineFormat.RGBA_ASTC_4x4_Format ], + priorityETC1S: Infinity, + priorityUASTC: 1, + needsPowerOfTwo: false, + }, + { + if: 'bptcSupported', + basisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ], + transcoderFormat: [ TranscoderFormat.BC7_M5, TranscoderFormat.BC7_M5 ], + engineFormat: [ EngineFormat.RGBA_BPTC_Format, EngineFormat.RGBA_BPTC_Format ], + priorityETC1S: 3, + priorityUASTC: 2, + needsPowerOfTwo: false, + }, + { + if: 'dxtSupported', + basisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ], + transcoderFormat: [ TranscoderFormat.BC1, TranscoderFormat.BC3 ], + engineFormat: [ EngineFormat.RGB_S3TC_DXT1_Format, EngineFormat.RGBA_S3TC_DXT5_Format ], + priorityETC1S: 4, + priorityUASTC: 5, + needsPowerOfTwo: false, + }, + { + if: 'etc2Supported', + basisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ], + transcoderFormat: [ TranscoderFormat.ETC1, TranscoderFormat.ETC2 ], + engineFormat: [ EngineFormat.RGB_ETC2_Format, EngineFormat.RGBA_ETC2_EAC_Format ], + priorityETC1S: 1, + priorityUASTC: 3, + needsPowerOfTwo: false, + }, + { + if: 'etc1Supported', + basisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ], + transcoderFormat: [ TranscoderFormat.ETC1, TranscoderFormat.ETC1 ], + engineFormat: [ EngineFormat.RGB_ETC1_Format, EngineFormat.RGB_ETC1_Format ], + priorityETC1S: 2, + priorityUASTC: 4, + needsPowerOfTwo: false, + }, + { + if: 'pvrtcSupported', + basisFormat: [ BasisFormat.ETC1S, BasisFormat.UASTC_4x4 ], + transcoderFormat: [ TranscoderFormat.PVRTC1_4_RGB, TranscoderFormat.PVRTC1_4_RGBA ], + engineFormat: [ EngineFormat.RGB_PVRTC_4BPPV1_Format, EngineFormat.RGBA_PVRTC_4BPPV1_Format ], + priorityETC1S: 5, + priorityUASTC: 6, + needsPowerOfTwo: true, + }, + ]; + + const ETC1S_OPTIONS = FORMAT_OPTIONS.sort( function ( a, b ) { + + return a.priorityETC1S - b.priorityETC1S; + + } ); + const UASTC_OPTIONS = FORMAT_OPTIONS.sort( function ( a, b ) { + + return a.priorityUASTC - b.priorityUASTC; + + } ); + + function getTranscoderFormat( basisFormat, width, height, hasAlpha ) { + + let transcoderFormat; + let engineFormat; + + const options = basisFormat === BasisFormat.ETC1S ? ETC1S_OPTIONS : UASTC_OPTIONS; + + for ( let i = 0; i < options.length; i ++ ) { + + const opt = options[ i ]; + + if ( ! config[ opt.if ] ) continue; + if ( ! opt.basisFormat.includes( basisFormat ) ) continue; + if ( opt.needsPowerOfTwo && ! ( isPowerOfTwo( width ) && isPowerOfTwo( height ) ) ) continue; + + transcoderFormat = opt.transcoderFormat[ hasAlpha ? 1 : 0 ]; + engineFormat = opt.engineFormat[ hasAlpha ? 1 : 0 ]; + + return { transcoderFormat, engineFormat }; + + } + + console.warn( 'THREE.BasisTextureLoader: No suitable compressed texture format found. Decoding to RGBA32.' ); + + transcoderFormat = TranscoderFormat.RGBA32; + engineFormat = EngineFormat.RGBAFormat; + + return { transcoderFormat, engineFormat }; + + } + + function assert( ok, message ) { + + if ( ! ok ) throw new Error( message ); + + } + + function getWidthInBlocks( transcoderFormat, width ) { + + return Math.ceil( width / BasisModule.getFormatBlockWidth( transcoderFormat ) ); + + } + + function getHeightInBlocks( transcoderFormat, height ) { + + return Math.ceil( height / BasisModule.getFormatBlockHeight( transcoderFormat ) ); + + } + + function getTranscodedImageByteLength( transcoderFormat, width, height ) { + + const blockByteLength = BasisModule.getBytesPerBlockOrPixel( transcoderFormat ); + + if ( BasisModule.formatIsUncompressed( transcoderFormat ) ) { + + return width * height * blockByteLength; + + } + + if ( transcoderFormat === TranscoderFormat.PVRTC1_4_RGB + || transcoderFormat === TranscoderFormat.PVRTC1_4_RGBA ) { + + // GL requires extra padding for very small textures: + // https://www.khronos.org/registry/OpenGL/extensions/IMG/IMG_texture_compression_pvrtc.txt + const paddedWidth = ( width + 3 ) & ~ 3; + const paddedHeight = ( height + 3 ) & ~ 3; + + return ( Math.max( 8, paddedWidth ) * Math.max( 8, paddedHeight ) * 4 + 7 ) / 8; + + } + + return ( getWidthInBlocks( transcoderFormat, width ) + * getHeightInBlocks( transcoderFormat, height ) + * blockByteLength ); + + } + + function isPowerOfTwo( value ) { + + if ( value <= 2 ) return true; + + return ( value & ( value - 1 ) ) === 0 && value !== 0; + + } + +}; + +/** + * @author Don McCurdy / https://www.donmccurdy.com + */ + +let init, instance, heap; + +const importObject = { + + env: { + + emscripten_notify_memory_growth: function ( index ) { + + heap = new Uint8Array( instance.exports.memory.buffer ); + + } + + } + +}; + +/** + * ZSTD (Zstandard) decoder. + * + * Compiled from https://github.com/facebook/zstd/tree/dev/contrib/single_file_libs, with the + * following steps: + * + * ``` + * ./combine.sh -r ../../lib -o zstddeclib.c zstddeclib-in.c + * emcc zstddeclib.c -Oz -s EXPORTED_FUNCTIONS="['_ZSTD_decompress', '_ZSTD_findDecompressedSize', '_ZSTD_isError', '_malloc', '_free']" -s ALLOW_MEMORY_GROWTH=1 -s MALLOC=emmalloc -o zstddec.wasm + * base64 zstddec.wasm > zstddec.txt + * ``` + * + * The base64 string written to `zstddec.txt` is embedded as the `wasm` variable at the bottom + * of this file. The rest of this file is written by hand, in order to avoid an additional JS + * wrapper generated by Emscripten. + */ +class ZSTDDecoder { + + init () { + + if ( ! init ) { + + init = fetch( 'data:application/wasm;base64,' + wasm ) + .then( ( response ) => response.arrayBuffer() ) + .then( ( arrayBuffer ) => WebAssembly.instantiate( arrayBuffer, importObject ) ) + .then( ( result ) => { + + instance = result.instance; + + importObject.env.emscripten_notify_memory_growth( 0 ); // initialize heap. + + }); + + } + + return init; + + } + + decode ( array, uncompressedSize = 0 ) { + + // Write compressed data into WASM memory. + const compressedSize = array.byteLength; + const compressedPtr = instance.exports.malloc( compressedSize ); + heap.set( array, compressedPtr ); + + // Decompress into WASM memory. + uncompressedSize = uncompressedSize || Number( instance.exports.ZSTD_findDecompressedSize( compressedPtr, compressedSize ) ); + const uncompressedPtr = instance.exports.malloc( uncompressedSize ); + const actualSize = instance.exports.ZSTD_decompress( uncompressedPtr, uncompressedSize, compressedPtr, compressedSize ); + + // Read decompressed data and free WASM memory. + const dec = heap.slice( uncompressedPtr, uncompressedPtr + actualSize ); + instance.exports.free( compressedPtr ); + instance.exports.free( uncompressedPtr ); + + return dec; + + } + +} + +/** + * BSD License + * + * For Zstandard software + * + * Copyright (c) 2016-present, Yann Collet, Facebook, Inc. 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 Facebook 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 AND CONTRIBUTORS "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 HOLDER 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 wasm = '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+ +/** + * Loader for KTX 2.0 GPU Texture containers. + * + * KTX 2.0 is a container format for various GPU texture formats. The loader + * supports Basis Universal GPU textures, which can be quickly transcoded to + * a wide variety of GPU texture compression formats. While KTX 2.0 also allows + * other hardware-specific formats, this loader does not yet parse them. + * + * This loader parses the KTX 2.0 container and then relies on + * THREE.BasisTextureLoader to complete the transcoding process. + * + * References: + * - KTX: http://github.khronos.org/KTX-Specification/ + * - DFD: https://www.khronos.org/registry/DataFormat/specs/1.3/dataformat.1.3.html#basicdescriptor + */ + +class KTX2Loader extends CompressedTextureLoader { + + constructor( manager ) { + + super( manager ); + + this.basisLoader = new BasisTextureLoader( manager ); + this.zstd = new ZSTDDecoder(); + + this.zstd.init(); + + if ( typeof MSC_TRANSCODER !== 'undefined' ) { + + console.warn( + + 'THREE.KTX2Loader: Please update to latest "basis_transcoder".' + + ' "msc_basis_transcoder" is no longer supported in three.js r125+.' + + ); + + } + + } + + setTranscoderPath( path ) { + + this.basisLoader.setTranscoderPath( path ); + + return this; + + } + + setWorkerLimit( path ) { + + this.basisLoader.setWorkerLimit( path ); + + return this; + + } + + detectSupport( renderer ) { + + this.basisLoader.detectSupport( renderer ); + + return this; + + } + + dispose() { + + this.basisLoader.dispose(); + + return this; + + } + + load( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texture = new CompressedTexture(); + + var bufferPending = new Promise( function ( resolve, reject ) { + + new FileLoader( scope.manager ) + .setPath( scope.path ) + .setResponseType( 'arraybuffer' ) + .load( url, resolve, onProgress, reject ); + + } ); + + bufferPending + .then( function ( buffer ) { + + scope.parse( buffer, function ( _texture ) { + + texture.copy( _texture ); + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onError ); + + } ) + .catch( onError ); + + return texture; + + } + + parse( buffer, onLoad, onError ) { + + var scope = this; + + var ktx = p( new Uint8Array( buffer ) ); + + if ( ktx.pixelDepth > 0 ) { + + throw new Error( 'THREE.KTX2Loader: Only 2D textures are currently supported.' ); + + } + + if ( ktx.layerCount > 1 ) { + + throw new Error( 'THREE.KTX2Loader: Array textures are not currently supported.' ); + + } + + if ( ktx.faceCount > 1 ) { + + throw new Error( 'THREE.KTX2Loader: Cube textures are not currently supported.' ); + + } + + var dfd = KTX2Utils.getBasicDFD( ktx ); + + KTX2Utils.createLevels( ktx, this.zstd ).then( function ( levels ) { + + var basisFormat = dfd.colorModel === s.UASTC + ? BasisTextureLoader.BasisFormat.UASTC_4x4 + : BasisTextureLoader.BasisFormat.ETC1S; + + var parseConfig = { + + levels: levels, + width: ktx.pixelWidth, + height: ktx.pixelHeight, + basisFormat: basisFormat, + hasAlpha: KTX2Utils.getAlpha( ktx ), + + }; + + if ( basisFormat === BasisTextureLoader.BasisFormat.ETC1S ) { + + parseConfig.globalData = ktx.globalData; + + } + + return scope.basisLoader.parseInternalAsync( parseConfig ); + + } ).then( function ( texture ) { + + texture.encoding = dfd.transferFunction === r.SRGB + ? sRGBEncoding + : LinearEncoding; + texture.premultiplyAlpha = KTX2Utils.getPremultiplyAlpha( ktx ); + + onLoad( texture ); + + } ).catch( onError ); + + return this; + + } + +} + +var KTX2Utils = { + + createLevels: async function ( ktx, zstd ) { + + if ( ktx.supercompressionScheme === n.ZSTD ) { + + await zstd.init(); + + } + + var levels = []; + var width = ktx.pixelWidth; + var height = ktx.pixelHeight; + + for ( var levelIndex = 0; levelIndex < ktx.levels.length; levelIndex ++ ) { + + var levelWidth = Math.max( 1, Math.floor( width / Math.pow( 2, levelIndex ) ) ); + var levelHeight = Math.max( 1, Math.floor( height / Math.pow( 2, levelIndex ) ) ); + var levelData = ktx.levels[ levelIndex ].levelData; + + if ( ktx.supercompressionScheme === n.ZSTD ) { + + levelData = zstd.decode( levelData, ktx.levels[ levelIndex ].uncompressedByteLength ); + + } + + levels.push( { + + index: levelIndex, + width: levelWidth, + height: levelHeight, + data: levelData, + + } ); + + } + + return levels; + + }, + + getBasicDFD: function ( ktx ) { + + // Basic Data Format Descriptor Block is always the first DFD. + return ktx.dataFormatDescriptor[ 0 ]; + + }, + + getAlpha: function ( ktx ) { + + var dfd = this.getBasicDFD( ktx ); + + // UASTC + + if ( dfd.colorModel === s.UASTC ) { + + if ( ( dfd.samples[ 0 ].channelID & 0xF ) === f.RGBA ) { + + return true; + + } + + return false; + + } + + // ETC1S + + if ( dfd.samples.length === 2 + && ( dfd.samples[ 1 ].channelID & 0xF ) === l.AAA ) { + + return true; + + } + + return false; + + }, + + getPremultiplyAlpha: function ( ktx ) { + + var dfd = this.getBasicDFD( ktx ); + + return !! ( dfd.flags & o.ALPHA_PREMULTIPLIED ); + + }, + +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a$c, _b$b; +const $retainerCount = Symbol('retainerCount'); +const $recentlyUsed = Symbol('recentlyUsed'); +const $evict = Symbol('evict'); +const $evictionThreshold = Symbol('evictionThreshold'); +const $cache = Symbol('cache'); +/** + * The CacheEvictionPolicy manages the lifecycle for items in a cache, + * evicting any items outside some threshold bounds in "recently used" order, + * if they are evictable. + * + * Items are considered cached as they are retained. When all retainers + * of an item release it, that item is considered evictable. + */ +class CacheEvictionPolicy { + constructor(cache, evictionThreshold = 5) { + this[_a$c] = new Map(); + this[_b$b] = []; + this[$cache] = cache; + this[$evictionThreshold] = evictionThreshold; + } + /** + * The eviction threshold is the maximum number of items to hold + * in cache indefinitely. Items within the threshold (in recently + * used order) will continue to be cached even if they have zero + * retainers. + */ + set evictionThreshold(value) { + this[$evictionThreshold] = value; + this[$evict](); + } + get evictionThreshold() { + return this[$evictionThreshold]; + } + /** + * A reference to the cache that operates under this policy + */ + get cache() { + return this[$cache]; + } + /** + * Given an item key, returns the number of retainers of that item + */ + retainerCount(key) { + return this[$retainerCount].get(key) || 0; + } + /** + * Resets the internal tracking of cache item retainers. Use only in cases + * where it is certain that all retained cache items have been accounted for! + */ + reset() { + this[$retainerCount].clear(); + this[$recentlyUsed] = []; + } + /** + * Mark a given cache item as retained, where the item is represented + * by its key. An item can have any number of retainers. + */ + retain(key) { + if (!this[$retainerCount].has(key)) { + this[$retainerCount].set(key, 0); + } + this[$retainerCount].set(key, this[$retainerCount].get(key) + 1); + const recentlyUsedIndex = this[$recentlyUsed].indexOf(key); + if (recentlyUsedIndex !== -1) { + this[$recentlyUsed].splice(recentlyUsedIndex, 1); + } + this[$recentlyUsed].unshift(key); + // Evict, in case retaining a new item pushed an evictable item beyond the + // eviction threshold + this[$evict](); + } + /** + * Mark a given cache item as released by one of its retainers, where the item + * is represented by its key. When all retainers of an item have released it, + * the item is considered evictable. + */ + release(key) { + if (this[$retainerCount].has(key)) { + this[$retainerCount].set(key, Math.max(this[$retainerCount].get(key) - 1, 0)); + } + this[$evict](); + } + [(_a$c = $retainerCount, _b$b = $recentlyUsed, $evict)]() { + if (this[$recentlyUsed].length < this[$evictionThreshold]) { + return; + } + for (let i = this[$recentlyUsed].length - 1; i >= this[$evictionThreshold]; --i) { + const key = this[$recentlyUsed][i]; + const retainerCount = this[$retainerCount].get(key); + if (retainerCount === 0) { + this[$cache].delete(key); + this[$recentlyUsed].splice(i, 1); + } + } + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a$b, _b$a; +/** + * A helper to Promise-ify a Three.js GLTFLoader + */ +const loadWithLoader = (url, loader, progressCallback = () => { }) => { + const onProgress = (event) => { + const fraction = event.loaded / event.total; + progressCallback(Math.max(0, Math.min(1, isFinite(fraction) ? fraction : 1))); + }; + return new Promise((resolve, reject) => { + loader.load(url, resolve, onProgress, reject); + }); +}; +const cache = new Map(); +const preloaded = new Map(); +let dracoDecoderLocation; +const dracoLoader = new DRACOLoader(); +let ktx2TranscoderLocation; +const ktx2Loader = new KTX2Loader(); +const $loader = Symbol('loader'); +const $evictionPolicy = Symbol('evictionPolicy'); +const $GLTFInstance = Symbol('GLTFInstance'); +class CachingGLTFLoader extends EventDispatcher { + constructor(GLTFInstance) { + super(); + this[_b$a] = new GLTFLoader(); + this[$GLTFInstance] = GLTFInstance; + this[$loader].setDRACOLoader(dracoLoader); + this[$loader].setKTX2Loader(ktx2Loader); + } + static setDRACODecoderLocation(url) { + dracoDecoderLocation = url; + dracoLoader.setDecoderPath(url); + } + static getDRACODecoderLocation() { + return dracoDecoderLocation; + } + static setKTX2TranscoderLocation(url) { + ktx2TranscoderLocation = url; + ktx2Loader.setTranscoderPath(url); + } + static getKTX2TranscoderLocation() { + return ktx2TranscoderLocation; + } + static initializeKTX2Loader(renderer) { + ktx2Loader.detectSupport(renderer); + } + static get cache() { + return cache; + } + /** @nocollapse */ + static clearCache() { + cache.forEach((_value, url) => { + this.delete(url); + }); + this[$evictionPolicy].reset(); + } + static has(url) { + return cache.has(url); + } + /** @nocollapse */ + static async delete(url) { + if (!this.has(url)) { + return; + } + const gltfLoads = cache.get(url); + preloaded.delete(url); + cache.delete(url); + const gltf = await gltfLoads; + // Dispose of the cached glTF's materials and geometries: + gltf.dispose(); + } + /** + * Returns true if the model that corresponds to the specified url is + * available in our local cache. + */ + static hasFinishedLoading(url) { + return !!preloaded.get(url); + } + get [(_a$b = $evictionPolicy, _b$a = $loader, $evictionPolicy)]() { + return this.constructor[$evictionPolicy]; + } + /** + * Preloads a glTF, populating the cache. Returns a promise that resolves + * when the cache is populated. + */ + async preload(url, element, progressCallback = () => { }) { + this.dispatchEvent({ type: 'preload', element: element, src: url }); + if (!cache.has(url)) { + const rawGLTFLoads = loadWithLoader(url, this[$loader], (progress) => { + progressCallback(progress * 0.8); + }); + const GLTFInstance = this[$GLTFInstance]; + const gltfInstanceLoads = rawGLTFLoads + .then((rawGLTF) => { + return GLTFInstance.prepare(rawGLTF); + }) + .then((preparedGLTF) => { + progressCallback(0.9); + return new GLTFInstance(preparedGLTF); + }); + cache.set(url, gltfInstanceLoads); + } + await cache.get(url); + preloaded.set(url, true); + if (progressCallback) { + progressCallback(1.0); + } + } + /** + * Loads a glTF from the specified url and resolves a unique clone of the + * glTF. If the glTF has already been loaded, makes a clone of the cached + * copy. + */ + async load(url, element, progressCallback = () => { }) { + await this.preload(url, element, progressCallback); + const gltf = await cache.get(url); + const clone = await gltf.clone(); + this[$evictionPolicy].retain(url); + // Patch dispose so that we can properly account for instance use + // in the caching layer: + clone.dispose = (() => { + const originalDispose = clone.dispose; + let disposed = false; + return () => { + if (disposed) { + return; + } + disposed = true; + originalDispose.apply(clone); + this[$evictionPolicy].release(url); + }; + })(); + return clone; + } +} +CachingGLTFLoader[_a$b] = new CacheEvictionPolicy(CachingGLTFLoader); + +class CSS2DObject extends Object3D { + + constructor( element ) { + + super(); + + this.element = element || document.createElement( 'div' ); + + this.element.style.position = 'absolute'; + + this.addEventListener( 'removed', function () { + + this.traverse( function ( object ) { + + if ( object.element instanceof Element && object.element.parentNode !== null ) { + + object.element.parentNode.removeChild( object.element ); + + } + + } ); + + } ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.element = source.element.cloneNode( true ); + + return this; + + } + +} + +CSS2DObject.prototype.isCSS2DObject = true; + +// + +const _vector = new Vector3(); +const _viewMatrix = new Matrix4(); +const _viewProjectionMatrix = new Matrix4(); +const _a$a = new Vector3(); +const _b$9 = new Vector3(); + +class CSS2DRenderer { + + constructor() { + + const _this = this; + + let _width, _height; + let _widthHalf, _heightHalf; + + const cache = { + objects: new WeakMap() + }; + + const domElement = document.createElement( 'div' ); + domElement.style.overflow = 'hidden'; + + this.domElement = domElement; + + this.getSize = function () { + + return { + width: _width, + height: _height + }; + + }; + + this.render = function ( scene, camera ) { + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + if ( camera.parent === null ) camera.updateMatrixWorld(); + + _viewMatrix.copy( camera.matrixWorldInverse ); + _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix ); + + renderObject( scene, scene, camera ); + zOrder( scene ); + + }; + + this.setSize = function ( width, height ) { + + _width = width; + _height = height; + + _widthHalf = _width / 2; + _heightHalf = _height / 2; + + domElement.style.width = width + 'px'; + domElement.style.height = height + 'px'; + + }; + + function renderObject( object, scene, camera ) { + + if ( object.isCSS2DObject ) { + + object.onBeforeRender( _this, scene, camera ); + + _vector.setFromMatrixPosition( object.matrixWorld ); + _vector.applyMatrix4( _viewProjectionMatrix ); + + const element = object.element; + + if ( /apple/i.test( navigator.vendor ) ) { + + // https://github.com/mrdoob/three.js/issues/21415 + element.style.transform = 'translate(-50%,-50%) translate(' + Math.round( _vector.x * _widthHalf + _widthHalf ) + 'px,' + Math.round( - _vector.y * _heightHalf + _heightHalf ) + 'px)'; + + } else { + + element.style.transform = 'translate(-50%,-50%) translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)'; + + } + + element.style.display = ( object.visible && _vector.z >= - 1 && _vector.z <= 1 ) ? '' : 'none'; + + const objectData = { + distanceToCameraSquared: getDistanceToSquared( camera, object ) + }; + + cache.objects.set( object, objectData ); + + if ( element.parentNode !== domElement ) { + + domElement.appendChild( element ); + + } + + object.onAfterRender( _this, scene, camera ); + + } + + for ( let i = 0, l = object.children.length; i < l; i ++ ) { + + renderObject( object.children[ i ], scene, camera ); + + } + + } + + function getDistanceToSquared( object1, object2 ) { + + _a$a.setFromMatrixPosition( object1.matrixWorld ); + _b$9.setFromMatrixPosition( object2.matrixWorld ); + + return _a$a.distanceToSquared( _b$9 ); + + } + + function filterAndFlatten( scene ) { + + const result = []; + + scene.traverse( function ( object ) { + + if ( object.isCSS2DObject ) result.push( object ); + + } ); + + return result; + + } + + function zOrder( scene ) { + + const sorted = filterAndFlatten( scene ).sort( function ( a, b ) { + + const distanceA = cache.objects.get( a ).distanceToCameraSquared; + const distanceB = cache.objects.get( b ).distanceToCameraSquared; + + return distanceA - distanceB; + + } ); + + const zMax = sorted.length; + + for ( let i = 0, l = sorted.length; i < l; i ++ ) { + + sorted[ i ].element.style.zIndex = zMax - i; + + } + + } + + } + +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const deserializeUrl = (url) => (!!url && url !== 'null') ? toFullUrl(url) : null; +const assertIsArCandidate = () => { + if (IS_WEBXR_AR_CANDIDATE) { + return; + } + const missingApis = []; + if (!HAS_WEBXR_DEVICE_API) { + missingApis.push('WebXR Device API'); + } + if (!HAS_WEBXR_HIT_TEST_API) { + missingApis.push('WebXR Hit Test API'); + } + throw new Error(`The following APIs are required for AR, but are missing in this browser: ${missingApis.join(', ')}`); +}; +/** + * Converts a partial URL string to a fully qualified URL string. + * + * @param {String} url + * @return {String} + */ +const toFullUrl = (partialUrl) => { + const url = new URL(partialUrl, window.location.toString()); + return url.toString(); +}; +/** + * Returns a throttled version of a given function that is only invoked at most + * once within a given threshold of time in milliseconds. + * + * The throttled version of the function has a "flush" property that resets the + * threshold for cases when immediate invokation is desired. + */ +const throttle = (fn, ms) => { + let timer = null; + const throttled = (...args) => { + if (timer != null) { + return; + } + fn(...args); + timer = self.setTimeout(() => timer = null, ms); + }; + throttled.flush = () => { + if (timer != null) { + self.clearTimeout(timer); + timer = null; + } + }; + return throttled; +}; +const debounce = (fn, ms) => { + let timer = null; + return (...args) => { + if (timer != null) { + self.clearTimeout(timer); + } + timer = self.setTimeout(() => { + timer = null; + fn(...args); + }, ms); + }; +}; +/** + * @param {Number} value + * @param {Number} lowerLimit + * @param {Number} upperLimit + * @return {Number} value clamped within lowerLimit..upperLimit + */ +const clamp = (value, lowerLimit, upperLimit) => Math.max(lowerLimit, Math.min(upperLimit, value)); +// The DPR we use for a "capped" scenario (see resolveDpr below): +const CAPPED_DEVICE_PIXEL_RATIO = 1; +/** + * This helper analyzes the layout of the current page to decide if we should + * use the natural device pixel ratio, or a capped value. + * + * We cap DPR if there is no meta viewport (suggesting that user is not + * consciously specifying how to scale the viewport relative to the device + * screen size). + * + * The rationale is that this condition typically leads to a pathological + * outcome on mobile devices. When the window dimensions are scaled up on a + * device with a high DPR, we create a canvas that is much larger than + * appropriate to accomodate for the pixel density if we naively use the + * reported DPR. + * + * This value needs to be measured in real time, as device pixel ratio can + * change over time (e.g., when a user zooms the page). Also, in some cases + * (such as Firefox on Android), the window's innerWidth is initially reported + * as the same as the screen's availWidth but changes later. + * + * A user who specifies a meta viewport, thereby consciously creating scaling + * conditions where is slow, will be encouraged to live their + * best life. + */ +const resolveDpr = (() => { + // If true, implies that the user is conscious of the viewport scaling + // relative to the device screen size. + const HAS_META_VIEWPORT_TAG = (() => { + const metas = document.head != null ? + Array.from(document.head.querySelectorAll('meta')) : + []; + for (const meta of metas) { + if (meta.name === 'viewport') { + return true; + } + } + return false; + })(); + if (!HAS_META_VIEWPORT_TAG) { + console.warn('No detected; will cap pixel density at 1.'); + } + return () => HAS_META_VIEWPORT_TAG ? window.devicePixelRatio : + CAPPED_DEVICE_PIXEL_RATIO; +})(); +/** + * Debug mode is enabled when one of the two following conditions is true: + * + * 1. A 'model-viewer-debug-mode' query parameter is present in the current + * search string + * 2. There is a global object ModelViewerElement with a debugMode property set + * to true + */ +const isDebugMode = (() => { + const debugQueryParameterName = 'model-viewer-debug-mode'; + const debugQueryParameter = new RegExp(`[\?&]${debugQueryParameterName}(&|$)`); + return () => (self.ModelViewerElement && + self.ModelViewerElement.debugMode) || + (self.location && self.location.search && + self.location.search.match(debugQueryParameter)); +})(); +/** + * Returns the first key in a Map in iteration order. + * + * NOTE(cdata): This is necessary because IE11 does not implement iterator + * methods of Map, and polymer-build does not polyfill these methods for + * compatibility and performance reasons. This helper proposes that it is + * a reasonable compromise to sacrifice a very small amount of runtime + * performance in IE11 for the sake of code clarity. + */ +const getFirstMapKey = (map) => { + if (map.keys != null) { + return map.keys().next().value || null; + } + let firstKey = null; + try { + map.forEach((_value, key, _map) => { + firstKey = key; + // Stop iterating the Map with forEach: + throw new Error(); + }); + } + catch (_error) { + } + return firstKey; +}; +const timePasses = (ms = 0) => new Promise(resolve => setTimeout(resolve, ms)); +/** + * @param {EventTarget|EventDispatcher} target + * @param {string} eventName + * @param {?Function} predicate + */ +const waitForEvent = (target, eventName, predicate = null) => new Promise(resolve => { + function handler(event) { + if (!predicate || predicate(event)) { + resolve(event); + target.removeEventListener(eventName, handler); + } + } + target.addEventListener(eventName, handler); +}); + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const SETTLING_TIME = 10000; // plenty long enough +const MIN_DECAY_MILLISECONDS = 0.001; +const DECAY_MILLISECONDS = 50; +/** + * The Damper class is a generic second-order critically damped system that does + * one linear step of the desired length of time. The only parameter is + * DECAY_MILLISECONDS. This common parameter makes all states converge at the + * same rate regardless of scale. xNormalization is a number to provide the + * rough scale of x, such that NIL_SPEED clamping also happens at roughly the + * same convergence for all states. + */ +class Damper { + constructor(decayMilliseconds = DECAY_MILLISECONDS) { + this.velocity = 0; + this.naturalFrequency = 0; + this.setDecayTime(decayMilliseconds); + } + setDecayTime(decayMilliseconds) { + this.naturalFrequency = + 1 / Math.max(MIN_DECAY_MILLISECONDS, decayMilliseconds); + } + update(x, xGoal, timeStepMilliseconds, xNormalization) { + const nilSpeed = 0.0002 * this.naturalFrequency; + if (x == null || xNormalization === 0) { + return xGoal; + } + if (x === xGoal && this.velocity === 0) { + return xGoal; + } + if (timeStepMilliseconds < 0) { + return x; + } + // Exact solution to a critically damped second-order system, where: + // acceleration = this.naturalFrequency * this.naturalFrequency * (xGoal + // - x) - 2 * this.naturalFrequency * this.velocity; + const deltaX = (x - xGoal); + const intermediateVelocity = this.velocity + this.naturalFrequency * deltaX; + const intermediateX = deltaX + timeStepMilliseconds * intermediateVelocity; + const decay = Math.exp(-this.naturalFrequency * timeStepMilliseconds); + const newVelocity = (intermediateVelocity - this.naturalFrequency * intermediateX) * decay; + const acceleration = -this.naturalFrequency * (newVelocity + intermediateVelocity * decay); + if (Math.abs(newVelocity) < nilSpeed * Math.abs(xNormalization) && + acceleration * deltaX >= 0) { + // This ensures the controls settle and stop calling this function instead + // of asymptotically approaching their goal. + this.velocity = 0; + return xGoal; + } + else { + this.velocity = newVelocity; + return xGoal + intermediateX * decay; + } + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const numberNode = (value, unit) => ({ type: 'number', number: value, unit }); +/** + * Given a string representing a comma-separated set of CSS-like expressions, + * parses and returns an array of ASTs that correspond to those expressions. + * + * Currently supported syntax includes: + * + * - functions (top-level and nested) + * - calc() arithmetic operators + * - numbers with units + * - hexidecimal-encoded colors in 3, 6 or 8 digit form + * - idents + * + * All syntax is intended to match the parsing rules and semantics of the actual + * CSS spec as closely as possible. + * + * @see https://www.w3.org/TR/CSS2/ + * @see https://www.w3.org/TR/css-values-3/ + */ +const parseExpressions = (() => { + const cache = {}; + const MAX_PARSE_ITERATIONS = 1000; // Arbitrarily large + return (inputString) => { + const cacheKey = inputString; + if (cacheKey in cache) { + return cache[cacheKey]; + } + const expressions = []; + let parseIterations = 0; + while (inputString) { + if (++parseIterations > MAX_PARSE_ITERATIONS) { + // Avoid a potentially infinite loop due to typos: + inputString = ''; + break; + } + const expressionParseResult = parseExpression(inputString); + const expression = expressionParseResult.nodes[0]; + if (expression == null || expression.terms.length === 0) { + break; + } + expressions.push(expression); + inputString = expressionParseResult.remainingInput; + } + return cache[cacheKey] = expressions; + }; +})(); +/** + * Parse a single expression. For the purposes of our supported syntax, an + * expression is the set of semantically meaningful terms that appear before the + * next comma, or between the parens of a function invokation. + */ +const parseExpression = (() => { + const IS_IDENT_RE = /^(\-\-|[a-z\u0240-\uffff])/i; + const IS_OPERATOR_RE = /^([\*\+\/]|[\-]\s)/i; + const IS_EXPRESSION_END_RE = /^[\),]/; + const FUNCTION_ARGUMENTS_FIRST_TOKEN = '('; + const HEX_FIRST_TOKEN = '#'; + return (inputString) => { + const terms = []; + while (inputString.length) { + inputString = inputString.trim(); + if (IS_EXPRESSION_END_RE.test(inputString)) { + break; + } + else if (inputString[0] === FUNCTION_ARGUMENTS_FIRST_TOKEN) { + const { nodes, remainingInput } = parseFunctionArguments(inputString); + inputString = remainingInput; + terms.push({ + type: 'function', + name: { type: 'ident', value: 'calc' }, + arguments: nodes + }); + } + else if (IS_IDENT_RE.test(inputString)) { + const identParseResult = parseIdent(inputString); + const identNode = identParseResult.nodes[0]; + inputString = identParseResult.remainingInput; + if (inputString[0] === FUNCTION_ARGUMENTS_FIRST_TOKEN) { + const { nodes, remainingInput } = parseFunctionArguments(inputString); + terms.push({ type: 'function', name: identNode, arguments: nodes }); + inputString = remainingInput; + } + else { + terms.push(identNode); + } + } + else if (IS_OPERATOR_RE.test(inputString)) { + // Operators are always a single character, so just pluck them out: + terms.push({ type: 'operator', value: inputString[0] }); + inputString = inputString.slice(1); + } + else { + const { nodes, remainingInput } = inputString[0] === HEX_FIRST_TOKEN ? + parseHex(inputString) : + parseNumber(inputString); + // The remaining string may not have had any meaningful content. Exit + // early if this is the case: + if (nodes.length === 0) { + break; + } + terms.push(nodes[0]); + inputString = remainingInput; + } + } + return { nodes: [{ type: 'expression', terms }], remainingInput: inputString }; + }; +})(); +/** + * An ident is something like a function name or the keyword "auto". + */ +const parseIdent = (() => { + const NOT_IDENT_RE = /[^a-z^0-9^_^\-^\u0240-\uffff]/i; + return (inputString) => { + const match = inputString.match(NOT_IDENT_RE); + const ident = match == null ? inputString : inputString.substr(0, match.index); + const remainingInput = match == null ? '' : inputString.substr(match.index); + return { nodes: [{ type: 'ident', value: ident }], remainingInput }; + }; +})(); +/** + * Parses a number. A number value can be expressed with an integer or + * non-integer syntax, and usually includes a unit (but does not strictly + * require one for our purposes). + */ +const parseNumber = (() => { + // @see https://www.w3.org/TR/css-syntax/#number-token-diagram + const VALUE_RE = /[\+\-]?(\d+[\.]\d+|\d+|[\.]\d+)([eE][\+\-]?\d+)?/; + const UNIT_RE = /^[a-z%]+/i; + const ALLOWED_UNITS = /^(m|mm|cm|rad|deg|[%])$/; + return (inputString) => { + const valueMatch = inputString.match(VALUE_RE); + const value = valueMatch == null ? '0' : valueMatch[0]; + inputString = value == null ? inputString : inputString.slice(value.length); + const unitMatch = inputString.match(UNIT_RE); + let unit = unitMatch != null && unitMatch[0] !== '' ? unitMatch[0] : null; + const remainingInput = unitMatch == null ? inputString : inputString.slice(unit.length); + if (unit != null && !ALLOWED_UNITS.test(unit)) { + unit = null; + } + return { + nodes: [{ + type: 'number', + number: parseFloat(value) || 0, + unit: unit + }], + remainingInput + }; + }; +})(); +/** + * Parses a hexidecimal-encoded color in 3, 6 or 8 digit form. + */ +const parseHex = (() => { + // TODO(cdata): right now we don't actually enforce the number of digits + const HEX_RE = /^[a-f0-9]*/i; + return (inputString) => { + inputString = inputString.slice(1).trim(); + const hexMatch = inputString.match(HEX_RE); + const nodes = hexMatch == null ? [] : [{ type: 'hex', value: hexMatch[0] }]; + return { + nodes, + remainingInput: hexMatch == null ? inputString : + inputString.slice(hexMatch[0].length) + }; + }; +})(); +/** + * Parses arguments passed to a function invokation (e.g., the expressions + * within a matched set of parens). + */ +const parseFunctionArguments = (inputString) => { + const expressionNodes = []; + // Consume the opening paren + inputString = inputString.slice(1).trim(); + while (inputString.length) { + const expressionParseResult = parseExpression(inputString); + expressionNodes.push(expressionParseResult.nodes[0]); + inputString = expressionParseResult.remainingInput.trim(); + if (inputString[0] === ',') { + inputString = inputString.slice(1).trim(); + } + else if (inputString[0] === ')') { + // Consume the closing paren and stop parsing + inputString = inputString.slice(1); + break; + } + } + return { nodes: expressionNodes, remainingInput: inputString }; +}; +const $visitedTypes = Symbol('visitedTypes'); +/** + * An ASTWalker walks an array of ASTs such as the type produced by + * parseExpressions and invokes a callback for a configured set of nodes that + * the user wishes to "visit" during the walk. + */ +class ASTWalker { + constructor(visitedTypes) { + this[$visitedTypes] = visitedTypes; + } + /** + * Walk the given set of ASTs, and invoke the provided callback for nodes that + * match the filtered set that the ASTWalker was constructed with. + */ + walk(ast, callback) { + const remaining = ast.slice(); + while (remaining.length) { + const next = remaining.shift(); + if (this[$visitedTypes].indexOf(next.type) > -1) { + callback(next); + } + switch (next.type) { + case 'expression': + remaining.unshift(...next.terms); + break; + case 'function': + remaining.unshift(next.name, ...next.arguments); + break; + } + } + } +} +const ZERO = Object.freeze({ type: 'number', number: 0, unit: null }); + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/** + * Ensures that a given number is expressed in radians. If the number is already + * in radians, does nothing. If the value is in degrees, converts it to radians. + * If the value has no specified unit, the unit is assumed to be radians. If the + * value is not in radians or degrees, the value is resolved as 0 radians. + * + * Also accepts a second argument that is a default value to use if the input + * numberNode number is NaN or Infinity. + */ +const degreesToRadians = (numberNode, fallbackRadianValue = 0) => { + let { number, unit } = numberNode; + if (!isFinite(number)) { + number = fallbackRadianValue; + unit = 'rad'; + } + else if (numberNode.unit === 'rad' || numberNode.unit == null) { + return numberNode; + } + const valueIsDegrees = unit === 'deg' && number != null; + const value = valueIsDegrees ? number : 0; + const radians = value * Math.PI / 180; + return { type: 'number', number: radians, unit: 'rad' }; +}; +/** + * Converts a given length to meters. Currently supported input units are + * meters, centimeters and millimeters. + * + * Also accepts a second argument that is a default value to use if the input + * numberNode number is NaN or Infinity. + */ +const lengthToBaseMeters = (numberNode, fallbackMeterValue = 0) => { + let { number, unit } = numberNode; + if (!isFinite(number)) { + number = fallbackMeterValue; + unit = 'm'; + } + else if (numberNode.unit === 'm') { + return numberNode; + } + let scale; + switch (unit) { + default: + scale = 1; + break; + case 'cm': + scale = 1 / 100; + break; + case 'mm': + scale = 1 / 1000; + break; + } + const value = scale * number; + return { type: 'number', number: value, unit: 'm' }; +}; +/** + * Normalizes the unit of a given input number so that it is expressed in a + * preferred unit. For length nodes, the return value will be expressed in + * meters. For angle nodes, the return value will be expressed in radians. + * + * Also takes a fallback number that is used when the number value is not a + * valid number or when the unit of the given number cannot be normalized. + */ +const normalizeUnit = (() => { + const identity = (node) => node; + const unitNormalizers = { + 'rad': identity, + 'deg': degreesToRadians, + 'm': identity, + 'mm': lengthToBaseMeters, + 'cm': lengthToBaseMeters + }; + return (node, fallback = ZERO) => { + let { number, unit } = node; + if (!isFinite(number)) { + number = fallback.number; + unit = fallback.unit; + } + if (unit == null) { + return node; + } + const normalize = unitNormalizers[unit]; + if (normalize == null) { + return fallback; + } + return normalize(node); + }; +})(); + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/** + * The Hotspot object is a reference-counted slot. If decrement() returns true, + * it should be removed from the tree so it can be garbage-collected. + */ +class Hotspot extends CSS2DObject { + constructor(config) { + super(document.createElement('div')); + this.normal = new Vector3(0, 1, 0); + this.initialized = false; + this.referenceCount = 1; + this.pivot = document.createElement('div'); + this.slot = document.createElement('slot'); + this.element.classList.add('annotation-wrapper'); + this.slot.name = config.name; + this.element.appendChild(this.pivot); + this.pivot.appendChild(this.slot); + this.updatePosition(config.position); + this.updateNormal(config.normal); + } + get facingCamera() { + return !this.element.classList.contains('hide'); + } + /** + * Sets the hotspot to be in the highly visible foreground state. + */ + show() { + if (!this.facingCamera || !this.initialized) { + this.updateVisibility(true); + } + } + /** + * Sets the hotspot to be in the diminished background state. + */ + hide() { + if (this.facingCamera || !this.initialized) { + this.updateVisibility(false); + } + } + /** + * Call this when adding elements to the same slot to keep track. + */ + increment() { + this.referenceCount++; + } + /** + * Call this when removing elements from the slot; returns true when the slot + * is unused. + */ + decrement() { + if (this.referenceCount > 0) { + --this.referenceCount; + } + return this.referenceCount === 0; + } + /** + * Change the position of the hotspot to the input string, in the same format + * as the data-position attribute. + */ + updatePosition(position) { + if (position == null) + return; + const positionNodes = parseExpressions(position)[0].terms; + for (let i = 0; i < 3; ++i) { + this.position.setComponent(i, normalizeUnit(positionNodes[i]).number); + } + this.updateMatrixWorld(); + } + /** + * Change the hotspot's normal to the input string, in the same format as the + * data-normal attribute. + */ + updateNormal(normal) { + if (normal == null) + return; + const normalNodes = parseExpressions(normal)[0].terms; + for (let i = 0; i < 3; ++i) { + this.normal.setComponent(i, normalizeUnit(normalNodes[i]).number); + } + } + orient(radians) { + this.pivot.style.transform = `rotate(${radians}rad)`; + } + updateVisibility(show) { + // NOTE: IE11 doesn't support a second arg for classList.toggle + if (show) { + this.element.classList.remove('hide'); + } + else { + this.element.classList.add('hide'); + } + // NOTE: ShadyDOM doesn't support slot.assignedElements, otherwise we could + // use that here. + this.slot.assignedNodes().forEach((node) => { + if (node.nodeType !== Node.ELEMENT_NODE) { + return; + } + const element = node; + // Visibility attribute can be configured per-node in the hotspot: + const visibilityAttribute = element.dataset.visibilityAttribute; + if (visibilityAttribute != null) { + const attributeName = `data-${visibilityAttribute}`; + // NOTE: IE11 doesn't support toggleAttribute + if (show) { + element.setAttribute(attributeName, ''); + } + else { + element.removeAttribute(attributeName); + } + } + element.dispatchEvent(new CustomEvent('hotspot-visibility', { + detail: { + visible: show, + }, + })); + }); + this.initialized = true; + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/** + * Performs a reduction across all the vertices of the input model and all its + * children. The supplied function takes the reduced value and a vertex and + * returns the newly reduced value. The value is initialized as zero. + * + * Adapted from Three.js, @see https://github.com/mrdoob/three.js/blob/7e0a78beb9317e580d7fa4da9b5b12be051c6feb/src/math/Box3.js#L241 + */ +const reduceVertices = (model, func, initialValue) => { + let value = initialValue; + const vertex = new Vector3(); + model.traverse((object) => { + let i, l; + object.updateWorldMatrix(false, false); + const geometry = object.geometry; + if (geometry !== undefined) { + if (geometry.isGeometry) { + const vertices = geometry.vertices; + for (i = 0, l = vertices.length; i < l; i++) { + vertex.copy(vertices[i]); + vertex.applyMatrix4(object.matrixWorld); + value = func(value, vertex); + } + } + else if (geometry.isBufferGeometry) { + const { position } = geometry.attributes; + if (position !== undefined) { + for (i = 0, l = position.count; i < l; i++) { + vertex.fromBufferAttribute(position, i) + .applyMatrix4(object.matrixWorld); + value = func(value, vertex); + } + } + } + } + }); + return value; +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +// Nothing within Offset of the bottom of the scene casts a shadow +// (this is to avoid having a baked-in shadow plane cast its own shadow). +const OFFSET = 0.002; +// The softness [0, 1] of the shadow is mapped to a resolution between +// 2^LOG_MAX_RESOLUTION and 2^LOG_MIN_RESOLUTION. +const LOG_MAX_RESOLUTION = 9; +const LOG_MIN_RESOLUTION = 6; +// Animated models are not in general contained in their bounding box, as this +// is calculated only for their resting pose. We create a cubic shadow volume +// for animated models sized to their largest bounding box dimesion multiplied +// by this scale factor. +const ANIMATION_SCALING = 2; +/** + * The Shadow class creates a shadow that fits a given scene and follows a + * target. This shadow will follow the scene without any updates needed so long + * as the shadow and scene are both parented to the same object (call it the + * scene) and this scene is passed as the target parameter to the shadow's + * constructor. We also must constrain the scene to motion within the horizontal + * plane and call the setRotation() method whenever the scene's Y-axis rotation + * changes. For motion outside of the horizontal plane, this.needsUpdate must be + * set to true. + * + * The softness of the shadow is controlled by changing its resolution, making + * softer shadows faster, but less precise. + */ +class Shadow extends DirectionalLight { + constructor(scene, softness, side) { + super(); + this.shadowMaterial = new ShadowMaterial; + this.boundingBox = new Box3; + this.size = new Vector3; + this.shadowScale = 1; + this.isAnimated = false; + this.side = 'bottom'; + this.needsUpdate = false; + // We use the light only to cast a shadow, not to light the scene. + this.intensity = 0; + this.castShadow = true; + this.frustumCulled = false; + this.floor = new Mesh(new PlaneGeometry, this.shadowMaterial); + this.floor.rotateX(-Math.PI / 2); + this.floor.receiveShadow = true; + this.floor.castShadow = false; + this.floor.frustumCulled = false; + this.add(this.floor); + scene.target.add(this); + this.target = scene.target; + this.setScene(scene, softness, side); + } + /** + * Update the shadow's size and position for a new scene. Softness is also + * needed, as this controls the shadow's resolution. + */ + setScene(scene, softness, side) { + this.side = side; + this.isAnimated = scene.animationNames.length > 0; + this.boundingBox.copy(scene.boundingBox); + this.size.copy(scene.size); + if (this.side === 'back') { + const { min, max } = this.boundingBox; + [min.y, min.z] = [min.z, min.y]; + [max.y, max.z] = [max.z, max.y]; + [this.size.y, this.size.z] = [this.size.z, this.size.y]; + this.rotation.x = Math.PI / 2; + this.rotation.y = Math.PI; + } + const { boundingBox, size } = this; + if (this.isAnimated) { + const maxDimension = Math.max(size.x, size.y, size.z) * ANIMATION_SCALING; + size.y = maxDimension; + boundingBox.expandByVector(size.subScalar(maxDimension).multiplyScalar(-0.5)); + boundingBox.max.y = boundingBox.min.y + maxDimension; + size.set(maxDimension, maxDimension, maxDimension); + } + boundingBox.getCenter(this.floor.position); + const shadowOffset = boundingBox.max.y + size.y * OFFSET; + if (side === 'bottom') { + this.position.y = shadowOffset; + this.shadow.camera.up.set(0, 0, 1); + } + else { + this.position.y = 0; + this.position.z = shadowOffset; + this.shadow.camera.up.set(0, 1, 0); + } + this.setSoftness(softness); + } + /** + * Update the shadow's resolution based on softness (between 0 and 1). Should + * not be called frequently, as this results in reallocation. + */ + setSoftness(softness) { + const resolution = Math.pow(2, LOG_MAX_RESOLUTION - + softness * (LOG_MAX_RESOLUTION - LOG_MIN_RESOLUTION)); + this.setMapSize(resolution); + } + /** + * Lower-level version of the above function. + */ + setMapSize(maxMapSize) { + const { camera, mapSize, map } = this.shadow; + const { size, boundingBox } = this; + if (map != null) { + map.dispose(); + this.shadow.map = null; + } + if (this.isAnimated) { + maxMapSize *= ANIMATION_SCALING; + } + const width = Math.floor(size.x > size.z ? maxMapSize : maxMapSize * size.x / size.z); + const height = Math.floor(size.x > size.z ? maxMapSize * size.z / size.x : maxMapSize); + mapSize.set(width, height); + // These pads account for the softening radius around the shadow. + const widthPad = 2.5 * size.x / width; + const heightPad = 2.5 * size.z / height; + camera.left = -boundingBox.max.x - widthPad; + camera.right = -boundingBox.min.x + widthPad; + camera.bottom = boundingBox.min.z - heightPad; + camera.top = boundingBox.max.z + heightPad; + this.setScaleAndOffset(this.shadowScale, 0); + this.floor.scale.set(size.x + 2 * widthPad, size.z + 2 * heightPad, 1); + this.needsUpdate = true; + } + /** + * Set the shadow's intensity (0 to 1), which is just its opacity. Turns off + * shadow rendering if zero. + */ + setIntensity(intensity) { + this.shadowMaterial.opacity = intensity; + if (intensity > 0) { + this.visible = true; + this.floor.visible = true; + } + else { + this.visible = false; + this.floor.visible = false; + } + } + getIntensity() { + return this.shadowMaterial.opacity; + } + /** + * The shadow does not rotate with its parent transforms, so the rotation must + * be manually updated here if it rotates in world space. The input is its + * absolute orientation about the Y-axis (other rotations are not supported). + */ + setRotation(radiansY) { + if (this.side !== 'bottom') { + // We don't support rotation about a horizontal axis yet. + this.shadow.updateMatrices(this); + return; + } + this.shadow.camera.up.set(Math.sin(radiansY), 0, Math.cos(radiansY)); + this.shadow.updateMatrices(this); + } + /** + * The scale is also not inherited from parents, so it must be set here in + * accordance with any transforms. An offset can also be specified to move the + * shadow vertically relative to the bottom of the scene. Positive is up, so + * values are generally negative. + */ + setScaleAndOffset(scale, offset) { + const sizeY = this.size.y; + const { camera } = this.shadow; + this.shadowScale = scale; + camera.near = 0; + camera.far = sizeY - offset / scale; + camera.updateProjectionMatrix(); + camera.scale.setScalar(scale); + // Floor plane is up slightly from the bottom of the bounding box to avoid + // Z-fighting with baked-in shadows and to stay inside the shadow camera. + const shadowOffset = sizeY * OFFSET; + this.floor.position.y = 2 * shadowOffset - camera.far; + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const DEFAULT_FOV_DEG = 45; +const DEFAULT_HALF_FOV = (DEFAULT_FOV_DEG / 2) * Math.PI / 180; +const SAFE_RADIUS_RATIO = Math.sin(DEFAULT_HALF_FOV); +const DEFAULT_TAN_FOV = Math.tan(DEFAULT_HALF_FOV); +const view = new Vector3(); +const target = new Vector3(); +const normalWorld = new Vector3(); +const raycaster = new Raycaster(); +const vector3$1 = new Vector3(); +/** + * A THREE.Scene object that takes a Model and CanvasHTMLElement and + * constructs a framed scene based off of the canvas dimensions. + * Provides lights and cameras to be used in a renderer. + */ +class ModelScene extends Scene { + constructor({ canvas, element, width, height }) { + super(); + this.context = null; + this.annotationRenderer = new CSS2DRenderer(); + this.width = 1; + this.height = 1; + this.aspect = 1; + this.isDirty = false; + this.renderCount = 0; + this.externalRenderer = null; + // These default camera values are never used, as they are reset once the + // model is loaded and framing is computed. + this.camera = new PerspectiveCamera(45, 1, 0.1, 100); + this.url = null; + this.target = new Object3D(); + this.modelContainer = new Object3D(); + this.animationNames = []; + this.boundingBox = new Box3(); + this.size = new Vector3(); + this.idealCameraDistance = 0; + this.fieldOfViewAspect = 0; + this.framedFieldOfView = DEFAULT_FOV_DEG; + this.shadow = null; + this.shadowIntensity = 0; + this.shadowSoftness = 1; + this.exposure = 1; + this.canScale = true; + this.tightBounds = false; + this.goalTarget = new Vector3(); + this.targetDamperX = new Damper(); + this.targetDamperY = new Damper(); + this.targetDamperZ = new Damper(); + this._currentGLTF = null; + this.cancelPendingSourceChange = null; + this.animationsByName = new Map(); + this.currentAnimationAction = null; + this.name = 'ModelScene'; + this.element = element; + this.canvas = canvas; + // These default camera values are never used, as they are reset once the + // model is loaded and framing is computed. + this.camera = new PerspectiveCamera(45, 1, 0.1, 100); + this.camera.name = 'MainCamera'; + this.add(this.target); + this.setSize(width, height); + this.target.name = 'Target'; + this.modelContainer.name = 'ModelContainer'; + this.target.add(this.modelContainer); + this.mixer = new AnimationMixer(this.modelContainer); + const { domElement } = this.annotationRenderer; + const { style } = domElement; + style.display = 'none'; + style.pointerEvents = 'none'; + style.position = 'absolute'; + style.top = '0'; + this.element.shadowRoot.querySelector('.default').appendChild(domElement); + } + /** + * Function to create the context lazily, as when there is only one + * element, the renderer's 3D context can be displayed + * directly. This extra context is necessary to copy the renderings into when + * there are more than one. + */ + createContext() { + { + this.context = this.canvas.getContext('2d'); + } + } + /** + * Pass in a THREE.Object3D to be controlled + * by this model. + */ + async setObject(model) { + this.reset(); + this.modelContainer.add(model); + await this.setupScene(); + } + /** + * Sets the model via URL. + */ + async setSource(url, progressCallback = () => { }) { + if (!url || url === this.url) { + progressCallback(1); + return; + } + this.reset(); + this.url = url; + if (this.externalRenderer != null) { + const framingInfo = await this.externalRenderer.load(progressCallback); + this.idealCameraDistance = framingInfo.framedRadius / SAFE_RADIUS_RATIO; + this.fieldOfViewAspect = framingInfo.fieldOfViewAspect; + this.frameModel(); + this.dispatchEvent({ type: 'model-load', url: this.url }); + return; + } + // If we have pending work due to a previous source change in progress, + // cancel it so that we do not incur a race condition: + if (this.cancelPendingSourceChange != null) { + this.cancelPendingSourceChange(); + this.cancelPendingSourceChange = null; + } + let gltf; + try { + gltf = await new Promise(async (resolve, reject) => { + this.cancelPendingSourceChange = () => reject(); + try { + const result = await this.element[$renderer].loader.load(url, this.element, progressCallback); + resolve(result); + } + catch (error) { + reject(error); + } + }); + } + catch (error) { + if (error == null) { + // Loading was cancelled, so silently return + return; + } + throw error; + } + this.reset(); + this.url = url; + this._currentGLTF = gltf; + if (gltf != null) { + this.modelContainer.add(gltf.scene); + } + const { animations } = gltf; + const animationsByName = new Map(); + const animationNames = []; + for (const animation of animations) { + animationsByName.set(animation.name, animation); + animationNames.push(animation.name); + } + this.animations = animations; + this.animationsByName = animationsByName; + this.animationNames = animationNames; + await this.setupScene(); + } + async setupScene() { + this.updateBoundingBox(); + let target = null; + if (this.tightBounds === true) { + await this.element.requestUpdate('cameraTarget'); + target = this.getTarget(); + } + this.updateFraming(target); + this.frameModel(); + this.setShadowIntensity(this.shadowIntensity); + this.dispatchEvent({ type: 'model-load', url: this.url }); + } + reset() { + this.url = null; + this.isDirty = true; + if (this.shadow != null) { + this.shadow.setIntensity(0); + } + const gltf = this._currentGLTF; + // Remove all current children + if (gltf != null) { + for (const child of this.modelContainer.children) { + this.modelContainer.remove(child); + } + gltf.dispose(); + this._currentGLTF = null; + } + if (this.currentAnimationAction != null) { + this.currentAnimationAction.stop(); + this.currentAnimationAction = null; + } + this.mixer.stopAllAction(); + this.mixer.uncacheRoot(this); + } + get currentGLTF() { + return this._currentGLTF; + } + /** + * Updates the ModelScene for a new container size in CSS pixels. + */ + setSize(width, height) { + if (this.width === width && this.height === height) { + return; + } + this.width = Math.max(width, 1); + this.height = Math.max(height, 1); + this.annotationRenderer.setSize(width, height); + this.aspect = this.width / this.height; + this.frameModel(); + if (this.externalRenderer != null) { + const dpr = resolveDpr(); + this.externalRenderer.resize(width * dpr, height * dpr); + } + this.isDirty = true; + } + updateBoundingBox() { + this.target.remove(this.modelContainer); + if (this.tightBounds === true) { + const bound = (box, vertex) => { + return box.expandByPoint(vertex); + }; + this.boundingBox = reduceVertices(this.modelContainer, bound, new Box3()); + } + else { + this.boundingBox.setFromObject(this.modelContainer); + } + this.boundingBox.getSize(this.size); + this.target.add(this.modelContainer); + } + /** + * Calculates the idealCameraDistance and fieldOfViewAspect that allows the 3D + * object to be framed tightly in a 2D window of any aspect ratio without + * clipping at any camera orbit. The camera's center target point can be + * optionally specified. If no center is specified, it defaults to the center + * of the bounding box, which means asymmetric models will tend to be tight on + * one side instead of both. Proper choice of center can correct this. + */ + updateFraming(center = null) { + this.target.remove(this.modelContainer); + if (center == null) { + center = this.boundingBox.getCenter(new Vector3()); + } + const radiusSquared = (value, vertex) => { + return Math.max(value, center.distanceToSquared(vertex)); + }; + const framedRadius = Math.sqrt(reduceVertices(this.modelContainer, radiusSquared, 0)); + this.idealCameraDistance = framedRadius / SAFE_RADIUS_RATIO; + const horizontalFov = (value, vertex) => { + vertex.sub(center); + const radiusXZ = Math.sqrt(vertex.x * vertex.x + vertex.z * vertex.z); + return Math.max(value, radiusXZ / (this.idealCameraDistance - Math.abs(vertex.y))); + }; + this.fieldOfViewAspect = + reduceVertices(this.modelContainer, horizontalFov, 0) / DEFAULT_TAN_FOV; + this.target.add(this.modelContainer); + } + /** + * Set's the framedFieldOfView based on the aspect ratio of the window in + * order to keep the model fully visible at any camera orientation. + */ + frameModel() { + const vertical = DEFAULT_TAN_FOV * Math.max(1, this.fieldOfViewAspect / this.aspect); + this.framedFieldOfView = 2 * Math.atan(vertical) * 180 / Math.PI; + } + /** + * Returns the size of the corresponding canvas element. + */ + getSize() { + return { width: this.width, height: this.height }; + } + /** + * Sets the point in model coordinates the model should orbit/pivot around. + */ + setTarget(modelX, modelY, modelZ) { + this.goalTarget.set(-modelX, -modelY, -modelZ); + } + /** + * Set the decay time of, affects the speed of target transitions. + */ + setTargetDamperDecayTime(decayMilliseconds) { + this.targetDamperX.setDecayTime(decayMilliseconds); + this.targetDamperY.setDecayTime(decayMilliseconds); + this.targetDamperZ.setDecayTime(decayMilliseconds); + } + /** + * Gets the point in model coordinates the model should orbit/pivot around. + */ + getTarget() { + return vector3$1.copy(this.goalTarget).multiplyScalar(-1); + } + /** + * Shifts the model to the target point immediately instead of easing in. + */ + jumpToGoal() { + this.updateTarget(SETTLING_TIME); + } + /** + * This should be called every frame with the frame delta to cause the target + * to transition to its set point. + */ + updateTarget(delta) { + const goal = this.goalTarget; + const target = this.target.position; + if (!goal.equals(target)) { + const radius = this.idealCameraDistance; + let { x, y, z } = target; + x = this.targetDamperX.update(x, goal.x, delta, radius); + y = this.targetDamperY.update(y, goal.y, delta, radius); + z = this.targetDamperZ.update(z, goal.z, delta, radius); + this.target.position.set(x, y, z); + this.target.updateMatrixWorld(); + this.setShadowRotation(this.yaw); + this.isDirty = true; + } + } + /** + * Yaw the +z (front) of the model toward the indicated world coordinates. + */ + pointTowards(worldX, worldZ) { + const { x, z } = this.position; + this.yaw = Math.atan2(worldX - x, worldZ - z); + } + /** + * Yaw is the scene's orientation about the y-axis, around the rotation + * center. + */ + set yaw(radiansY) { + this.rotation.y = radiansY; + this.updateMatrixWorld(true); + this.setShadowRotation(radiansY); + this.isDirty = true; + } + get yaw() { + return this.rotation.y; + } + set animationTime(value) { + this.mixer.setTime(value); + } + get animationTime() { + if (this.currentAnimationAction != null) { + return this.currentAnimationAction.time; + } + return 0; + } + get duration() { + if (this.currentAnimationAction != null && + this.currentAnimationAction.getClip()) { + return this.currentAnimationAction.getClip().duration; + } + return 0; + } + get hasActiveAnimation() { + return this.currentAnimationAction != null; + } + /** + * Plays an animation if there are any associated with the current model. + * Accepts an optional string name of an animation to play. If no name is + * provided, or if no animation is found by the given name, always falls back + * to playing the first animation. + */ + playAnimation(name = null, crossfadeTime = 0) { + if (this._currentGLTF == null) { + return; + } + const { animations } = this; + if (animations == null || animations.length === 0) { + console.warn(`Cannot play animation (model does not have any animations)`); + return; + } + let animationClip = null; + if (name != null) { + animationClip = this.animationsByName.get(name); + } + if (animationClip == null) { + animationClip = animations[0]; + } + try { + const { currentAnimationAction: lastAnimationAction } = this; + this.currentAnimationAction = + this.mixer.clipAction(animationClip, this).play(); + this.currentAnimationAction.enabled = true; + if (lastAnimationAction != null && + this.currentAnimationAction !== lastAnimationAction) { + this.currentAnimationAction.crossFadeFrom(lastAnimationAction, crossfadeTime, false); + } + } + catch (error) { + console.error(error); + } + } + stopAnimation() { + if (this.currentAnimationAction != null) { + this.currentAnimationAction.stop(); + this.currentAnimationAction.reset(); + this.currentAnimationAction = null; + } + this.mixer.stopAllAction(); + } + updateAnimation(step) { + this.mixer.update(step); + } + /** + * Call if the object has been changed in such a way that the shadow's shape + * has changed (not a rotation about the Y axis). + */ + updateShadow() { + const shadow = this.shadow; + if (shadow != null) { + const side = this.element.arPlacement === 'wall' ? 'back' : 'bottom'; + shadow.setScene(this, this.shadowSoftness, side); + } + } + /** + * Sets the shadow's intensity, lazily creating the shadow as necessary. + */ + setShadowIntensity(shadowIntensity) { + this.shadowIntensity = shadowIntensity; + if (this._currentGLTF == null) { + return; + } + let shadow = this.shadow; + const side = this.element.arPlacement === 'wall' ? 'back' : 'bottom'; + if (shadow != null) { + shadow.setIntensity(shadowIntensity); + shadow.setScene(this, this.shadowSoftness, side); + } + else if (shadowIntensity > 0) { + shadow = new Shadow(this, this.shadowSoftness, side); + shadow.setIntensity(shadowIntensity); + this.shadow = shadow; + } + } + /** + * Sets the shadow's softness by mapping a [0, 1] softness parameter to the + * shadow's resolution. This involves reallocation, so it should not be + * changed frequently. Softer shadows are cheaper to render. + */ + setShadowSoftness(softness) { + this.shadowSoftness = softness; + const shadow = this.shadow; + if (shadow != null) { + shadow.setSoftness(softness); + } + } + /** + * The shadow must be rotated manually to match any global rotation applied to + * this model. The input is the global orientation about the Y axis. + */ + setShadowRotation(radiansY) { + const shadow = this.shadow; + if (shadow != null) { + shadow.setRotation(radiansY); + } + } + /** + * Call to check if the shadow needs an updated render; returns true if an + * update is needed and resets the state. + */ + isShadowDirty() { + const shadow = this.shadow; + if (shadow == null) { + return false; + } + else { + const { needsUpdate } = shadow; + shadow.needsUpdate = false; + return needsUpdate; + } + } + /** + * Shift the floor vertically from the bottom of the model's bounding box by + * offset (should generally be negative). + */ + setShadowScaleAndOffset(scale, offset) { + const shadow = this.shadow; + if (shadow != null) { + shadow.setScaleAndOffset(scale, offset); + } + } + /** + * This method returns the world position and model-space normal of the point + * on the mesh corresponding to the input pixel coordinates given relative to + * the model-viewer element. If the mesh is not hit, the result is null. + */ + positionAndNormalFromPoint(pixelPosition, object = this) { + raycaster.setFromCamera(pixelPosition, this.camera); + const hits = raycaster.intersectObject(object, true); + if (hits.length === 0) { + return null; + } + const hit = hits[0]; + if (hit.face == null) { + return null; + } + hit.face.normal.applyNormalMatrix(new Matrix3().getNormalMatrix(hit.object.matrixWorld)); + return { position: hit.point, normal: hit.face.normal }; + } + /** + * The following methods are for operating on the set of Hotspot objects + * attached to the scene. These come from DOM elements, provided to slots by + * the Annotation Mixin. + */ + addHotspot(hotspot) { + this.target.add(hotspot); + // This happens automatically in render(), but we do it early so that + // the slots appear in the shadow DOM and the elements get attached, + // allowing us to dispatch events on them. + this.annotationRenderer.domElement.appendChild(hotspot.element); + } + removeHotspot(hotspot) { + this.target.remove(hotspot); + } + /** + * Helper method to apply a function to all hotspots. + */ + forHotspots(func) { + const { children } = this.target; + for (let i = 0, l = children.length; i < l; i++) { + const hotspot = children[i]; + if (hotspot instanceof Hotspot) { + func(hotspot); + } + } + } + /** + * Update the CSS visibility of the hotspots based on whether their normals + * point toward the camera. + */ + updateHotspots(viewerPosition) { + this.forHotspots((hotspot) => { + view.copy(viewerPosition); + target.setFromMatrixPosition(hotspot.matrixWorld); + view.sub(target); + normalWorld.copy(hotspot.normal) + .transformDirection(this.target.matrixWorld); + if (view.dot(normalWorld) < 0) { + hotspot.hide(); + } + else { + hotspot.show(); + } + }); + } + /** + * Rotate all hotspots to an absolute orientation given by the input number of + * radians. Zero returns them to upright. + */ + orientHotspots(radians) { + this.forHotspots((hotspot) => { + hotspot.orient(radians); + }); + } + /** + * Set the rendering visibility of all hotspots. This is used to hide them + * during transitions and such. + */ + setHotspotsVisibility(visible) { + this.forHotspots((hotspot) => { + hotspot.visible = visible; + }); + } + postRender() { + const { camera } = this; + if (this.isDirty) { + this.updateHotspots(camera.position); + this.annotationRenderer.domElement.style.display = ''; + this.annotationRenderer.render(this, camera); + } + } +} + +/** + * This class generates custom mipmaps for a roughness map by encoding the lost variation in the + * normal map mip levels as increased roughness in the corresponding roughness mip levels. This + * helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when + * using PMREM. If the normal map is larger than the roughness map, the roughness map will be + * enlarged to match the dimensions of the normal map. + */ + +const _mipmapMaterial = _getMipmapMaterial(); + +const _mesh = new Mesh( new PlaneGeometry( 2, 2 ), _mipmapMaterial ); + +const _flatCamera = new OrthographicCamera( 0, 1, 0, 1, 0, 1 ); + +let _tempTarget = null; + +let _renderer = null; + +class RoughnessMipmapper { + + constructor( renderer ) { + + _renderer = renderer; + + _renderer.compile( _mesh, _flatCamera ); + + } + + generateMipmaps( material ) { + + if ( 'roughnessMap' in material === false ) return; + + const { roughnessMap, normalMap } = material; + + if ( roughnessMap === null || normalMap === null || ! roughnessMap.generateMipmaps || material.userData.roughnessUpdated ) return; + + material.userData.roughnessUpdated = true; + + let width = Math.max( roughnessMap.image.width, normalMap.image.width ); + let height = Math.max( roughnessMap.image.height, normalMap.image.height ); + + if ( ! MathUtils.isPowerOfTwo( width ) || ! MathUtils.isPowerOfTwo( height ) ) return; + + const oldTarget = _renderer.getRenderTarget(); + + const autoClear = _renderer.autoClear; + + _renderer.autoClear = false; + + if ( _tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height ) { + + if ( _tempTarget !== null ) _tempTarget.dispose(); + + _tempTarget = new WebGLRenderTarget( width, height, { depthBuffer: false } ); + + _tempTarget.scissorTest = true; + + } + + if ( width !== roughnessMap.image.width || height !== roughnessMap.image.height ) { + + const params = { + wrapS: roughnessMap.wrapS, + wrapT: roughnessMap.wrapT, + magFilter: roughnessMap.magFilter, + minFilter: roughnessMap.minFilter, + depthBuffer: false + }; + + const newRoughnessTarget = new WebGLRenderTarget( width, height, params ); + + newRoughnessTarget.texture.generateMipmaps = true; + + // Setting the render target causes the memory to be allocated. + + _renderer.setRenderTarget( newRoughnessTarget ); + + material.roughnessMap = newRoughnessTarget.texture; + + if ( material.metalnessMap == roughnessMap ) material.metalnessMap = material.roughnessMap; + + if ( material.aoMap == roughnessMap ) material.aoMap = material.roughnessMap; + + // Copy UV transform parameters + + material.roughnessMap.offset.copy( roughnessMap.offset ); + material.roughnessMap.repeat.copy( roughnessMap.repeat ); + material.roughnessMap.center.copy( roughnessMap.center ); + material.roughnessMap.rotation = roughnessMap.rotation; + + material.roughnessMap.matrixAutoUpdate = roughnessMap.matrixAutoUpdate; + material.roughnessMap.matrix.copy( roughnessMap.matrix ); + + } + + _mipmapMaterial.uniforms.roughnessMap.value = roughnessMap; + + _mipmapMaterial.uniforms.normalMap.value = normalMap; + + const position = new Vector2( 0, 0 ); + + const texelSize = _mipmapMaterial.uniforms.texelSize.value; + + for ( let mip = 0; width >= 1 && height >= 1; ++ mip, width /= 2, height /= 2 ) { + + // Rendering to a mip level is not allowed in webGL1. Instead we must set + // up a secondary texture to write the result to, then copy it back to the + // proper mipmap level. + + texelSize.set( 1.0 / width, 1.0 / height ); + + if ( mip == 0 ) texelSize.set( 0.0, 0.0 ); + + _tempTarget.viewport.set( position.x, position.y, width, height ); + + _tempTarget.scissor.set( position.x, position.y, width, height ); + + _renderer.setRenderTarget( _tempTarget ); + + _renderer.render( _mesh, _flatCamera ); + + _renderer.copyFramebufferToTexture( position, material.roughnessMap, mip ); + + _mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap; + + } + + if ( roughnessMap !== material.roughnessMap ) roughnessMap.dispose(); + + _renderer.setRenderTarget( oldTarget ); + + _renderer.autoClear = autoClear; + + } + + dispose() { + + _mipmapMaterial.dispose(); + + _mesh.geometry.dispose(); + + if ( _tempTarget != null ) _tempTarget.dispose(); + + } + +} + +function _getMipmapMaterial() { + + const shaderMaterial = new RawShaderMaterial( { + + uniforms: { + roughnessMap: { value: null }, + normalMap: { value: null }, + texelSize: { value: new Vector2( 1, 1 ) } + }, + + vertexShader: /* glsl */` + precision mediump float; + precision mediump int; + + attribute vec3 position; + attribute vec2 uv; + + varying vec2 vUv; + + void main() { + + vUv = uv; + + gl_Position = vec4( position, 1.0 ); + + } + `, + + fragmentShader: /* glsl */` + precision mediump float; + precision mediump int; + + varying vec2 vUv; + + uniform sampler2D roughnessMap; + uniform sampler2D normalMap; + uniform vec2 texelSize; + + #define ENVMAP_TYPE_CUBE_UV + + vec4 envMapTexelToLinear( vec4 a ) { return a; } + + #include + + float roughnessToVariance( float roughness ) { + + float variance = 0.0; + + if ( roughness >= r1 ) { + + variance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0; + + } else if ( roughness >= r4 ) { + + variance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1; + + } else if ( roughness >= r5 ) { + + variance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4; + + } else { + + float roughness2 = roughness * roughness; + + variance = 1.79 * roughness2 * roughness2; + + } + + return variance; + + } + + float varianceToRoughness( float variance ) { + + float roughness = 0.0; + + if ( variance >= v1 ) { + + roughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0; + + } else if ( variance >= v4 ) { + + roughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1; + + } else if ( variance >= v5 ) { + + roughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4; + + } else { + + roughness = pow( 0.559 * variance, 0.25 ); // 0.559 = 1.0 / 1.79 + + } + + return roughness; + + } + + void main() { + + gl_FragColor = texture2D( roughnessMap, vUv, - 1.0 ); + + if ( texelSize.x == 0.0 ) return; + + float roughness = gl_FragColor.g; + + float variance = roughnessToVariance( roughness ); + + vec3 avgNormal; + + for ( float x = - 1.0; x < 2.0; x += 2.0 ) { + + for ( float y = - 1.0; y < 2.0; y += 2.0 ) { + + vec2 uv = vUv + vec2( x, y ) * 0.25 * texelSize; + + avgNormal += normalize( texture2D( normalMap, uv, - 1.0 ).xyz - 0.5 ); + + } + + } + + variance += 1.0 - 0.25 * length( avgNormal ); + + gl_FragColor.g = varianceToRoughness( variance ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + shaderMaterial.type = 'RoughnessMipmapper'; + + return shaderMaterial; + +} + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const RADIUS = 0.2; +const LINE_WIDTH = 0.03; +const MAX_OPACITY = 0.75; +const SEGMENTS = 12; +const DELTA_PHI = Math.PI / (2 * SEGMENTS); +const vector2 = new Vector2(); +/** + * Adds a quarter-annulus of vertices to the array, centered on cornerX, + * cornerY. + */ +const addCorner = (vertices, cornerX, cornerY) => { + let phi = cornerX > 0 ? (cornerY > 0 ? 0 : -Math.PI / 2) : + (cornerY > 0 ? Math.PI / 2 : Math.PI); + for (let i = 0; i <= SEGMENTS; ++i) { + vertices.push(cornerX + (RADIUS - LINE_WIDTH) * Math.cos(phi), cornerY + (RADIUS - LINE_WIDTH) * Math.sin(phi), 0, cornerX + RADIUS * Math.cos(phi), cornerY + RADIUS * Math.sin(phi), 0); + phi += DELTA_PHI; + } +}; +/** + * This class is a set of two coincident planes. The first is just a cute box + * outline with rounded corners and damped opacity to indicate the floor extents + * of a scene. It is purposely larger than the scene's bounding box by RADIUS on + * all sides so that small scenes are still visible / selectable. Its center is + * actually carved out by vertices to ensure its fragment shader doesn't add + * much time. + * + * The child plane is a simple plane with the same extents for use in hit + * testing (translation is triggered when the touch hits the plane, rotation + * otherwise). + */ +class PlacementBox extends Mesh { + constructor(scene, side) { + const geometry = new BufferGeometry(); + const triangles = []; + const vertices = []; + const { size, boundingBox } = scene; + const x = size.x / 2; + const y = (side === 'back' ? size.y : size.z) / 2; + addCorner(vertices, x, y); + addCorner(vertices, -x, y); + addCorner(vertices, -x, -y); + addCorner(vertices, x, -y); + const numVertices = vertices.length / 3; + for (let i = 0; i < numVertices - 2; i += 2) { + triangles.push(i, i + 1, i + 3, i, i + 3, i + 2); + } + const i = numVertices - 2; + triangles.push(i, i + 1, 1, i, 1, 0); + geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + geometry.setIndex(triangles); + super(geometry); + this.side = side; + const material = this.material; + material.side = DoubleSide; + material.transparent = true; + material.opacity = 0; + this.goalOpacity = 0; + this.opacityDamper = new Damper(); + this.hitPlane = + new Mesh(new PlaneGeometry(2 * (x + RADIUS), 2 * (y + RADIUS))); + this.hitPlane.visible = false; + this.add(this.hitPlane); + boundingBox.getCenter(this.position); + switch (side) { + case 'bottom': + this.rotateX(-Math.PI / 2); + this.shadowHeight = boundingBox.min.y; + this.position.y = this.shadowHeight; + break; + case 'back': + this.shadowHeight = boundingBox.min.z; + this.position.z = this.shadowHeight; + } + scene.target.add(this); + } + /** + * Get the world hit position if the touch coordinates hit the box, and null + * otherwise. Pass the scene in to get access to its raycaster. + */ + getHit(scene, screenX, screenY) { + vector2.set(screenX, -screenY); + this.hitPlane.visible = true; + const hitResult = scene.positionAndNormalFromPoint(vector2, this.hitPlane); + this.hitPlane.visible = false; + return hitResult == null ? null : hitResult.position; + } + /** + * Offset the height of the box relative to the bottom of the scene. Positive + * is up, so generally only negative values are used. + */ + set offsetHeight(offset) { + if (this.side === 'back') { + this.position.z = this.shadowHeight + offset; + } + else { + this.position.y = this.shadowHeight + offset; + } + } + get offsetHeight() { + if (this.side === 'back') { + return this.position.z - this.shadowHeight; + } + else { + return this.position.y - this.shadowHeight; + } + } + /** + * Set the box's visibility; it will fade in and out. + */ + set show(visible) { + this.goalOpacity = visible ? MAX_OPACITY : 0; + } + /** + * Call on each frame with the frame delta to fade the box. + */ + updateOpacity(delta) { + const material = this.material; + material.opacity = + this.opacityDamper.update(material.opacity, this.goalOpacity, delta, 1); + this.visible = material.opacity > 0; + } + /** + * Call this to clean up Three's cache when you remove the box. + */ + dispose() { + var _a; + const { geometry, material } = this.hitPlane; + geometry.dispose(); + material.dispose(); + this.geometry.dispose(); + this.material.dispose(); + (_a = this.parent) === null || _a === void 0 ? void 0 : _a.remove(this); + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +// number of initial null pose XRFrames allowed before we post not-tracking +const INIT_FRAMES = 30; +// AR shadow is not user-configurable. This is to pave the way for AR lighting +// estimation, which will be used once available in WebXR. +const AR_SHADOW_INTENSITY = 0.3; +const ROTATION_RATE = 1.5; +// Angle down (towards bottom of screen) from camera center ray to use for hit +// testing against the floor. This makes placement faster and more intuitive +// assuming the phone is in portrait mode. This seems to be a reasonable +// assumption for the start of the session and UI will lack landscape mode to +// encourage upright use. +const HIT_ANGLE_DEG = 20; +// Slow down the dampers for initial placement. +const INTRO_DECAY = 120; +const SCALE_SNAP_HIGH = 1.2; +const SCALE_SNAP_LOW = 1 / SCALE_SNAP_HIGH; +// For automatic dynamic viewport scaling, don't let the scale drop below this +// limit. +const MIN_VIEWPORT_SCALE = 0.25; +const ARStatus = { + NOT_PRESENTING: 'not-presenting', + SESSION_STARTED: 'session-started', + OBJECT_PLACED: 'object-placed', + FAILED: 'failed' +}; +const ARTracking = { + TRACKING: 'tracking', + NOT_TRACKING: 'not-tracking' +}; +const vector3 = new Vector3(); +const matrix4 = new Matrix4(); +const hitPosition = new Vector3(); +class ARRenderer extends EventDispatcher { + constructor(renderer) { + super(); + this.renderer = renderer; + this.currentSession = null; + this.placeOnWall = false; + this.cameraPosition = new Vector3(); + this.placementBox = null; + this.lastTick = null; + this.turntableRotation = null; + this.oldShadowIntensity = null; + this.oldBackground = null; + this.frame = null; + this.initialHitSource = null; + this.transientHitTestSource = null; + this.inputSource = null; + this._presentedScene = null; + this.resolveCleanup = null; + this.exitWebXRButtonContainer = null; + this.overlay = null; + this.tracking = true; + this.frames = 0; + this.initialized = false; + this.projectionMatrix = new Matrix4(); + this.projectionMatrixInverse = new Matrix4(); + this.oldTarget = new Vector3(); + this.placementComplete = false; + this.isTranslating = false; + this.isRotating = false; + this.isTwoFingering = false; + this.lastDragPosition = new Vector3(); + this.firstRatio = 0; + this.lastAngle = 0; + this.goalPosition = new Vector3(); + this.goalYaw = 0; + this.goalScale = 1; + this.xDamper = new Damper(); + this.yDamper = new Damper(); + this.zDamper = new Damper(); + this.yawDamper = new Damper(); + this.scaleDamper = new Damper(); + this.onExitWebXRButtonContainerClick = () => this.stopPresenting(); + this.onUpdateScene = () => { + if (this.placementBox != null && this.isPresenting) { + this.placementBox.dispose(); + this.placementBox = new PlacementBox(this.presentedScene, this.placeOnWall ? 'back' : 'bottom'); + } + }; + this.onSelectStart = (event) => { + const hitSource = this.transientHitTestSource; + if (hitSource == null) { + return; + } + const fingers = this.frame.getHitTestResultsForTransientInput(hitSource); + const scene = this.presentedScene; + const box = this.placementBox; + if (fingers.length === 1) { + this.inputSource = event.inputSource; + const { axes } = this.inputSource.gamepad; + const hitPosition = box.getHit(this.presentedScene, axes[0], axes[1]); + box.show = true; + if (hitPosition != null) { + this.isTranslating = true; + this.lastDragPosition.copy(hitPosition); + } + else if (this.placeOnWall === false) { + this.isRotating = true; + this.lastAngle = axes[0] * ROTATION_RATE; + } + } + else if (fingers.length === 2) { + box.show = true; + this.isTwoFingering = true; + const { separation } = this.fingerPolar(fingers); + this.firstRatio = separation / scene.scale.x; + } + }; + this.onSelectEnd = () => { + this.isTranslating = false; + this.isRotating = false; + this.isTwoFingering = false; + this.inputSource = null; + this.goalPosition.y += + this.placementBox.offsetHeight * this.presentedScene.scale.x; + this.placementBox.show = false; + }; + this.threeRenderer = renderer.threeRenderer; + this.threeRenderer.xr.enabled = true; + } + async resolveARSession() { + assertIsArCandidate(); + const session = await navigator.xr.requestSession('immersive-ar', { + requiredFeatures: ['hit-test'], + optionalFeatures: ['dom-overlay'], + domOverlay: { root: this.overlay } + }); + this.threeRenderer.xr.setReferenceSpaceType('local'); + await this.threeRenderer.xr.setSession(session); + return session; + } + /** + * The currently presented scene, if any + */ + get presentedScene() { + return this._presentedScene; + } + /** + * Resolves to true if the renderer has detected all the necessary qualities + * to support presentation in AR. + */ + async supportsPresentation() { + try { + assertIsArCandidate(); + return await navigator.xr.isSessionSupported('immersive-ar'); + } + catch (error) { + console.warn('Request to present in WebXR denied:'); + console.warn(error); + console.warn('Falling back to next ar-mode'); + return false; + } + } + /** + * Present a scene in AR + */ + async present(scene) { + if (this.isPresenting) { + console.warn('Cannot present while a model is already presenting'); + } + let waitForAnimationFrame = new Promise((resolve, _reject) => { + requestAnimationFrame(() => resolve()); + }); + scene.setHotspotsVisibility(false); + scene.isDirty = true; + // Render a frame to turn off the hotspots + await waitForAnimationFrame; + // This sets isPresenting to true + this._presentedScene = scene; + this.overlay = scene.element.shadowRoot.querySelector('div.default'); + const currentSession = await this.resolveARSession(); + currentSession.addEventListener('end', () => { + this.postSessionCleanup(); + }, { once: true }); + const exitButton = scene.element.shadowRoot.querySelector('.slot.exit-webxr-ar-button'); + exitButton.classList.add('enabled'); + exitButton.addEventListener('click', this.onExitWebXRButtonContainerClick); + this.exitWebXRButtonContainer = exitButton; + const viewerRefSpace = await currentSession.requestReferenceSpace('viewer'); + this.tracking = true; + this.frames = 0; + this.initialized = false; + this.turntableRotation = scene.yaw; + this.goalYaw = scene.yaw; + this.goalScale = 1; + this.oldBackground = scene.background; + scene.background = null; + this.oldShadowIntensity = scene.shadowIntensity; + scene.setShadowIntensity(0); + this.oldTarget.copy(scene.getTarget()); + scene.addEventListener('model-load', this.onUpdateScene); + const radians = HIT_ANGLE_DEG * Math.PI / 180; + const ray = this.placeOnWall === true ? + undefined : + new XRRay(new DOMPoint(0, 0, 0), { x: 0, y: -Math.sin(radians), z: -Math.cos(radians) }); + currentSession.requestHitTestSource({ space: viewerRefSpace, offsetRay: ray }) + .then(hitTestSource => { + this.initialHitSource = hitTestSource; + }); + this.currentSession = currentSession; + this.placementBox = + new PlacementBox(scene, this.placeOnWall ? 'back' : 'bottom'); + this.placementComplete = false; + this.xDamper.setDecayTime(INTRO_DECAY); + this.yDamper.setDecayTime(INTRO_DECAY); + this.zDamper.setDecayTime(INTRO_DECAY); + this.lastTick = performance.now(); + this.dispatchEvent({ type: 'status', status: ARStatus.SESSION_STARTED }); + } + /** + * If currently presenting a scene in AR, stops presentation and exits AR. + */ + async stopPresenting() { + if (!this.isPresenting) { + return; + } + const cleanupPromise = new Promise((resolve) => { + this.resolveCleanup = resolve; + }); + try { + await this.currentSession.end(); + await cleanupPromise; + } + catch (error) { + console.warn('Error while trying to end WebXR AR session'); + console.warn(error); + this.postSessionCleanup(); + } + } + /** + * True if a scene is currently in the process of being presented in AR + */ + get isPresenting() { + return this.presentedScene != null; + } + get target() { + return this.oldTarget; + } + updateTarget() { + const scene = this.presentedScene; + if (scene != null) { + const target = scene.getTarget(); + this.oldTarget.copy(target); + if (this.placeOnWall) { + // Move the scene's target to the center of the back of the model's + // bounding box. + scene.setTarget(target.x, target.y, scene.boundingBox.min.z); + } + else { + // Move the scene's target to the model's floor height. + scene.setTarget(target.x, scene.boundingBox.min.y, target.z); + } + } + } + postSessionCleanup() { + const session = this.currentSession; + if (session != null) { + session.removeEventListener('selectstart', this.onSelectStart); + session.removeEventListener('selectend', this.onSelectEnd); + this.currentSession = null; + } + const scene = this.presentedScene; + if (scene != null) { + const { element } = scene; + scene.position.set(0, 0, 0); + scene.scale.set(1, 1, 1); + scene.setShadowScaleAndOffset(1, 0); + const yaw = this.turntableRotation; + if (yaw != null) { + scene.yaw = yaw; + } + const intensity = this.oldShadowIntensity; + if (intensity != null) { + scene.setShadowIntensity(intensity); + } + const background = this.oldBackground; + if (background != null) { + scene.background = background; + } + const point = this.oldTarget; + scene.setTarget(point.x, point.y, point.z); + scene.removeEventListener('model-load', this.onUpdateScene); + scene.orientHotspots(0); + element.requestUpdate('cameraTarget'); + element.requestUpdate('maxCameraOrbit'); + element[$onResize](element.getBoundingClientRect()); + } + // Force the Renderer to update its size + this.renderer.height = 0; + const exitButton = this.exitWebXRButtonContainer; + if (exitButton != null) { + exitButton.classList.remove('enabled'); + exitButton.removeEventListener('click', this.onExitWebXRButtonContainerClick); + this.exitWebXRButtonContainer = null; + } + const hitSource = this.transientHitTestSource; + if (hitSource != null) { + hitSource.cancel(); + this.transientHitTestSource = null; + } + const hitSourceInitial = this.initialHitSource; + if (hitSourceInitial != null) { + hitSourceInitial.cancel(); + this.initialHitSource = null; + } + if (this.placementBox != null) { + this.placementBox.dispose(); + this.placementBox = null; + } + this.lastTick = null; + this.turntableRotation = null; + this.oldShadowIntensity = null; + this.oldBackground = null; + this._presentedScene = null; + this.frame = null; + this.inputSource = null; + this.overlay = null; + if (this.resolveCleanup != null) { + this.resolveCleanup(); + } + this.dispatchEvent({ type: 'status', status: ARStatus.NOT_PRESENTING }); + } + updateView(view) { + const viewMatrix = view.transform.matrix; + const scene = this.presentedScene; + const { camera } = scene; + camera.near = 0.1; + camera.far = 100; + this.presentedScene.orientHotspots(Math.atan2(viewMatrix[1], viewMatrix[5])); + this.cameraPosition.set(viewMatrix[12], viewMatrix[13], viewMatrix[14]); + if (!this.initialized) { + const { position, element } = scene; + const { width, height } = this.overlay.getBoundingClientRect(); + scene.setSize(width, height); + if (this.threeRenderer.xr.getSession() != null) { + this.projectionMatrix.copy(this.threeRenderer.xr.getCamera(camera).projectionMatrix); + this.projectionMatrixInverse.copy(this.projectionMatrix).invert(); + } + const { theta, radius } = element + .getCameraOrbit(); + // Orient model to match the 3D camera view + const cameraDirection = vector3.set(viewMatrix[8], viewMatrix[9], viewMatrix[10]); + scene.yaw = Math.atan2(cameraDirection.x, cameraDirection.z) - theta; + this.goalYaw = scene.yaw; + position.copy(this.cameraPosition) + .add(cameraDirection.multiplyScalar(-1 * radius)); + this.goalPosition.copy(position); + scene.setHotspotsVisibility(true); + this.initialized = true; + } + // Ensure the camera uses the AR projection matrix without inverting on + // every frame. + camera.projectionMatrix.copy(this.projectionMatrix); + camera.projectionMatrixInverse.copy(this.projectionMatrixInverse); + // Use automatic dynamic viewport scaling if supported. + if (view.requestViewportScale && view.recommendedViewportScale) { + const scale = view.recommendedViewportScale; + view.requestViewportScale(Math.max(scale, MIN_VIEWPORT_SCALE)); + } + const layer = this.currentSession.renderState.baseLayer; + const viewport = layer.getViewport(view); + this.threeRenderer.setViewport(viewport.x, viewport.y, viewport.width, viewport.height); + } + placeInitially(frame) { + const hitSource = this.initialHitSource; + if (hitSource == null) { + return; + } + const hitTestResults = frame.getHitTestResults(hitSource); + if (hitTestResults.length == 0) { + return; + } + const hit = hitTestResults[0]; + const hitPoint = this.getHitPoint(hit); + if (hitPoint == null) { + return; + } + this.placeModel(hitPoint); + hitSource.cancel(); + this.initialHitSource = null; + const { session } = frame; + session.addEventListener('selectstart', this.onSelectStart); + session.addEventListener('selectend', this.onSelectEnd); + session + .requestHitTestSourceForTransientInput({ profile: 'generic-touchscreen' }) + .then(hitTestSource => { + this.transientHitTestSource = hitTestSource; + }); + } + getHitPoint(hitResult) { + const refSpace = this.threeRenderer.xr.getReferenceSpace(); + const pose = hitResult.getPose(refSpace); + if (pose == null) { + return null; + } + const hitMatrix = matrix4.fromArray(pose.transform.matrix); + if (this.placeOnWall === true) { + // Orient the model to the wall's normal vector. + this.goalYaw = Math.atan2(hitMatrix.elements[4], hitMatrix.elements[6]); + } + // Check that the y-coordinate of the normal is large enough that the normal + // is pointing up for floor placement; opposite for wall placement. + return hitMatrix.elements[5] > 0.75 !== this.placeOnWall ? + hitPosition.setFromMatrixPosition(hitMatrix) : + null; + } + placeModel(hit) { + this.placementBox.show = true; + if (this.placeOnWall) { + this.goalPosition.copy(hit); + } + else { + this.goalPosition.y = hit.y; + } + this.updateTarget(); + this.dispatchEvent({ type: 'status', status: ARStatus.OBJECT_PLACED }); + } + fingerPolar(fingers) { + const fingerOne = fingers[0].inputSource.gamepad.axes; + const fingerTwo = fingers[1].inputSource.gamepad.axes; + const deltaX = fingerTwo[0] - fingerOne[0]; + const deltaY = fingerTwo[1] - fingerOne[1]; + const angle = Math.atan2(deltaY, deltaX); + let deltaYaw = this.lastAngle - angle; + if (deltaYaw > Math.PI) { + deltaYaw -= 2 * Math.PI; + } + else if (deltaYaw < -Math.PI) { + deltaYaw += 2 * Math.PI; + } + this.lastAngle = angle; + return { + separation: Math.sqrt(deltaX * deltaX + deltaY * deltaY), + deltaYaw: deltaYaw + }; + } + processInput(frame) { + const hitSource = this.transientHitTestSource; + if (hitSource == null) { + return; + } + if (!this.isTranslating && !this.isTwoFingering && !this.isRotating) { + return; + } + const fingers = frame.getHitTestResultsForTransientInput(hitSource); + const scene = this.presentedScene; + const scale = scene.scale.x; + // Rotating, translating and scaling are mutually exclusive operations; only + // one can happen at a time, but we can switch during a gesture. + if (this.isTwoFingering) { + if (fingers.length < 2) { + // If we lose the second finger, stop scaling (in fact, stop processing + // input altogether until a new gesture starts). + this.isTwoFingering = false; + } + else { + const { separation, deltaYaw } = this.fingerPolar(fingers); + if (this.placeOnWall === false) { + this.goalYaw += deltaYaw; + } + if (scene.canScale) { + const scale = separation / this.firstRatio; + this.goalScale = + (scale < SCALE_SNAP_HIGH && scale > SCALE_SNAP_LOW) ? 1 : scale; + } + } + return; + } + else if (fingers.length === 2) { + // If we were rotating or translating and we get a second finger, switch + // to scaling instead. + this.isTranslating = false; + this.isRotating = false; + this.isTwoFingering = true; + const { separation } = this.fingerPolar(fingers); + this.firstRatio = separation / scale; + return; + } + if (this.isRotating) { + const angle = this.inputSource.gamepad.axes[0] * ROTATION_RATE; + this.goalYaw += angle - this.lastAngle; + this.lastAngle = angle; + } + else if (this.isTranslating) { + fingers.forEach(finger => { + if (finger.inputSource !== this.inputSource || + finger.results.length < 1) { + return; + } + const hit = this.getHitPoint(finger.results[0]); + if (hit == null) { + return; + } + this.goalPosition.sub(this.lastDragPosition); + if (this.placeOnWall === false) { + const offset = hit.y - this.lastDragPosition.y; + // When a lower floor is found, keep the model at the same height, but + // drop the placement box to the floor. The model falls on select end. + if (offset < 0) { + this.placementBox.offsetHeight = offset / scale; + this.presentedScene.setShadowScaleAndOffset(scale, offset); + // Interpolate hit ray up to drag plane + const cameraPosition = vector3.copy(this.cameraPosition); + const alpha = -offset / (cameraPosition.y - hit.y); + cameraPosition.multiplyScalar(alpha); + hit.multiplyScalar(1 - alpha).add(cameraPosition); + } + } + this.goalPosition.add(hit); + this.lastDragPosition.copy(hit); + }); + } + } + moveScene(delta) { + const scene = this.presentedScene; + const { position, yaw, idealCameraDistance: radius } = scene; + const goal = this.goalPosition; + const oldScale = scene.scale.x; + const box = this.placementBox; + if (this.initialHitSource == null && + (!goal.equals(position) || this.goalScale !== oldScale)) { + let { x, y, z } = position; + x = this.xDamper.update(x, goal.x, delta, radius); + y = this.yDamper.update(y, goal.y, delta, radius); + z = this.zDamper.update(z, goal.z, delta, radius); + position.set(x, y, z); + const newScale = this.scaleDamper.update(oldScale, this.goalScale, delta, 1); + scene.scale.set(newScale, newScale, newScale); + if (!this.isTranslating) { + const offset = goal.y - y; + if (this.placementComplete && this.placeOnWall === false) { + box.offsetHeight = offset / newScale; + scene.setShadowScaleAndOffset(newScale, offset); + } + else if (offset === 0) { + this.placementComplete = true; + box.show = false; + scene.setShadowIntensity(AR_SHADOW_INTENSITY); + this.xDamper.setDecayTime(DECAY_MILLISECONDS); + this.yDamper.setDecayTime(DECAY_MILLISECONDS); + this.zDamper.setDecayTime(DECAY_MILLISECONDS); + } + } + } + box.updateOpacity(delta); + scene.updateTarget(delta); + // yaw must be updated last, since this also updates the shadow position. + scene.yaw = this.yawDamper.update(yaw, this.goalYaw, delta, Math.PI); + } + /** + * Only public to make it testable. + */ + onWebXRFrame(time, frame) { + this.frame = frame; + ++this.frames; + const refSpace = this.threeRenderer.xr.getReferenceSpace(); + const pose = frame.getViewerPose(refSpace); + if (pose == null && this.tracking === true && this.frames > INIT_FRAMES) { + this.tracking = false; + this.dispatchEvent({ type: 'tracking', status: ARTracking.NOT_TRACKING }); + } + const scene = this.presentedScene; + if (pose == null || scene == null || !scene.element[$sceneIsReady]()) { + this.threeRenderer.clear(); + return; + } + if (this.tracking === false) { + this.tracking = true; + this.dispatchEvent({ type: 'tracking', status: ARTracking.TRACKING }); + } + // WebXR may return multiple views, i.e. for headset AR. This + // isn't really supported at this point, but make a best-effort + // attempt to render other views also, using the first view + // as the main viewpoint. + let isFirstView = true; + for (const view of pose.views) { + this.updateView(view); + if (isFirstView) { + this.placeInitially(frame); + this.processInput(frame); + const delta = time - this.lastTick; + this.moveScene(delta); + this.renderer.preRender(scene, time, delta); + this.lastTick = time; + } + // TODO: This is a workaround for a Chrome bug, which should be fixed + // soon: https://bugs.chromium.org/p/chromium/issues/detail?id=1184085 + const gl = this.threeRenderer.getContext(); + gl.depthMask(false); + gl.clear(gl.DEPTH_BUFFER_BIT); + gl.depthMask(true); + this.threeRenderer.render(scene, scene.camera); + isFirstView = false; + } + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/** + * This Debugger exposes internal details of the rendering + * substructure so that external tools can more easily inspect and operate on + * them. + * + * It also activates shader debugging on the associated GL context. Shader + * debugging trades performance for useful error information, so it is not + * recommended to activate this unless needed. + */ +class Debugger { + constructor(renderer) { + // Force WebGL shader debugging on: + renderer.threeRenderer.debug = { checkShaderErrors: true }; + // Announce debug details at microtask timing to give the `Renderer` + // constructor time to complete its initialization, just to be on the safe + // side: + Promise.resolve().then(() => { + self.dispatchEvent(new CustomEvent('model-viewer-renderer-debug', { + detail: { + renderer, + THREE: { + ShaderMaterial, + Texture: Texture$1, + Mesh, + Scene, + PlaneBufferGeometry: PlaneGeometry, + OrthographicCamera, + WebGLRenderTarget + } + } + })); + }); + } + addScene(scene) { + self.dispatchEvent(new CustomEvent('model-viewer-scene-added-debug', { detail: { scene } })); + } + removeScene(scene) { + self.dispatchEvent(new CustomEvent('model-viewer-scene-removed-debug', { detail: { scene } })); + } +} + +class SkeletonUtils { + + static retarget( target, source, options = {} ) { + + const pos = new Vector3(), + quat = new Quaternion(), + scale = new Vector3(), + bindBoneMatrix = new Matrix4(), + relativeMatrix = new Matrix4(), + globalMatrix = new Matrix4(); + + options.preserveMatrix = options.preserveMatrix !== undefined ? options.preserveMatrix : true; + options.preservePosition = options.preservePosition !== undefined ? options.preservePosition : true; + options.preserveHipPosition = options.preserveHipPosition !== undefined ? options.preserveHipPosition : false; + options.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false; + options.hip = options.hip !== undefined ? options.hip : 'hip'; + options.names = options.names || {}; + + const sourceBones = source.isObject3D ? source.skeleton.bones : this.getBones( source ), + bones = target.isObject3D ? target.skeleton.bones : this.getBones( target ); + + let bindBones, + bone, name, boneTo, + bonesPosition; + + // reset bones + + if ( target.isObject3D ) { + + target.skeleton.pose(); + + } else { + + options.useTargetMatrix = true; + options.preserveMatrix = false; + + } + + if ( options.preservePosition ) { + + bonesPosition = []; + + for ( let i = 0; i < bones.length; i ++ ) { + + bonesPosition.push( bones[ i ].position.clone() ); + + } + + } + + if ( options.preserveMatrix ) { + + // reset matrix + + target.updateMatrixWorld(); + + target.matrixWorld.identity(); + + // reset children matrix + + for ( let i = 0; i < target.children.length; ++ i ) { + + target.children[ i ].updateMatrixWorld( true ); + + } + + } + + if ( options.offsets ) { + + bindBones = []; + + for ( let i = 0; i < bones.length; ++ i ) { + + bone = bones[ i ]; + name = options.names[ bone.name ] || bone.name; + + if ( options.offsets && options.offsets[ name ] ) { + + bone.matrix.multiply( options.offsets[ name ] ); + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + bone.updateMatrixWorld(); + + } + + bindBones.push( bone.matrixWorld.clone() ); + + } + + } + + for ( let i = 0; i < bones.length; ++ i ) { + + bone = bones[ i ]; + name = options.names[ bone.name ] || bone.name; + + boneTo = this.getBoneByName( name, sourceBones ); + + globalMatrix.copy( bone.matrixWorld ); + + if ( boneTo ) { + + boneTo.updateMatrixWorld(); + + if ( options.useTargetMatrix ) { + + relativeMatrix.copy( boneTo.matrixWorld ); + + } else { + + relativeMatrix.copy( target.matrixWorld ).invert(); + relativeMatrix.multiply( boneTo.matrixWorld ); + + } + + // ignore scale to extract rotation + + scale.setFromMatrixScale( relativeMatrix ); + relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) ); + + // apply to global matrix + + globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) ); + + if ( target.isObject3D ) { + + const boneIndex = bones.indexOf( bone ), + wBindMatrix = bindBones ? bindBones[ boneIndex ] : bindBoneMatrix.copy( target.skeleton.boneInverses[ boneIndex ] ).invert(); + + globalMatrix.multiply( wBindMatrix ); + + } + + globalMatrix.copyPosition( relativeMatrix ); + + } + + if ( bone.parent && bone.parent.isBone ) { + + bone.matrix.copy( bone.parent.matrixWorld ).invert(); + bone.matrix.multiply( globalMatrix ); + + } else { + + bone.matrix.copy( globalMatrix ); + + } + + if ( options.preserveHipPosition && name === options.hip ) { + + bone.matrix.setPosition( pos.set( 0, bone.position.y, 0 ) ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + bone.updateMatrixWorld(); + + } + + if ( options.preservePosition ) { + + for ( let i = 0; i < bones.length; ++ i ) { + + bone = bones[ i ]; + name = options.names[ bone.name ] || bone.name; + + if ( name !== options.hip ) { + + bone.position.copy( bonesPosition[ i ] ); + + } + + } + + } + + if ( options.preserveMatrix ) { + + // restore matrix + + target.updateMatrixWorld( true ); + + } + + } + + static retargetClip( target, source, clip, options = {} ) { + + options.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false; + options.fps = options.fps !== undefined ? options.fps : 30; + options.names = options.names || []; + + if ( ! source.isObject3D ) { + + source = this.getHelperFromSkeleton( source ); + + } + + const numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ), + delta = 1 / options.fps, + convertedTracks = [], + mixer = new AnimationMixer( source ), + bones = this.getBones( target.skeleton ), + boneDatas = []; + let positionOffset, + bone, boneTo, boneData, + name; + + mixer.clipAction( clip ).play(); + mixer.update( 0 ); + + source.updateMatrixWorld(); + + for ( let i = 0; i < numFrames; ++ i ) { + + const time = i * delta; + + this.retarget( target, source, options ); + + for ( let j = 0; j < bones.length; ++ j ) { + + name = options.names[ bones[ j ].name ] || bones[ j ].name; + + boneTo = this.getBoneByName( name, source.skeleton ); + + if ( boneTo ) { + + bone = bones[ j ]; + boneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone }; + + if ( options.hip === name ) { + + if ( ! boneData.pos ) { + + boneData.pos = { + times: new Float32Array( numFrames ), + values: new Float32Array( numFrames * 3 ) + }; + + } + + if ( options.useFirstFramePosition ) { + + if ( i === 0 ) { + + positionOffset = bone.position.clone(); + + } + + bone.position.sub( positionOffset ); + + } + + boneData.pos.times[ i ] = time; + + bone.position.toArray( boneData.pos.values, i * 3 ); + + } + + if ( ! boneData.quat ) { + + boneData.quat = { + times: new Float32Array( numFrames ), + values: new Float32Array( numFrames * 4 ) + }; + + } + + boneData.quat.times[ i ] = time; + + bone.quaternion.toArray( boneData.quat.values, i * 4 ); + + } + + } + + mixer.update( delta ); + + source.updateMatrixWorld(); + + } + + for ( let i = 0; i < boneDatas.length; ++ i ) { + + boneData = boneDatas[ i ]; + + if ( boneData ) { + + if ( boneData.pos ) { + + convertedTracks.push( new VectorKeyframeTrack( + '.bones[' + boneData.bone.name + '].position', + boneData.pos.times, + boneData.pos.values + ) ); + + } + + convertedTracks.push( new QuaternionKeyframeTrack( + '.bones[' + boneData.bone.name + '].quaternion', + boneData.quat.times, + boneData.quat.values + ) ); + + } + + } + + mixer.uncacheAction( clip ); + + return new AnimationClip( clip.name, - 1, convertedTracks ); + + } + + static getHelperFromSkeleton( skeleton ) { + + const source = new SkeletonHelper( skeleton.bones[ 0 ] ); + source.skeleton = skeleton; + + return source; + + } + + static getSkeletonOffsets( target, source, options = {} ) { + + const targetParentPos = new Vector3(), + targetPos = new Vector3(), + sourceParentPos = new Vector3(), + sourcePos = new Vector3(), + targetDir = new Vector2(), + sourceDir = new Vector2(); + + options.hip = options.hip !== undefined ? options.hip : 'hip'; + options.names = options.names || {}; + + if ( ! source.isObject3D ) { + + source = this.getHelperFromSkeleton( source ); + + } + + const nameKeys = Object.keys( options.names ), + nameValues = Object.values( options.names ), + sourceBones = source.isObject3D ? source.skeleton.bones : this.getBones( source ), + bones = target.isObject3D ? target.skeleton.bones : this.getBones( target ), + offsets = []; + + let bone, boneTo, + name, i; + + target.skeleton.pose(); + + for ( i = 0; i < bones.length; ++ i ) { + + bone = bones[ i ]; + name = options.names[ bone.name ] || bone.name; + + boneTo = this.getBoneByName( name, sourceBones ); + + if ( boneTo && name !== options.hip ) { + + const boneParent = this.getNearestBone( bone.parent, nameKeys ), + boneToParent = this.getNearestBone( boneTo.parent, nameValues ); + + boneParent.updateMatrixWorld(); + boneToParent.updateMatrixWorld(); + + targetParentPos.setFromMatrixPosition( boneParent.matrixWorld ); + targetPos.setFromMatrixPosition( bone.matrixWorld ); + + sourceParentPos.setFromMatrixPosition( boneToParent.matrixWorld ); + sourcePos.setFromMatrixPosition( boneTo.matrixWorld ); + + targetDir.subVectors( + new Vector2( targetPos.x, targetPos.y ), + new Vector2( targetParentPos.x, targetParentPos.y ) + ).normalize(); + + sourceDir.subVectors( + new Vector2( sourcePos.x, sourcePos.y ), + new Vector2( sourceParentPos.x, sourceParentPos.y ) + ).normalize(); + + const laterialAngle = targetDir.angle() - sourceDir.angle(); + + const offset = new Matrix4().makeRotationFromEuler( + new Euler( + 0, + 0, + laterialAngle + ) + ); + + bone.matrix.multiply( offset ); + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + bone.updateMatrixWorld(); + + offsets[ name ] = offset; + + } + + } + + return offsets; + + } + + static renameBones( skeleton, names ) { + + const bones = this.getBones( skeleton ); + + for ( let i = 0; i < bones.length; ++ i ) { + + const bone = bones[ i ]; + + if ( names[ bone.name ] ) { + + bone.name = names[ bone.name ]; + + } + + } + + return this; + + } + + static getBones( skeleton ) { + + return Array.isArray( skeleton ) ? skeleton : skeleton.bones; + + } + + static getBoneByName( name, skeleton ) { + + for ( let i = 0, bones = this.getBones( skeleton ); i < bones.length; i ++ ) { + + if ( name === bones[ i ].name ) + + return bones[ i ]; + + } + + } + + static getNearestBone( bone, names ) { + + while ( bone.isBone ) { + + if ( names.indexOf( bone.name ) !== - 1 ) { + + return bone; + + } + + bone = bone.parent; + + } + + } + + static findBoneTrackData( name, tracks ) { + + const regexp = /\[(.*)\]\.(.*)/, + result = { name: name }; + + for ( let i = 0; i < tracks.length; ++ i ) { + + // 1 is track name + // 2 is track type + const trackData = regexp.exec( tracks[ i ].name ); + + if ( trackData && name === trackData[ 1 ] ) { + + result[ trackData[ 2 ] ] = i; + + } + + } + + return result; + + } + + static getEqualsBonesNames( skeleton, targetSkeleton ) { + + const sourceBones = this.getBones( skeleton ), + targetBones = this.getBones( targetSkeleton ), + bones = []; + + search : for ( let i = 0; i < sourceBones.length; i ++ ) { + + const boneName = sourceBones[ i ].name; + + for ( let j = 0; j < targetBones.length; j ++ ) { + + if ( boneName === targetBones[ j ].name ) { + + bones.push( boneName ); + + continue search; + + } + + } + + } + + return bones; + + } + + static clone( source ) { + + const sourceLookup = new Map(); + const cloneLookup = new Map(); + + const clone = source.clone(); + + parallelTraverse( source, clone, function ( sourceNode, clonedNode ) { + + sourceLookup.set( clonedNode, sourceNode ); + cloneLookup.set( sourceNode, clonedNode ); + + } ); + + clone.traverse( function ( node ) { + + if ( ! node.isSkinnedMesh ) return; + + const clonedMesh = node; + const sourceMesh = sourceLookup.get( node ); + const sourceBones = sourceMesh.skeleton.bones; + + clonedMesh.skeleton = sourceMesh.skeleton.clone(); + clonedMesh.bindMatrix.copy( sourceMesh.bindMatrix ); + + clonedMesh.skeleton.bones = sourceBones.map( function ( bone ) { + + return cloneLookup.get( bone ); + + } ); + + clonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix ); + + } ); + + return clone; + + } + +} + + +function parallelTraverse( a, b, callback ) { + + callback( a, b ); + + for ( let i = 0; i < a.children.length; i ++ ) { + + parallelTraverse( a.children[ i ], b.children[ i ], callback ); + + } + +} + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const $prepared = Symbol('prepared'); +const $prepare = Symbol('prepare'); +const $preparedGLTF = Symbol('preparedGLTF'); +const $clone = Symbol('clone'); +/** + * Represents the preparation and enhancement of the output of a Three.js + * GLTFLoader (a Three.js-flavor "GLTF"), to make it suitable for optimal, + * correct viewing in a given presentation context and also make the cloning + * process more explicit and legible. + * + * A GLTFInstance is API-compatible with a Three.js-flavor "GLTF", so it should + * be considered to be interchangeable with the loaded result of a GLTFLoader. + * + * This basic implementation only implements trivial preparation and enhancement + * of a GLTF. These operations are intended to be enhanced by inheriting + * classes. + */ +class GLTFInstance { + constructor(preparedGLTF) { + this[$preparedGLTF] = preparedGLTF; + } + /** + * Prepares a given GLTF for presentation and future cloning. A GLTF that is + * prepared can safely have this method invoked on it multiple times; it will + * only be prepared once, including after being cloned. + */ + static prepare(source) { + if (source.scene == null) { + throw new Error('Model does not have a scene'); + } + if (source[$prepared]) { + return source; + } + const prepared = this[$prepare](source); + // NOTE: ES5 Symbol polyfill is not compatible with spread operator + // so {...prepared, [$prepared]: true} does not work + prepared[$prepared] = true; + return prepared; + } + /** + * Override in an inheriting class to apply specialty one-time preparations + * for a given input GLTF. + */ + static [$prepare](source) { + // TODO(#195,#1003): We don't currently support multiple scenes, so we don't + // bother preparing extra scenes for now: + const { scene } = source; + const scenes = [scene]; + return Object.assign(Object.assign({}, source), { scene, scenes }); + } + get parser() { + return this[$preparedGLTF].parser; + } + get animations() { + return this[$preparedGLTF].animations; + } + get scene() { + return this[$preparedGLTF].scene; + } + get scenes() { + return this[$preparedGLTF].scenes; + } + get cameras() { + return this[$preparedGLTF].cameras; + } + get asset() { + return this[$preparedGLTF].asset; + } + get userData() { + return this[$preparedGLTF].userData; + } + /** + * Creates and returns a copy of this instance. + */ + clone() { + const GLTFInstanceConstructor = this.constructor; + const clonedGLTF = this[$clone](); + return new GLTFInstanceConstructor(clonedGLTF); + } + /** + * Cleans up any retained memory that might not otherwise be released when + * this instance is done being used. + */ + dispose() { + this.scenes.forEach((scene) => { + scene.traverse((object) => { + if (!object.isMesh) { + return; + } + const mesh = object; + const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material]; + materials.forEach(material => { + material.dispose(); + }); + mesh.geometry.dispose(); + }); + }); + } + /** + * Override in an inheriting class to implement specialized cloning strategies + */ + [$clone]() { + const source = this[$preparedGLTF]; + // TODO(#195,#1003): We don't currently support multiple scenes, so we don't + // bother cloning extra scenes for now: + const scene = SkeletonUtils.clone(this.scene); + const scenes = [scene]; + const userData = source.userData ? Object.assign({}, source.userData) : {}; + return Object.assign(Object.assign({}, source), { scene, scenes, userData }); + } +} + +/** + * @license MIT + * @see https://github.com/mrdoob/three.js/blob/dev/LICENSE + */ +const alphaChunk = /* glsl */ ` +#ifdef ALPHATEST + + if ( diffuseColor.a < ALPHATEST ) discard; + diffuseColor.a = 1.0; + +#endif +`; + +const $threeGLTF = Symbol('threeGLTF'); +const $gltf = Symbol('gltf'); +const $gltfElementMap = Symbol('gltfElementMap'); +const $threeObjectMap = Symbol('threeObjectMap'); +const $parallelTraverseThreeScene = Symbol('parallelTraverseThreeScene'); +const $correlateOriginalThreeGLTF = Symbol('correlateOriginalThreeGLTF'); +const $correlateCloneThreeGLTF = Symbol('correlateCloneThreeGLTF'); +/** + * The Three.js GLTFLoader provides us with an in-memory representation + * of a glTF in terms of Three.js constructs. It also provides us with a copy + * of the deserialized glTF without any Three.js decoration, and a mapping of + * glTF elements to their corresponding Three.js constructs. + * + * A CorrelatedSceneGraph exposes a synchronously available mapping of glTF + * element references to their corresponding Three.js constructs. + */ +class CorrelatedSceneGraph { + constructor(threeGLTF, gltf, threeObjectMap, gltfElementMap) { + this[$threeGLTF] = threeGLTF; + this[$gltf] = gltf; + this[$gltfElementMap] = gltfElementMap; + this[$threeObjectMap] = threeObjectMap; + } + /** + * Produce a CorrelatedSceneGraph from a naturally generated Three.js GLTF. + * Such GLTFs are produced by Three.js' GLTFLoader, and contain cached + * details that expedite the correlation step. + * + * If a CorrelatedSceneGraph is provided as the second argument, re-correlates + * a cloned Three.js GLTF with a clone of the glTF hierarchy used to produce + * the upstream Three.js GLTF that the clone was created from. The result + * CorrelatedSceneGraph is representative of the cloned hierarchy. + */ + static from(threeGLTF, upstreamCorrelatedSceneGraph) { + if (upstreamCorrelatedSceneGraph != null) { + return this[$correlateCloneThreeGLTF](threeGLTF, upstreamCorrelatedSceneGraph); + } + else { + return this[$correlateOriginalThreeGLTF](threeGLTF); + } + } + static [$correlateOriginalThreeGLTF](threeGLTF) { + const gltf = threeGLTF.parser.json; + const { associations } = threeGLTF.parser; + const gltfElementMap = new Map(); + const defaultMaterial = { name: 'Default' }; + const defaultReference = { type: 'materials', index: -1 }; + // NOTE: IE11 does not have Map iterator methods + associations.forEach((gltfElementReference, threeObject) => { + // Note: GLTFLoader creates a "default" material that has no corresponding + // glTF element in the case that no materials are specified in the source + // glTF. In this case we append a default material to allow this to be + // operated upon. + if (gltfElementReference == null) { + if (defaultReference.index < 0) { + if (gltf.materials == null) { + gltf.materials = []; + } + defaultReference.index = gltf.materials.length; + gltf.materials.push(defaultMaterial); + } + gltfElementReference = defaultReference; + } + const { type, index } = gltfElementReference; + const elementArray = gltf[type] || []; + const gltfElement = elementArray[index]; + if (gltfElement == null) { + // TODO: Maybe throw here... + return; + } + let threeObjects = gltfElementMap.get(gltfElement); + if (threeObjects == null) { + threeObjects = new Set(); + gltfElementMap.set(gltfElement, threeObjects); + } + threeObjects.add(threeObject); + }); + return new CorrelatedSceneGraph(threeGLTF, gltf, associations, gltfElementMap); + } + /** + * Transfers the association between a raw glTF and a Three.js scene graph + * to a clone of the Three.js scene graph, resolved as a new + * CorrelatedsceneGraph instance. + */ + static [$correlateCloneThreeGLTF](cloneThreeGLTF, upstreamCorrelatedSceneGraph) { + const originalThreeGLTF = upstreamCorrelatedSceneGraph.threeGLTF; + const originalGLTF = upstreamCorrelatedSceneGraph.gltf; + const cloneGLTF = JSON.parse(JSON.stringify(originalGLTF)); + const cloneThreeObjectMap = new Map(); + const cloneGLTFELementMap = new Map(); + const defaultMaterial = { name: 'Default' }; + const defaultReference = { type: 'materials', index: -1 }; + for (let i = 0; i < originalThreeGLTF.scenes.length; i++) { + this[$parallelTraverseThreeScene](originalThreeGLTF.scenes[i], cloneThreeGLTF.scenes[i], (object, cloneObject) => { + let elementReference = upstreamCorrelatedSceneGraph.threeObjectMap.get(object); + if (elementReference == null) { + if (defaultReference.index < 0) { + if (cloneGLTF.materials == null) { + cloneGLTF.materials = []; + } + defaultReference.index = cloneGLTF.materials.length; + cloneGLTF.materials.push(defaultMaterial); + } + elementReference = defaultReference; + } + const { type, index } = elementReference; + const cloneElement = cloneGLTF[type][index]; + cloneThreeObjectMap.set(cloneObject, { type, index }); + const cloneObjects = cloneGLTFELementMap.get(cloneElement) || new Set(); + cloneObjects.add(cloneObject); + cloneGLTFELementMap.set(cloneElement, cloneObjects); + }); + } + return new CorrelatedSceneGraph(cloneThreeGLTF, cloneGLTF, cloneThreeObjectMap, cloneGLTFELementMap); + } + /** + * Traverses two presumably identical Three.js scenes, and invokes a callback + * for each Object3D or Material encountered, including the initial scene. + * Adapted from + * https://github.com/mrdoob/three.js/blob/7c1424c5819ab622a346dd630ee4e6431388021e/examples/jsm/utils/SkeletonUtils.js#L586-L596 + */ + static [$parallelTraverseThreeScene](sceneOne, sceneTwo, callback) { + const isMesh = (object) => { + return object.isMesh; + }; + const traverse = (a, b) => { + callback(a, b); + if (a.isObject3D) { + if (isMesh(a)) { + if (Array.isArray(a.material)) { + for (let i = 0; i < a.material.length; ++i) { + traverse(a.material[i], b.material[i]); + } + } + else { + traverse(a.material, b.material); + } + } + for (let i = 0; i < a.children.length; ++i) { + traverse(a.children[i], b.children[i]); + } + } + }; + traverse(sceneOne, sceneTwo); + } + /** + * The source Three.js GLTF result given to us by a Three.js GLTFLoader. + */ + get threeGLTF() { + return this[$threeGLTF]; + } + /** + * The in-memory deserialized source glTF. + */ + get gltf() { + return this[$gltf]; + } + /** + * A Map of glTF element references to arrays of corresponding Three.js + * object references. Three.js objects are kept in arrays to account for + * cases where more than one Three.js object corresponds to a single glTF + * element. + */ + get gltfElementMap() { + return this[$gltfElementMap]; + } + /** + * A map of individual Three.js objects to corresponding elements in the + * source glTF. + */ + get threeObjectMap() { + return this[$threeObjectMap]; + } + loadVariant(variantIndex, onUpdate = () => { }) { + const updatedMaterials = new Set(); + this.threeGLTF.scene.traverse(async (object) => { + const { gltfExtensions } = object.userData; + if (!object.isMesh || gltfExtensions == null) { + return; + } + const meshVariantData = gltfExtensions['KHR_materials_variants']; + if (meshVariantData == null) { + return; + } + let materialIndex = -1; + for (const mapping of meshVariantData.mappings) { + if (mapping.variants.indexOf(variantIndex) >= 0) { + materialIndex = mapping.material; + break; + } + } + if (materialIndex < 0) { + return; + } + const material = await this.threeGLTF.parser.getDependency('material', materialIndex); + updatedMaterials.add(materialIndex); + object.material = material; + this.threeGLTF.parser.assignFinalMaterial(object); + onUpdate(); + const gltfElement = this.gltf.materials[materialIndex]; + let threeObjects = this.gltfElementMap.get(gltfElement); + if (threeObjects == null) { + threeObjects = new Set(); + this.gltfElementMap.set(gltfElement, threeObjects); + } + threeObjects.add(object.material); + }); + return updatedMaterials; + } +} + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const $cloneAndPatchMaterial = Symbol('cloneAndPatchMaterial'); +const $correlatedSceneGraph = Symbol('correlatedSceneGraph'); +/** + * This specialization of GLTFInstance collects all of the processing needed + * to prepare a model and to clone it making special considerations for + * use cases. + */ +class ModelViewerGLTFInstance extends GLTFInstance { + /** + * @override + */ + static [$prepare](source) { + const prepared = super[$prepare](source); + if (prepared[$correlatedSceneGraph] == null) { + prepared[$correlatedSceneGraph] = CorrelatedSceneGraph.from(prepared); + } + const { scene } = prepared; + const meshesToDuplicate = []; + scene.traverse((node) => { + // Set a high renderOrder while we're here to ensure the model + // always renders on top of the skysphere + node.renderOrder = 1000; + // Three.js seems to cull some animated models incorrectly. Since we + // expect to view our whole scene anyway, we turn off the frustum + // culling optimization here. + node.frustumCulled = false; + // Animations for objects without names target their UUID instead. When + // objects are cloned, they get new UUIDs which the animation can't + // find. To fix this, we assign their UUID as their name. + if (!node.name) { + node.name = node.uuid; + } + if (!node.isMesh) { + return; + } + node.castShadow = true; + const mesh = node; + let transparent = false; + const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material]; + materials.forEach(material => { + if (material.isMeshStandardMaterial) { + if (material.transparent && material.side === DoubleSide) { + transparent = true; + material.side = FrontSide; + } + } + }); + if (transparent) { + meshesToDuplicate.push(mesh); + } + }); + // We duplicate transparent, double-sided meshes and render the back face + // before the front face. This creates perfect triangle sorting for all + // convex meshes. Sorting artifacts can still appear when you can see + // through more than two layers of a given mesh, but this can usually be + // mitigated by the author splitting the mesh into mostly convex regions. + // The performance cost is not too great as the same shader is reused and + // the same number of fragments are processed; only the vertex shader is run + // twice. @see https://threejs.org/examples/webgl_materials_physical_transparency.html + for (const mesh of meshesToDuplicate) { + const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material]; + const duplicateMaterials = materials.map((material) => { + const backMaterial = material.clone(); + backMaterial.side = BackSide; + return backMaterial; + }); + const duplicateMaterial = Array.isArray(mesh.material) ? + duplicateMaterials : + duplicateMaterials[0]; + const meshBack = mesh.clone(); + meshBack.material = duplicateMaterial; + meshBack.renderOrder = -1; + mesh.parent.add(meshBack); + } + return prepared; + } + get correlatedSceneGraph() { + return this[$preparedGLTF][$correlatedSceneGraph]; + } + /** + * @override + */ + [$clone]() { + const clone = super[$clone](); + const sourceUUIDToClonedMaterial = new Map(); + clone.scene.traverse((node) => { + // Materials aren't cloned when cloning meshes; geometry + // and materials are copied by reference. This is necessary + // for the same model to be used twice with different + // environment maps. + if (node.isMesh) { + const mesh = node; + if (Array.isArray(mesh.material)) { + mesh.material = mesh.material.map((material) => this[$cloneAndPatchMaterial](material, sourceUUIDToClonedMaterial)); + } + else if (mesh.material != null) { + mesh.material = this[$cloneAndPatchMaterial](mesh.material, sourceUUIDToClonedMaterial); + } + } + }); + // Cross-correlate the scene graph by relying on information in the + // current scene graph; without this step, relationships between the + // Three.js object graph and the glTF scene graph will be lost. + clone[$correlatedSceneGraph] = + CorrelatedSceneGraph.from(clone, this.correlatedSceneGraph); + return clone; + } + /** + * Creates a clone of the given material, and applies a patch to the + * shader program. + */ + [$cloneAndPatchMaterial](material, sourceUUIDToClonedMaterial) { + // If we already cloned this material (determined by tracking the UUID of + // source materials that have been cloned), then return that previously + // cloned instance: + if (sourceUUIDToClonedMaterial.has(material.uuid)) { + return sourceUUIDToClonedMaterial.get(material.uuid); + } + const clone = material.clone(); + if (material.map != null) { + clone.map = material.map.clone(); + clone.map.needsUpdate = true; + } + if (material.normalMap != null) { + clone.normalMap = material.normalMap.clone(); + clone.normalMap.needsUpdate = true; + } + if (material.emissiveMap != null) { + clone.emissiveMap = material.emissiveMap.clone(); + clone.emissiveMap.needsUpdate = true; + } + // Clones the roughnessMap if it exists. + let roughnessMap = null; + if (material.roughnessMap != null) { + roughnessMap = material.roughnessMap.clone(); + } + // Assigns the roughnessMap to the cloned material and generates mipmaps. + if (roughnessMap != null) { + roughnessMap.needsUpdate = true; + clone.roughnessMap = roughnessMap; + // Generates mipmaps from the clone of the roughnessMap. + const { threeRenderer, roughnessMipmapper } = Renderer.singleton; + // XR must be disabled while doing offscreen rendering or it will + // clobber the camera. + const { enabled } = threeRenderer.xr; + threeRenderer.xr.enabled = false; + roughnessMipmapper.generateMipmaps(clone); + threeRenderer.xr.enabled = enabled; + } + // Checks if roughnessMap and metalnessMap share the same texture and + // either clones or assigns. + if (material.roughnessMap === material.metalnessMap) { + clone.metalnessMap = roughnessMap; + } + else if (material.metalnessMap != null) { + clone.metalnessMap = material.metalnessMap.clone(); + clone.metalnessMap.needsUpdate = true; + } + // Checks if roughnessMap and aoMap share the same texture and + // either clones or assigns. + if (material.roughnessMap === material.aoMap) { + clone.aoMap = roughnessMap; + } + else if (material.aoMap != null) { + clone.aoMap = material.aoMap.clone(); + clone.aoMap.needsUpdate = true; + } + // This allows us to patch three's materials, on top of patches already + // made, for instance GLTFLoader patches SpecularGlossiness materials. + // Unfortunately, three's program cache differentiates SpecGloss materials + // via onBeforeCompile.toString(), so these two functions do the same + // thing but look different in order to force a proper recompile. + const oldOnBeforeCompile = material.onBeforeCompile; + clone.onBeforeCompile = material.isGLTFSpecularGlossinessMaterial ? + (shader) => { + oldOnBeforeCompile(shader, undefined); + shader.fragmentShader = shader.fragmentShader.replace('#include ', alphaChunk); + } : + (shader) => { + shader.fragmentShader = shader.fragmentShader.replace('#include ', alphaChunk); + oldOnBeforeCompile(shader, undefined); + }; + // This makes shadows better for non-manifold meshes + clone.shadowSide = FrontSide; + // This improves transparent rendering and can be removed whenever + // https://github.com/mrdoob/three.js/pull/18235 finally lands. + if (clone.transparent) { + clone.depthWrite = false; + } + // This little hack ignores alpha for opaque materials, in order to comply + // with the glTF spec. + if (!clone.alphaTest && !clone.transparent) { + clone.alphaTest = -0.5; + } + sourceUUIDToClonedMaterial.set(material.uuid, clone); + return clone; + } +} + +// https://github.com/mrdoob/three.js/issues/5552 +// http://en.wikipedia.org/wiki/RGBE_image_format + +class RGBELoader extends DataTextureLoader { + + constructor( manager ) { + + super( manager ); + + this.type = UnsignedByteType; + + } + + // adapted from http://www.graphics.cornell.edu/~bjw/rgbe.html + + parse( buffer ) { + + const + /* return codes for rgbe routines */ + //RGBE_RETURN_SUCCESS = 0, + RGBE_RETURN_FAILURE = - 1, + + /* default error routine. change this to change error handling */ + rgbe_read_error = 1, + rgbe_write_error = 2, + rgbe_format_error = 3, + rgbe_memory_error = 4, + rgbe_error = function ( rgbe_error_code, msg ) { + + switch ( rgbe_error_code ) { + + case rgbe_read_error: console.error( 'THREE.RGBELoader Read Error: ' + ( msg || '' ) ); + break; + case rgbe_write_error: console.error( 'THREE.RGBELoader Write Error: ' + ( msg || '' ) ); + break; + case rgbe_format_error: console.error( 'THREE.RGBELoader Bad File Format: ' + ( msg || '' ) ); + break; + default: + case rgbe_memory_error: console.error( 'THREE.RGBELoader: Error: ' + ( msg || '' ) ); + + } + + return RGBE_RETURN_FAILURE; + + }, + + /* offsets to red, green, and blue components in a data (float) pixel */ + //RGBE_DATA_RED = 0, + //RGBE_DATA_GREEN = 1, + //RGBE_DATA_BLUE = 2, + + /* number of floats per pixel, use 4 since stored in rgba image format */ + //RGBE_DATA_SIZE = 4, + + /* flags indicating which fields in an rgbe_header_info are valid */ + RGBE_VALID_PROGRAMTYPE = 1, + RGBE_VALID_FORMAT = 2, + RGBE_VALID_DIMENSIONS = 4, + + NEWLINE = '\n', + + fgets = function ( buffer, lineLimit, consume ) { + + const chunkSize = 128; + + lineLimit = ! lineLimit ? 1024 : lineLimit; + let p = buffer.pos, + i = - 1, len = 0, s = '', + chunk = String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) ); + + while ( ( 0 > ( i = chunk.indexOf( NEWLINE ) ) ) && ( len < lineLimit ) && ( p < buffer.byteLength ) ) { + + s += chunk; len += chunk.length; + p += chunkSize; + chunk += String.fromCharCode.apply( null, new Uint16Array( buffer.subarray( p, p + chunkSize ) ) ); + + } + + if ( - 1 < i ) { + + /*for (i=l-1; i>=0; i--) { + byteCode = m.charCodeAt(i); + if (byteCode > 0x7f && byteCode <= 0x7ff) byteLen++; + else if (byteCode > 0x7ff && byteCode <= 0xffff) byteLen += 2; + if (byteCode >= 0xDC00 && byteCode <= 0xDFFF) i--; //trail surrogate + }*/ + if ( false !== consume ) buffer.pos += len + i + 1; + return s + chunk.slice( 0, i ); + + } + + return false; + + }, + + /* minimal header reading. modify if you want to parse more information */ + RGBE_ReadHeader = function ( buffer ) { + + + // regexes to parse header info fields + const magic_token_re = /^#\?(\S+)/, + gamma_re = /^\s*GAMMA\s*=\s*(\d+(\.\d+)?)\s*$/, + exposure_re = /^\s*EXPOSURE\s*=\s*(\d+(\.\d+)?)\s*$/, + format_re = /^\s*FORMAT=(\S+)\s*$/, + dimensions_re = /^\s*\-Y\s+(\d+)\s+\+X\s+(\d+)\s*$/, + + // RGBE format header struct + header = { + + valid: 0, /* indicate which fields are valid */ + + string: '', /* the actual header string */ + + comments: '', /* comments found in header */ + + programtype: 'RGBE', /* listed at beginning of file to identify it after "#?". defaults to "RGBE" */ + + format: '', /* RGBE format, default 32-bit_rle_rgbe */ + + gamma: 1.0, /* image has already been gamma corrected with given gamma. defaults to 1.0 (no correction) */ + + exposure: 1.0, /* a value of 1.0 in an image corresponds to watts/steradian/m^2. defaults to 1.0 */ + + width: 0, height: 0 /* image dimensions, width/height */ + + }; + + let line, match; + + if ( buffer.pos >= buffer.byteLength || ! ( line = fgets( buffer ) ) ) { + + return rgbe_error( rgbe_read_error, 'no header found' ); + + } + + /* if you want to require the magic token then uncomment the next line */ + if ( ! ( match = line.match( magic_token_re ) ) ) { + + return rgbe_error( rgbe_format_error, 'bad initial token' ); + + } + + header.valid |= RGBE_VALID_PROGRAMTYPE; + header.programtype = match[ 1 ]; + header.string += line + '\n'; + + while ( true ) { + + line = fgets( buffer ); + if ( false === line ) break; + header.string += line + '\n'; + + if ( '#' === line.charAt( 0 ) ) { + + header.comments += line + '\n'; + continue; // comment line + + } + + if ( match = line.match( gamma_re ) ) { + + header.gamma = parseFloat( match[ 1 ], 10 ); + + } + + if ( match = line.match( exposure_re ) ) { + + header.exposure = parseFloat( match[ 1 ], 10 ); + + } + + if ( match = line.match( format_re ) ) { + + header.valid |= RGBE_VALID_FORMAT; + header.format = match[ 1 ];//'32-bit_rle_rgbe'; + + } + + if ( match = line.match( dimensions_re ) ) { + + header.valid |= RGBE_VALID_DIMENSIONS; + header.height = parseInt( match[ 1 ], 10 ); + header.width = parseInt( match[ 2 ], 10 ); + + } + + if ( ( header.valid & RGBE_VALID_FORMAT ) && ( header.valid & RGBE_VALID_DIMENSIONS ) ) break; + + } + + if ( ! ( header.valid & RGBE_VALID_FORMAT ) ) { + + return rgbe_error( rgbe_format_error, 'missing format specifier' ); + + } + + if ( ! ( header.valid & RGBE_VALID_DIMENSIONS ) ) { + + return rgbe_error( rgbe_format_error, 'missing image size specifier' ); + + } + + return header; + + }, + + RGBE_ReadPixels_RLE = function ( buffer, w, h ) { + + const scanline_width = w; + + if ( + // run length encoding is not allowed so read flat + ( ( scanline_width < 8 ) || ( scanline_width > 0x7fff ) ) || + // this file is not run length encoded + ( ( 2 !== buffer[ 0 ] ) || ( 2 !== buffer[ 1 ] ) || ( buffer[ 2 ] & 0x80 ) ) + ) { + + // return the flat buffer + return new Uint8Array( buffer ); + + } + + if ( scanline_width !== ( ( buffer[ 2 ] << 8 ) | buffer[ 3 ] ) ) { + + return rgbe_error( rgbe_format_error, 'wrong scanline width' ); + + } + + const data_rgba = new Uint8Array( 4 * w * h ); + + if ( ! data_rgba.length ) { + + return rgbe_error( rgbe_memory_error, 'unable to allocate buffer space' ); + + } + + let offset = 0, pos = 0; + + const ptr_end = 4 * scanline_width; + const rgbeStart = new Uint8Array( 4 ); + const scanline_buffer = new Uint8Array( ptr_end ); + let num_scanlines = h; + + // read in each successive scanline + while ( ( num_scanlines > 0 ) && ( pos < buffer.byteLength ) ) { + + if ( pos + 4 > buffer.byteLength ) { + + return rgbe_error( rgbe_read_error ); + + } + + rgbeStart[ 0 ] = buffer[ pos ++ ]; + rgbeStart[ 1 ] = buffer[ pos ++ ]; + rgbeStart[ 2 ] = buffer[ pos ++ ]; + rgbeStart[ 3 ] = buffer[ pos ++ ]; + + if ( ( 2 != rgbeStart[ 0 ] ) || ( 2 != rgbeStart[ 1 ] ) || ( ( ( rgbeStart[ 2 ] << 8 ) | rgbeStart[ 3 ] ) != scanline_width ) ) { + + return rgbe_error( rgbe_format_error, 'bad rgbe scanline format' ); + + } + + // read each of the four channels for the scanline into the buffer + // first red, then green, then blue, then exponent + let ptr = 0, count; + + while ( ( ptr < ptr_end ) && ( pos < buffer.byteLength ) ) { + + count = buffer[ pos ++ ]; + const isEncodedRun = count > 128; + if ( isEncodedRun ) count -= 128; + + if ( ( 0 === count ) || ( ptr + count > ptr_end ) ) { + + return rgbe_error( rgbe_format_error, 'bad scanline data' ); + + } + + if ( isEncodedRun ) { + + // a (encoded) run of the same value + const byteValue = buffer[ pos ++ ]; + for ( let i = 0; i < count; i ++ ) { + + scanline_buffer[ ptr ++ ] = byteValue; + + } + //ptr += count; + + } else { + + // a literal-run + scanline_buffer.set( buffer.subarray( pos, pos + count ), ptr ); + ptr += count; pos += count; + + } + + } + + + // now convert data from buffer into rgba + // first red, then green, then blue, then exponent (alpha) + const l = scanline_width; //scanline_buffer.byteLength; + for ( let i = 0; i < l; i ++ ) { + + let off = 0; + data_rgba[ offset ] = scanline_buffer[ i + off ]; + off += scanline_width; //1; + data_rgba[ offset + 1 ] = scanline_buffer[ i + off ]; + off += scanline_width; //1; + data_rgba[ offset + 2 ] = scanline_buffer[ i + off ]; + off += scanline_width; //1; + data_rgba[ offset + 3 ] = scanline_buffer[ i + off ]; + offset += 4; + + } + + num_scanlines --; + + } + + return data_rgba; + + }; + + const RGBEByteToRGBFloat = function ( sourceArray, sourceOffset, destArray, destOffset ) { + + const e = sourceArray[ sourceOffset + 3 ]; + const scale = Math.pow( 2.0, e - 128.0 ) / 255.0; + + destArray[ destOffset + 0 ] = sourceArray[ sourceOffset + 0 ] * scale; + destArray[ destOffset + 1 ] = sourceArray[ sourceOffset + 1 ] * scale; + destArray[ destOffset + 2 ] = sourceArray[ sourceOffset + 2 ] * scale; + + }; + + const RGBEByteToRGBHalf = function ( sourceArray, sourceOffset, destArray, destOffset ) { + + const e = sourceArray[ sourceOffset + 3 ]; + const scale = Math.pow( 2.0, e - 128.0 ) / 255.0; + + destArray[ destOffset + 0 ] = DataUtils.toHalfFloat( sourceArray[ sourceOffset + 0 ] * scale ); + destArray[ destOffset + 1 ] = DataUtils.toHalfFloat( sourceArray[ sourceOffset + 1 ] * scale ); + destArray[ destOffset + 2 ] = DataUtils.toHalfFloat( sourceArray[ sourceOffset + 2 ] * scale ); + + }; + + const byteArray = new Uint8Array( buffer ); + byteArray.pos = 0; + const rgbe_header_info = RGBE_ReadHeader( byteArray ); + + if ( RGBE_RETURN_FAILURE !== rgbe_header_info ) { + + const w = rgbe_header_info.width, + h = rgbe_header_info.height, + image_rgba_data = RGBE_ReadPixels_RLE( byteArray.subarray( byteArray.pos ), w, h ); + + if ( RGBE_RETURN_FAILURE !== image_rgba_data ) { + + let data, format, type; + let numElements; + + switch ( this.type ) { + + case UnsignedByteType: + + data = image_rgba_data; + format = RGBEFormat; // handled as THREE.RGBAFormat in shaders + type = UnsignedByteType; + break; + + case FloatType: + + numElements = ( image_rgba_data.length / 4 ) * 3; + const floatArray = new Float32Array( numElements ); + + for ( let j = 0; j < numElements; j ++ ) { + + RGBEByteToRGBFloat( image_rgba_data, j * 4, floatArray, j * 3 ); + + } + + data = floatArray; + format = RGBFormat; + type = FloatType; + break; + + case HalfFloatType: + + numElements = ( image_rgba_data.length / 4 ) * 3; + const halfArray = new Uint16Array( numElements ); + + for ( let j = 0; j < numElements; j ++ ) { + + RGBEByteToRGBHalf( image_rgba_data, j * 4, halfArray, j * 3 ); + + } + + data = halfArray; + format = RGBFormat; + type = HalfFloatType; + break; + + default: + + console.error( 'THREE.RGBELoader: unsupported type: ', this.type ); + break; + + } + + return { + width: w, height: h, + data: data, + header: rgbe_header_info.string, + gamma: rgbe_header_info.gamma, + exposure: rgbe_header_info.exposure, + format: format, + type: type + }; + + } + + } + + return null; + + } + + setDataType( value ) { + + this.type = value; + return this; + + } + + load( url, onLoad, onProgress, onError ) { + + function onLoadCallback( texture, texData ) { + + switch ( texture.type ) { + + case UnsignedByteType: + + texture.encoding = RGBEEncoding; + texture.minFilter = NearestFilter; + texture.magFilter = NearestFilter; + texture.generateMipmaps = false; + texture.flipY = true; + break; + + case FloatType: + + texture.encoding = LinearEncoding; + texture.minFilter = LinearFilter; + texture.magFilter = LinearFilter; + texture.generateMipmaps = false; + texture.flipY = true; + break; + + case HalfFloatType: + + texture.encoding = LinearEncoding; + texture.minFilter = LinearFilter; + texture.magFilter = LinearFilter; + texture.generateMipmaps = false; + texture.flipY = true; + break; + + } + + if ( onLoad ) onLoad( texture, texData ); + + } + + return super.load( url, onLoadCallback, onProgress, onError ); + + } + +} + +/* @license + * Copyright 2021 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +class EnvironmentScene extends Scene { + constructor() { + super(); + this.position.y = -3.5; + const geometry = new BoxGeometry(); + geometry.deleteAttribute('uv'); + const roomMaterial = new MeshStandardMaterial({ metalness: 0, side: BackSide }); + const boxMaterial = new MeshStandardMaterial({ metalness: 0 }); + const mainLight = new PointLight(0xffffff, 500.0, 28, 2); + mainLight.position.set(0.418, 16.199, 0.300); + this.add(mainLight); + const room = new Mesh(geometry, roomMaterial); + room.position.set(-0.757, 13.219, 0.717); + room.scale.set(31.713, 28.305, 28.591); + this.add(room); + const box1 = new Mesh(geometry, boxMaterial); + box1.position.set(-10.906, 2.009, 1.846); + box1.rotation.set(0, -0.195, 0); + box1.scale.set(2.328, 7.905, 4.651); + this.add(box1); + const box2 = new Mesh(geometry, boxMaterial); + box2.position.set(-5.607, -0.754, -0.758); + box2.rotation.set(0, 0.994, 0); + box2.scale.set(1.970, 1.534, 3.955); + this.add(box2); + const box3 = new Mesh(geometry, boxMaterial); + box3.position.set(6.167, 0.857, 7.803); + box3.rotation.set(0, 0.561, 0); + box3.scale.set(3.927, 6.285, 3.687); + this.add(box3); + const box4 = new Mesh(geometry, boxMaterial); + box4.position.set(-2.017, 0.018, 6.124); + box4.rotation.set(0, 0.333, 0); + box4.scale.set(2.002, 4.566, 2.064); + this.add(box4); + const box5 = new Mesh(geometry, boxMaterial); + box5.position.set(2.291, -0.756, -2.621); + box5.rotation.set(0, -0.286, 0); + box5.scale.set(1.546, 1.552, 1.496); + this.add(box5); + const box6 = new Mesh(geometry, boxMaterial); + box6.position.set(-2.193, -0.369, -5.547); + box6.rotation.set(0, 0.516, 0); + box6.scale.set(3.875, 3.487, 2.986); + this.add(box6); + // -x right + const light1 = new Mesh(geometry, this.createAreaLightMaterial(50)); + light1.position.set(-16.116, 14.37, 8.208); + light1.scale.set(0.1, 2.428, 2.739); + this.add(light1); + // -x left + const light2 = new Mesh(geometry, this.createAreaLightMaterial(50)); + light2.position.set(-16.109, 18.021, -8.207); + light2.scale.set(0.1, 2.425, 2.751); + this.add(light2); + // +x + const light3 = new Mesh(geometry, this.createAreaLightMaterial(17)); + light3.position.set(14.904, 12.198, -1.832); + light3.scale.set(0.15, 4.265, 6.331); + this.add(light3); + // +z + const light4 = new Mesh(geometry, this.createAreaLightMaterial(43)); + light4.position.set(-0.462, 8.89, 14.520); + light4.scale.set(4.38, 5.441, 0.088); + this.add(light4); + // -z + const light5 = new Mesh(geometry, this.createAreaLightMaterial(20)); + light5.position.set(3.235, 11.486, -12.541); + light5.scale.set(2.5, 2.0, 0.1); + this.add(light5); + // +y + const light6 = new Mesh(geometry, this.createAreaLightMaterial(100)); + light6.position.set(0.0, 20.0, 0.0); + light6.scale.set(1.0, 0.1, 1.0); + this.add(light6); + } + createAreaLightMaterial(intensity) { + const material = new MeshBasicMaterial(); + material.color.setScalar(intensity); + return material; + } +} + +/* @license + * Copyright 2021 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +class EnvironmentSceneAlt extends Scene { + constructor() { + super(); + this.position.y = -3.5; + const geometry = new BoxGeometry(); + geometry.deleteAttribute('uv'); + const roomMaterial = new MeshStandardMaterial({ metalness: 0, side: BackSide }); + const boxMaterial = new MeshStandardMaterial({ metalness: 0 }); + const mainLight = new PointLight(0xffffff, 400.0, 28, 2); + mainLight.position.set(0.5, 14.0, 0.5); + this.add(mainLight); + const room = new Mesh(geometry, roomMaterial); + room.position.set(0.0, 13.2, 0.0); + room.scale.set(31.5, 28.5, 31.5); + this.add(room); + const box1 = new Mesh(geometry, boxMaterial); + box1.position.set(-10.906, -1.0, 1.846); + box1.rotation.set(0, -0.195, 0); + box1.scale.set(2.328, 7.905, 4.651); + this.add(box1); + const box2 = new Mesh(geometry, boxMaterial); + box2.position.set(-5.607, -0.754, -0.758); + box2.rotation.set(0, 0.994, 0); + box2.scale.set(1.970, 1.534, 3.955); + this.add(box2); + const box3 = new Mesh(geometry, boxMaterial); + box3.position.set(6.167, -0.16, 7.803); + box3.rotation.set(0, 0.561, 0); + box3.scale.set(3.927, 6.285, 3.687); + this.add(box3); + const box4 = new Mesh(geometry, boxMaterial); + box4.position.set(-2.017, 0.018, 6.124); + box4.rotation.set(0, 0.333, 0); + box4.scale.set(2.002, 4.566, 2.064); + this.add(box4); + const box5 = new Mesh(geometry, boxMaterial); + box5.position.set(2.291, -0.756, -2.621); + box5.rotation.set(0, -0.286, 0); + box5.scale.set(1.546, 1.552, 1.496); + this.add(box5); + const box6 = new Mesh(geometry, boxMaterial); + box6.position.set(-2.193, -0.369, -5.547); + box6.rotation.set(0, 0.516, 0); + box6.scale.set(3.875, 3.487, 2.986); + this.add(box6); + // -x_left + const light1 = new Mesh(geometry, this.createAreaLightMaterial(80)); + light1.position.set(-14.0, 10.0, 8.0); + light1.scale.set(0.1, 2.5, 2.5); + this.add(light1); + // -x_right + const light2 = new Mesh(geometry, this.createAreaLightMaterial(80)); + light2.position.set(-14.0, 14.0, -4.0); + light2.scale.set(0.1, 2.5, 2.5); + this.add(light2); + // +x only on light + const light3 = new Mesh(geometry, this.createAreaLightMaterial(23)); + light3.position.set(14.0, 12.0, 0.0); + light3.scale.set(0.1, 5.0, 5.0); + this.add(light3); + // +z + const light4 = new Mesh(geometry, this.createAreaLightMaterial(16)); + light4.position.set(0.0, 9.0, 14.0); + light4.scale.set(5.0, 5.0, 0.1); + this.add(light4); + // -z right + const light5 = new Mesh(geometry, this.createAreaLightMaterial(80)); + light5.position.set(7.0, 8.0, -14.0); + light5.scale.set(2.5, 2.5, 0.1); + this.add(light5); + // -z left + const light6 = new Mesh(geometry, this.createAreaLightMaterial(80)); + light6.position.set(-7.0, 16.0, -14.0); + light6.scale.set(2.5, 2.5, 0.1); + this.add(light6); + // +y + const light7 = new Mesh(geometry, this.createAreaLightMaterial(1)); + light7.position.set(0.0, 20.0, 0.0); + light7.scale.set(0.1, 0.1, 0.1); + this.add(light7); + } + createAreaLightMaterial(intensity) { + const material = new MeshBasicMaterial(); + material.color.setScalar(intensity); + return material; + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const GENERATED_SIGMA = 0.04; +const HDR_FILE_RE = /\.hdr(\.js)?$/; +const ldrLoader = new TextureLoader(); +const hdrLoader = new RGBELoader(); +// Attach a `userData` object for arbitrary data on textures that +// originate from TextureUtils, similar to Object3D's userData, +// for help debugging, providing metadata for tests, and semantically +// describe the type of texture within the context of this application. +const userData = { + url: null, +}; +class TextureUtils extends EventDispatcher { + constructor(threeRenderer) { + super(); + this.generatedEnvironmentMap = null; + this.generatedEnvironmentMapAlt = null; + this.skyboxCache = new Map(); + this.environmentMapCache = new Map(); + this.PMREMGenerator = new PMREMGenerator(threeRenderer); + } + async load(url, progressCallback = () => { }) { + try { + const isHDR = HDR_FILE_RE.test(url); + const loader = isHDR ? hdrLoader : ldrLoader; + const texture = await new Promise((resolve, reject) => loader.load(url, resolve, (event) => { + progressCallback(event.loaded / event.total * 0.9); + }, reject)); + progressCallback(1.0); + this.addMetadata(texture, url); + texture.mapping = EquirectangularReflectionMapping; + if (isHDR) { + texture.encoding = RGBEEncoding; + texture.minFilter = NearestFilter; + texture.magFilter = NearestFilter; + texture.flipY = true; + } + else { + texture.encoding = GammaEncoding; + } + return texture; + } + finally { + if (progressCallback) { + progressCallback(1); + } + } + } + /** + * Returns a { skybox, environmentMap } object with the targets/textures + * accordingly. `skybox` is a WebGLRenderCubeTarget, and `environmentMap` + * is a Texture from a WebGLRenderCubeTarget. + */ + async generateEnvironmentMapAndSkybox(skyboxUrl = null, environmentMap = null, options = {}) { + const { progressTracker } = options; + const updateGenerationProgress = progressTracker != null ? progressTracker.beginActivity() : () => { }; + const useAltEnvironment = environmentMap === 'neutral'; + if (useAltEnvironment === true) { + environmentMap = null; + } + const environmentMapUrl = deserializeUrl(environmentMap); + try { + let skyboxLoads = Promise.resolve(null); + let environmentMapLoads; + // If we have a skybox URL, attempt to load it as a cubemap + if (!!skyboxUrl) { + skyboxLoads = this.loadSkyboxFromUrl(skyboxUrl, progressTracker); + } + if (!!environmentMapUrl) { + // We have an available environment map URL + environmentMapLoads = + this.loadEnvironmentMapFromUrl(environmentMapUrl, progressTracker); + } + else if (!!skyboxUrl) { + // Fallback to deriving the environment map from an available skybox + environmentMapLoads = + this.loadEnvironmentMapFromUrl(skyboxUrl, progressTracker); + } + else { + // Fallback to generating the environment map + environmentMapLoads = useAltEnvironment === true ? + this.loadGeneratedEnvironmentMapAlt() : + this.loadGeneratedEnvironmentMap(); + } + let [environmentMap, skybox] = await Promise.all([environmentMapLoads, skyboxLoads]); + if (environmentMap == null) { + throw new Error('Failed to load environment map.'); + } + return { environmentMap, skybox }; + } + finally { + updateGenerationProgress(1.0); + } + } + addMetadata(texture, url) { + if (texture == null) { + return; + } + texture.userData = Object.assign(Object.assign({}, userData), ({ + url: url, + })); + } + /** + * Loads an equirect Texture from a given URL, for use as a skybox. + */ + loadSkyboxFromUrl(url, progressTracker) { + if (!this.skyboxCache.has(url)) { + const progressCallback = progressTracker ? progressTracker.beginActivity() : () => { }; + const skyboxMapLoads = this.load(url, progressCallback); + this.skyboxCache.set(url, skyboxMapLoads); + } + return this.skyboxCache.get(url); + } + /** + * Loads a WebGLRenderTarget from a given URL. The render target in this + * case will be assumed to be used as an environment map. + */ + loadEnvironmentMapFromUrl(url, progressTracker) { + if (!this.environmentMapCache.has(url)) { + const environmentMapLoads = this.loadSkyboxFromUrl(url, progressTracker).then((equirect) => { + const cubeUV = this.PMREMGenerator.fromEquirectangular(equirect); + this.addMetadata(cubeUV.texture, url); + return cubeUV; + }); + this.PMREMGenerator.compileEquirectangularShader(); + this.environmentMapCache.set(url, environmentMapLoads); + } + return this.environmentMapCache.get(url); + } + /** + * Loads a dynamically generated environment map. + */ + loadGeneratedEnvironmentMap() { + if (this.generatedEnvironmentMap == null) { + const defaultScene = new EnvironmentScene; + this.generatedEnvironmentMap = + this.PMREMGenerator.fromScene(defaultScene, GENERATED_SIGMA); + this.addMetadata(this.generatedEnvironmentMap.texture, null); + } + return Promise.resolve(this.generatedEnvironmentMap); + } + /** + * Loads a dynamically generated environment map, designed to be neutral and + * color-preserving. Shows less contrast around the different sides of the + * object. + */ + loadGeneratedEnvironmentMapAlt() { + if (this.generatedEnvironmentMapAlt == null) { + const defaultScene = new EnvironmentSceneAlt; + this.generatedEnvironmentMapAlt = + this.PMREMGenerator.fromScene(defaultScene, GENERATED_SIGMA); + this.addMetadata(this.generatedEnvironmentMapAlt.texture, null); + } + return Promise.resolve(this.generatedEnvironmentMapAlt); + } + async dispose() { + const allTargetsLoad = []; + // NOTE(cdata): We would use for-of iteration on the maps here, but + // IE11 doesn't have the necessary iterator-returning methods. So, + // disposal of these render targets is kind of convoluted as a result. + this.environmentMapCache.forEach((targetLoads) => { + allTargetsLoad.push(targetLoads); + }); + this.environmentMapCache.clear(); + for (const targetLoads of allTargetsLoad) { + try { + const target = await targetLoads; + target.dispose(); + } + catch (e) { + // Suppress errors, so that all render targets will be disposed + } + } + if (this.generatedEnvironmentMap != null) { + this.generatedEnvironmentMap.dispose(); + this.generatedEnvironmentMap = null; + } + if (this.generatedEnvironmentMapAlt != null) { + this.generatedEnvironmentMapAlt.dispose(); + this.generatedEnvironmentMapAlt = null; + } + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +// Between 0 and 1: larger means the average responds faster and is less smooth. +const DURATION_DECAY = 0.2; +const LOW_FRAME_DURATION_MS = 18; +const HIGH_FRAME_DURATION_MS = 26; +const MAX_AVG_CHANGE_MS = 2; +const SCALE_STEPS = [1, 0.79, 0.62, 0.5, 0.4, 0.31, 0.25]; +const DEFAULT_LAST_STEP = 3; +/** + * Registers canvases with Canvas2DRenderingContexts and renders them + * all in the same WebGLRenderingContext, spitting out textures to apply + * to the canvases. Creates a fullscreen WebGL canvas that is not added + * to the DOM, and on each frame, renders each registered canvas on a portion + * of the WebGL canvas, and applies the texture on the registered canvas. + * + * In the future, can use ImageBitmapRenderingContext instead of + * Canvas2DRenderingContext if supported for cheaper transfering of + * the texture. + */ +class Renderer extends EventDispatcher { + constructor(options) { + super(); + this.loader = new CachingGLTFLoader(ModelViewerGLTFInstance); + this.width = 0; + this.height = 0; + this.dpr = 1; + this.debugger = null; + this.scenes = new Set(); + this.multipleScenesVisible = false; + this.scaleStep = 0; + this.lastStep = DEFAULT_LAST_STEP; + this.avgFrameDuration = (HIGH_FRAME_DURATION_MS + LOW_FRAME_DURATION_MS) / 2; + this.onWebGLContextLost = (event) => { + this.dispatchEvent({ type: 'contextlost', sourceEvent: event }); + }; + this.dpr = resolveDpr(); + this.canvasElement = document.createElement('canvas'); + this.canvasElement.id = 'webgl-canvas'; + this.canvas3D = this.canvasElement; + this.canvas3D.addEventListener('webglcontextlost', this.onWebGLContextLost); + try { + this.threeRenderer = new WebGL1Renderer({ + canvas: this.canvas3D, + alpha: true, + antialias: true, + powerPreference: 'high-performance', + preserveDrawingBuffer: true + }); + this.threeRenderer.autoClear = true; + this.threeRenderer.outputEncoding = GammaEncoding; + this.threeRenderer.physicallyCorrectLights = true; + this.threeRenderer.setPixelRatio(1); // handle pixel ratio externally + this.threeRenderer.shadowMap.enabled = true; + this.threeRenderer.shadowMap.type = PCFSoftShadowMap; + this.threeRenderer.shadowMap.autoUpdate = false; + this.debugger = + options != null && !!options.debug ? new Debugger(this) : null; + this.threeRenderer.debug = { checkShaderErrors: !!this.debugger }; + // ACESFilmicToneMapping appears to be the most "saturated", + // and similar to Filament's gltf-viewer. + this.threeRenderer.toneMapping = ACESFilmicToneMapping; + } + catch (error) { + console.warn(error); + } + this.arRenderer = new ARRenderer(this); + this.textureUtils = + this.canRender ? new TextureUtils(this.threeRenderer) : null; + this.roughnessMipmapper = new RoughnessMipmapper(this.threeRenderer); + CachingGLTFLoader.initializeKTX2Loader(this.threeRenderer); + this.updateRendererSize(); + this.lastTick = performance.now(); + this.avgFrameDuration = 0; + } + static get singleton() { + return this._singleton; + } + static resetSingleton() { + this._singleton.dispose(); + this._singleton = new Renderer({ debug: isDebugMode() }); + } + get canRender() { + return this.threeRenderer != null; + } + get scaleFactor() { + return SCALE_STEPS[this.scaleStep]; + } + set minScale(scale) { + let i = 1; + while (i < SCALE_STEPS.length) { + if (SCALE_STEPS[i] < scale) { + break; + } + ++i; + } + this.lastStep = i - 1; + } + /** + * Updates the renderer's size based on the largest scene and any changes to + * device pixel ratio. + */ + updateRendererSize() { + const dpr = resolveDpr(); + if (dpr !== this.dpr) { + // If the device pixel ratio has changed due to page zoom, elements + // specified by % width do not fire a resize event even though their CSS + // pixel dimensions change, so we force them to update their size here. + for (const scene of this.scenes) { + const { element } = scene; + element[$updateSize](element.getBoundingClientRect()); + } + } + // Make the renderer the size of the largest scene + let width = 0; + let height = 0; + for (const scene of this.scenes) { + width = Math.max(width, scene.width); + height = Math.max(height, scene.height); + } + if (width === this.width && height === this.height && dpr === this.dpr) { + return; + } + this.width = width; + this.height = height; + this.dpr = dpr; + if (this.canRender) { + this.threeRenderer.setSize(width * dpr, height * dpr, false); + } + // Expand the canvas size to make up for shrinking the viewport. + const scale = this.scaleFactor; + const widthCSS = width / scale; + const heightCSS = height / scale; + // The canvas element must by styled outside of three due to the offscreen + // canvas not being directly stylable. + this.canvasElement.style.width = `${widthCSS}px`; + this.canvasElement.style.height = `${heightCSS}px`; + // Each scene's canvas must match the renderer size. In general they can be + // larger than the element that contains them, but the overflow is hidden + // and only the portion that is shown is copied over. + for (const scene of this.scenes) { + const { canvas } = scene; + canvas.width = Math.round(width * dpr); + canvas.height = Math.round(height * dpr); + canvas.style.width = `${widthCSS}px`; + canvas.style.height = `${heightCSS}px`; + scene.isDirty = true; + } + } + updateRendererScale() { + const scaleStep = this.scaleStep; + if (this.avgFrameDuration > HIGH_FRAME_DURATION_MS && + this.scaleStep < this.lastStep) { + ++this.scaleStep; + } + else if (this.avgFrameDuration < LOW_FRAME_DURATION_MS && this.scaleStep > 0) { + --this.scaleStep; + } + if (scaleStep == this.scaleStep) { + return; + } + const scale = this.scaleFactor; + this.avgFrameDuration = + (HIGH_FRAME_DURATION_MS + LOW_FRAME_DURATION_MS) / 2; + const width = this.width / scale; + const height = this.height / scale; + this.canvasElement.style.width = `${width}px`; + this.canvasElement.style.height = `${height}px`; + for (const scene of this.scenes) { + const { style } = scene.canvas; + style.width = `${width}px`; + style.height = `${height}px`; + scene.isDirty = true; + } + } + registerScene(scene) { + this.scenes.add(scene); + const { canvas } = scene; + const scale = this.scaleFactor; + canvas.width = Math.round(this.width * this.dpr); + canvas.height = Math.round(this.height * this.dpr); + canvas.style.width = `${this.width / scale}px`; + canvas.style.height = `${this.height / scale}px`; + if (this.multipleScenesVisible) { + canvas.classList.add('show'); + } + scene.isDirty = true; + if (this.canRender && this.scenes.size > 0) { + this.threeRenderer.setAnimationLoop((time, frame) => this.render(time, frame)); + } + if (this.debugger != null) { + this.debugger.addScene(scene); + } + } + unregisterScene(scene) { + this.scenes.delete(scene); + if (this.canRender && this.scenes.size === 0) { + this.threeRenderer.setAnimationLoop(null); + } + if (this.debugger != null) { + this.debugger.removeScene(scene); + } + } + displayCanvas(scene) { + return this.multipleScenesVisible ? scene.element[$canvas] : + this.canvasElement; + } + /** + * The function enables an optimization, where when there is only a single + * element, we can use the renderer's 3D canvas directly for + * display. Otherwise we need to use the element's 2D canvas and copy the + * renderer's result into it. + */ + selectCanvas() { + let visibleScenes = 0; + let visibleCanvas = null; + for (const scene of this.scenes) { + const { element } = scene; + if (element.modelIsVisible && scene.externalRenderer == null) { + ++visibleScenes; + visibleCanvas = scene.canvas; + } + } + if (visibleCanvas == null) { + return; + } + const multipleScenesVisible = visibleScenes > 1 || USE_OFFSCREEN_CANVAS; + const { canvasElement } = this; + if (multipleScenesVisible === this.multipleScenesVisible && + (multipleScenesVisible || + canvasElement.parentElement === visibleCanvas.parentElement)) { + return; + } + this.multipleScenesVisible = multipleScenesVisible; + if (multipleScenesVisible) { + canvasElement.classList.remove('show'); + } + for (const scene of this.scenes) { + if (scene.externalRenderer != null) { + continue; + } + const canvas = scene.element[$canvas]; + if (multipleScenesVisible) { + canvas.classList.add('show'); + scene.isDirty = true; + } + else if (scene.canvas === visibleCanvas) { + scene.canvas.parentElement.appendChild(canvasElement); + canvasElement.classList.add('show'); + canvas.classList.remove('show'); + scene.isDirty = true; + } + } + } + /** + * Returns an array version of this.scenes where the non-visible ones are + * first. This allows eager scenes to be rendered before they are visible, + * without needing the multi-canvas render path. + */ + orderedScenes() { + const scenes = []; + for (const visible of [false, true]) { + for (const scene of this.scenes) { + if (scene.element.modelIsVisible === visible) { + scenes.push(scene); + } + } + } + return scenes; + } + get isPresenting() { + return this.arRenderer.isPresenting; + } + /** + * This method takes care of updating the element and renderer state based on + * the time that has passed since the last rendered frame. + */ + preRender(scene, t, delta) { + const { element, exposure } = scene; + element[$tick](t, delta); + const exposureIsNumber = typeof exposure === 'number' && !self.isNaN(exposure); + this.threeRenderer.toneMappingExposure = exposureIsNumber ? exposure : 1.0; + if (scene.isShadowDirty()) { + this.threeRenderer.shadowMap.needsUpdate = true; + } + } + render(t, frame) { + if (frame != null) { + this.arRenderer.onWebXRFrame(t, frame); + this.arRenderer.presentedScene.postRender(); + return; + } + const delta = t - this.lastTick; + this.lastTick = t; + if (!this.canRender || this.isPresenting) { + return; + } + this.avgFrameDuration += clamp(DURATION_DECAY * (delta - this.avgFrameDuration), -MAX_AVG_CHANGE_MS, MAX_AVG_CHANGE_MS); + this.selectCanvas(); + this.updateRendererSize(); + this.updateRendererScale(); + const { dpr, scaleFactor } = this; + for (const scene of this.orderedScenes()) { + const { element } = scene; + if (!element.modelIsVisible && scene.renderCount > 0) { + continue; + } + this.preRender(scene, t, delta); + if (!scene.isDirty) { + continue; + } + if (scene.externalRenderer != null) { + scene.camera.updateMatrix(); + const { matrix, projectionMatrix } = scene.camera; + const viewMatrix = matrix.elements.slice(); + const target = scene.getTarget(); + viewMatrix[12] += target.x; + viewMatrix[13] += target.y; + viewMatrix[14] += target.z; + scene.externalRenderer.render({ + viewMatrix: viewMatrix, + projectionMatrix: projectionMatrix.elements + }); + continue; + } + if (!element.modelIsVisible && !this.multipleScenesVisible) { + // Here we are pre-rendering on the visible canvas, so we must mark the + // visible scene dirty to ensure it overwrites us. + for (const visibleScene of this.scenes) { + if (visibleScene.element.modelIsVisible) { + visibleScene.isDirty = true; + } + } + } + // We avoid using the Three.js PixelRatio and handle it ourselves here so + // that we can do proper rounding and avoid white boundary pixels. + const width = Math.min(Math.ceil(scene.width * scaleFactor * dpr), this.canvas3D.width); + const height = Math.min(Math.ceil(scene.height * scaleFactor * dpr), this.canvas3D.height); + // Need to set the render target in order to prevent + // clearing the depth from a different buffer + this.threeRenderer.setRenderTarget(null); + this.threeRenderer.setViewport(0, Math.floor(this.height * dpr) - height, width, height); + this.threeRenderer.render(scene, scene.camera); + scene.postRender(); + if (this.multipleScenesVisible) { + if (scene.context == null) { + scene.createContext(); + } + { + const context2D = scene.context; + context2D.clearRect(0, 0, width, height); + context2D.drawImage(this.canvas3D, 0, 0, width, height, 0, 0, width, height); + } + } + scene.isDirty = false; + if (element.loaded) { + ++scene.renderCount; + } + } + } + dispose() { + if (this.textureUtils != null) { + this.textureUtils.dispose(); + } + if (this.threeRenderer != null) { + this.threeRenderer.dispose(); + } + this.textureUtils = null; + this.threeRenderer = null; + this.scenes.clear(); + this.canvas3D.removeEventListener('webglcontextlost', this.onWebGLContextLost); + } +} +Renderer._singleton = new Renderer({ debug: isDebugMode() }); + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/** + * Converts a base64 string which represents a data url + * into a Blob of the same contents. + */ +const dataUrlToBlob = async (base64DataUrl) => { + return new Promise((resolve, reject) => { + const sliceSize = 512; + const typeMatch = base64DataUrl.match(/data:(.*);/); + if (!typeMatch) { + return reject(new Error(`${base64DataUrl} is not a valid data Url`)); + } + const type = typeMatch[1]; + const base64 = base64DataUrl.replace(/data:image\/\w+;base64,/, ''); + const byteCharacters = atob(base64); + const byteArrays = []; + for (let offset = 0; offset < byteCharacters.length; offset += sliceSize) { + const slice = byteCharacters.slice(offset, offset + sliceSize); + const byteNumbers = new Array(slice.length); + for (let i = 0; i < slice.length; i++) { + byteNumbers[i] = slice.charCodeAt(i); + } + const byteArray = new Uint8Array(byteNumbers); + byteArrays.push(byteArray); + } + resolve(new Blob(byteArrays, { type })); + }); +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a$9, _b$8; +const $ongoingActivities = Symbol('ongoingActivities'); +const $announceTotalProgress = Symbol('announceTotalProgress'); +const $eventDelegate = Symbol('eventDelegate'); +const ACTIVITY_PROGRESS_WEIGHT = 0.5; +/** + * ProgressTracker is an event emitter that helps to track the ongoing progress + * of many simultaneous actions. + * + * ProgressTracker reports progress activity in the form of a progress event. + * The event.detail.totalProgress value indicates the elapsed progress of all + * activities being tracked by the ProgressTracker. + * + * The value of totalProgress is a number that progresses from 0 to 1. The + * ProgressTracker allows for the lazy accumulation of tracked actions, so the + * total progress represents a abstract, non-absolute progress towards the + * completion of all currently tracked events. + * + * When all currently tracked activities are finished, the ProgressTracker + * emits one final progress event and then resets the list of its currently + * tracked activities. This means that from an observer's perspective, + * ongoing activities will accumulate and collectively contribute to the notion + * of total progress until all currently tracked ongoing activities have + * completed. + */ +class ProgressTracker { + constructor() { + // NOTE(cdata): This eventDelegate hack is a quick trick to let us get the + // EventTarget interface without implementing or requiring a full polyfill. We + // should remove this once EventTarget is inheritable everywhere. + this[_a$9] = document.createDocumentFragment(); + // NOTE(cdata): We declare each of these methods independently here so that we + // can inherit the correct types from EventTarget's interface. Maybe there is + // a better way to do this dynamically so that we don't repeat ourselves? + this.addEventListener = (...args) => this[$eventDelegate].addEventListener(...args); + this.removeEventListener = (...args) => this[$eventDelegate].removeEventListener(...args); + this.dispatchEvent = (...args) => this[$eventDelegate].dispatchEvent(...args); + this[_b$8] = new Set(); + } + /** + * The total number of activities currently being tracked. + */ + get ongoingActivityCount() { + return this[$ongoingActivities].size; + } + /** + * Registers a new activity to be tracked by the progress tracker. The method + * returns a special callback that should be invoked whenever new progress is + * ready to be reported. The progress should be reported as a value between 0 + * and 1, where 0 would represent the beginning of the action and 1 would + * represent its completion. + * + * There is no built-in notion of a time-out for ongoing activities, so once + * an ongoing activity is begun, it is up to the consumer of this API to + * update the progress until that activity is no longer ongoing. + * + * Progress is only allowed to move forward for any given activity. If a lower + * progress is reported than the previously reported progress, it will be + * ignored. + */ + beginActivity() { + const activity = { progress: 0 }; + this[$ongoingActivities].add(activity); + if (this.ongoingActivityCount === 1) { + // Announce the first progress event (which should always be 0 / 1 + // total progress): + this[$announceTotalProgress](); + } + return (progress) => { + let nextProgress; + nextProgress = Math.max(clamp(progress, 0, 1), activity.progress); + if (nextProgress !== activity.progress) { + activity.progress = nextProgress; + this[$announceTotalProgress](); + } + return activity.progress; + }; + } + [(_a$9 = $eventDelegate, _b$8 = $ongoingActivities, $announceTotalProgress)]() { + let totalProgress = 0; + let statusCount = 0; + let completedActivities = 0; + for (const activity of this[$ongoingActivities]) { + const { progress } = activity; + const compoundWeight = ACTIVITY_PROGRESS_WEIGHT / Math.pow(2, statusCount++); + totalProgress += progress * compoundWeight; + if (progress === 1.0) { + completedActivities++; + } + } + if (completedActivities === this.ongoingActivityCount) { + totalProgress = 1.0; + this[$ongoingActivities].clear(); + } + this.dispatchEvent(new CustomEvent('progress', { detail: { totalProgress } })); + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var __decorate$7 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof undefined === "function") r = undefined(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +}; +var _a$8, _b$7, _c$3, _d$1, _e, _f, _g, _h, _j, _k; +const CLEAR_MODEL_TIMEOUT_MS = 1000; +const FALLBACK_SIZE_UPDATE_THRESHOLD_MS = 50; +const ANNOUNCE_MODEL_VISIBILITY_DEBOUNCE_THRESHOLD = 0; +const UNSIZED_MEDIA_WIDTH = 300; +const UNSIZED_MEDIA_HEIGHT = 150; +const blobCanvas = document.createElement('canvas'); +let blobContext = null; +const $template = Symbol('template'); +const $fallbackResizeHandler = Symbol('fallbackResizeHandler'); +const $defaultAriaLabel = Symbol('defaultAriaLabel'); +const $resizeObserver = Symbol('resizeObserver'); +const $clearModelTimeout = Symbol('clearModelTimeout'); +const $onContextLost = Symbol('onContextLost'); +const $loaded = Symbol('loaded'); +const $updateSize = Symbol('updateSize'); +const $intersectionObserver = Symbol('intersectionObserver'); +const $isElementInViewport = Symbol('isElementInViewport'); +const $announceModelVisibility = Symbol('announceModelVisibility'); +const $ariaLabel = Symbol('ariaLabel'); +const $loadedTime = Symbol('loadedTime'); +const $updateSource = Symbol('updateSource'); +const $markLoaded = Symbol('markLoaded'); +const $container = Symbol('container'); +const $userInputElement = Symbol('input'); +const $canvas = Symbol('canvas'); +const $scene = Symbol('scene'); +const $needsRender = Symbol('needsRender'); +const $tick = Symbol('tick'); +const $onModelLoad = Symbol('onModelLoad'); +const $onResize = Symbol('onResize'); +const $renderer = Symbol('renderer'); +const $progressTracker = Symbol('progressTracker'); +const $getLoaded = Symbol('getLoaded'); +const $getModelIsVisible = Symbol('getModelIsVisible'); +const $shouldAttemptPreload = Symbol('shouldAttemptPreload'); +const $sceneIsReady = Symbol('sceneIsReady'); +const $hasTransitioned = Symbol('hasTransitioned'); +const toVector3D = (v) => { + return { + x: v.x, + y: v.y, + z: v.z, + toString() { + return `${this.x}m ${this.y}m ${this.z}m`; + } + }; +}; +/** + * Definition for a basic element. + */ +class ModelViewerElementBase extends UpdatingElement { + /** + * Creates a new ModelViewerElement. + */ + constructor() { + super(); + this.alt = null; + this.src = null; + this[_a$8] = false; + this[_b$7] = false; + this[_c$3] = 0; + this[_d$1] = null; + this[_e] = debounce(() => { + const boundingRect = this.getBoundingClientRect(); + this[$updateSize](boundingRect); + }, FALLBACK_SIZE_UPDATE_THRESHOLD_MS); + this[_f] = debounce((oldVisibility) => { + const newVisibility = this.modelIsVisible; + if (newVisibility !== oldVisibility) { + this.dispatchEvent(new CustomEvent('model-visibility', { detail: { visible: newVisibility } })); + } + }, ANNOUNCE_MODEL_VISIBILITY_DEBOUNCE_THRESHOLD); + this[_g] = null; + this[_h] = null; + this[_j] = new ProgressTracker(); + this[_k] = (event) => { + this.dispatchEvent(new CustomEvent('error', { detail: { type: 'webglcontextlost', sourceError: event.sourceEvent } })); + }; + // NOTE(cdata): It is *very important* to access this template first so that + // the ShadyCSS template preparation steps happen before element styling in + // IE11: + const template = this.constructor.template; + if (window.ShadyCSS) { + window.ShadyCSS.styleElement(this, {}); + } + // NOTE(cdata): The canonical ShadyCSS examples suggest that the Shadow Root + // should be created after the invocation of ShadyCSS.styleElement + this.attachShadow({ mode: 'open' }); + const shadowRoot = this.shadowRoot; + shadowRoot.appendChild(template.content.cloneNode(true)); + this[$container] = shadowRoot.querySelector('.container'); + this[$userInputElement] = + shadowRoot.querySelector('.userInput'); + this[$canvas] = shadowRoot.querySelector('canvas'); + this[$defaultAriaLabel] = + this[$userInputElement].getAttribute('aria-label'); + // Because of potential race conditions related to invoking the constructor + // we only use the bounding rect to set the initial size if the element is + // already connected to the document: + let width, height; + if (this.isConnected) { + const rect = this.getBoundingClientRect(); + width = rect.width; + height = rect.height; + } + else { + width = UNSIZED_MEDIA_WIDTH; + height = UNSIZED_MEDIA_HEIGHT; + } + // Create the underlying ModelScene. + this[$scene] = + new ModelScene({ canvas: this[$canvas], element: this, width, height }); + this[$scene].addEventListener('model-load', async (event) => { + this[$markLoaded](); + this[$onModelLoad](); + // Give loading async tasks a chance to complete. + await timePasses(); + this.dispatchEvent(new CustomEvent('load', { detail: { url: event.url } })); + }); + // Update initial size on microtask timing so that subclasses have a + // chance to initialize + Promise.resolve().then(() => { + this[$updateSize](this.getBoundingClientRect()); + }); + if (HAS_RESIZE_OBSERVER) { + // Set up a resize observer so we can scale our canvas + // if our changes + this[$resizeObserver] = + new ResizeObserver((entries) => { + // Don't resize anything if in AR mode; otherwise the canvas + // scaling to fullscreen on entering AR will clobber the flat/2d + // dimensions of the element. + if (this[$renderer].isPresenting) { + return; + } + for (let entry of entries) { + if (entry.target === this) { + this[$updateSize](entry.contentRect); + } + } + }); + } + if (HAS_INTERSECTION_OBSERVER) { + this[$intersectionObserver] = new IntersectionObserver(entries => { + for (let entry of entries) { + if (entry.target === this) { + const oldVisibility = this.modelIsVisible; + this[$isElementInViewport] = entry.isIntersecting; + this[$announceModelVisibility](oldVisibility); + if (this[$isElementInViewport] && !this[$sceneIsReady]()) { + this[$updateSource](); + } + } + } + }, { + root: null, + // We used to have margin here, but it was causing animated models below + // the fold to steal the frame budget. Weirder still, it would also + // cause input events to be swallowed, sometimes for seconds on the + // model above the fold, but only when the animated model was completely + // below. Setting this margin to zero fixed it. + rootMargin: '0px', + threshold: 0, + }); + } + else { + // If there is no intersection obsever, then all models should be visible + // at all times: + this[$isElementInViewport] = true; + } + } + static get is() { + return 'model-viewer'; + } + /** @nocollapse */ + static get template() { + if (!this.hasOwnProperty($template)) { + this[$template] = makeTemplate(this.is); + } + return this[$template]; + } + /** @export */ + static set modelCacheSize(value) { + CachingGLTFLoader[$evictionPolicy].evictionThreshold = value; + } + /** @export */ + static get modelCacheSize() { + return CachingGLTFLoader[$evictionPolicy].evictionThreshold; + } + /** @export */ + static set minimumRenderScale(value) { + if (value > 1) { + console.warn(' minimumRenderScale has been clamped to a maximum value of 1.'); + } + if (value <= 0) { + console.warn(' minimumRenderScale has been clamped to a minimum value of 0.25.'); + } + Renderer.singleton.minScale = value; + } + /** @export */ + static get minimumRenderScale() { + return Renderer.singleton.minScale; + } + /** @export */ + get loaded() { + return this[$getLoaded](); + } + get [(_a$8 = $isElementInViewport, _b$7 = $loaded, _c$3 = $loadedTime, _d$1 = $clearModelTimeout, _e = $fallbackResizeHandler, _f = $announceModelVisibility, _g = $resizeObserver, _h = $intersectionObserver, _j = $progressTracker, $renderer)]() { + return Renderer.singleton; + } + /** @export */ + get modelIsVisible() { + return this[$getModelIsVisible](); + } + connectedCallback() { + super.connectedCallback && super.connectedCallback(); + if (HAS_RESIZE_OBSERVER) { + this[$resizeObserver].observe(this); + } + else { + self.addEventListener('resize', this[$fallbackResizeHandler]); + } + if (HAS_INTERSECTION_OBSERVER) { + this[$intersectionObserver].observe(this); + } + const renderer = this[$renderer]; + renderer.addEventListener('contextlost', this[$onContextLost]); + renderer.registerScene(this[$scene]); + if (this[$clearModelTimeout] != null) { + self.clearTimeout(this[$clearModelTimeout]); + this[$clearModelTimeout] = null; + // Force an update in case the model has been evicted from our GLTF cache + // @see https://lit-element.polymer-project.org/guide/lifecycle#requestupdate + this.requestUpdate('src', null); + } + } + disconnectedCallback() { + super.disconnectedCallback && super.disconnectedCallback(); + if (HAS_RESIZE_OBSERVER) { + this[$resizeObserver].unobserve(this); + } + else { + self.removeEventListener('resize', this[$fallbackResizeHandler]); + } + if (HAS_INTERSECTION_OBSERVER) { + this[$intersectionObserver].unobserve(this); + } + const renderer = this[$renderer]; + renderer.removeEventListener('contextlost', this[$onContextLost]); + renderer.unregisterScene(this[$scene]); + this[$clearModelTimeout] = self.setTimeout(() => { + this[$scene].reset(); + }, CLEAR_MODEL_TIMEOUT_MS); + } + updated(changedProperties) { + super.updated(changedProperties); + // NOTE(cdata): If a property changes from values A -> B -> A in the space + // of a microtask, LitElement/UpdatingElement will notify of a change even + // though the value has effectively not changed, so we need to check to make + // sure that the value has actually changed before changing the loaded flag. + if (changedProperties.has('src')) { + if (this.src == null) { + this[$loaded] = false; + this[$loadedTime] = 0; + this[$scene].reset(); + } + else if (this.src !== this[$scene].url) { + this[$loaded] = false; + this[$loadedTime] = 0; + this[$updateSource](); + } + } + if (changedProperties.has('alt')) { + const ariaLabel = this.alt == null ? this[$defaultAriaLabel] : this.alt; + this[$userInputElement].setAttribute('aria-label', ariaLabel); + } + } + /** @export */ + toDataURL(type, encoderOptions) { + return this[$renderer] + .displayCanvas(this[$scene]) + .toDataURL(type, encoderOptions); + } + /** @export */ + async toBlob(options) { + const mimeType = options ? options.mimeType : undefined; + const qualityArgument = options ? options.qualityArgument : undefined; + const idealAspect = options ? options.idealAspect : undefined; + const { width, height, fieldOfViewAspect, aspect } = this[$scene]; + const { dpr, scaleFactor } = this[$renderer]; + let outputWidth = width * scaleFactor * dpr; + let outputHeight = height * scaleFactor * dpr; + let offsetX = 0; + let offsetY = 0; + if (idealAspect === true) { + if (fieldOfViewAspect > aspect) { + const oldHeight = outputHeight; + outputHeight = Math.round(outputWidth / fieldOfViewAspect); + offsetY = (oldHeight - outputHeight) / 2; + } + else { + const oldWidth = outputWidth; + outputWidth = Math.round(outputHeight * fieldOfViewAspect); + offsetX = (oldWidth - outputWidth) / 2; + } + } + blobCanvas.width = outputWidth; + blobCanvas.height = outputHeight; + try { + return new Promise(async (resolve, reject) => { + if (blobContext == null) { + blobContext = blobCanvas.getContext('2d'); + } + blobContext.drawImage(this[$renderer].displayCanvas(this[$scene]), offsetX, offsetY, outputWidth, outputHeight, 0, 0, outputWidth, outputHeight); + if (blobCanvas.msToBlob) { + // NOTE: msToBlob only returns image/png + // so ensure mimeType is not specified (defaults to image/png) + // or is image/png, otherwise fallback to using toDataURL on IE. + if (!mimeType || mimeType === 'image/png') { + return resolve(blobCanvas.msToBlob()); + } + } + if (!blobCanvas.toBlob) { + return resolve(await dataUrlToBlob(blobCanvas.toDataURL(mimeType, qualityArgument))); + } + blobCanvas.toBlob((blob) => { + if (!blob) { + return reject(new Error('Unable to retrieve canvas blob')); + } + resolve(blob); + }, mimeType, qualityArgument); + }); + } + finally { + this[$updateSize]({ width, height }); + } + } + registerRenderer(renderer) { + this[$scene].externalRenderer = renderer; + } + unregisterRenderer() { + this[$scene].externalRenderer = null; + } + get [$ariaLabel]() { + return (this.alt == null || this.alt === 'null') ? this[$defaultAriaLabel] : + this.alt; + } + // NOTE(cdata): Although this may seem extremely redundant, it is required in + // order to support overloading when TypeScript is compiled to ES5 + // @see https://github.com/Polymer/lit-element/pull/745 + // @see https://github.com/microsoft/TypeScript/issues/338 + [$getLoaded]() { + return this[$loaded]; + } + // @see [$getLoaded] + [$getModelIsVisible]() { + return this.loaded && this[$isElementInViewport]; + } + [$hasTransitioned]() { + return this.modelIsVisible; + } + [$shouldAttemptPreload]() { + return !!this.src && this[$isElementInViewport]; + } + [$sceneIsReady]() { + return this[$loaded]; + } + /** + * Called on initialization and when the resize observer fires. + */ + [$updateSize]({ width, height }) { + this[$container].style.width = `${width}px`; + this[$container].style.height = `${height}px`; + this[$onResize]({ width: parseFloat(width), height: parseFloat(height) }); + } + [$tick](_time, _delta) { + } + [$markLoaded]() { + if (this[$loaded]) { + return; + } + this[$loaded] = true; + this[$loadedTime] = performance.now(); + } + [$needsRender]() { + this[$scene].isDirty = true; + } + [$onModelLoad]() { + } + [$onResize](e) { + this[$scene].setSize(e.width, e.height); + } + /** + * Parses the element for an appropriate source URL and + * sets the views to use the new model based off of the `preload` + * attribute. + */ + async [(_k = $onContextLost, $updateSource)]() { + if (this.loaded || !this[$shouldAttemptPreload]()) { + return; + } + const updateSourceProgress = this[$progressTracker].beginActivity(); + const source = this.src; + try { + await this[$scene].setSource(source, (progress) => updateSourceProgress(progress * 0.8)); + const detail = { url: source }; + this.dispatchEvent(new CustomEvent('preload', { detail })); + } + catch (error) { + this.dispatchEvent(new CustomEvent('error', { detail: error })); + } + finally { + updateSourceProgress(0.9); + requestAnimationFrame(() => { + requestAnimationFrame(() => { + updateSourceProgress(1.0); + }); + }); + } + } +} +__decorate$7([ + property({ type: String }) +], ModelViewerElementBase.prototype, "alt", void 0); +__decorate$7([ + property({ type: String }) +], ModelViewerElementBase.prototype, "src", void 0); + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var __decorate$6 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof undefined === "function") r = undefined(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +}; +const MILLISECONDS_PER_SECOND = 1000.0; +const $changeAnimation = Symbol('changeAnimation'); +const $paused = Symbol('paused'); +const AnimationMixin = (ModelViewerElement) => { + var _a; + class AnimationModelViewerElement extends ModelViewerElement { + constructor() { + super(...arguments); + this.autoplay = false; + this.animationName = undefined; + this.animationCrossfadeDuration = 300; + this[_a] = true; + } + /** + * Returns an array + */ + get availableAnimations() { + if (this.loaded) { + return this[$scene].animationNames; + } + return []; + } + get duration() { + return this[$scene].duration; + } + get paused() { + return this[$paused]; + } + get currentTime() { + return this[$scene].animationTime; + } + set currentTime(value) { + this[$scene].animationTime = value; + this[$renderer].threeRenderer.shadowMap.needsUpdate = true; + this[$needsRender](); + } + pause() { + if (this[$paused]) { + return; + } + this[$paused] = true; + this[$renderer].threeRenderer.shadowMap.autoUpdate = false; + this.dispatchEvent(new CustomEvent('pause')); + } + play() { + if (this[$paused] && this.availableAnimations.length > 0) { + this[$paused] = false; + this[$renderer].threeRenderer.shadowMap.autoUpdate = true; + if (!this[$scene].hasActiveAnimation) { + this[$changeAnimation](); + } + this.dispatchEvent(new CustomEvent('play')); + } + } + [(_a = $paused, $onModelLoad)]() { + super[$onModelLoad](); + this[$paused] = true; + if (this.autoplay) { + this[$changeAnimation](); + this.play(); + } + } + [$tick](_time, delta) { + super[$tick](_time, delta); + if (this[$paused] || + (!this[$hasTransitioned]() && !this[$renderer].isPresenting)) { + return; + } + this[$scene].updateAnimation(delta / MILLISECONDS_PER_SECOND); + this[$needsRender](); + } + updated(changedProperties) { + super.updated(changedProperties); + if (changedProperties.has('autoplay') && this.autoplay) { + this.play(); + } + if (changedProperties.has('animationName')) { + this[$changeAnimation](); + } + } + async [$updateSource]() { + // If we are loading a new model, we need to stop the animation of + // the current one (if any is playing). Otherwise, we might lose + // the reference to the scene root and running actions start to + // throw exceptions and/or behave in unexpected ways: + this[$scene].stopAnimation(); + return super[$updateSource](); + } + [$changeAnimation]() { + this[$scene].playAnimation(this.animationName, this.animationCrossfadeDuration / MILLISECONDS_PER_SECOND); + // If we are currently paused, we need to force a render so that + // the scene updates to the first frame of the new animation + if (this[$paused]) { + this[$scene].updateAnimation(0); + this[$needsRender](); + } + } + } + __decorate$6([ + property({ type: Boolean }) + ], AnimationModelViewerElement.prototype, "autoplay", void 0); + __decorate$6([ + property({ type: String, attribute: 'animation-name' }) + ], AnimationModelViewerElement.prototype, "animationName", void 0); + __decorate$6([ + property({ type: Number, attribute: 'animation-crossfade-duration' }) + ], AnimationModelViewerElement.prototype, "animationCrossfadeDuration", void 0); + return AnimationModelViewerElement; +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const $hotspotMap = Symbol('hotspotMap'); +const $mutationCallback = Symbol('mutationCallback'); +const $observer = Symbol('observer'); +const $addHotspot = Symbol('addHotspot'); +const $removeHotspot = Symbol('removeHotspot'); +// Used internally by positionAndNormalFromPoint() +const pixelPosition = new Vector2(); +const worldToModel = new Matrix4(); +const worldToModelNormal = new Matrix3(); +/** + * AnnotationMixin implements a declarative API to add hotspots and annotations. + * Child elements of the element that have a slot name that + * begins with "hotspot" and data-position and data-normal attributes in + * the format of the camera-target attribute will be added to the scene and + * track the specified model coordinates. + */ +const AnnotationMixin = (ModelViewerElement) => { + var _a, _b, _c; + class AnnotationModelViewerElement extends ModelViewerElement { + constructor() { + super(...arguments); + this[_a] = new Map(); + this[_b] = (mutations) => { + mutations.forEach((mutation) => { + // NOTE: Be wary that in ShadyDOM cases, the MutationRecord + // only has addedNodes and removedNodes (and no other details). + if (!(mutation instanceof MutationRecord) || + mutation.type === 'childList') { + mutation.addedNodes.forEach((node) => { + this[$addHotspot](node); + }); + mutation.removedNodes.forEach((node) => { + this[$removeHotspot](node); + }); + this[$needsRender](); + } + }); + }; + this[_c] = new MutationObserver(this[$mutationCallback]); + } + connectedCallback() { + super.connectedCallback(); + for (let i = 0; i < this.children.length; ++i) { + this[$addHotspot](this.children[i]); + } + const { ShadyDOM } = self; + if (ShadyDOM == null) { + this[$observer].observe(this, { childList: true }); + } + else { + this[$observer] = + ShadyDOM.observeChildren(this, this[$mutationCallback]); + } + } + disconnectedCallback() { + super.disconnectedCallback(); + const { ShadyDOM } = self; + if (ShadyDOM == null) { + this[$observer].disconnect(); + } + else { + ShadyDOM.unobserveChildren(this[$observer]); + } + } + /** + * Since the data-position and data-normal attributes are not observed, use + * this method to move a hotspot. Keep in mind that all hotspots with the + * same slot name use a single location and the first definition takes + * precedence, until updated with this method. + */ + updateHotspot(config) { + const hotspot = this[$hotspotMap].get(config.name); + if (hotspot == null) { + return; + } + hotspot.updatePosition(config.position); + hotspot.updateNormal(config.normal); + this[$needsRender](); + } + /** + * This method returns the model position and normal of the point on the + * mesh corresponding to the input pixel coordinates given relative to the + * model-viewer element. The position and normal are returned as strings in + * the format suitable for putting in a hotspot's data-position and + * data-normal attributes. If the mesh is not hit, the result is null. + */ + positionAndNormalFromPoint(pixelX, pixelY) { + const scene = this[$scene]; + const { width, height, target } = scene; + pixelPosition.set(pixelX / width, pixelY / height) + .multiplyScalar(2) + .subScalar(1); + pixelPosition.y *= -1; + const hit = scene.positionAndNormalFromPoint(pixelPosition); + if (hit == null) { + return null; + } + worldToModel.copy(target.matrixWorld).invert(); + const position = toVector3D(hit.position.applyMatrix4(worldToModel)); + worldToModelNormal.getNormalMatrix(worldToModel); + const normal = toVector3D(hit.normal.applyNormalMatrix(worldToModelNormal)); + return { position: position, normal: normal }; + } + [(_a = $hotspotMap, _b = $mutationCallback, _c = $observer, $addHotspot)](node) { + if (!(node instanceof HTMLElement && + node.slot.indexOf('hotspot') === 0)) { + return; + } + let hotspot = this[$hotspotMap].get(node.slot); + if (hotspot != null) { + hotspot.increment(); + } + else { + hotspot = new Hotspot({ + name: node.slot, + position: node.dataset.position, + normal: node.dataset.normal, + }); + this[$hotspotMap].set(node.slot, hotspot); + this[$scene].addHotspot(hotspot); + } + this[$scene].isDirty = true; + } + [$removeHotspot](node) { + if (!(node instanceof HTMLElement)) { + return; + } + const hotspot = this[$hotspotMap].get(node.slot); + if (!hotspot) { + return; + } + if (hotspot.decrement()) { + this[$scene].removeHotspot(hotspot); + this[$hotspotMap].delete(node.slot); + } + this[$scene].isDirty = true; + } + } + return AnnotationModelViewerElement; +}; + +/*! +fflate - fast JavaScript compression/decompression + +Licensed under MIT. https://github.com/101arrowz/fflate/blob/master/LICENSE +version 0.6.9 +*/ +var durl = function (c) { return URL.createObjectURL(new Blob([c], { type: 'text/javascript' })); }; +try { + URL.revokeObjectURL(durl('')); +} +catch (e) { + // We're in Deno or a very old browser + durl = function (c) { return 'data:application/javascript;charset=UTF-8,' + encodeURI(c); }; +} + +// aliases for shorter compressed code (most minifers don't do this) +var u8 = Uint8Array, u16 = Uint16Array, u32 = Uint32Array; +// fixed length extra bits +var fleb = new u8([0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0, /* unused */ 0, 0, /* impossible */ 0]); +// fixed distance extra bits +// see fleb note +var fdeb = new u8([0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, /* unused */ 0, 0]); +// code length index map +var clim = new u8([16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15]); +// get base, reverse index map from extra bits +var freb = function (eb, start) { + var b = new u16(31); + for (var i = 0; i < 31; ++i) { + b[i] = start += 1 << eb[i - 1]; + } + // numbers here are at max 18 bits + var r = new u32(b[30]); + for (var i = 1; i < 30; ++i) { + for (var j = b[i]; j < b[i + 1]; ++j) { + r[j] = ((j - b[i]) << 5) | i; + } + } + return [b, r]; +}; +var _a$7 = freb(fleb, 2), fl = _a$7[0], revfl = _a$7[1]; +// we can ignore the fact that the other numbers are wrong; they never happen anyway +fl[28] = 258, revfl[258] = 28; +var _b$6 = freb(fdeb, 0), revfd = _b$6[1]; +// map of value to reverse (assuming 16 bits) +var rev = new u16(32768); +for (var i = 0; i < 32768; ++i) { + // reverse table algorithm from SO + var x = ((i & 0xAAAA) >>> 1) | ((i & 0x5555) << 1); + x = ((x & 0xCCCC) >>> 2) | ((x & 0x3333) << 2); + x = ((x & 0xF0F0) >>> 4) | ((x & 0x0F0F) << 4); + rev[i] = (((x & 0xFF00) >>> 8) | ((x & 0x00FF) << 8)) >>> 1; +} +// create huffman tree from u8 "map": index -> code length for code index +// mb (max bits) must be at most 15 +// TODO: optimize/split up? +var hMap = (function (cd, mb, r) { + var s = cd.length; + // index + var i = 0; + // u16 "map": index -> # of codes with bit length = index + var l = new u16(mb); + // length of cd must be 288 (total # of codes) + for (; i < s; ++i) + ++l[cd[i] - 1]; + // u16 "map": index -> minimum code for bit length = index + var le = new u16(mb); + for (i = 0; i < mb; ++i) { + le[i] = (le[i - 1] + l[i - 1]) << 1; + } + var co; + if (r) { + // u16 "map": index -> number of actual bits, symbol for code + co = new u16(1 << mb); + // bits to remove for reverser + var rvb = 15 - mb; + for (i = 0; i < s; ++i) { + // ignore 0 lengths + if (cd[i]) { + // num encoding both symbol and bits read + var sv = (i << 4) | cd[i]; + // free bits + var r_1 = mb - cd[i]; + // start value + var v = le[cd[i] - 1]++ << r_1; + // m is end value + for (var m = v | ((1 << r_1) - 1); v <= m; ++v) { + // every 16 bit value starting with the code yields the same result + co[rev[v] >>> rvb] = sv; + } + } + } + } + else { + co = new u16(s); + for (i = 0; i < s; ++i) { + if (cd[i]) { + co[i] = rev[le[cd[i] - 1]++] >>> (15 - cd[i]); + } + } + } + return co; +}); +// fixed length tree +var flt = new u8(288); +for (var i = 0; i < 144; ++i) + flt[i] = 8; +for (var i = 144; i < 256; ++i) + flt[i] = 9; +for (var i = 256; i < 280; ++i) + flt[i] = 7; +for (var i = 280; i < 288; ++i) + flt[i] = 8; +// fixed distance tree +var fdt = new u8(32); +for (var i = 0; i < 32; ++i) + fdt[i] = 5; +// fixed length map +var flm = /*#__PURE__*/ hMap(flt, 9, 0); +// fixed distance map +var fdm = /*#__PURE__*/ hMap(fdt, 5, 0); +// get end of byte +var shft = function (p) { return ((p / 8) | 0) + (p & 7 && 1); }; +// typed array slice - allows garbage collector to free original reference, +// while being more compatible than .slice +var slc = function (v, s, e) { + if (s == null || s < 0) + s = 0; + if (e == null || e > v.length) + e = v.length; + // can't use .constructor in case user-supplied + var n = new (v instanceof u16 ? u16 : v instanceof u32 ? u32 : u8)(e - s); + n.set(v.subarray(s, e)); + return n; +}; +// starting at p, write the minimum number of bits that can hold v to d +var wbits = function (d, p, v) { + v <<= p & 7; + var o = (p / 8) | 0; + d[o] |= v; + d[o + 1] |= v >>> 8; +}; +// starting at p, write the minimum number of bits (>8) that can hold v to d +var wbits16 = function (d, p, v) { + v <<= p & 7; + var o = (p / 8) | 0; + d[o] |= v; + d[o + 1] |= v >>> 8; + d[o + 2] |= v >>> 16; +}; +// creates code lengths from a frequency table +var hTree = function (d, mb) { + // Need extra info to make a tree + var t = []; + for (var i = 0; i < d.length; ++i) { + if (d[i]) + t.push({ s: i, f: d[i] }); + } + var s = t.length; + var t2 = t.slice(); + if (!s) + return [et, 0]; + if (s == 1) { + var v = new u8(t[0].s + 1); + v[t[0].s] = 1; + return [v, 1]; + } + t.sort(function (a, b) { return a.f - b.f; }); + // after i2 reaches last ind, will be stopped + // freq must be greater than largest possible number of symbols + t.push({ s: -1, f: 25001 }); + var l = t[0], r = t[1], i0 = 0, i1 = 1, i2 = 2; + t[0] = { s: -1, f: l.f + r.f, l: l, r: r }; + // efficient algorithm from UZIP.js + // i0 is lookbehind, i2 is lookahead - after processing two low-freq + // symbols that combined have high freq, will start processing i2 (high-freq, + // non-composite) symbols instead + // see https://reddit.com/r/photopea/comments/ikekht/uzipjs_questions/ + while (i1 != s - 1) { + l = t[t[i0].f < t[i2].f ? i0++ : i2++]; + r = t[i0 != i1 && t[i0].f < t[i2].f ? i0++ : i2++]; + t[i1++] = { s: -1, f: l.f + r.f, l: l, r: r }; + } + var maxSym = t2[0].s; + for (var i = 1; i < s; ++i) { + if (t2[i].s > maxSym) + maxSym = t2[i].s; + } + // code lengths + var tr = new u16(maxSym + 1); + // max bits in tree + var mbt = ln(t[i1 - 1], tr, 0); + if (mbt > mb) { + // more algorithms from UZIP.js + // TODO: find out how this code works (debt) + // ind debt + var i = 0, dt = 0; + // left cost + var lft = mbt - mb, cst = 1 << lft; + t2.sort(function (a, b) { return tr[b.s] - tr[a.s] || a.f - b.f; }); + for (; i < s; ++i) { + var i2_1 = t2[i].s; + if (tr[i2_1] > mb) { + dt += cst - (1 << (mbt - tr[i2_1])); + tr[i2_1] = mb; + } + else + break; + } + dt >>>= lft; + while (dt > 0) { + var i2_2 = t2[i].s; + if (tr[i2_2] < mb) + dt -= 1 << (mb - tr[i2_2]++ - 1); + else + ++i; + } + for (; i >= 0 && dt; --i) { + var i2_3 = t2[i].s; + if (tr[i2_3] == mb) { + --tr[i2_3]; + ++dt; + } + } + mbt = mb; + } + return [new u8(tr), mbt]; +}; +// get the max length and assign length codes +var ln = function (n, l, d) { + return n.s == -1 + ? Math.max(ln(n.l, l, d + 1), ln(n.r, l, d + 1)) + : (l[n.s] = d); +}; +// length codes generation +var lc = function (c) { + var s = c.length; + // Note that the semicolon was intentional + while (s && !c[--s]) + ; + var cl = new u16(++s); + // ind num streak + var cli = 0, cln = c[0], cls = 1; + var w = function (v) { cl[cli++] = v; }; + for (var i = 1; i <= s; ++i) { + if (c[i] == cln && i != s) + ++cls; + else { + if (!cln && cls > 2) { + for (; cls > 138; cls -= 138) + w(32754); + if (cls > 2) { + w(cls > 10 ? ((cls - 11) << 5) | 28690 : ((cls - 3) << 5) | 12305); + cls = 0; + } + } + else if (cls > 3) { + w(cln), --cls; + for (; cls > 6; cls -= 6) + w(8304); + if (cls > 2) + w(((cls - 3) << 5) | 8208), cls = 0; + } + while (cls--) + w(cln); + cls = 1; + cln = c[i]; + } + } + return [cl.subarray(0, cli), s]; +}; +// calculate the length of output from tree, code lengths +var clen = function (cf, cl) { + var l = 0; + for (var i = 0; i < cl.length; ++i) + l += cf[i] * cl[i]; + return l; +}; +// writes a fixed block +// returns the new bit pos +var wfblk = function (out, pos, dat) { + // no need to write 00 as type: TypedArray defaults to 0 + var s = dat.length; + var o = shft(pos + 2); + out[o] = s & 255; + out[o + 1] = s >>> 8; + out[o + 2] = out[o] ^ 255; + out[o + 3] = out[o + 1] ^ 255; + for (var i = 0; i < s; ++i) + out[o + i + 4] = dat[i]; + return (o + 4 + s) * 8; +}; +// writes a block +var wblk = function (dat, out, final, syms, lf, df, eb, li, bs, bl, p) { + wbits(out, p++, final); + ++lf[256]; + var _a = hTree(lf, 15), dlt = _a[0], mlb = _a[1]; + var _b = hTree(df, 15), ddt = _b[0], mdb = _b[1]; + var _c = lc(dlt), lclt = _c[0], nlc = _c[1]; + var _d = lc(ddt), lcdt = _d[0], ndc = _d[1]; + var lcfreq = new u16(19); + for (var i = 0; i < lclt.length; ++i) + lcfreq[lclt[i] & 31]++; + for (var i = 0; i < lcdt.length; ++i) + lcfreq[lcdt[i] & 31]++; + var _e = hTree(lcfreq, 7), lct = _e[0], mlcb = _e[1]; + var nlcc = 19; + for (; nlcc > 4 && !lct[clim[nlcc - 1]]; --nlcc) + ; + var flen = (bl + 5) << 3; + var ftlen = clen(lf, flt) + clen(df, fdt) + eb; + var dtlen = clen(lf, dlt) + clen(df, ddt) + eb + 14 + 3 * nlcc + clen(lcfreq, lct) + (2 * lcfreq[16] + 3 * lcfreq[17] + 7 * lcfreq[18]); + if (flen <= ftlen && flen <= dtlen) + return wfblk(out, p, dat.subarray(bs, bs + bl)); + var lm, ll, dm, dl; + wbits(out, p, 1 + (dtlen < ftlen)), p += 2; + if (dtlen < ftlen) { + lm = hMap(dlt, mlb, 0), ll = dlt, dm = hMap(ddt, mdb, 0), dl = ddt; + var llm = hMap(lct, mlcb, 0); + wbits(out, p, nlc - 257); + wbits(out, p + 5, ndc - 1); + wbits(out, p + 10, nlcc - 4); + p += 14; + for (var i = 0; i < nlcc; ++i) + wbits(out, p + 3 * i, lct[clim[i]]); + p += 3 * nlcc; + var lcts = [lclt, lcdt]; + for (var it = 0; it < 2; ++it) { + var clct = lcts[it]; + for (var i = 0; i < clct.length; ++i) { + var len = clct[i] & 31; + wbits(out, p, llm[len]), p += lct[len]; + if (len > 15) + wbits(out, p, (clct[i] >>> 5) & 127), p += clct[i] >>> 12; + } + } + } + else { + lm = flm, ll = flt, dm = fdm, dl = fdt; + } + for (var i = 0; i < li; ++i) { + if (syms[i] > 255) { + var len = (syms[i] >>> 18) & 31; + wbits16(out, p, lm[len + 257]), p += ll[len + 257]; + if (len > 7) + wbits(out, p, (syms[i] >>> 23) & 31), p += fleb[len]; + var dst = syms[i] & 31; + wbits16(out, p, dm[dst]), p += dl[dst]; + if (dst > 3) + wbits16(out, p, (syms[i] >>> 5) & 8191), p += fdeb[dst]; + } + else { + wbits16(out, p, lm[syms[i]]), p += ll[syms[i]]; + } + } + wbits16(out, p, lm[256]); + return p + ll[256]; +}; +// deflate options (nice << 13) | chain +var deo = /*#__PURE__*/ new u32([65540, 131080, 131088, 131104, 262176, 1048704, 1048832, 2114560, 2117632]); +// empty +var et = /*#__PURE__*/ new u8(0); +// compresses data into a raw DEFLATE buffer +var dflt = function (dat, lvl, plvl, pre, post, lst) { + var s = dat.length; + var o = new u8(pre + s + 5 * (1 + Math.ceil(s / 7000)) + post); + // writing to this writes to the output buffer + var w = o.subarray(pre, o.length - post); + var pos = 0; + if (!lvl || s < 8) { + for (var i = 0; i <= s; i += 65535) { + // end + var e = i + 65535; + if (e < s) { + // write full block + pos = wfblk(w, pos, dat.subarray(i, e)); + } + else { + // write final block + w[i] = lst; + pos = wfblk(w, pos, dat.subarray(i, s)); + } + } + } + else { + var opt = deo[lvl - 1]; + var n = opt >>> 13, c = opt & 8191; + var msk_1 = (1 << plvl) - 1; + // prev 2-byte val map curr 2-byte val map + var prev = new u16(32768), head = new u16(msk_1 + 1); + var bs1_1 = Math.ceil(plvl / 3), bs2_1 = 2 * bs1_1; + var hsh = function (i) { return (dat[i] ^ (dat[i + 1] << bs1_1) ^ (dat[i + 2] << bs2_1)) & msk_1; }; + // 24576 is an arbitrary number of maximum symbols per block + // 424 buffer for last block + var syms = new u32(25000); + // length/literal freq distance freq + var lf = new u16(288), df = new u16(32); + // l/lcnt exbits index l/lind waitdx bitpos + var lc_1 = 0, eb = 0, i = 0, li = 0, wi = 0, bs = 0; + for (; i < s; ++i) { + // hash value + // deopt when i > s - 3 - at end, deopt acceptable + var hv = hsh(i); + // index mod 32768 previous index mod + var imod = i & 32767, pimod = head[hv]; + prev[imod] = pimod; + head[hv] = imod; + // We always should modify head and prev, but only add symbols if + // this data is not yet processed ("wait" for wait index) + if (wi <= i) { + // bytes remaining + var rem = s - i; + if ((lc_1 > 7000 || li > 24576) && rem > 423) { + pos = wblk(dat, w, 0, syms, lf, df, eb, li, bs, i - bs, pos); + li = lc_1 = eb = 0, bs = i; + for (var j = 0; j < 286; ++j) + lf[j] = 0; + for (var j = 0; j < 30; ++j) + df[j] = 0; + } + // len dist chain + var l = 2, d = 0, ch_1 = c, dif = (imod - pimod) & 32767; + if (rem > 2 && hv == hsh(i - dif)) { + var maxn = Math.min(n, rem) - 1; + var maxd = Math.min(32767, i); + // max possible length + // not capped at dif because decompressors implement "rolling" index population + var ml = Math.min(258, rem); + while (dif <= maxd && --ch_1 && imod != pimod) { + if (dat[i + l] == dat[i + l - dif]) { + var nl = 0; + for (; nl < ml && dat[i + nl] == dat[i + nl - dif]; ++nl) + ; + if (nl > l) { + l = nl, d = dif; + // break out early when we reach "nice" (we are satisfied enough) + if (nl > maxn) + break; + // now, find the rarest 2-byte sequence within this + // length of literals and search for that instead. + // Much faster than just using the start + var mmd = Math.min(dif, nl - 2); + var md = 0; + for (var j = 0; j < mmd; ++j) { + var ti = (i - dif + j + 32768) & 32767; + var pti = prev[ti]; + var cd = (ti - pti + 32768) & 32767; + if (cd > md) + md = cd, pimod = ti; + } + } + } + // check the previous match + imod = pimod, pimod = prev[imod]; + dif += (imod - pimod + 32768) & 32767; + } + } + // d will be nonzero only when a match was found + if (d) { + // store both dist and len data in one Uint32 + // Make sure this is recognized as a len/dist with 28th bit (2^28) + syms[li++] = 268435456 | (revfl[l] << 18) | revfd[d]; + var lin = revfl[l] & 31, din = revfd[d] & 31; + eb += fleb[lin] + fdeb[din]; + ++lf[257 + lin]; + ++df[din]; + wi = i + l; + ++lc_1; + } + else { + syms[li++] = dat[i]; + ++lf[dat[i]]; + } + } + } + pos = wblk(dat, w, lst, syms, lf, df, eb, li, bs, i - bs, pos); + // this is the easiest way to avoid needing to maintain state + if (!lst && pos & 7) + pos = wfblk(w, pos + 1, et); + } + return slc(o, 0, pre + shft(pos) + post); +}; +// CRC32 table +var crct = /*#__PURE__*/ (function () { + var t = new u32(256); + for (var i = 0; i < 256; ++i) { + var c = i, k = 9; + while (--k) + c = ((c & 1) && 0xEDB88320) ^ (c >>> 1); + t[i] = c; + } + return t; +})(); +// CRC32 +var crc = function () { + var c = -1; + return { + p: function (d) { + // closures have awful performance + var cr = c; + for (var i = 0; i < d.length; ++i) + cr = crct[(cr & 255) ^ d[i]] ^ (cr >>> 8); + c = cr; + }, + d: function () { return ~c; } + }; +}; +// deflate with opts +var dopt = function (dat, opt, pre, post, st) { + return dflt(dat, opt.level == null ? 6 : opt.level, opt.mem == null ? Math.ceil(Math.max(8, Math.min(13, Math.log(dat.length))) * 1.5) : (12 + opt.mem), pre, post, !st); +}; +// Walmart object spread +var mrg = function (a, b) { + var o = {}; + for (var k in a) + o[k] = a[k]; + for (var k in b) + o[k] = b[k]; + return o; +}; +// write bytes +var wbytes = function (d, b, v) { + for (; v; ++b) + d[b] = v, v >>>= 8; +}; +/** + * Compresses data with DEFLATE without any wrapper + * @param data The data to compress + * @param opts The compression options + * @returns The deflated version of the data + */ +function deflateSync(data, opts) { + return dopt(data, opts || {}, 0, 0); +} +// flatten a directory structure +var fltn = function (d, p, t, o) { + for (var k in d) { + var val = d[k], n = p + k; + if (val instanceof u8) + t[n] = [val, o]; + else if (Array.isArray(val)) + t[n] = [val[0], mrg(o, val[1])]; + else + fltn(val, n + '/', t, o); + } +}; +// text encoder +var te = typeof TextEncoder != 'undefined' && /*#__PURE__*/ new TextEncoder(); +// text decoder +var td = typeof TextDecoder != 'undefined' && /*#__PURE__*/ new TextDecoder(); +// text decoder stream +var tds = 0; +try { + td.decode(et, { stream: true }); + tds = 1; +} +catch (e) { } +/** + * Converts a string into a Uint8Array for use with compression/decompression methods + * @param str The string to encode + * @param latin1 Whether or not to interpret the data as Latin-1. This should + * not need to be true unless decoding a binary string. + * @returns The string encoded in UTF-8/Latin-1 binary + */ +function strToU8(str, latin1) { + if (latin1) { + var ar_1 = new u8(str.length); + for (var i = 0; i < str.length; ++i) + ar_1[i] = str.charCodeAt(i); + return ar_1; + } + if (te) + return te.encode(str); + var l = str.length; + var ar = new u8(str.length + (str.length >> 1)); + var ai = 0; + var w = function (v) { ar[ai++] = v; }; + for (var i = 0; i < l; ++i) { + if (ai + 5 > ar.length) { + var n = new u8(ai + 8 + ((l - i) << 1)); + n.set(ar); + ar = n; + } + var c = str.charCodeAt(i); + if (c < 128 || latin1) + w(c); + else if (c < 2048) + w(192 | (c >> 6)), w(128 | (c & 63)); + else if (c > 55295 && c < 57344) + c = 65536 + (c & 1023 << 10) | (str.charCodeAt(++i) & 1023), + w(240 | (c >> 18)), w(128 | ((c >> 12) & 63)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63)); + else + w(224 | (c >> 12)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63)); + } + return slc(ar, 0, ai); +} +// extra field length +var exfl = function (ex) { + var le = 0; + if (ex) { + for (var k in ex) { + var l = ex[k].length; + if (l > 65535) + throw 'extra field too long'; + le += l + 4; + } + } + return le; +}; +// write zip header +var wzh = function (d, b, f, fn, u, c, ce, co) { + var fl = fn.length, ex = f.extra, col = co && co.length; + var exl = exfl(ex); + wbytes(d, b, ce != null ? 0x2014B50 : 0x4034B50), b += 4; + if (ce != null) + d[b++] = 20, d[b++] = f.os; + d[b] = 20, b += 2; // spec compliance? what's that? + d[b++] = (f.flag << 1) | (c == null && 8), d[b++] = u && 8; + d[b++] = f.compression & 255, d[b++] = f.compression >> 8; + var dt = new Date(f.mtime == null ? Date.now() : f.mtime), y = dt.getFullYear() - 1980; + if (y < 0 || y > 119) + throw 'date not in range 1980-2099'; + wbytes(d, b, (y << 25) | ((dt.getMonth() + 1) << 21) | (dt.getDate() << 16) | (dt.getHours() << 11) | (dt.getMinutes() << 5) | (dt.getSeconds() >>> 1)), b += 4; + if (c != null) { + wbytes(d, b, f.crc); + wbytes(d, b + 4, c); + wbytes(d, b + 8, f.size); + } + wbytes(d, b + 12, fl); + wbytes(d, b + 14, exl), b += 16; + if (ce != null) { + wbytes(d, b, col); + wbytes(d, b + 6, f.attrs); + wbytes(d, b + 10, ce), b += 14; + } + d.set(fn, b); + b += fl; + if (exl) { + for (var k in ex) { + var exf = ex[k], l = exf.length; + wbytes(d, b, +k); + wbytes(d, b + 2, l); + d.set(exf, b + 4), b += 4 + l; + } + } + if (col) + d.set(co, b), b += col; + return b; +}; +// write zip footer (end of central directory) +var wzf = function (o, b, c, d, e) { + wbytes(o, b, 0x6054B50); // skip disk + wbytes(o, b + 8, c); + wbytes(o, b + 10, c); + wbytes(o, b + 12, d); + wbytes(o, b + 16, e); +}; +/** + * Synchronously creates a ZIP file. Prefer using `zip` for better performance + * with more than one file. + * @param data The directory structure for the ZIP archive + * @param opts The main options, merged with per-file options + * @returns The generated ZIP archive + */ +function zipSync(data, opts) { + if (!opts) + opts = {}; + var r = {}; + var files = []; + fltn(data, '', r, opts); + var o = 0; + var tot = 0; + for (var fn in r) { + var _a = r[fn], file = _a[0], p = _a[1]; + var compression = p.level == 0 ? 0 : 8; + var f = strToU8(fn), s = f.length; + var com = p.comment, m = com && strToU8(com), ms = m && m.length; + var exl = exfl(p.extra); + if (s > 65535) + throw 'filename too long'; + var d = compression ? deflateSync(file, p) : file, l = d.length; + var c = crc(); + c.p(file); + files.push(mrg(p, { + size: file.length, + crc: c.d(), + c: d, + f: f, + m: m, + u: s != fn.length || (m && (com.length != ms)), + o: o, + compression: compression + })); + o += 30 + s + exl + l; + tot += 76 + 2 * (s + exl) + (ms || 0) + l; + } + var out = new u8(tot + 22), oe = o, cdl = tot - o; + for (var i = 0; i < files.length; ++i) { + var f = files[i]; + wzh(out, f.o, f, f.f, f.u, f.c.length); + var badd = 30 + f.f.length + exfl(f.extra); + out.set(f.c, f.o + badd); + wzh(out, o, f, f.f, f.u, f.c.length, f.o, f.m), o += 16 + badd + (f.m ? f.m.length : 0); + } + wzf(out, o, files.length, cdl, oe); + return out; +} + +class USDZExporter { + + async parse( scene ) { + + let output = buildHeader(); + + const materials = {}; + const textures = {}; + + scene.traverse( ( object ) => { + + if ( object.isMesh ) { + + const geometry = object.geometry; + const material = object.material; + + materials[ material.uuid ] = material; + + if ( material.map !== null ) textures[ material.map.uuid ] = material.map; + if ( material.normalMap !== null ) textures[ material.normalMap.uuid ] = material.normalMap; + if ( material.aoMap !== null ) textures[ material.aoMap.uuid ] = material.aoMap; + if ( material.roughnessMap !== null ) textures[ material.roughnessMap.uuid ] = material.roughnessMap; + if ( material.metalnessMap !== null ) textures[ material.metalnessMap.uuid ] = material.metalnessMap; + if ( material.emissiveMap !== null ) textures[ material.emissiveMap.uuid ] = material.emissiveMap; + + output += buildXform( object, buildMesh( geometry, material ) ); + + } + + } ); + + output += buildMaterials( materials ); + output += buildTextures( textures ); + + const files = { 'model.usda': strToU8( output ) }; + + for ( const uuid in textures ) { + + const texture = textures[ uuid ]; + files[ 'textures/Texture_' + texture.id + '.jpg' ] = await imgToU8( texture.image ); + + } + + // 64 byte alignment + // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109 + + let offset = 0; + + for ( const filename in files ) { + + const file = files[ filename ]; + const headerSize = 34 + filename.length; + + offset += headerSize; + + const offsetMod64 = offset & 63; + + if ( offsetMod64 !== 4 ) { + + const padLength = 64 - offsetMod64; + const padding = new Uint8Array( padLength ); + + files[ filename ] = [ file, { extra: { 12345: padding } } ]; + + } + + offset = file.length; + + } + + return zipSync( files, { level: 0 } ); + + } + +} + +async function imgToU8( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + const scale = 1024 / Math.max( image.width, image.height ); + + const canvas = document.createElement( 'canvas' ); + canvas.width = image.width * Math.min( 1, scale ); + canvas.height = image.height * Math.min( 1, scale ); + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, canvas.width, canvas.height ); + + const blob = await new Promise( resolve => canvas.toBlob( resolve, 'image/jpeg', 1 ) ); + return new Uint8Array( await blob.arrayBuffer() ); + + } + +} + +// + +const PRECISION = 7; + +function buildHeader() { + + return `#usda 1.0 +( + customLayerData = { + string creator = "Three.js USDZExporter" + } + metersPerUnit = 1 + upAxis = "Y" +) + +`; + +} + +// Xform + +function buildXform( object, define ) { + + const name = 'Object_' + object.id; + const transform = buildMatrix( object.matrixWorld ); + + return `def Xform "${ name }" +{ + matrix4d xformOp:transform = ${ transform } + uniform token[] xformOpOrder = ["xformOp:transform"] + + ${ define } +} + +`; + +} + +function buildMatrix( matrix ) { + + const array = matrix.elements; + + return `( ${ buildMatrixRow( array, 0 ) }, ${ buildMatrixRow( array, 4 ) }, ${ buildMatrixRow( array, 8 ) }, ${ buildMatrixRow( array, 12 ) } )`; + +} + +function buildMatrixRow( array, offset ) { + + return `(${ array[ offset + 0 ] }, ${ array[ offset + 1 ] }, ${ array[ offset + 2 ] }, ${ array[ offset + 3 ] })`; + +} + +// Mesh + +function buildMesh( geometry, material ) { + + const name = 'Geometry_' + geometry.id; + const attributes = geometry.attributes; + const count = attributes.position.count; + + if ( 'uv2' in attributes ) { + + console.warn( 'THREE.USDZExporter: uv2 not supported yet.' ); + + } + + return `def Mesh "${ name }" + { + int[] faceVertexCounts = [${ buildMeshVertexCount( geometry ) }] + int[] faceVertexIndices = [${ buildMeshVertexIndices( geometry ) }] + rel material:binding = + normal3f[] normals = [${ buildVector3Array( attributes.normal, count )}] ( + interpolation = "vertex" + ) + point3f[] points = [${ buildVector3Array( attributes.position, count )}] + float2[] primvars:st = [${ buildVector2Array( attributes.uv, count )}] ( + interpolation = "vertex" + ) + uniform token subdivisionScheme = "none" + } +`; + +} + +function buildMeshVertexCount( geometry ) { + + const count = geometry.index !== null ? geometry.index.array.length : geometry.attributes.position.count; + + return Array( count / 3 ).fill( 3 ).join( ', ' ); + +} + +function buildMeshVertexIndices( geometry ) { + + if ( geometry.index !== null ) { + + return geometry.index.array.join( ', ' ); + + } + + const array = []; + const length = geometry.attributes.position.count; + + for ( let i = 0; i < length; i ++ ) { + + array.push( i ); + + } + + return array.join( ', ' ); + +} + +function buildVector3Array( attribute, count ) { + + if ( attribute === undefined ) { + + console.warn( 'USDZExporter: Normals missing.' ); + return Array( count ).fill( '(0, 0, 0)' ).join( ', ' ); + + } + + const array = []; + const data = attribute.array; + + for ( let i = 0; i < data.length; i += 3 ) { + + array.push( `(${ data[ i + 0 ].toPrecision( PRECISION ) }, ${ data[ i + 1 ].toPrecision( PRECISION ) }, ${ data[ i + 2 ].toPrecision( PRECISION ) })` ); + + } + + return array.join( ', ' ); + +} + +function buildVector2Array( attribute, count ) { + + if ( attribute === undefined ) { + + console.warn( 'USDZExporter: UVs missing.' ); + return Array( count ).fill( '(0, 0)' ).join( ', ' ); + + } + + const array = []; + const data = attribute.array; + + for ( let i = 0; i < data.length; i += 2 ) { + + array.push( `(${ data[ i + 0 ].toPrecision( PRECISION ) }, ${ 1 - data[ i + 1 ].toPrecision( PRECISION ) })` ); + + } + + return array.join( ', ' ); + +} + +// Materials + +function buildMaterials( materials ) { + + const array = []; + + for ( const uuid in materials ) { + + const material = materials[ uuid ]; + + array.push( buildMaterial( material ) ); + + } + + return `def "Materials" +{ +${ array.join( '' ) } +} + +`; + +} + +function buildMaterial( material ) { + + // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html + + const pad = ' '; + const parameters = []; + + if ( material.map !== null ) { + + parameters.push( `${ pad }color3f inputs:diffuseColor.connect = ` ); + + } else { + + parameters.push( `${ pad }color3f inputs:diffuseColor = ${ buildColor( material.color ) }` ); + + } + + if ( material.emissiveMap !== null ) { + + parameters.push( `${ pad }color3f inputs:emissiveColor.connect = ` ); + + } else if ( material.emissive.getHex() > 0 ) { + + parameters.push( `${ pad }color3f inputs:emissiveColor = ${ buildColor( material.emissive ) }` ); + + } + + if ( material.normalMap !== null ) { + + parameters.push( `${ pad }normal3f inputs:normal.connect = ` ); + + } + + if ( material.aoMap !== null ) { + + parameters.push( `${ pad }float inputs:occlusion.connect = ` ); + + } + + if ( material.roughnessMap !== null ) { + + parameters.push( `${ pad }float inputs:roughness.connect = ` ); + + } else { + + parameters.push( `${ pad }float inputs:roughness = ${ material.roughness }` ); + + } + + if ( material.metalnessMap !== null ) { + + parameters.push( `${ pad }float inputs:metallic.connect = ` ); + + } else { + + parameters.push( `${ pad }float inputs:metallic = ${ material.metalness }` ); + + } + + return ` + def Material "Material_${ material.id }" + { + token outputs:surface.connect = + + def Shader "PreviewSurface" + { + uniform token info:id = "UsdPreviewSurface" +${ parameters.join( '\n' ) } + int inputs:useSpecularWorkflow = 0 + token outputs:surface + } + } +`; + +} + +function buildTextures( textures ) { + + const array = []; + + for ( const uuid in textures ) { + + const texture = textures[ uuid ]; + + array.push( buildTexture( texture ) ); + + } + + return `def "Textures" +{ +${ array.join( '' ) } +} + +`; + +} + +function buildTexture( texture ) { + + return ` + def Shader "Texture_${ texture.id }" + { + uniform token info:id = "UsdUVTexture" + asset inputs:file = @textures/Texture_${ texture.id }.jpg@ + token inputs:wrapS = "repeat" + token inputs:wrapT = "repeat" + float outputs:r + float outputs:g + float outputs:b + float3 outputs:rgb + } +`; + +} + +function buildColor( color ) { + + return `(${ color.r }, ${ color.g }, ${ color.b })`; + +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/** + * For our purposes, an enumeration is a fixed set of CSS-expression-compatible + * names. When serialized, a selected subset of the members may be specified as + * whitespace-separated strings. An enumeration deserializer is a function that + * parses a serialized subset of an enumeration and returns any members that are + * found as a Set. + * + * The following example will produce a deserializer for the days of the + * week: + * + * const deserializeDaysOfTheWeek = enumerationDeserializer([ + * 'Monday', + * 'Tuesday', + * 'Wednesday', + * 'Thursday', + * 'Friday', + * 'Saturday', + * 'Sunday' + * ]); + */ +const enumerationDeserializer = (allowedNames) => (valueString) => { + try { + const expressions = parseExpressions(valueString); + const names = (expressions.length ? expressions[0].terms : []) + .filter((valueNode) => valueNode && valueNode.type === 'ident') + .map(valueNode => valueNode.value) + .filter(name => allowedNames.indexOf(name) > -1); + // NOTE(cdata): IE11 does not support constructing a Set directly from + // an iterable, so we need to manually add all the items: + const result = new Set(); + for (const name of names) { + result.add(name); + } + return result; + } + catch (_error) { + } + return new Set(); +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var __decorate$5 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof undefined === "function") r = undefined(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +}; +let isWebXRBlocked = false; +let isSceneViewerBlocked = false; +const noArViewerSigil = '#model-viewer-no-ar-fallback'; +const deserializeARModes = enumerationDeserializer(['quick-look', 'scene-viewer', 'webxr', 'none']); +const DEFAULT_AR_MODES = 'webxr scene-viewer'; +const ARMode = { + QUICK_LOOK: 'quick-look', + SCENE_VIEWER: 'scene-viewer', + WEBXR: 'webxr', + NONE: 'none' +}; +const $arButtonContainer = Symbol('arButtonContainer'); +const $enterARWithWebXR = Symbol('enterARWithWebXR'); +const $openSceneViewer = Symbol('openSceneViewer'); +const $openIOSARQuickLook = Symbol('openIOSARQuickLook'); +const $canActivateAR = Symbol('canActivateAR'); +const $arMode = Symbol('arMode'); +const $arModes = Symbol('arModes'); +const $arAnchor = Symbol('arAnchor'); +const $preload = Symbol('preload'); +const $onARButtonContainerClick = Symbol('onARButtonContainerClick'); +const $onARStatus = Symbol('onARStatus'); +const $onARTracking = Symbol('onARTracking'); +const $onARTap = Symbol('onARTap'); +const $selectARMode = Symbol('selectARMode'); +const $triggerLoad = Symbol('triggerLoad'); +const ARMixin = (ModelViewerElement) => { + var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k; + class ARModelViewerElement extends ModelViewerElement { + constructor() { + super(...arguments); + this.ar = false; + this.arScale = 'auto'; + this.arPlacement = 'floor'; + this.arModes = DEFAULT_AR_MODES; + this.iosSrc = null; + this[_a] = false; + // TODO: Add this to the shadow root as part of this mixin's + // implementation: + this[_b] = this.shadowRoot.querySelector('.ar-button'); + this[_c] = document.createElement('a'); + this[_d] = new Set(); + this[_e] = ARMode.NONE; + this[_f] = false; + this[_g] = (event) => { + event.preventDefault(); + this.activateAR(); + }; + this[_h] = ({ status }) => { + if (status === ARStatus.NOT_PRESENTING || + this[$renderer].arRenderer.presentedScene === this[$scene]) { + this.setAttribute('ar-status', status); + this.dispatchEvent(new CustomEvent('ar-status', { detail: { status } })); + if (status === ARStatus.NOT_PRESENTING) { + this.removeAttribute('ar-tracking'); + } + else if (status === ARStatus.SESSION_STARTED) { + this.setAttribute('ar-tracking', ARTracking.TRACKING); + } + } + }; + this[_j] = ({ status }) => { + this.setAttribute('ar-tracking', status); + this.dispatchEvent(new CustomEvent('ar-tracking', { detail: { status } })); + }; + this[_k] = (event) => { + if (event.data == '_apple_ar_quicklook_button_tapped') { + this.dispatchEvent(new CustomEvent('quick-look-button-tapped')); + } + }; + } + get canActivateAR() { + return this[$arMode] !== ARMode.NONE; + } + connectedCallback() { + super.connectedCallback(); + this[$renderer].arRenderer.addEventListener('status', this[$onARStatus]); + this.setAttribute('ar-status', ARStatus.NOT_PRESENTING); + this[$renderer].arRenderer.addEventListener('tracking', this[$onARTracking]); + this[$arAnchor].addEventListener('message', this[$onARTap]); + } + disconnectedCallback() { + super.disconnectedCallback(); + this[$renderer].arRenderer.removeEventListener('status', this[$onARStatus]); + this[$renderer].arRenderer.removeEventListener('tracking', this[$onARTracking]); + this[$arAnchor].removeEventListener('message', this[$onARTap]); + } + async update(changedProperties) { + super.update(changedProperties); + if (changedProperties.has('arScale')) { + this[$scene].canScale = this.arScale !== 'fixed'; + } + if (changedProperties.has('arPlacement')) { + this[$scene].setShadowIntensity(this[$scene].shadowIntensity); + this[$needsRender](); + } + if (!changedProperties.has('ar') && !changedProperties.has('arModes') && + !changedProperties.has('iosSrc')) { + return; + } + if (changedProperties.has('arModes')) { + this[$arModes] = deserializeARModes(this.arModes); + } + this[$selectARMode](); + } + /** + * Activates AR. Note that for any mode that is not WebXR-based, this + * method most likely has to be called synchronous from a user + * interaction handler. Otherwise, attempts to activate modes that + * require user interaction will most likely be ignored. + */ + async activateAR() { + switch (this[$arMode]) { + case ARMode.QUICK_LOOK: + this[$openIOSARQuickLook](); + break; + case ARMode.WEBXR: + await this[$enterARWithWebXR](); + break; + case ARMode.SCENE_VIEWER: + this[$openSceneViewer](); + break; + default: + console.warn('No AR Mode can be activated. This is probably due to missing \ +configuration or device capabilities'); + break; + } + } + async [(_a = $canActivateAR, _b = $arButtonContainer, _c = $arAnchor, _d = $arModes, _e = $arMode, _f = $preload, _g = $onARButtonContainerClick, _h = $onARStatus, _j = $onARTracking, _k = $onARTap, $selectARMode)]() { + this[$arMode] = ARMode.NONE; + if (this.ar) { + const arModes = []; + this[$arModes].forEach((value) => { + arModes.push(value); + }); + for (const value of arModes) { + if (value === 'webxr' && IS_WEBXR_AR_CANDIDATE && !isWebXRBlocked && + await this[$renderer].arRenderer.supportsPresentation()) { + this[$arMode] = ARMode.WEBXR; + break; + } + else if (value === 'scene-viewer' && IS_SCENEVIEWER_CANDIDATE && + !isSceneViewerBlocked) { + this[$arMode] = ARMode.SCENE_VIEWER; + break; + } + else if (value === 'quick-look' && IS_AR_QUICKLOOK_CANDIDATE) { + this[$arMode] = ARMode.QUICK_LOOK; + break; + } + } + // The presence of ios-src overrides the absence of quick-look ar-mode. + if (!this.canActivateAR && this.iosSrc != null && + IS_AR_QUICKLOOK_CANDIDATE) { + this[$arMode] = ARMode.QUICK_LOOK; + } + } + if (this.canActivateAR) { + this[$arButtonContainer].classList.add('enabled'); + this[$arButtonContainer].addEventListener('click', this[$onARButtonContainerClick]); + } + else if (this[$arButtonContainer].classList.contains('enabled')) { + this[$arButtonContainer].removeEventListener('click', this[$onARButtonContainerClick]); + this[$arButtonContainer].classList.remove('enabled'); + // If AR went from working to not, notify the element. + const status = ARStatus.FAILED; + this.setAttribute('ar-status', status); + this.dispatchEvent(new CustomEvent('ar-status', { detail: { status } })); + } + } + async [$enterARWithWebXR]() { + console.log('Attempting to present in AR with WebXR...'); + await this[$triggerLoad](); + try { + this[$arButtonContainer].removeEventListener('click', this[$onARButtonContainerClick]); + const { arRenderer } = this[$renderer]; + arRenderer.placeOnWall = this.arPlacement === 'wall'; + await arRenderer.present(this[$scene]); + } + catch (error) { + console.warn('Error while trying to present in AR with WebXR'); + console.error(error); + await this[$renderer].arRenderer.stopPresenting(); + isWebXRBlocked = true; + console.warn('Falling back to next ar-mode'); + await this[$selectARMode](); + this.activateAR(); + } + finally { + this[$selectARMode](); + } + } + async [$triggerLoad]() { + if (!this.loaded) { + this[$preload] = true; + this[$updateSource](); + await waitForEvent(this, 'load'); + this[$preload] = false; + } + } + [$shouldAttemptPreload]() { + return super[$shouldAttemptPreload]() || this[$preload]; + } + /** + * Takes a URL and a title string, and attempts to launch Scene Viewer on + * the current device. + */ + [$openSceneViewer]() { + const location = self.location.toString(); + const locationUrl = new URL(location); + const modelUrl = new URL(this.src, location); + const params = new URLSearchParams(modelUrl.search); + locationUrl.hash = noArViewerSigil; + // modelUrl can contain title/link/sound etc. + params.set('mode', 'ar_preferred'); + if (!params.has('disable_occlusion')) { + params.set('disable_occlusion', 'true'); + } + if (this.arScale === 'fixed') { + params.set('resizable', 'false'); + } + if (this.arPlacement === 'wall') { + params.set('enable_vertical_placement', 'true'); + } + if (params.has('sound')) { + const soundUrl = new URL(params.get('sound'), location); + params.set('sound', soundUrl.toString()); + } + if (params.has('link')) { + const linkUrl = new URL(params.get('link'), location); + params.set('link', linkUrl.toString()); + } + const intent = `intent://arvr.google.com/scene-viewer/1.0?${params.toString() + '&file=' + + encodeURIComponent(modelUrl + .toString())}#Intent;scheme=https;package=com.google.ar.core;action=android.intent.action.VIEW;S.browser_fallback_url=${encodeURIComponent(locationUrl.toString())};end;`; + const undoHashChange = () => { + if (self.location.hash === noArViewerSigil) { + isSceneViewerBlocked = true; + // The new history will be the current URL with a new hash. + // Go back one step so that we reset to the expected URL. + // NOTE(cdata): this should not invoke any browser-level navigation + // because hash-only changes modify the URL in-place without + // navigating: + self.history.back(); + console.warn('Error while trying to present in AR with Scene Viewer'); + console.warn('Falling back to next ar-mode'); + this[$selectARMode](); + // Would be nice to activateAR() here, but webXR fails due to not + // seeing a user activation. + } + }; + self.addEventListener('hashchange', undoHashChange, { once: true }); + this[$arAnchor].setAttribute('href', intent); + console.log('Attempting to present in AR with Scene Viewer...'); + this[$arAnchor].click(); + } + /** + * Takes a URL to a USDZ file and sets the appropriate fields so that Safari + * iOS can intent to their AR Quick Look. + */ + async [$openIOSARQuickLook]() { + const generateUsdz = !this.iosSrc; + this[$arButtonContainer].classList.remove('enabled'); + const objectURL = generateUsdz ? await this.prepareUSDZ() : this.iosSrc; + const modelUrl = new URL(objectURL, self.location.toString()); + if (this.arScale === 'fixed') { + if (modelUrl.hash) { + modelUrl.hash += '&'; + } + modelUrl.hash += 'allowsContentScaling=0'; + } + const anchor = this[$arAnchor]; + anchor.setAttribute('rel', 'ar'); + const img = document.createElement('img'); + anchor.appendChild(img); + anchor.setAttribute('href', modelUrl.toString()); + if (generateUsdz) { + anchor.setAttribute('download', 'model.usdz'); + } + console.log('Attempting to present in AR with Quick Look...'); + anchor.click(); + anchor.removeChild(img); + if (generateUsdz) { + URL.revokeObjectURL(objectURL); + } + this[$arButtonContainer].classList.add('enabled'); + } + async prepareUSDZ() { + const updateSourceProgress = this[$progressTracker].beginActivity(); + await this[$triggerLoad](); + const scene = this[$scene]; + const shadow = scene.shadow; + let visible = false; + // Remove shadow from export + if (shadow != null) { + visible = shadow.visible; + shadow.visible = false; + } + updateSourceProgress(0.2); + const exporter = new USDZExporter(); + const arraybuffer = await exporter.parse(scene.modelContainer); + const blob = new Blob([arraybuffer], { + type: 'model/vnd.usdz+zip', + }); + const url = URL.createObjectURL(blob); + updateSourceProgress(1); + if (shadow != null) { + shadow.visible = visible; + } + return url; + } + } + __decorate$5([ + property({ type: Boolean, attribute: 'ar' }) + ], ARModelViewerElement.prototype, "ar", void 0); + __decorate$5([ + property({ type: String, attribute: 'ar-scale' }) + ], ARModelViewerElement.prototype, "arScale", void 0); + __decorate$5([ + property({ type: String, attribute: 'ar-placement' }) + ], ARModelViewerElement.prototype, "arPlacement", void 0); + __decorate$5([ + property({ type: String, attribute: 'ar-modes' }) + ], ARModelViewerElement.prototype, "arModes", void 0); + __decorate$5([ + property({ type: String, attribute: 'ios-src' }) + ], ARModelViewerElement.prototype, "iosSrc", void 0); + return ARModelViewerElement; +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a$6, _b$5, _c$2; +const $evaluate = Symbol('evaluate'); +const $lastValue = Symbol('lastValue'); +/** + * An Evaluator is used to derive a computed style from part (or all) of a CSS + * expression AST. This construct is particularly useful for complex ASTs + * containing function calls such as calc, var and env. Such styles could be + * costly to re-evaluate on every frame (and in some cases we may try to do + * that). The Evaluator construct allows us to mark sub-trees of the AST as + * constant, so that only the dynamic parts are re-evaluated. It also separates + * one-time AST preparation work from work that necessarily has to happen upon + * each evaluation. + */ +class Evaluator { + constructor() { + this[_a$6] = null; + } + /** + * An Evaluatable is a NumberNode or an Evaluator that evaluates a NumberNode + * as the result of invoking its evaluate method. This is mainly used to + * ensure that CSS function nodes are cast to the corresponding Evaluators + * that will resolve the result of the function, but is also used to ensure + * that a percentage nested at arbitrary depth in the expression will always + * be evaluated against the correct basis. + */ + static evaluatableFor(node, basis = ZERO) { + if (node instanceof Evaluator) { + return node; + } + if (node.type === 'number') { + if (node.unit === '%') { + return new PercentageEvaluator(node, basis); + } + return node; + } + switch (node.name.value) { + case 'calc': + return new CalcEvaluator(node, basis); + case 'env': + return new EnvEvaluator(node); + } + return ZERO; + } + /** + * If the input is an Evaluator, returns the result of evaluating it. + * Otherwise, returns the input. + * + * This is a helper to aide in resolving a NumberNode without conditionally + * checking if the Evaluatable is an Evaluator everywhere. + */ + static evaluate(evaluatable) { + if (evaluatable instanceof Evaluator) { + return evaluatable.evaluate(); + } + return evaluatable; + } + /** + * If the input is an Evaluator, returns the value of its isConstant property. + * Returns true for all other input values. + */ + static isConstant(evaluatable) { + if (evaluatable instanceof Evaluator) { + return evaluatable.isConstant; + } + return true; + } + /** + * This method applies a set of structured intrinsic metadata to an evaluated + * result from a parsed CSS-like string of expressions. Intrinsics provide + * sufficient metadata (e.g., basis values, analogs for keywords) such that + * omitted values in the input string can be backfilled, and keywords can be + * converted to concrete numbers. + * + * The result of applying intrinsics is a tuple of NumberNode values whose + * units match the units used by the basis of the intrinsics. + * + * The following is a high-level description of how intrinsics are applied: + * + * 1. Determine the value of 'auto' for the current term + * 2. If there is no corresponding input value for this term, substitute the + * 'auto' value. + * 3. If the term is an IdentNode, treat it as a keyword and perform the + * appropriate substitution. + * 4. If the term is still null, fallback to the 'auto' value + * 5. If the term is a percentage, apply it to the basis and return that + * value + * 6. Normalize the unit of the term + * 7. If the term's unit does not match the basis unit, return the basis + * value + * 8. Return the term as is + */ + static applyIntrinsics(evaluated, intrinsics) { + const { basis, keywords } = intrinsics; + const { auto } = keywords; + return basis.map((basisNode, index) => { + // Use an auto value if we have it, otherwise the auto value is the basis: + const autoSubstituteNode = auto[index] == null ? basisNode : auto[index]; + // If the evaluated nodes do not have a node at the current + // index, fallback to the "auto" substitute right away: + let evaluatedNode = evaluated[index] ? evaluated[index] : autoSubstituteNode; + // Any ident node is considered a keyword: + if (evaluatedNode.type === 'ident') { + const keyword = evaluatedNode.value; + // Substitute any keywords for concrete values first: + if (keyword in keywords) { + evaluatedNode = keywords[keyword][index]; + } + } + // If we don't have a NumberNode at this point, fall back to whatever + // is specified for auto: + if (evaluatedNode == null || evaluatedNode.type === 'ident') { + evaluatedNode = autoSubstituteNode; + } + // For percentages, we always apply the percentage to the basis value: + if (evaluatedNode.unit === '%') { + return numberNode(evaluatedNode.number / 100 * basisNode.number, basisNode.unit); + } + // Otherwise, normalize whatever we have: + evaluatedNode = normalizeUnit(evaluatedNode, basisNode); + // If the normalized units do not match, return the basis as a fallback: + if (evaluatedNode.unit !== basisNode.unit) { + return basisNode; + } + // Finally, return the evaluated node with intrinsics applied: + return evaluatedNode; + }); + } + /** + * If true, the Evaluator will only evaluate its AST one time. If false, the + * Evaluator will re-evaluate the AST each time that the public evaluate + * method is invoked. + */ + get isConstant() { + return false; + } + /** + * Evaluate the Evaluator and return the result. If the Evaluator is constant, + * the corresponding AST will only be evaluated once, and the result of + * evaluating it the first time will be returned on all subsequent + * evaluations. + */ + evaluate() { + if (!this.isConstant || this[$lastValue] == null) { + this[$lastValue] = this[$evaluate](); + } + return this[$lastValue]; + } +} +_a$6 = $lastValue; +const $percentage = Symbol('percentage'); +const $basis = Symbol('basis'); +/** + * A PercentageEvaluator scales a given basis value by a given percentage value. + * The evaluated result is always considered to be constant. + */ +class PercentageEvaluator extends Evaluator { + constructor(percentage, basis) { + super(); + this[$percentage] = percentage; + this[$basis] = basis; + } + get isConstant() { + return true; + } + [$evaluate]() { + return numberNode(this[$percentage].number / 100 * this[$basis].number, this[$basis].unit); + } +} +const $identNode = Symbol('identNode'); +/** + * Evaluator for CSS-like env() functions. Currently, only one environment + * variable is accepted as an argument for such functions: window-scroll-y. + * + * The env() Evaluator is explicitly dynamic because it always refers to + * external state that changes as the user scrolls, so it should always be + * re-evaluated to ensure we get the most recent value. + * + * Some important notes about this feature include: + * + * - There is no such thing as a "window-scroll-y" CSS environment variable in + * any stable browser at the time that this comment is being written. + * - The actual CSS env() function accepts a second argument as a fallback for + * the case that the specified first argument isn't set; our syntax does not + * support this second argument. + * + * @see https://developer.mozilla.org/en-US/docs/Web/CSS/env + */ +class EnvEvaluator extends Evaluator { + constructor(envFunction) { + super(); + this[_b$5] = null; + const identNode = envFunction.arguments.length ? envFunction.arguments[0].terms[0] : null; + if (identNode != null && identNode.type === 'ident') { + this[$identNode] = identNode; + } + } + get isConstant() { + return false; + } + ; + [(_b$5 = $identNode, $evaluate)]() { + if (this[$identNode] != null) { + switch (this[$identNode].value) { + case 'window-scroll-y': + const verticalScrollPosition = window.pageYOffset; + const verticalScrollMax = Math.max(document.body.scrollHeight, document.body.offsetHeight, document.documentElement.clientHeight, document.documentElement.scrollHeight, document.documentElement.offsetHeight); + const scrollY = verticalScrollPosition / + (verticalScrollMax - window.innerHeight) || + 0; + return { type: 'number', number: scrollY, unit: null }; + } + } + return ZERO; + } +} +const IS_MULTIPLICATION_RE = /[\*\/]/; +const $evaluator = Symbol('evalutor'); +/** + * Evaluator for CSS-like calc() functions. Our implementation of calc() + * evaluation currently support nested function calls, an unlimited number of + * terms, and all four algebraic operators (+, -, * and /). + * + * The Evaluator is marked as constant unless the calc expression contains an + * internal env expression at any depth, in which case it will be marked as + * dynamic. + * + * @see https://www.w3.org/TR/css-values-3/#calc-syntax + * @see https://developer.mozilla.org/en-US/docs/Web/CSS/calc + */ +class CalcEvaluator extends Evaluator { + constructor(calcFunction, basis = ZERO) { + super(); + this[_c$2] = null; + if (calcFunction.arguments.length !== 1) { + return; + } + const terms = calcFunction.arguments[0].terms.slice(); + const secondOrderTerms = []; + while (terms.length) { + const term = terms.shift(); + if (secondOrderTerms.length > 0) { + const previousTerm = secondOrderTerms[secondOrderTerms.length - 1]; + if (previousTerm.type === 'operator' && + IS_MULTIPLICATION_RE.test(previousTerm.value)) { + const operator = secondOrderTerms.pop(); + const leftValue = secondOrderTerms.pop(); + if (leftValue == null) { + return; + } + secondOrderTerms.push(new OperatorEvaluator(operator, Evaluator.evaluatableFor(leftValue, basis), Evaluator.evaluatableFor(term, basis))); + continue; + } + } + secondOrderTerms.push(term.type === 'operator' ? term : + Evaluator.evaluatableFor(term, basis)); + } + while (secondOrderTerms.length > 2) { + const [left, operator, right] = secondOrderTerms.splice(0, 3); + if (operator.type !== 'operator') { + return; + } + secondOrderTerms.unshift(new OperatorEvaluator(operator, Evaluator.evaluatableFor(left, basis), Evaluator.evaluatableFor(right, basis))); + } + // There should only be one combined evaluator at this point: + if (secondOrderTerms.length === 1) { + this[$evaluator] = secondOrderTerms[0]; + } + } + get isConstant() { + return this[$evaluator] == null || Evaluator.isConstant(this[$evaluator]); + } + [(_c$2 = $evaluator, $evaluate)]() { + return this[$evaluator] != null ? Evaluator.evaluate(this[$evaluator]) : + ZERO; + } +} +const $operator = Symbol('operator'); +const $left = Symbol('left'); +const $right = Symbol('right'); +/** + * An Evaluator for the operators found inside CSS calc() functions. + * The evaluator accepts an operator and left/right operands. The operands can + * be any valid expression term typically allowed inside a CSS calc function. + * + * As detail of this implementation, the only supported unit types are angles + * expressed as radians or degrees, and lengths expressed as meters, centimeters + * or millimeters. + * + * @see https://developer.mozilla.org/en-US/docs/Web/CSS/calc + */ +class OperatorEvaluator extends Evaluator { + constructor(operator, left, right) { + super(); + this[$operator] = operator; + this[$left] = left; + this[$right] = right; + } + get isConstant() { + return Evaluator.isConstant(this[$left]) && + Evaluator.isConstant(this[$right]); + } + [$evaluate]() { + const leftNode = normalizeUnit(Evaluator.evaluate(this[$left])); + const rightNode = normalizeUnit(Evaluator.evaluate(this[$right])); + const { number: leftValue, unit: leftUnit } = leftNode; + const { number: rightValue, unit: rightUnit } = rightNode; + // Disallow operations for mismatched normalized units e.g., m and rad: + if (rightUnit != null && leftUnit != null && rightUnit != leftUnit) { + return ZERO; + } + // NOTE(cdata): rules for calc type checking are defined here + // https://drafts.csswg.org/css-values-3/#calc-type-checking + // This is a simplification and may not hold up once we begin to support + // additional unit types: + const unit = leftUnit || rightUnit; + let value; + switch (this[$operator].value) { + case '+': + value = leftValue + rightValue; + break; + case '-': + value = leftValue - rightValue; + break; + case '/': + value = leftValue / rightValue; + break; + case '*': + value = leftValue * rightValue; + break; + default: + return ZERO; + } + return { type: 'number', number: value, unit }; + } +} +const $evaluatables = Symbol('evaluatables'); +const $intrinsics = Symbol('intrinsics'); +/** + * A VectorEvaluator evaluates a series of numeric terms that usually represent + * a data structure such as a multi-dimensional vector or a spherical + * + * The form of the evaluator's result is determined by the Intrinsics that are + * given to it when it is constructed. For example, spherical intrinsics would + * establish two angle terms and a length term, so the result of evaluating the + * evaluator that is configured with spherical intrinsics is a three element + * array where the first two elements represent angles in radians and the third + * element representing a length in meters. + */ +class StyleEvaluator extends Evaluator { + constructor(expressions, intrinsics) { + super(); + this[$intrinsics] = intrinsics; + const firstExpression = expressions[0]; + const terms = firstExpression != null ? firstExpression.terms : []; + this[$evaluatables] = + intrinsics.basis.map((basisNode, index) => { + const term = terms[index]; + if (term == null) { + return { type: 'ident', value: 'auto' }; + } + if (term.type === 'ident') { + return term; + } + return Evaluator.evaluatableFor(term, basisNode); + }); + } + get isConstant() { + for (const evaluatable of this[$evaluatables]) { + if (!Evaluator.isConstant(evaluatable)) { + return false; + } + } + return true; + } + [$evaluate]() { + const evaluated = this[$evaluatables].map(evaluatable => Evaluator.evaluate(evaluatable)); + return Evaluator.applyIntrinsics(evaluated, this[$intrinsics]) + .map(numberNode => numberNode.number); + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a$5, _b$4, _c$1, _d; +const $instances = Symbol('instances'); +const $activateListener = Symbol('activateListener'); +const $deactivateListener = Symbol('deactivateListener'); +const $notifyInstances = Symbol('notifyInstances'); +const $notify = Symbol('notify'); +const $scrollCallback = Symbol('callback'); +/** + * This internal helper is intended to work as a reference-counting manager of + * scroll event listeners. Only one scroll listener is ever registered for all + * instances of the class, and when the last ScrollObserver "disconnects", that + * event listener is removed. This spares us from thrashing + * the {add,remove}EventListener API (the binding cost of these methods has been + * known to show up in performance anlyses) as well as potential memory leaks. + */ +class ScrollObserver { + constructor(callback) { + this[$scrollCallback] = callback; + } + static [$notifyInstances]() { + for (const instance of ScrollObserver[$instances]) { + instance[$notify](); + } + } + static [(_a$5 = $instances, $activateListener)]() { + window.addEventListener('scroll', this[$notifyInstances], { passive: true }); + } + static [$deactivateListener]() { + window.removeEventListener('scroll', this[$notifyInstances]); + } + /** + * Listen for scroll events. The configured callback (passed to the + * constructor) will be invoked for subsequent global scroll events. + */ + observe() { + if (ScrollObserver[$instances].size === 0) { + ScrollObserver[$activateListener](); + } + ScrollObserver[$instances].add(this); + } + /** + * Stop listening for scroll events. + */ + disconnect() { + ScrollObserver[$instances].delete(this); + if (ScrollObserver[$instances].size === 0) { + ScrollObserver[$deactivateListener](); + } + } + [$notify]() { + this[$scrollCallback](); + } + ; +} +ScrollObserver[_a$5] = new Set(); +const $computeStyleCallback = Symbol('computeStyleCallback'); +const $astWalker = Symbol('astWalker'); +const $dependencies = Symbol('dependencies'); +const $onScroll = Symbol('onScroll'); +/** + * The StyleEffector is configured with a callback that will be invoked at the + * optimal time that some array of CSS expression ASTs ought to be evaluated. + * + * For example, our CSS-like expression syntax supports usage of the env() + * function to incorporate the current top-level scroll position into a CSS + * expression: env(window-scroll-y). + * + * This "environment variable" will change dynamically as the user scrolls the + * page. If an AST contains such a usage of env(), we would have to evaluate the + * AST on every frame in order to be sure that the computed style stays up to + * date. + * + * The StyleEffector spares us from evaluating the expressions on every frame by + * correlating specific parts of an AST with observers of the external effects + * that they refer to (if any). So, if the AST contains env(window-scroll-y), + * the StyleEffector manages the lifetime of a global scroll event listener and + * notifies the user at the optimal time to evaluate the computed style. + */ +class StyleEffector { + constructor(callback) { + this[_b$4] = {}; + this[_c$1] = new ASTWalker(['function']); + this[_d] = () => { + this[$computeStyleCallback]({ relatedState: 'window-scroll' }); + }; + this[$computeStyleCallback] = callback; + } + /** + * Sets the expressions that govern when the StyleEffector callback will be + * invoked. + */ + observeEffectsFor(ast) { + const newDependencies = {}; + const oldDependencies = this[$dependencies]; + this[$astWalker].walk(ast, functionNode => { + const { name } = functionNode; + const firstArgument = functionNode.arguments[0]; + const firstTerm = firstArgument.terms[0]; + if (name.value !== 'env' || firstTerm == null || + firstTerm.type !== 'ident') { + return; + } + switch (firstTerm.value) { + case 'window-scroll-y': + if (newDependencies['window-scroll'] == null) { + const observer = 'window-scroll' in oldDependencies ? + oldDependencies['window-scroll'] : + new ScrollObserver(this[$onScroll]); + observer.observe(); + delete oldDependencies['window-scroll']; + newDependencies['window-scroll'] = observer; + } + break; + } + }); + for (const environmentState in oldDependencies) { + const observer = oldDependencies[environmentState]; + observer.disconnect(); + } + this[$dependencies] = newDependencies; + } + /** + * Disposes of the StyleEffector by disconnecting all observers of external + * effects. + */ + dispose() { + for (const environmentState in this[$dependencies]) { + const observer = this[$dependencies][environmentState]; + observer.disconnect(); + } + } +} +_b$4 = $dependencies, _c$1 = $astWalker, _d = $onScroll; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +/** + * The @style decorator is responsible for coordinating the conversion of a + * CSS-like string property value into numbers that can be applied to + * lower-level constructs. It also can optionally manage the lifecycle of a + * StyleEffector which allows automatic updates for styles that use env() or + * var() functions. + * + * The decorator is configured with Intrinsics and the property key for a + * method that handles updates. The named update handler is invoked with the + * result of parsing and evaluating the raw property string value. The format of + * the evaluated result is derived from the basis of the configured Intrinsics, + * and is always an array of numbers of fixed length. + * + * NOTE: This decorator depends on the property updating mechanism defined by + * UpdatingElement as exported by the lit-element module. That means it *must* + * be used in conjunction with the @property decorator, or equivalent + * JavaScript. + * + * Supported configurations are: + * + * - `intrinsics`: An Intrinsics struct that describes how to interpret a + * serialized style attribute. For more detail on intrinsics see + * ./styles/evaluators.ts + * - `updateHandler`: A string or Symbol that is the key of a method to be + * invoked with the result of parsing and evaluating a serialized style string. + * - `observeEffects`: Optional, if set to true then styles that use env() will + * cause their update handlers to be invoked every time the corresponding + * environment variable changes (even if the style attribute itself remains + * static). + */ +const style = (config) => { + const observeEffects = config.observeEffects || false; + const getIntrinsics = config.intrinsics instanceof Function ? + config.intrinsics : + (() => config.intrinsics); + return (proto, propertyName) => { + const originalUpdated = proto.updated; + const originalConnectedCallback = proto.connectedCallback; + const originalDisconnectedCallback = proto.disconnectedCallback; + const $styleEffector = Symbol(`${propertyName}StyleEffector`); + const $styleEvaluator = Symbol(`${propertyName}StyleEvaluator`); + const $updateEvaluator = Symbol(`${propertyName}UpdateEvaluator`); + const $evaluateAndSync = Symbol(`${propertyName}EvaluateAndSync`); + Object.defineProperties(proto, { + [$styleEffector]: { value: null, writable: true }, + [$styleEvaluator]: { value: null, writable: true }, + [$updateEvaluator]: { + value: function () { + const ast = parseExpressions(this[propertyName]); + this[$styleEvaluator] = + new StyleEvaluator(ast, getIntrinsics(this)); + if (this[$styleEffector] == null && observeEffects) { + this[$styleEffector] = + new StyleEffector(() => this[$evaluateAndSync]()); + } + if (this[$styleEffector] != null) { + this[$styleEffector].observeEffectsFor(ast); + } + } + }, + [$evaluateAndSync]: { + value: function () { + if (this[$styleEvaluator] == null) { + return; + } + const result = this[$styleEvaluator].evaluate(); + // @see https://github.com/microsoft/TypeScript/pull/30769 + // @see https://github.com/Microsoft/TypeScript/issues/1863 + this[config.updateHandler](result); + } + }, + updated: { + value: function (changedProperties) { + // Always invoke updates to styles first. This gives a class that + // uses this decorator the opportunity to override the effect, or + // respond to it, in its own implementation of `updated`. + if (changedProperties.has(propertyName)) { + this[$updateEvaluator](); + this[$evaluateAndSync](); + } + originalUpdated.call(this, changedProperties); + } + }, + connectedCallback: { + value: function () { + originalConnectedCallback.call(this); + this.requestUpdate(propertyName, this[propertyName]); + } + }, + disconnectedCallback: { + value: function () { + originalDisconnectedCallback.call(this); + if (this[$styleEffector] != null) { + this[$styleEffector].dispose(); + this[$styleEffector] = null; + } + } + } + }); + }; +}; + +/* @license + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const DEFAULT_OPTIONS = Object.freeze({ + minimumRadius: 0, + maximumRadius: Infinity, + minimumPolarAngle: Math.PI / 8, + maximumPolarAngle: Math.PI - Math.PI / 8, + minimumAzimuthalAngle: -Infinity, + maximumAzimuthalAngle: Infinity, + minimumFieldOfView: 10, + maximumFieldOfView: 45, + interactionPolicy: 'always-allow', + touchAction: 'pan-y' +}); +// Constants +const TOUCH_EVENT_RE = /^touch(start|end|move)$/; +const KEYBOARD_ORBIT_INCREMENT = Math.PI / 8; +const ZOOM_SENSITIVITY = 0.04; +const KeyCode = { + PAGE_UP: 33, + PAGE_DOWN: 34, + LEFT: 37, + UP: 38, + RIGHT: 39, + DOWN: 40 +}; +const ChangeSource = { + USER_INTERACTION: 'user-interaction', + NONE: 'none' +}; +/** + * SmoothControls is a Three.js helper for adding delightful pointer and + * keyboard-based input to a staged Three.js scene. Its API is very similar to + * OrbitControls, but it offers more opinionated (subjectively more delightful) + * defaults, easy extensibility and subjectively better out-of-the-box keyboard + * support. + * + * One important change compared to OrbitControls is that the `update` method + * of SmoothControls must be invoked on every frame, otherwise the controls + * will not have an effect. + * + * Another notable difference compared to OrbitControls is that SmoothControls + * does not currently support panning (but probably will in a future revision). + * + * Like OrbitControls, SmoothControls assumes that the orientation of the camera + * has been set in terms of position, rotation and scale, so it is important to + * ensure that the camera's matrixWorld is in sync before using SmoothControls. + */ +class SmoothControls extends EventDispatcher { + constructor(camera, element) { + super(); + this.camera = camera; + this.element = element; + this.sensitivity = 1; + this._interactionEnabled = false; + this._disableZoom = false; + this.isUserChange = false; + this.isUserPointing = false; + // Internal orbital position state + this.spherical = new Spherical(); + this.goalSpherical = new Spherical(); + this.thetaDamper = new Damper(); + this.phiDamper = new Damper(); + this.radiusDamper = new Damper(); + this.logFov = Math.log(DEFAULT_OPTIONS.maximumFieldOfView); + this.goalLogFov = this.logFov; + this.fovDamper = new Damper(); + // Pointer state + this.pointerIsDown = false; + this.lastPointerPosition = { + clientX: 0, + clientY: 0, + }; + this.touchMode = 'rotate'; + this.touchDecided = false; + this.onPointerMove = (event) => { + if (!this.pointerIsDown || !this.canInteract) { + return; + } + // NOTE(cdata): We test event.type as some browsers do not have a global + // TouchEvent contructor. + if (TOUCH_EVENT_RE.test(event.type)) { + const { touches } = event; + switch (this.touchMode) { + case 'zoom': + if (this.lastTouches.length > 1 && touches.length > 1) { + const lastTouchDistance = this.twoTouchDistance(this.lastTouches[0], this.lastTouches[1]); + const touchDistance = this.twoTouchDistance(touches[0], touches[1]); + const deltaZoom = ZOOM_SENSITIVITY * (lastTouchDistance - touchDistance) / 10.0; + this.userAdjustOrbit(0, 0, deltaZoom); + } + break; + case 'rotate': + const { touchAction } = this._options; + if (!this.touchDecided && touchAction !== 'none') { + this.touchDecided = true; + const { clientX, clientY } = touches[0]; + const dx = Math.abs(clientX - this.lastPointerPosition.clientX); + const dy = Math.abs(clientY - this.lastPointerPosition.clientY); + // If motion is mostly vertical, assume scrolling is the intent. + if ((touchAction === 'pan-y' && dy > dx) || + (touchAction === 'pan-x' && dx > dy)) { + this.touchMode = 'scroll'; + return; + } + } + this.handleSinglePointerMove(touches[0]); + break; + case 'scroll': + return; + } + this.lastTouches = touches; + } + else { + this.handleSinglePointerMove(event); + } + if (event.cancelable) { + event.preventDefault(); + } + }; + this.onPointerDown = (event) => { + this.pointerIsDown = true; + this.isUserPointing = false; + if (TOUCH_EVENT_RE.test(event.type)) { + const { touches } = event; + this.touchDecided = false; + switch (touches.length) { + default: + case 1: + this.touchMode = 'rotate'; + this.handleSinglePointerDown(touches[0]); + break; + case 2: + this.touchMode = this._disableZoom ? 'scroll' : 'zoom'; + break; + } + this.lastTouches = touches; + } + else { + this.handleSinglePointerDown(event); + } + }; + this.onPointerUp = (_event) => { + this.element.style.cursor = 'grab'; + this.pointerIsDown = false; + if (this.isUserPointing) { + this.dispatchEvent({ type: 'pointer-change-end', pointer: Object.assign({}, this.lastPointerPosition) }); + } + }; + this.onWheel = (event) => { + if (!this.canInteract) { + return; + } + const deltaZoom = event.deltaY * + (event.deltaMode == 1 ? 18 : 1) * ZOOM_SENSITIVITY / 30; + this.userAdjustOrbit(0, 0, deltaZoom); + if (event.cancelable) { + event.preventDefault(); + } + }; + this.onKeyDown = (event) => { + // We track if the key is actually one we respond to, so as not to + // accidentally clober unrelated key inputs when the has + // focus. + let relevantKey = false; + switch (event.keyCode) { + case KeyCode.PAGE_UP: + relevantKey = true; + this.userAdjustOrbit(0, 0, ZOOM_SENSITIVITY); + break; + case KeyCode.PAGE_DOWN: + relevantKey = true; + this.userAdjustOrbit(0, 0, -1 * ZOOM_SENSITIVITY); + break; + case KeyCode.UP: + relevantKey = true; + this.userAdjustOrbit(0, -KEYBOARD_ORBIT_INCREMENT, 0); + break; + case KeyCode.DOWN: + relevantKey = true; + this.userAdjustOrbit(0, KEYBOARD_ORBIT_INCREMENT, 0); + break; + case KeyCode.LEFT: + relevantKey = true; + this.userAdjustOrbit(-KEYBOARD_ORBIT_INCREMENT, 0, 0); + break; + case KeyCode.RIGHT: + relevantKey = true; + this.userAdjustOrbit(KEYBOARD_ORBIT_INCREMENT, 0, 0); + break; + } + if (relevantKey && event.cancelable) { + event.preventDefault(); + } + }; + this._options = Object.assign({}, DEFAULT_OPTIONS); + this.setOrbit(0, Math.PI / 2, 1); + this.setFieldOfView(100); + this.jumpToGoal(); + } + get interactionEnabled() { + return this._interactionEnabled; + } + enableInteraction() { + if (this._interactionEnabled === false) { + const { element } = this; + element.addEventListener('mousemove', this.onPointerMove); + element.addEventListener('mousedown', this.onPointerDown); + if (!this._disableZoom) { + element.addEventListener('wheel', this.onWheel); + } + element.addEventListener('keydown', this.onKeyDown); + element.addEventListener('touchstart', this.onPointerDown, { passive: true }); + element.addEventListener('touchmove', this.onPointerMove); + self.addEventListener('mouseup', this.onPointerUp); + self.addEventListener('touchend', this.onPointerUp); + this.element.style.cursor = 'grab'; + this._interactionEnabled = true; + } + } + disableInteraction() { + if (this._interactionEnabled === true) { + const { element } = this; + element.removeEventListener('mousemove', this.onPointerMove); + element.removeEventListener('mousedown', this.onPointerDown); + if (!this._disableZoom) { + element.removeEventListener('wheel', this.onWheel); + } + element.removeEventListener('keydown', this.onKeyDown); + element.removeEventListener('touchstart', this.onPointerDown); + element.removeEventListener('touchmove', this.onPointerMove); + self.removeEventListener('mouseup', this.onPointerUp); + self.removeEventListener('touchend', this.onPointerUp); + element.style.cursor = ''; + this._interactionEnabled = false; + } + } + /** + * The options that are currently configured for the controls instance. + */ + get options() { + return this._options; + } + set disableZoom(disable) { + if (this._disableZoom != disable) { + this._disableZoom = disable; + if (disable === true) { + this.element.removeEventListener('wheel', this.onWheel); + } + else { + this.element.addEventListener('wheel', this.onWheel); + } + } + } + /** + * Copy the spherical values that represent the current camera orbital + * position relative to the configured target into a provided Spherical + * instance. If no Spherical is provided, a new Spherical will be allocated + * to copy the values into. The Spherical that values are copied into is + * returned. + */ + getCameraSpherical(target = new Spherical()) { + return target.copy(this.spherical); + } + /** + * Returns the camera's current vertical field of view in degrees. + */ + getFieldOfView() { + return this.camera.fov; + } + /** + * Configure the _options of the controls. Configured _options will be + * merged with whatever _options have already been configured for this + * controls instance. + */ + applyOptions(_options) { + Object.assign(this._options, _options); + // Re-evaluates clamping based on potentially new values for min/max + // polar, azimuth and radius: + this.setOrbit(); + this.setFieldOfView(Math.exp(this.goalLogFov)); + } + /** + * Sets the near and far planes of the camera. + */ + updateNearFar(nearPlane, farPlane) { + this.camera.near = Math.max(nearPlane, farPlane / 1000); + this.camera.far = farPlane; + this.camera.updateProjectionMatrix(); + } + /** + * Sets the aspect ratio of the camera + */ + updateAspect(aspect) { + this.camera.aspect = aspect; + this.camera.updateProjectionMatrix(); + } + /** + * Set the absolute orbital goal of the camera. The change will be + * applied over a number of frames depending on configured acceleration and + * dampening _options. + * + * Returns true if invoking the method will result in the camera changing + * position and/or rotation, otherwise false. + */ + setOrbit(goalTheta = this.goalSpherical.theta, goalPhi = this.goalSpherical.phi, goalRadius = this.goalSpherical.radius) { + const { minimumAzimuthalAngle, maximumAzimuthalAngle, minimumPolarAngle, maximumPolarAngle, minimumRadius, maximumRadius } = this._options; + const { theta, phi, radius } = this.goalSpherical; + const nextTheta = clamp(goalTheta, minimumAzimuthalAngle, maximumAzimuthalAngle); + if (!isFinite(minimumAzimuthalAngle) && + !isFinite(maximumAzimuthalAngle)) { + this.spherical.theta = + this.wrapAngle(this.spherical.theta - nextTheta) + nextTheta; + } + const nextPhi = clamp(goalPhi, minimumPolarAngle, maximumPolarAngle); + const nextRadius = clamp(goalRadius, minimumRadius, maximumRadius); + if (nextTheta === theta && nextPhi === phi && nextRadius === radius) { + return false; + } + this.goalSpherical.theta = nextTheta; + this.goalSpherical.phi = nextPhi; + this.goalSpherical.radius = nextRadius; + this.goalSpherical.makeSafe(); + this.isUserChange = false; + return true; + } + /** + * Subset of setOrbit() above, which only sets the camera's radius. + */ + setRadius(radius) { + this.goalSpherical.radius = radius; + this.setOrbit(); + } + /** + * Sets the goal field of view for the camera + */ + setFieldOfView(fov) { + const { minimumFieldOfView, maximumFieldOfView } = this._options; + fov = clamp(fov, minimumFieldOfView, maximumFieldOfView); + this.goalLogFov = Math.log(fov); + } + /** + * Sets the smoothing decay time. + */ + setDamperDecayTime(decayMilliseconds) { + this.thetaDamper.setDecayTime(decayMilliseconds); + this.phiDamper.setDecayTime(decayMilliseconds); + this.radiusDamper.setDecayTime(decayMilliseconds); + this.fovDamper.setDecayTime(decayMilliseconds); + } + /** + * Adjust the orbital position of the camera relative to its current orbital + * position. Does not let the theta goal get more than pi ahead of the current + * theta, which ensures interpolation continues in the direction of the delta. + * The deltaZoom parameter adjusts both the field of view and the orbit radius + * such that they progress across their allowed ranges in sync. + */ + adjustOrbit(deltaTheta, deltaPhi, deltaZoom) { + const { theta, phi, radius } = this.goalSpherical; + const { minimumRadius, maximumRadius, minimumFieldOfView, maximumFieldOfView } = this._options; + const dTheta = this.spherical.theta - theta; + const dThetaLimit = Math.PI - 0.001; + const goalTheta = theta - clamp(deltaTheta, -dThetaLimit - dTheta, dThetaLimit - dTheta); + const goalPhi = phi - deltaPhi; + const deltaRatio = deltaZoom === 0 ? + 0 : + deltaZoom > 0 ? (maximumRadius - radius) / + (Math.log(maximumFieldOfView) - this.goalLogFov) : + (radius - minimumRadius) / + (this.goalLogFov - Math.log(minimumFieldOfView)); + const goalRadius = radius + + deltaZoom * + Math.min(isFinite(deltaRatio) ? deltaRatio : Infinity, maximumRadius - minimumRadius); + this.setOrbit(goalTheta, goalPhi, goalRadius); + if (deltaZoom !== 0) { + const goalLogFov = this.goalLogFov + deltaZoom; + this.setFieldOfView(Math.exp(goalLogFov)); + } + } + /** + * Move the camera instantly instead of accelerating toward the goal + * parameters. + */ + jumpToGoal() { + this.update(0, SETTLING_TIME); + } + /** + * Update controls. In most cases, this will result in the camera + * interpolating its position and rotation until it lines up with the + * designated goal orbital position. + * + * Time and delta are measured in milliseconds. + */ + update(_time, delta) { + if (this.isStationary()) { + return; + } + const { maximumPolarAngle, maximumRadius } = this._options; + const dTheta = this.spherical.theta - this.goalSpherical.theta; + if (Math.abs(dTheta) > Math.PI && + !isFinite(this._options.minimumAzimuthalAngle) && + !isFinite(this._options.maximumAzimuthalAngle)) { + this.spherical.theta -= Math.sign(dTheta) * 2 * Math.PI; + } + this.spherical.theta = this.thetaDamper.update(this.spherical.theta, this.goalSpherical.theta, delta, Math.PI); + this.spherical.phi = this.phiDamper.update(this.spherical.phi, this.goalSpherical.phi, delta, maximumPolarAngle); + this.spherical.radius = this.radiusDamper.update(this.spherical.radius, this.goalSpherical.radius, delta, maximumRadius); + this.logFov = this.fovDamper.update(this.logFov, this.goalLogFov, delta, 1); + this.moveCamera(); + } + isStationary() { + return this.goalSpherical.theta === this.spherical.theta && + this.goalSpherical.phi === this.spherical.phi && + this.goalSpherical.radius === this.spherical.radius && + this.goalLogFov === this.logFov; + } + moveCamera() { + // Derive the new camera position from the updated spherical: + this.spherical.makeSafe(); + this.camera.position.setFromSpherical(this.spherical); + this.camera.setRotationFromEuler(new Euler(this.spherical.phi - Math.PI / 2, this.spherical.theta, 0, 'YXZ')); + if (this.camera.fov !== Math.exp(this.logFov)) { + this.camera.fov = Math.exp(this.logFov); + this.camera.updateProjectionMatrix(); + } + const source = this.isUserChange ? ChangeSource.USER_INTERACTION : ChangeSource.NONE; + this.dispatchEvent({ type: 'change', source }); + } + get canInteract() { + if (this._options.interactionPolicy == 'allow-when-focused') { + const rootNode = this.element.getRootNode(); + return rootNode.activeElement === this.element; + } + return this._options.interactionPolicy === 'always-allow'; + } + userAdjustOrbit(deltaTheta, deltaPhi, deltaZoom) { + this.adjustOrbit(deltaTheta * this.sensitivity, deltaPhi * this.sensitivity, deltaZoom); + this.isUserChange = true; + // Always make sure that an initial event is triggered in case there is + // contention between user interaction and imperative changes. This initial + // event will give external observers that chance to observe that + // interaction occurred at all: + this.dispatchEvent({ type: 'change', source: ChangeSource.USER_INTERACTION }); + } + // Wraps to bewteen -pi and pi + wrapAngle(radians) { + const normalized = (radians + Math.PI) / (2 * Math.PI); + const wrapped = normalized - Math.floor(normalized); + return wrapped * 2 * Math.PI - Math.PI; + } + pixelLengthToSphericalAngle(pixelLength) { + return 2 * Math.PI * pixelLength / this.element.clientHeight; + } + twoTouchDistance(touchOne, touchTwo) { + const { clientX: xOne, clientY: yOne } = touchOne; + const { clientX: xTwo, clientY: yTwo } = touchTwo; + const xDelta = xTwo - xOne; + const yDelta = yTwo - yOne; + return Math.sqrt(xDelta * xDelta + yDelta * yDelta); + } + handleSinglePointerMove(pointer) { + const { clientX, clientY } = pointer; + const deltaTheta = this.pixelLengthToSphericalAngle(clientX - this.lastPointerPosition.clientX); + const deltaPhi = this.pixelLengthToSphericalAngle(clientY - this.lastPointerPosition.clientY); + this.lastPointerPosition.clientX = clientX; + this.lastPointerPosition.clientY = clientY; + if (this.isUserPointing === false) { + this.isUserPointing = true; + this.dispatchEvent({ type: 'pointer-change-start', pointer: Object.assign({}, pointer) }); + } + this.userAdjustOrbit(deltaTheta, deltaPhi, 0); + } + handleSinglePointerDown(pointer) { + this.lastPointerPosition.clientX = pointer.clientX; + this.lastPointerPosition.clientY = pointer.clientY; + this.element.style.cursor = 'grabbing'; + } +} + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +// Adapted from https://gist.github.com/gre/1650294 +const easeInOutQuad = (t) => t < .5 ? 2 * t * t : -1 + (4 - 2 * t) * t; +/** + * Creates a TimingFunction that uses a given ease to interpolate between + * two configured number values. + */ +const interpolate = (start, end, ease = easeInOutQuad) => (time) => start + (end - start) * ease(time); +/** + * Creates a TimingFunction that interpolates through a weighted list + * of other TimingFunctions ("tracks"). Tracks are interpolated in order, and + * allocated a percentage of the total time based on their relative weight. + */ +const sequence = (tracks, weights) => { + const totalWeight = weights.reduce((total, weight) => total + weight, 0); + const ratios = weights.map(weight => weight / totalWeight); + return (time) => { + let start = 0; + let ratio = Infinity; + let track = () => 0; + for (let i = 0; i < ratios.length; ++i) { + ratio = ratios[i]; + track = tracks[i]; + if (time <= (start + ratio)) { + break; + } + start += ratio; + } + return track((time - start) / ratio); + }; +}; +/** + * Creates a "timeline" TimingFunction out of an initial value and a series of + * Keyframes. The timeline function accepts value from 0-1 and returns the + * current value based on keyframe interpolation across the total number of + * frames. Frames are only used to indicate the relative length of each keyframe + * transition, so interpolated values will be computed for fractional frames. + */ +const timeline = (initialValue, keyframes) => { + const tracks = []; + const weights = []; + let lastValue = initialValue; + for (let i = 0; i < keyframes.length; ++i) { + const keyframe = keyframes[i]; + const { value, frames } = keyframe; + const ease = keyframe.ease || easeInOutQuad; + const track = interpolate(lastValue, value, ease); + tracks.push(track); + weights.push(frames); + lastValue = value; + } + return sequence(tracks, weights); +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var __decorate$4 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof undefined === "function") r = undefined(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +}; +// NOTE(cdata): The following "animation" timing functions are deliberately +// being used in favor of CSS animations. In Safari 12.1 and 13, CSS animations +// would cause the interaction prompt to glitch unexpectedly +// @see https://github.com/google/model-viewer/issues/839 +const PROMPT_ANIMATION_TIME = 5000; +// For timing purposes, a "frame" is a timing agnostic relative unit of time +// and a "value" is a target value for the keyframe. +const wiggle = timeline(0, [ + { frames: 5, value: -1 }, + { frames: 1, value: -1 }, + { frames: 8, value: 1 }, + { frames: 1, value: 1 }, + { frames: 5, value: 0 }, + { frames: 18, value: 0 } +]); +const fade = timeline(0, [ + { frames: 1, value: 1 }, + { frames: 5, value: 1 }, + { frames: 1, value: 0 }, + { frames: 6, value: 0 } +]); +const DEFAULT_CAMERA_ORBIT = '0deg 75deg 105%'; +const DEFAULT_CAMERA_TARGET = 'auto auto auto'; +const DEFAULT_FIELD_OF_VIEW = 'auto'; +const MINIMUM_RADIUS_RATIO = 1.1 * SAFE_RADIUS_RATIO; +const AZIMUTHAL_QUADRANT_LABELS = ['front', 'right', 'back', 'left']; +const POLAR_TRIENT_LABELS = ['upper-', '', 'lower-']; +const DEFAULT_INTERACTION_PROMPT_THRESHOLD = 3000; +const INTERACTION_PROMPT = 'Use mouse, touch or arrow keys to control the camera!'; +const InteractionPromptStrategy = { + AUTO: 'auto', + WHEN_FOCUSED: 'when-focused', + NONE: 'none' +}; +const InteractionPromptStyle = { + BASIC: 'basic', + WIGGLE: 'wiggle' +}; +const InteractionPolicy = { + ALWAYS_ALLOW: 'always-allow', + WHEN_FOCUSED: 'allow-when-focused' +}; +const TouchAction = { + PAN_Y: 'pan-y', + PAN_X: 'pan-x', + NONE: 'none' +}; +const fieldOfViewIntrinsics = (element) => { + return { + basis: [numberNode(element[$zoomAdjustedFieldOfView] * Math.PI / 180, 'rad')], + keywords: { auto: [null] } + }; +}; +const minFieldOfViewIntrinsics = { + basis: [degreesToRadians(numberNode(25, 'deg'))], + keywords: { auto: [null] } +}; +const maxFieldOfViewIntrinsics = (element) => { + const scene = element[$scene]; + return { + basis: [degreesToRadians(numberNode(45, 'deg'))], + keywords: { auto: [numberNode(scene.framedFieldOfView, 'deg')] } + }; +}; +const cameraOrbitIntrinsics = (() => { + const defaultTerms = parseExpressions(DEFAULT_CAMERA_ORBIT)[0] + .terms; + const theta = normalizeUnit(defaultTerms[0]); + const phi = normalizeUnit(defaultTerms[1]); + return (element) => { + const radius = element[$scene].idealCameraDistance; + return { + basis: [theta, phi, numberNode(radius, 'm')], + keywords: { auto: [null, null, numberNode(105, '%')] } + }; + }; +})(); +const minCameraOrbitIntrinsics = (element) => { + const radius = MINIMUM_RADIUS_RATIO * element[$scene].idealCameraDistance; + return { + basis: [ + numberNode(-Infinity, 'rad'), + numberNode(Math.PI / 8, 'rad'), + numberNode(radius, 'm') + ], + keywords: { auto: [null, null, null] } + }; +}; +const maxCameraOrbitIntrinsics = (element) => { + const orbitIntrinsics = cameraOrbitIntrinsics(element); + const evaluator = new StyleEvaluator([], orbitIntrinsics); + const defaultRadius = evaluator.evaluate()[2]; + return { + basis: [ + numberNode(Infinity, 'rad'), + numberNode(Math.PI - Math.PI / 8, 'rad'), + numberNode(defaultRadius, 'm') + ], + keywords: { auto: [null, null, null] } + }; +}; +const cameraTargetIntrinsics = (element) => { + const center = element[$scene].boundingBox.getCenter(new Vector3()); + return { + basis: [ + numberNode(center.x, 'm'), + numberNode(center.y, 'm'), + numberNode(center.z, 'm') + ], + keywords: { auto: [null, null, null] } + }; +}; +const HALF_PI = Math.PI / 2.0; +const THIRD_PI = Math.PI / 3.0; +const QUARTER_PI = HALF_PI / 2.0; +const TAU = 2.0 * Math.PI; +const $controls = Symbol('controls'); +const $promptElement = Symbol('promptElement'); +const $promptAnimatedContainer = Symbol('promptAnimatedContainer'); +const $deferInteractionPrompt = Symbol('deferInteractionPrompt'); +const $updateAria = Symbol('updateAria'); +const $updateCameraForRadius = Symbol('updateCameraForRadius'); +const $onBlur = Symbol('onBlur'); +const $onFocus = Symbol('onFocus'); +const $onChange = Symbol('onChange'); +const $onPointerChange = Symbol('onPointerChange'); +const $waitingToPromptUser = Symbol('waitingToPromptUser'); +const $userHasInteracted = Symbol('userHasInteracted'); +const $promptElementVisibleTime = Symbol('promptElementVisibleTime'); +const $lastPromptOffset = Symbol('lastPromptOffset'); +const $focusedTime = Symbol('focusedTime'); +const $zoomAdjustedFieldOfView = Symbol('zoomAdjustedFieldOfView'); +const $lastSpherical = Symbol('lastSpherical'); +const $jumpCamera = Symbol('jumpCamera'); +const $initialized = Symbol('initialized'); +const $maintainThetaPhi = Symbol('maintainThetaPhi'); +const $syncCameraOrbit = Symbol('syncCameraOrbit'); +const $syncFieldOfView = Symbol('syncFieldOfView'); +const $syncCameraTarget = Symbol('syncCameraTarget'); +const $syncMinCameraOrbit = Symbol('syncMinCameraOrbit'); +const $syncMaxCameraOrbit = Symbol('syncMaxCameraOrbit'); +const $syncMinFieldOfView = Symbol('syncMinFieldOfView'); +const $syncMaxFieldOfView = Symbol('syncMaxFieldOfView'); +const ControlsMixin = (ModelViewerElement) => { + var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s; + class ControlsModelViewerElement extends ModelViewerElement { + constructor() { + super(...arguments); + this.cameraControls = false; + this.cameraOrbit = DEFAULT_CAMERA_ORBIT; + this.cameraTarget = DEFAULT_CAMERA_TARGET; + this.fieldOfView = DEFAULT_FIELD_OF_VIEW; + this.minCameraOrbit = 'auto'; + this.maxCameraOrbit = 'auto'; + this.minFieldOfView = 'auto'; + this.maxFieldOfView = 'auto'; + this.interactionPromptThreshold = DEFAULT_INTERACTION_PROMPT_THRESHOLD; + this.interactionPromptStyle = InteractionPromptStyle.WIGGLE; + this.interactionPrompt = InteractionPromptStrategy.AUTO; + this.interactionPolicy = InteractionPolicy.ALWAYS_ALLOW; + this.orbitSensitivity = 1; + this.touchAction = TouchAction.PAN_Y; + this.disableZoom = false; + this.interpolationDecay = DECAY_MILLISECONDS; + this.bounds = 'legacy'; + this[_a] = this.shadowRoot.querySelector('.interaction-prompt'); + this[_b] = this.shadowRoot.querySelector('.interaction-prompt > .animated-container'); + this[_c] = Infinity; + this[_d] = 0; + this[_e] = Infinity; + this[_f] = false; + this[_g] = false; + this[_h] = new SmoothControls(this[$scene].camera, this[$userInputElement]); + this[_j] = 0; + this[_k] = new Spherical(); + this[_l] = false; + this[_m] = false; + this[_o] = false; + this[_p] = () => { + const input = this[$userInputElement]; + if (!isFinite(this[$focusedTime])) { + this[$focusedTime] = performance.now(); + } + // NOTE(cdata): On every re-focus, we switch the aria-label back to + // the original, non-prompt label if appropriate. If the user has + // already interacted, they no longer need to hear the prompt. + // Otherwise, they will hear it again after the idle prompt threshold + // has been crossed. + const ariaLabel = this[$ariaLabel]; + if (input.getAttribute('aria-label') !== ariaLabel) { + input.setAttribute('aria-label', ariaLabel); + } + if (this.interactionPrompt === InteractionPromptStrategy.WHEN_FOCUSED && + !this[$userHasInteracted]) { + this[$waitingToPromptUser] = true; + } + }; + this[_q] = () => { + if (this.interactionPrompt !== InteractionPromptStrategy.WHEN_FOCUSED) { + return; + } + this[$waitingToPromptUser] = false; + this[$promptElement].classList.remove('visible'); + this[$promptElementVisibleTime] = Infinity; + this[$focusedTime] = Infinity; + }; + this[_r] = ({ source }) => { + this[$updateAria](); + this[$needsRender](); + if (source === ChangeSource.USER_INTERACTION) { + this[$userHasInteracted] = true; + this[$deferInteractionPrompt](); + } + this.dispatchEvent(new CustomEvent('camera-change', { detail: { source } })); + }; + this[_s] = (event) => { + if (event.type === 'pointer-change-start') { + this[$container].classList.add('pointer-tumbling'); + } + else { + this[$container].classList.remove('pointer-tumbling'); + } + }; + } + getCameraOrbit() { + const { theta, phi, radius } = this[$lastSpherical]; + return { + theta, + phi, + radius, + toString() { + return `${this.theta}rad ${this.phi}rad ${this.radius}m`; + } + }; + } + getCameraTarget() { + return toVector3D(this[$renderer].isPresenting ? this[$renderer].arRenderer.target : + this[$scene].getTarget()); + } + getFieldOfView() { + return this[$controls].getFieldOfView(); + } + // Provided so user code does not have to parse these from attributes. + getMinimumFieldOfView() { + return this[$controls].options.minimumFieldOfView; + } + getMaximumFieldOfView() { + return this[$controls].options.maximumFieldOfView; + } + jumpCameraToGoal() { + this[$jumpCamera] = true; + this.requestUpdate($jumpCamera, false); + } + resetInteractionPrompt() { + this[$lastPromptOffset] = 0; + this[$promptElementVisibleTime] = Infinity; + this[$userHasInteracted] = false; + this[$waitingToPromptUser] = + this.interactionPrompt === InteractionPromptStrategy.AUTO && + this.cameraControls; + } + connectedCallback() { + super.connectedCallback(); + this[$controls].addEventListener('change', this[$onChange]); + this[$controls].addEventListener('pointer-change-start', this[$onPointerChange]); + this[$controls].addEventListener('pointer-change-end', this[$onPointerChange]); + } + disconnectedCallback() { + super.disconnectedCallback(); + this[$controls].removeEventListener('change', this[$onChange]); + this[$controls].removeEventListener('pointer-change-start', this[$onPointerChange]); + this[$controls].removeEventListener('pointer-change-end', this[$onPointerChange]); + } + updated(changedProperties) { + super.updated(changedProperties); + const controls = this[$controls]; + const input = this[$userInputElement]; + if (changedProperties.has('cameraControls')) { + if (this.cameraControls) { + controls.enableInteraction(); + if (this.interactionPrompt === InteractionPromptStrategy.AUTO) { + this[$waitingToPromptUser] = true; + } + input.addEventListener('focus', this[$onFocus]); + input.addEventListener('blur', this[$onBlur]); + } + else { + input.removeEventListener('focus', this[$onFocus]); + input.removeEventListener('blur', this[$onBlur]); + controls.disableInteraction(); + this[$deferInteractionPrompt](); + } + } + if (changedProperties.has('disableZoom')) { + controls.disableZoom = this.disableZoom; + } + if (changedProperties.has('bounds')) { + this[$scene].tightBounds = this.bounds === 'tight'; + } + if (changedProperties.has('interactionPrompt') || + changedProperties.has('cameraControls') || + changedProperties.has('src')) { + if (this.interactionPrompt === InteractionPromptStrategy.AUTO && + this.cameraControls && !this[$userHasInteracted]) { + this[$waitingToPromptUser] = true; + } + else { + this[$deferInteractionPrompt](); + } + } + if (changedProperties.has('interactionPromptStyle')) { + this[$promptElement].classList.toggle('wiggle', this.interactionPromptStyle === InteractionPromptStyle.WIGGLE); + } + if (changedProperties.has('interactionPolicy')) { + const interactionPolicy = this.interactionPolicy; + controls.applyOptions({ interactionPolicy }); + } + if (changedProperties.has('touchAction')) { + const touchAction = this.touchAction; + controls.applyOptions({ touchAction }); + } + if (changedProperties.has('orbitSensitivity')) { + controls.sensitivity = this.orbitSensitivity; + } + if (changedProperties.has('interpolationDecay')) { + controls.setDamperDecayTime(this.interpolationDecay); + this[$scene].setTargetDamperDecayTime(this.interpolationDecay); + } + if (this[$jumpCamera] === true) { + Promise.resolve().then(() => { + controls.jumpToGoal(); + this[$scene].jumpToGoal(); + this[$jumpCamera] = false; + }); + } + } + async updateFraming() { + const scene = this[$scene]; + const oldFramedFieldOfView = scene.framedFieldOfView; + await this.requestUpdate('cameraTarget'); + scene.updateFraming(this.bounds === 'tight' ? scene.getTarget() : undefined); + scene.frameModel(); + const newFramedFieldOfView = scene.framedFieldOfView; + const zoom = this[$controls].getFieldOfView() / oldFramedFieldOfView; + this[$zoomAdjustedFieldOfView] = newFramedFieldOfView * zoom; + this[$maintainThetaPhi] = true; + this.requestUpdate('maxFieldOfView'); + this.requestUpdate('fieldOfView'); + this.requestUpdate('minCameraOrbit'); + this.requestUpdate('maxCameraOrbit'); + await this.requestUpdate('cameraOrbit'); + } + [(_a = $promptElement, _b = $promptAnimatedContainer, _c = $focusedTime, _d = $lastPromptOffset, _e = $promptElementVisibleTime, _f = $userHasInteracted, _g = $waitingToPromptUser, _h = $controls, _j = $zoomAdjustedFieldOfView, _k = $lastSpherical, _l = $jumpCamera, _m = $initialized, _o = $maintainThetaPhi, $syncFieldOfView)](style) { + this[$controls].setFieldOfView(style[0] * 180 / Math.PI); + } + [$syncCameraOrbit](style) { + if (this[$maintainThetaPhi]) { + const { theta, phi } = this.getCameraOrbit(); + style[0] = theta; + style[1] = phi; + this[$maintainThetaPhi] = false; + } + this[$controls].setOrbit(style[0], style[1], style[2]); + } + [$syncMinCameraOrbit](style) { + this[$controls].applyOptions({ + minimumAzimuthalAngle: style[0], + minimumPolarAngle: style[1], + minimumRadius: style[2] + }); + this.jumpCameraToGoal(); + } + [$syncMaxCameraOrbit](style) { + this[$controls].applyOptions({ + maximumAzimuthalAngle: style[0], + maximumPolarAngle: style[1], + maximumRadius: style[2] + }); + this[$updateCameraForRadius](style[2]); + this.jumpCameraToGoal(); + } + [$syncMinFieldOfView](style) { + this[$controls].applyOptions({ minimumFieldOfView: style[0] * 180 / Math.PI }); + this.jumpCameraToGoal(); + } + [$syncMaxFieldOfView](style) { + this[$controls].applyOptions({ maximumFieldOfView: style[0] * 180 / Math.PI }); + this.jumpCameraToGoal(); + } + [$syncCameraTarget](style) { + const [x, y, z] = style; + this[$scene].setTarget(x, y, z); + this[$renderer].arRenderer.updateTarget(); + } + [$tick](time, delta) { + super[$tick](time, delta); + if (this[$renderer].isPresenting || !this[$hasTransitioned]()) { + return; + } + const now = performance.now(); + if (this[$waitingToPromptUser]) { + const thresholdTime = this.interactionPrompt === InteractionPromptStrategy.AUTO ? + this[$loadedTime] : + this[$focusedTime]; + if (this.loaded && + now > thresholdTime + this.interactionPromptThreshold) { + this[$userInputElement].setAttribute('aria-label', INTERACTION_PROMPT); + this[$waitingToPromptUser] = false; + this[$promptElementVisibleTime] = now; + this[$promptElement].classList.add('visible'); + } + } + if (isFinite(this[$promptElementVisibleTime]) && + this.interactionPromptStyle === InteractionPromptStyle.WIGGLE) { + const scene = this[$scene]; + const animationTime = ((now - this[$promptElementVisibleTime]) / PROMPT_ANIMATION_TIME) % + 1; + const offset = wiggle(animationTime); + const opacity = fade(animationTime); + this[$promptAnimatedContainer].style.opacity = `${opacity}`; + if (offset !== this[$lastPromptOffset]) { + const xOffset = offset * scene.width * 0.05; + const deltaTheta = (offset - this[$lastPromptOffset]) * Math.PI / 16; + this[$promptAnimatedContainer].style.transform = + `translateX(${xOffset}px)`; + this[$controls].adjustOrbit(deltaTheta, 0, 0); + this[$lastPromptOffset] = offset; + } + } + this[$controls].update(time, delta); + this[$scene].updateTarget(delta); + } + [$deferInteractionPrompt]() { + // Effectively cancel the timer waiting for user interaction: + this[$waitingToPromptUser] = false; + this[$promptElement].classList.remove('visible'); + this[$promptElementVisibleTime] = Infinity; + } + /** + * Updates the camera's near and far planes to enclose the scene when + * orbiting at the supplied radius. + */ + [$updateCameraForRadius](radius) { + const { idealCameraDistance } = this[$scene]; + const maximumRadius = Math.max(idealCameraDistance, radius); + const near = 0; + const far = 2 * maximumRadius; + this[$controls].updateNearFar(near, far); + } + [$updateAria]() { + // NOTE(cdata): It is possible that we might want to record the + // last spherical when the label actually changed. Right now, the + // side-effect the current implementation is that we will only + // announce the first view change that occurs after the element + // becomes focused. + const { theta: lastTheta, phi: lastPhi } = this[$lastSpherical]; + const { theta, phi } = this[$controls].getCameraSpherical(this[$lastSpherical]); + const rootNode = this.getRootNode(); + // Only change the aria-label if is currently focused: + if (rootNode != null && rootNode.activeElement === this) { + const lastAzimuthalQuadrant = (4 + Math.floor(((lastTheta % TAU) + QUARTER_PI) / HALF_PI)) % 4; + const azimuthalQuadrant = (4 + Math.floor(((theta % TAU) + QUARTER_PI) / HALF_PI)) % 4; + const lastPolarTrient = Math.floor(lastPhi / THIRD_PI); + const polarTrient = Math.floor(phi / THIRD_PI); + if (azimuthalQuadrant !== lastAzimuthalQuadrant || + polarTrient !== lastPolarTrient) { + const azimuthalQuadrantLabel = AZIMUTHAL_QUADRANT_LABELS[azimuthalQuadrant]; + const polarTrientLabel = POLAR_TRIENT_LABELS[polarTrient]; + const ariaLabel = `View from stage ${polarTrientLabel}${azimuthalQuadrantLabel}`; + this[$userInputElement].setAttribute('aria-label', ariaLabel); + } + } + } + [$onResize](event) { + const controls = this[$controls]; + const oldFramedFieldOfView = this[$scene].framedFieldOfView; + // The super of $onResize will update the scene's framedFieldOfView, so we + // compare the before and after to calculate the proper zoom. + super[$onResize](event); + const newFramedFieldOfView = this[$scene].framedFieldOfView; + const zoom = controls.getFieldOfView() / oldFramedFieldOfView; + this[$zoomAdjustedFieldOfView] = newFramedFieldOfView * zoom; + controls.updateAspect(this[$scene].aspect); + this.requestUpdate('maxFieldOfView', this.maxFieldOfView); + this.requestUpdate('fieldOfView', this.fieldOfView); + this.jumpCameraToGoal(); + } + [$onModelLoad]() { + super[$onModelLoad](); + const { framedFieldOfView } = this[$scene]; + this[$zoomAdjustedFieldOfView] = framedFieldOfView; + if (this[$initialized]) { + this[$maintainThetaPhi] = true; + } + else { + this[$initialized] = true; + } + this.requestUpdate('maxFieldOfView', this.maxFieldOfView); + this.requestUpdate('fieldOfView', this.fieldOfView); + this.requestUpdate('minCameraOrbit', this.minCameraOrbit); + this.requestUpdate('maxCameraOrbit', this.maxCameraOrbit); + this.requestUpdate('cameraOrbit', this.cameraOrbit); + this.requestUpdate('cameraTarget', this.cameraTarget); + this.jumpCameraToGoal(); + } + } + _p = $onFocus, _q = $onBlur, _r = $onChange, _s = $onPointerChange; + __decorate$4([ + property({ type: Boolean, attribute: 'camera-controls' }) + ], ControlsModelViewerElement.prototype, "cameraControls", void 0); + __decorate$4([ + style({ + intrinsics: cameraOrbitIntrinsics, + observeEffects: true, + updateHandler: $syncCameraOrbit + }), + property({ type: String, attribute: 'camera-orbit', hasChanged: () => true }) + ], ControlsModelViewerElement.prototype, "cameraOrbit", void 0); + __decorate$4([ + style({ + intrinsics: cameraTargetIntrinsics, + observeEffects: true, + updateHandler: $syncCameraTarget + }), + property({ type: String, attribute: 'camera-target', hasChanged: () => true }) + ], ControlsModelViewerElement.prototype, "cameraTarget", void 0); + __decorate$4([ + style({ + intrinsics: fieldOfViewIntrinsics, + observeEffects: true, + updateHandler: $syncFieldOfView + }), + property({ type: String, attribute: 'field-of-view', hasChanged: () => true }) + ], ControlsModelViewerElement.prototype, "fieldOfView", void 0); + __decorate$4([ + style({ + intrinsics: minCameraOrbitIntrinsics, + updateHandler: $syncMinCameraOrbit + }), + property({ type: String, attribute: 'min-camera-orbit', hasChanged: () => true }) + ], ControlsModelViewerElement.prototype, "minCameraOrbit", void 0); + __decorate$4([ + style({ + intrinsics: maxCameraOrbitIntrinsics, + updateHandler: $syncMaxCameraOrbit + }), + property({ type: String, attribute: 'max-camera-orbit', hasChanged: () => true }) + ], ControlsModelViewerElement.prototype, "maxCameraOrbit", void 0); + __decorate$4([ + style({ + intrinsics: minFieldOfViewIntrinsics, + updateHandler: $syncMinFieldOfView + }), + property({ type: String, attribute: 'min-field-of-view', hasChanged: () => true }) + ], ControlsModelViewerElement.prototype, "minFieldOfView", void 0); + __decorate$4([ + style({ + intrinsics: maxFieldOfViewIntrinsics, + updateHandler: $syncMaxFieldOfView + }), + property({ type: String, attribute: 'max-field-of-view', hasChanged: () => true }) + ], ControlsModelViewerElement.prototype, "maxFieldOfView", void 0); + __decorate$4([ + property({ type: Number, attribute: 'interaction-prompt-threshold' }) + ], ControlsModelViewerElement.prototype, "interactionPromptThreshold", void 0); + __decorate$4([ + property({ type: String, attribute: 'interaction-prompt-style' }) + ], ControlsModelViewerElement.prototype, "interactionPromptStyle", void 0); + __decorate$4([ + property({ type: String, attribute: 'interaction-prompt' }) + ], ControlsModelViewerElement.prototype, "interactionPrompt", void 0); + __decorate$4([ + property({ type: String, attribute: 'interaction-policy' }) + ], ControlsModelViewerElement.prototype, "interactionPolicy", void 0); + __decorate$4([ + property({ type: Number, attribute: 'orbit-sensitivity' }) + ], ControlsModelViewerElement.prototype, "orbitSensitivity", void 0); + __decorate$4([ + property({ type: String, attribute: 'touch-action' }) + ], ControlsModelViewerElement.prototype, "touchAction", void 0); + __decorate$4([ + property({ type: Boolean, attribute: 'disable-zoom' }) + ], ControlsModelViewerElement.prototype, "disableZoom", void 0); + __decorate$4([ + property({ type: Number, attribute: 'interpolation-decay' }) + ], ControlsModelViewerElement.prototype, "interpolationDecay", void 0); + __decorate$4([ + property({ type: String, attribute: 'bounds' }) + ], ControlsModelViewerElement.prototype, "bounds", void 0); + return ControlsModelViewerElement; +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var __decorate$3 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof undefined === "function") r = undefined(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +}; +const BASE_OPACITY = 0.1; +const DEFAULT_SHADOW_INTENSITY = 0.0; +const DEFAULT_SHADOW_SOFTNESS = 1.0; +const DEFAULT_EXPOSURE = 1.0; +const $currentEnvironmentMap = Symbol('currentEnvironmentMap'); +const $applyEnvironmentMap = Symbol('applyEnvironmentMap'); +const $updateEnvironment = Symbol('updateEnvironment'); +const $cancelEnvironmentUpdate = Symbol('cancelEnvironmentUpdate'); +const $onPreload = Symbol('onPreload'); +const EnvironmentMixin = (ModelViewerElement) => { + var _a, _b, _c; + class EnvironmentModelViewerElement extends ModelViewerElement { + constructor() { + super(...arguments); + this.environmentImage = null; + this.skyboxImage = null; + this.shadowIntensity = DEFAULT_SHADOW_INTENSITY; + this.shadowSoftness = DEFAULT_SHADOW_SOFTNESS; + this.exposure = DEFAULT_EXPOSURE; + this[_a] = null; + this[_b] = null; + this[_c] = (event) => { + if (event.element === this) { + this[$updateEnvironment](); + } + }; + } + connectedCallback() { + super.connectedCallback(); + this[$renderer].loader.addEventListener('preload', this[$onPreload]); + } + disconnectedCallback() { + super.disconnectedCallback(); + this[$renderer].loader.removeEventListener('preload', this[$onPreload]); + } + updated(changedProperties) { + super.updated(changedProperties); + if (changedProperties.has('shadowIntensity')) { + this[$scene].setShadowIntensity(this.shadowIntensity * BASE_OPACITY); + this[$needsRender](); + } + if (changedProperties.has('shadowSoftness')) { + this[$scene].setShadowSoftness(this.shadowSoftness); + this[$needsRender](); + } + if (changedProperties.has('exposure')) { + this[$scene].exposure = this.exposure; + this[$needsRender](); + } + if ((changedProperties.has('environmentImage') || + changedProperties.has('skyboxImage')) && + this[$shouldAttemptPreload]()) { + this[$updateEnvironment](); + } + } + [(_a = $currentEnvironmentMap, _b = $cancelEnvironmentUpdate, _c = $onPreload, $onModelLoad)]() { + super[$onModelLoad](); + if (this[$currentEnvironmentMap] != null) { + this[$applyEnvironmentMap](this[$currentEnvironmentMap]); + } + } + async [$updateEnvironment]() { + const { skyboxImage, environmentImage } = this; + if (this[$cancelEnvironmentUpdate] != null) { + this[$cancelEnvironmentUpdate](); + this[$cancelEnvironmentUpdate] = null; + } + const { textureUtils } = this[$renderer]; + if (textureUtils == null) { + return; + } + try { + const { environmentMap, skybox } = await new Promise(async (resolve, reject) => { + const texturesLoad = textureUtils.generateEnvironmentMapAndSkybox(deserializeUrl(skyboxImage), environmentImage, { progressTracker: this[$progressTracker] }); + this[$cancelEnvironmentUpdate] = () => reject(texturesLoad); + resolve(await texturesLoad); + }); + const environment = environmentMap.texture; + if (skybox != null) { + // When using the same environment and skybox, use the environment as + // it gives HDR filtering. + this[$scene].background = skybox.userData.url === + environment.userData.url ? + environment : + skybox; + } + else { + this[$scene].background = null; + } + this[$applyEnvironmentMap](environmentMap.texture); + this[$scene].dispatchEvent({ type: 'envmap-update' }); + } + catch (errorOrPromise) { + if (errorOrPromise instanceof Error) { + this[$applyEnvironmentMap](null); + throw errorOrPromise; + } + } + } + /** + * Sets the Model to use the provided environment map, + * or `null` if the Model should remove its' environment map. + */ + [$applyEnvironmentMap](environmentMap) { + this[$currentEnvironmentMap] = environmentMap; + this[$scene].environment = this[$currentEnvironmentMap]; + this.dispatchEvent(new CustomEvent('environment-change')); + this[$needsRender](); + } + } + __decorate$3([ + property({ type: String, attribute: 'environment-image' }) + ], EnvironmentModelViewerElement.prototype, "environmentImage", void 0); + __decorate$3([ + property({ type: String, attribute: 'skybox-image' }) + ], EnvironmentModelViewerElement.prototype, "skyboxImage", void 0); + __decorate$3([ + property({ type: Number, attribute: 'shadow-intensity' }) + ], EnvironmentModelViewerElement.prototype, "shadowIntensity", void 0); + __decorate$3([ + property({ type: Number, attribute: 'shadow-softness' }) + ], EnvironmentModelViewerElement.prototype, "shadowSoftness", void 0); + __decorate$3([ + property({ + type: Number, + }) + ], EnvironmentModelViewerElement.prototype, "exposure", void 0); + return EnvironmentModelViewerElement; +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a$4, _b$3; +const INITIAL_STATUS_ANNOUNCEMENT = 'This page includes one or more 3D models that are loading'; +const FINISHED_LOADING_ANNOUNCEMENT = 'All 3D models in the page have loaded'; +const UPDATE_STATUS_DEBOUNCE_MS = 100; +const $modelViewerStatusInstance = Symbol('modelViewerStatusInstance'); +const $updateStatus = Symbol('updateStatus'); +/** + * The LoadingStatusAnnouncer manages announcements of loading status across + * all elements in the document at any given time. As new + * elements are connected to the document, they are registered + * with a LoadingStatusAnnouncer singleton. As they are disconnected, the are + * also unregistered. Announcements are made to indicate the following + * conditions: + * + * 1. There are elements that have yet to finish loading + * 2. All elements in the page have finished attempting to load + */ +class LoadingStatusAnnouncer extends EventDispatcher { + constructor() { + super(); + /** + * The "status" instance is the instance currently designated + * to announce the loading status of all elements in the + * document at any given time. It might change as elements are + * attached or detached over time. + */ + this[_a$4] = null; + this.registeredInstanceStatuses = new Map(); + this.loadingPromises = []; + /** + * This element is a node that floats around the document as the status + * instance changes (see above). It is a singleton that represents the loading + * status for all elements currently in the page. It has its + * role attribute set to "status", which causes screen readers to announce + * any changes to its text content. + * + * @see https://www.w3.org/TR/wai-aria-1.1/#status + */ + this.statusElement = document.createElement('p'); + this.statusUpdateInProgress = false; + this[_b$3] = debounce(() => this.updateStatus(), UPDATE_STATUS_DEBOUNCE_MS); + const { statusElement } = this; + const { style } = statusElement; + statusElement.setAttribute('role', 'status'); + statusElement.classList.add('screen-reader-only'); + style.top = style.left = '0'; + style.pointerEvents = 'none'; + } + /** + * Register a element with the announcer. If it is not yet + * loaded, its loading status will be tracked by the announcer. + */ + registerInstance(modelViewer) { + if (this.registeredInstanceStatuses.has(modelViewer)) { + return; + } + let onUnregistered = () => { }; + const loadShouldBeMeasured = modelViewer.loaded === false && !!modelViewer.src; + const loadAttemptCompletes = new Promise((resolve) => { + if (!loadShouldBeMeasured) { + resolve(); + return; + } + const resolveHandler = () => { + resolve(); + modelViewer.removeEventListener('load', resolveHandler); + modelViewer.removeEventListener('error', resolveHandler); + }; + modelViewer.addEventListener('load', resolveHandler); + modelViewer.addEventListener('error', resolveHandler); + onUnregistered = resolveHandler; + }); + this.registeredInstanceStatuses.set(modelViewer, { onUnregistered }); + this.loadingPromises.push(loadAttemptCompletes); + if (this.modelViewerStatusInstance == null) { + this.modelViewerStatusInstance = modelViewer; + } + } + /** + * Unregister a element with the announcer. Its loading status + * will no longer be tracked by the announcer. + */ + unregisterInstance(modelViewer) { + if (!this.registeredInstanceStatuses.has(modelViewer)) { + return; + } + const statuses = this.registeredInstanceStatuses; + const instanceStatus = statuses.get(modelViewer); + statuses.delete(modelViewer); + instanceStatus.onUnregistered(); + if (this.modelViewerStatusInstance === modelViewer) { + this.modelViewerStatusInstance = statuses.size > 0 ? + getFirstMapKey(statuses) : + null; + } + } + get modelViewerStatusInstance() { + return this[$modelViewerStatusInstance]; + } + set modelViewerStatusInstance(value) { + const currentInstance = this[$modelViewerStatusInstance]; + if (currentInstance === value) { + return; + } + const { statusElement } = this; + if (value != null && value.shadowRoot != null) { + value.shadowRoot.appendChild(statusElement); + } + else if (statusElement.parentNode != null) { + statusElement.parentNode.removeChild(statusElement); + } + this[$modelViewerStatusInstance] = value; + this[$updateStatus](); + } + async updateStatus() { + if (this.statusUpdateInProgress || this.loadingPromises.length === 0) { + return; + } + this.statusElement.textContent = INITIAL_STATUS_ANNOUNCEMENT; + this.statusUpdateInProgress = true; + this.dispatchEvent({ type: 'initial-status-announced' }); + while (this.loadingPromises.length) { + const { loadingPromises } = this; + this.loadingPromises = []; + await Promise.all(loadingPromises); + } + this.statusElement.textContent = FINISHED_LOADING_ANNOUNCEMENT; + this.statusUpdateInProgress = false; + this.dispatchEvent({ type: 'finished-loading-announced' }); + } +} +_a$4 = $modelViewerStatusInstance, _b$3 = $updateStatus; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var __decorate$2 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof undefined === "function") r = undefined(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +}; +const PROGRESS_BAR_UPDATE_THRESHOLD = 100; +const PROGRESS_MASK_BASE_OPACITY = 0.2; +const DEFAULT_DRACO_DECODER_LOCATION = 'https://www.gstatic.com/draco/versioned/decoders/1.3.6/'; +const DEFAULT_KTX2_TRANSCODER_LOCATION = 'https://www.gstatic.com/basis-universal/versioned/2021-04-15-ba1c3e4/'; +const SPACE_KEY = 32; +const ENTER_KEY = 13; +const RevealStrategy = { + AUTO: 'auto', + INTERACTION: 'interaction', + MANUAL: 'manual' +}; +const LoadingStrategy = { + AUTO: 'auto', + LAZY: 'lazy', + EAGER: 'eager' +}; +const PosterDismissalSource = { + INTERACTION: 'interaction' +}; +const loadingStatusAnnouncer = new LoadingStatusAnnouncer(); +const $defaultProgressBarElement = Symbol('defaultProgressBarElement'); +const $defaultProgressMaskElement = Symbol('defaultProgressMaskElement'); +const $posterContainerElement = Symbol('posterContainerElement'); +const $defaultPosterElement = Symbol('defaultPosterElement'); +const $posterDismissalSource = Symbol('posterDismissalSource'); +const $hidePoster = Symbol('hidePoster'); +const $modelIsRevealed = Symbol('modelIsRevealed'); +const $updateProgressBar = Symbol('updateProgressBar'); +const $lastReportedProgress = Symbol('lastReportedProgress'); +const $transitioned = Symbol('transitioned'); +const $ariaLabelCallToAction = Symbol('ariaLabelCallToAction'); +const $onClick = Symbol('onClick'); +const $onKeydown = Symbol('onKeydown'); +const $onProgress = Symbol('onProgress'); +/** + * LoadingMixin implements features related to lazy loading, as well as + * presentation details related to the pre-load / pre-render presentation of a + * + * + * This mixin implements support for models with DRACO-compressed meshes. + * The DRACO decoder will be loaded on-demand if a glTF that uses the DRACO mesh + * compression extension is encountered. + * + * By default, the DRACO decoder will be loaded from a Google CDN. It is + * possible to customize where the decoder is loaded from by defining a global + * configuration option for `` like so: + * + * ```html + * + * ``` + * + * Note that the above configuration strategy must be performed *before* the + * first `` element is created in the browser. The configuration + * can be done anywhere, but the easiest way to ensure it is done at the right + * time is to do it in the `` of the HTML document. This is the + * recommended way to set the location because it is most compatible with + * scenarios where the `` library is lazily loaded. + * + * If you absolutely have to set the DRACO decoder location *after* the first + * `` element is created, you can do it this way: + * + * ```html + * + * ``` + * + * Note that the above configuration approach will not work until *after* + * `` is defined in the browser. Also note that this configuration + * *must* be set *before* the first DRACO model is fully loaded. + * + * It is recommended that users who intend to take advantage of DRACO mesh + * compression consider whether or not it is acceptable for their use case to + * have code side-loaded from a Google CDN. If it is not acceptable, then the + * location must be customized before loading any DRACO models in order to cause + * the decoder to be loaded from an alternative, acceptable location. + */ +const LoadingMixin = (ModelViewerElement) => { + var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o; + class LoadingModelViewerElement extends ModelViewerElement { + constructor(...args) { + super(...args); + /** + * A URL pointing to the image to use as a poster in scenarios where the + * is not ready to reveal a rendered model to the viewer. + */ + this.poster = null; + /** + * An enumerable attribute describing under what conditions the + * should reveal a model to the viewer. + * + * The default value is "auto". The only supported alternative values are + * "interaction" and "manual". + */ + this.reveal = RevealStrategy.AUTO; + /** + * An enumerable attribute describing under what conditions the + * should preload a model. + * + * The default value is "auto". The only supported alternative values are + * "lazy" and "eager". Auto is equivalent to lazy, which loads the model + * when it is near the viewport for reveal = "auto", and when interacted + * with for reveal = "interaction". Eager loads the model immediately. + */ + this.loading = LoadingStrategy.AUTO; + this[_a] = false; + this[_b] = false; + this[_c] = 0; + this[_d] = null; + // TODO: Add this to the shadow root as part of this mixin's + // implementation: + this[_e] = this.shadowRoot.querySelector('.slot.poster'); + this[_f] = this.shadowRoot.querySelector('#default-poster'); + this[_g] = this.shadowRoot.querySelector('#default-progress-bar > .bar'); + this[_h] = this.shadowRoot.querySelector('#default-progress-bar > .mask'); + this[_j] = this[$defaultPosterElement].getAttribute('aria-label'); + this[_k] = throttle((progress) => { + const parentNode = this[$defaultProgressBarElement].parentNode; + requestAnimationFrame(() => { + this[$defaultProgressMaskElement].style.opacity = + `${(1.0 - progress) * PROGRESS_MASK_BASE_OPACITY}`; + this[$defaultProgressBarElement].style.transform = + `scaleX(${progress})`; + if (progress === 0) { + // NOTE(cdata): We remove and re-append the progress bar in this + // condition so that the progress bar does not appear to + // transition backwards from the right when we reset to 0 (or + // otherwise <1) progress after having already reached 1 progress + // previously. + parentNode.removeChild(this[$defaultProgressBarElement]); + parentNode.appendChild(this[$defaultProgressBarElement]); + } + // NOTE(cdata): IE11 does not properly respect the second parameter + // of classList.toggle, which this implementation originally used. + // @see https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/11865865/ + if (progress === 1.0) { + this[$defaultProgressBarElement].classList.add('hide'); + } + else { + this[$defaultProgressBarElement].classList.remove('hide'); + } + }); + }, PROGRESS_BAR_UPDATE_THRESHOLD); + this[_l] = () => { + if (this.reveal === RevealStrategy.MANUAL) { + return; + } + this.dismissPoster(); + }; + this[_m] = (event) => { + if (this.reveal === RevealStrategy.MANUAL) { + return; + } + switch (event.keyCode) { + // NOTE(cdata): Links and buttons can typically be activated with + // both spacebar and enter to produce a synthetic click action + case SPACE_KEY: + case ENTER_KEY: + this.dismissPoster(); + break; + } + }; + this[_o] = (event) => { + const progress = event.detail.totalProgress; + this[$lastReportedProgress] = + Math.max(progress, this[$lastReportedProgress]); + if (progress === 1.0) { + this[$updateProgressBar].flush(); + if (this[$sceneIsReady]() && + (this[$posterDismissalSource] != null || + this.reveal === RevealStrategy.AUTO)) { + this[$hidePoster](); + } + } + this[$updateProgressBar](progress); + this.dispatchEvent(new CustomEvent('progress', { detail: { totalProgress: progress } })); + }; + const ModelViewerElement = self.ModelViewerElement || {}; + const dracoDecoderLocation = ModelViewerElement.dracoDecoderLocation || + DEFAULT_DRACO_DECODER_LOCATION; + CachingGLTFLoader.setDRACODecoderLocation(dracoDecoderLocation); + const ktx2TranscoderLocation = ModelViewerElement.ktx2TranscoderLocation || + DEFAULT_KTX2_TRANSCODER_LOCATION; + CachingGLTFLoader.setKTX2TranscoderLocation(ktx2TranscoderLocation); + } + static set dracoDecoderLocation(value) { + CachingGLTFLoader.setDRACODecoderLocation(value); + } + static get dracoDecoderLocation() { + return CachingGLTFLoader.getDRACODecoderLocation(); + } + static set ktx2TranscoderLocation(value) { + CachingGLTFLoader.setKTX2TranscoderLocation(value); + } + static get ktx2TranscoderLocation() { + return CachingGLTFLoader.getKTX2TranscoderLocation(); + } + /** + * If provided, the callback will be passed each resource URL before a + * request is sent. The callback may return the original URL, or a new URL + * to override loading behavior. This behavior can be used to load assets + * from .ZIP files, drag-and-drop APIs, and Data URIs. + */ + static mapURLs(callback) { + Renderer.singleton.loader[$loader].manager.setURLModifier(callback); + } + /** + * Dismisses the poster, causing the model to load and render if + * necessary. This is currently effectively the same as interacting with + * the poster via user input. + */ + dismissPoster() { + if (this[$sceneIsReady]()) { + this[$hidePoster](); + } + else { + this[$posterDismissalSource] = PosterDismissalSource.INTERACTION; + this[$updateSource](); + } + } + /** + * Displays the poster, hiding the 3D model. If this is called after the 3D + * model has been revealed, then it will behave as though + * reveal='interaction', being dismissed either by a user click or a call to + * dismissPoster(). + */ + showPoster() { + const posterContainerElement = this[$posterContainerElement]; + const defaultPosterElement = this[$defaultPosterElement]; + defaultPosterElement.removeAttribute('tabindex'); + defaultPosterElement.removeAttribute('aria-hidden'); + posterContainerElement.classList.add('show'); + const oldVisibility = this.modelIsVisible; + this[$modelIsRevealed] = false; + this[$announceModelVisibility](oldVisibility); + this[$transitioned] = false; + } + /** + * Returns the model's bounding box dimensions in meters, independent of + * turntable rotation. + */ + getDimensions() { + return toVector3D(this[$scene].size); + } + connectedCallback() { + super.connectedCallback(); + // Fired when a user first clicks the model element. Used to + // change the visibility of a poster image, or start loading + // a model. + this[$posterContainerElement].addEventListener('click', this[$onClick]); + this[$posterContainerElement].addEventListener('keydown', this[$onKeydown]); + this[$progressTracker].addEventListener('progress', this[$onProgress]); + loadingStatusAnnouncer.registerInstance(this); + } + disconnectedCallback() { + super.disconnectedCallback(); + this[$posterContainerElement].removeEventListener('click', this[$onClick]); + this[$posterContainerElement].removeEventListener('keydown', this[$onKeydown]); + this[$progressTracker].removeEventListener('progress', this[$onProgress]); + loadingStatusAnnouncer.unregisterInstance(this); + } + async updated(changedProperties) { + super.updated(changedProperties); + if (changedProperties.has('poster') && this.poster != null) { + this[$defaultPosterElement].style.backgroundImage = + `url(${this.poster})`; + } + if (changedProperties.has('alt')) { + this[$defaultPosterElement].setAttribute('aria-label', `${this[$ariaLabel]}. ${this[$ariaLabelCallToAction]}`); + } + if (changedProperties.has('reveal') || changedProperties.has('loading')) { + this[$updateSource](); + } + } + [(_a = $modelIsRevealed, _b = $transitioned, _c = $lastReportedProgress, _d = $posterDismissalSource, _e = $posterContainerElement, _f = $defaultPosterElement, _g = $defaultProgressBarElement, _h = $defaultProgressMaskElement, _j = $ariaLabelCallToAction, _k = $updateProgressBar, _l = $onClick, _m = $onKeydown, _o = $onProgress, $shouldAttemptPreload)]() { + return !!this.src && + (this[$posterDismissalSource] != null || + this.loading === LoadingStrategy.EAGER || + (this.reveal === RevealStrategy.AUTO && this[$isElementInViewport])); + } + [$sceneIsReady]() { + const { src } = this; + return !!src && super[$sceneIsReady]() && + this[$lastReportedProgress] === 1.0; + } + [$hidePoster]() { + this[$posterDismissalSource] = null; + const posterContainerElement = this[$posterContainerElement]; + const defaultPosterElement = this[$defaultPosterElement]; + if (posterContainerElement.classList.contains('show')) { + posterContainerElement.classList.remove('show'); + const oldVisibility = this.modelIsVisible; + this[$modelIsRevealed] = true; + this[$announceModelVisibility](oldVisibility); + // We might need to forward focus to our internal canvas, but that + // cannot happen until the poster has completely transitioned away + posterContainerElement.addEventListener('transitionend', () => { + requestAnimationFrame(() => { + this[$transitioned] = true; + const root = this.getRootNode(); + // If the is still focused, forward the focus to + // the canvas that has just been revealed + if (root && + root.activeElement === this) { + this[$userInputElement].focus(); + } + // Ensure that the poster is no longer focusable or visible to + // screen readers + defaultPosterElement.setAttribute('aria-hidden', 'true'); + defaultPosterElement.tabIndex = -1; + this.dispatchEvent(new CustomEvent('poster-dismissed')); + }); + }, { once: true }); + } + } + [$getModelIsVisible]() { + return super[$getModelIsVisible]() && this[$modelIsRevealed]; + } + [$hasTransitioned]() { + return super[$hasTransitioned]() && this[$transitioned]; + } + async [$updateSource]() { + this[$lastReportedProgress] = 0; + if (this[$scene].currentGLTF == null || this.src == null || + !this[$shouldAttemptPreload]()) { + // Don't show the poster when switching models. + this.showPoster(); + } + await super[$updateSource](); + } + } + __decorate$2([ + property({ type: String }) + ], LoadingModelViewerElement.prototype, "poster", void 0); + __decorate$2([ + property({ type: String }) + ], LoadingModelViewerElement.prototype, "reveal", void 0); + __decorate$2([ + property({ type: String }) + ], LoadingModelViewerElement.prototype, "loading", void 0); + return LoadingModelViewerElement; +}; + +class GLTFExporter { + + constructor() { + + this.pluginCallbacks = []; + + this.register( function ( writer ) { + + return new GLTFLightExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsUnlitExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsPBRSpecularGlossiness( writer ); + + } ); + + } + + register( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) { + + this.pluginCallbacks.push( callback ); + + } + + return this; + + } + + unregister( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) { + + this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 ); + + } + + return this; + + } + + /** + * Parse scenes and generate GLTF output + * @param {Scene or [THREE.Scenes]} input Scene or Array of THREE.Scenes + * @param {Function} onDone Callback on completed + * @param {Object} options options + */ + parse( input, onDone, options ) { + + const writer = new GLTFWriter(); + const plugins = []; + + for ( let i = 0, il = this.pluginCallbacks.length; i < il; i ++ ) { + + plugins.push( this.pluginCallbacks[ i ]( writer ) ); + + } + + writer.setPlugins( plugins ); + writer.write( input, onDone, options ); + + } + +} + +//------------------------------------------------------------------------------ +// Constants +//------------------------------------------------------------------------------ + +const WEBGL_CONSTANTS = { + POINTS: 0x0000, + LINES: 0x0001, + LINE_LOOP: 0x0002, + LINE_STRIP: 0x0003, + TRIANGLES: 0x0004, + TRIANGLE_STRIP: 0x0005, + TRIANGLE_FAN: 0x0006, + + UNSIGNED_BYTE: 0x1401, + UNSIGNED_SHORT: 0x1403, + FLOAT: 0x1406, + UNSIGNED_INT: 0x1405, + ARRAY_BUFFER: 0x8892, + ELEMENT_ARRAY_BUFFER: 0x8893, + + NEAREST: 0x2600, + LINEAR: 0x2601, + NEAREST_MIPMAP_NEAREST: 0x2700, + LINEAR_MIPMAP_NEAREST: 0x2701, + NEAREST_MIPMAP_LINEAR: 0x2702, + LINEAR_MIPMAP_LINEAR: 0x2703, + + CLAMP_TO_EDGE: 33071, + MIRRORED_REPEAT: 33648, + REPEAT: 10497 +}; + +const THREE_TO_WEBGL = {}; + +THREE_TO_WEBGL[ NearestFilter ] = WEBGL_CONSTANTS.NEAREST; +THREE_TO_WEBGL[ NearestMipmapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST; +THREE_TO_WEBGL[ NearestMipmapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR; +THREE_TO_WEBGL[ LinearFilter ] = WEBGL_CONSTANTS.LINEAR; +THREE_TO_WEBGL[ LinearMipmapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST; +THREE_TO_WEBGL[ LinearMipmapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR; + +THREE_TO_WEBGL[ ClampToEdgeWrapping ] = WEBGL_CONSTANTS.CLAMP_TO_EDGE; +THREE_TO_WEBGL[ RepeatWrapping ] = WEBGL_CONSTANTS.REPEAT; +THREE_TO_WEBGL[ MirroredRepeatWrapping ] = WEBGL_CONSTANTS.MIRRORED_REPEAT; + +const PATH_PROPERTIES = { + scale: 'scale', + position: 'translation', + quaternion: 'rotation', + morphTargetInfluences: 'weights' +}; + +// GLB constants +// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification + +const GLB_HEADER_BYTES = 12; +const GLB_HEADER_MAGIC = 0x46546C67; +const GLB_VERSION = 2; + +const GLB_CHUNK_PREFIX_BYTES = 8; +const GLB_CHUNK_TYPE_JSON = 0x4E4F534A; +const GLB_CHUNK_TYPE_BIN = 0x004E4942; + +//------------------------------------------------------------------------------ +// Utility functions +//------------------------------------------------------------------------------ + +/** + * Compare two arrays + * @param {Array} array1 Array 1 to compare + * @param {Array} array2 Array 2 to compare + * @return {Boolean} Returns true if both arrays are equal + */ +function equalArray( array1, array2 ) { + + return ( array1.length === array2.length ) && array1.every( function ( element, index ) { + + return element === array2[ index ]; + + } ); + +} + +/** + * Converts a string to an ArrayBuffer. + * @param {string} text + * @return {ArrayBuffer} + */ +function stringToArrayBuffer( text ) { + + if ( window.TextEncoder !== undefined ) { + + return new TextEncoder().encode( text ).buffer; + + } + + const array = new Uint8Array( new ArrayBuffer( text.length ) ); + + for ( let i = 0, il = text.length; i < il; i ++ ) { + + const value = text.charCodeAt( i ); + + // Replacing multi-byte character with space(0x20). + array[ i ] = value > 0xFF ? 0x20 : value; + + } + + return array.buffer; + +} + +/** + * Is identity matrix + * + * @param {Matrix4} matrix + * @returns {Boolean} Returns true, if parameter is identity matrix + */ +function isIdentityMatrix( matrix ) { + + return equalArray( matrix.elements, [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] ); + +} + +/** + * Get the min and max vectors from the given attribute + * @param {BufferAttribute} attribute Attribute to find the min/max in range from start to start + count + * @param {Integer} start + * @param {Integer} count + * @return {Object} Object containing the `min` and `max` values (As an array of attribute.itemSize components) + */ +function getMinMax( attribute, start, count ) { + + const output = { + + min: new Array( attribute.itemSize ).fill( Number.POSITIVE_INFINITY ), + max: new Array( attribute.itemSize ).fill( Number.NEGATIVE_INFINITY ) + + }; + + for ( let i = start; i < start + count; i ++ ) { + + for ( let a = 0; a < attribute.itemSize; a ++ ) { + + let value; + + if ( attribute.itemSize > 4 ) { + + // no support for interleaved data for itemSize > 4 + + value = attribute.array[ i * attribute.itemSize + a ]; + + } else { + + if ( a === 0 ) value = attribute.getX( i ); + else if ( a === 1 ) value = attribute.getY( i ); + else if ( a === 2 ) value = attribute.getZ( i ); + else if ( a === 3 ) value = attribute.getW( i ); + + } + + output.min[ a ] = Math.min( output.min[ a ], value ); + output.max[ a ] = Math.max( output.max[ a ], value ); + + } + + } + + return output; + +} + +/** + * Get the required size + padding for a buffer, rounded to the next 4-byte boundary. + * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment + * + * @param {Integer} bufferSize The size the original buffer. + * @returns {Integer} new buffer size with required padding. + * + */ +function getPaddedBufferSize( bufferSize ) { + + return Math.ceil( bufferSize / 4 ) * 4; + +} + +/** + * Returns a buffer aligned to 4-byte boundary. + * + * @param {ArrayBuffer} arrayBuffer Buffer to pad + * @param {Integer} paddingByte (Optional) + * @returns {ArrayBuffer} The same buffer if it's already aligned to 4-byte boundary or a new buffer + */ +function getPaddedArrayBuffer( arrayBuffer, paddingByte = 0 ) { + + const paddedLength = getPaddedBufferSize( arrayBuffer.byteLength ); + + if ( paddedLength !== arrayBuffer.byteLength ) { + + const array = new Uint8Array( paddedLength ); + array.set( new Uint8Array( arrayBuffer ) ); + + if ( paddingByte !== 0 ) { + + for ( let i = arrayBuffer.byteLength; i < paddedLength; i ++ ) { + + array[ i ] = paddingByte; + + } + + } + + return array.buffer; + + } + + return arrayBuffer; + +} + +let cachedCanvas = null; + +/** + * Writer + */ +class GLTFWriter { + + constructor() { + + this.plugins = []; + + this.options = {}; + this.pending = []; + this.buffers = []; + + this.byteOffset = 0; + this.buffers = []; + this.nodeMap = new Map(); + this.skins = []; + this.extensionsUsed = {}; + + this.uids = new Map(); + this.uid = 0; + + this.json = { + asset: { + version: '2.0', + generator: 'THREE.GLTFExporter' + } + }; + + this.cache = { + meshes: new Map(), + attributes: new Map(), + attributesNormalized: new Map(), + materials: new Map(), + textures: new Map(), + images: new Map() + }; + + } + + setPlugins( plugins ) { + + this.plugins = plugins; + + } + + /** + * Parse scenes and generate GLTF output + * @param {Scene or [THREE.Scenes]} input Scene or Array of THREE.Scenes + * @param {Function} onDone Callback on completed + * @param {Object} options options + */ + write( input, onDone, options ) { + + this.options = Object.assign( {}, { + // default options + binary: false, + trs: false, + onlyVisible: true, + truncateDrawRange: true, + embedImages: true, + maxTextureSize: Infinity, + animations: [], + includeCustomExtensions: false + }, options ); + + if ( this.options.animations.length > 0 ) { + + // Only TRS properties, and not matrices, may be targeted by animation. + this.options.trs = true; + + } + + this.processInput( input ); + + const writer = this; + + Promise.all( this.pending ).then( function () { + + const buffers = writer.buffers; + const json = writer.json; + const options = writer.options; + const extensionsUsed = writer.extensionsUsed; + + // Merge buffers. + const blob = new Blob( buffers, { type: 'application/octet-stream' } ); + + // Declare extensions. + const extensionsUsedList = Object.keys( extensionsUsed ); + + if ( extensionsUsedList.length > 0 ) json.extensionsUsed = extensionsUsedList; + + // Update bytelength of the single buffer. + if ( json.buffers && json.buffers.length > 0 ) json.buffers[ 0 ].byteLength = blob.size; + + if ( options.binary === true ) { + + // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification + + const reader = new window.FileReader(); + reader.readAsArrayBuffer( blob ); + reader.onloadend = function () { + + // Binary chunk. + const binaryChunk = getPaddedArrayBuffer( reader.result ); + const binaryChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) ); + binaryChunkPrefix.setUint32( 0, binaryChunk.byteLength, true ); + binaryChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_BIN, true ); + + // JSON chunk. + const jsonChunk = getPaddedArrayBuffer( stringToArrayBuffer( JSON.stringify( json ) ), 0x20 ); + const jsonChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) ); + jsonChunkPrefix.setUint32( 0, jsonChunk.byteLength, true ); + jsonChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_JSON, true ); + + // GLB header. + const header = new ArrayBuffer( GLB_HEADER_BYTES ); + const headerView = new DataView( header ); + headerView.setUint32( 0, GLB_HEADER_MAGIC, true ); + headerView.setUint32( 4, GLB_VERSION, true ); + const totalByteLength = GLB_HEADER_BYTES + + jsonChunkPrefix.byteLength + jsonChunk.byteLength + + binaryChunkPrefix.byteLength + binaryChunk.byteLength; + headerView.setUint32( 8, totalByteLength, true ); + + const glbBlob = new Blob( [ + header, + jsonChunkPrefix, + jsonChunk, + binaryChunkPrefix, + binaryChunk + ], { type: 'application/octet-stream' } ); + + const glbReader = new window.FileReader(); + glbReader.readAsArrayBuffer( glbBlob ); + glbReader.onloadend = function () { + + onDone( glbReader.result ); + + }; + + }; + + } else { + + if ( json.buffers && json.buffers.length > 0 ) { + + const reader = new window.FileReader(); + reader.readAsDataURL( blob ); + reader.onloadend = function () { + + const base64data = reader.result; + json.buffers[ 0 ].uri = base64data; + onDone( json ); + + }; + + } else { + + onDone( json ); + + } + + } + + } ); + + } + + /** + * Serializes a userData. + * + * @param {THREE.Object3D|THREE.Material} object + * @param {Object} objectDef + */ + serializeUserData( object, objectDef ) { + + if ( Object.keys( object.userData ).length === 0 ) return; + + const options = this.options; + const extensionsUsed = this.extensionsUsed; + + try { + + const json = JSON.parse( JSON.stringify( object.userData ) ); + + if ( options.includeCustomExtensions && json.gltfExtensions ) { + + if ( objectDef.extensions === undefined ) objectDef.extensions = {}; + + for ( const extensionName in json.gltfExtensions ) { + + objectDef.extensions[ extensionName ] = json.gltfExtensions[ extensionName ]; + extensionsUsed[ extensionName ] = true; + + } + + delete json.gltfExtensions; + + } + + if ( Object.keys( json ).length > 0 ) objectDef.extras = json; + + } catch ( error ) { + + console.warn( 'THREE.GLTFExporter: userData of \'' + object.name + '\' ' + + 'won\'t be serialized because of JSON.stringify error - ' + error.message ); + + } + + } + + /** + * Assign and return a temporal unique id for an object + * especially which doesn't have .uuid + * @param {Object} object + * @return {Integer} + */ + getUID( object ) { + + if ( ! this.uids.has( object ) ) this.uids.set( object, this.uid ++ ); + + return this.uids.get( object ); + + } + + /** + * Checks if normal attribute values are normalized. + * + * @param {BufferAttribute} normal + * @returns {Boolean} + */ + isNormalizedNormalAttribute( normal ) { + + const cache = this.cache; + + if ( cache.attributesNormalized.has( normal ) ) return false; + + const v = new Vector3(); + + for ( let i = 0, il = normal.count; i < il; i ++ ) { + + // 0.0005 is from glTF-validator + if ( Math.abs( v.fromBufferAttribute( normal, i ).length() - 1.0 ) > 0.0005 ) return false; + + } + + return true; + + } + + /** + * Creates normalized normal buffer attribute. + * + * @param {BufferAttribute} normal + * @returns {BufferAttribute} + * + */ + createNormalizedNormalAttribute( normal ) { + + const cache = this.cache; + + if ( cache.attributesNormalized.has( normal ) ) return cache.attributesNormalized.get( normal ); + + const attribute = normal.clone(); + const v = new Vector3(); + + for ( let i = 0, il = attribute.count; i < il; i ++ ) { + + v.fromBufferAttribute( attribute, i ); + + if ( v.x === 0 && v.y === 0 && v.z === 0 ) { + + // if values can't be normalized set (1, 0, 0) + v.setX( 1.0 ); + + } else { + + v.normalize(); + + } + + attribute.setXYZ( i, v.x, v.y, v.z ); + + } + + cache.attributesNormalized.set( normal, attribute ); + + return attribute; + + } + + /** + * Applies a texture transform, if present, to the map definition. Requires + * the KHR_texture_transform extension. + * + * @param {Object} mapDef + * @param {THREE.Texture} texture + */ + applyTextureTransform( mapDef, texture ) { + + let didTransform = false; + const transformDef = {}; + + if ( texture.offset.x !== 0 || texture.offset.y !== 0 ) { + + transformDef.offset = texture.offset.toArray(); + didTransform = true; + + } + + if ( texture.rotation !== 0 ) { + + transformDef.rotation = texture.rotation; + didTransform = true; + + } + + if ( texture.repeat.x !== 1 || texture.repeat.y !== 1 ) { + + transformDef.scale = texture.repeat.toArray(); + didTransform = true; + + } + + if ( didTransform ) { + + mapDef.extensions = mapDef.extensions || {}; + mapDef.extensions[ 'KHR_texture_transform' ] = transformDef; + this.extensionsUsed[ 'KHR_texture_transform' ] = true; + + } + + } + + /** + * Process a buffer to append to the default one. + * @param {ArrayBuffer} buffer + * @return {Integer} + */ + processBuffer( buffer ) { + + const json = this.json; + const buffers = this.buffers; + + if ( ! json.buffers ) json.buffers = [ { byteLength: 0 } ]; + + // All buffers are merged before export. + buffers.push( buffer ); + + return 0; + + } + + /** + * Process and generate a BufferView + * @param {BufferAttribute} attribute + * @param {number} componentType + * @param {number} start + * @param {number} count + * @param {number} target (Optional) Target usage of the BufferView + * @return {Object} + */ + processBufferView( attribute, componentType, start, count, target ) { + + const json = this.json; + + if ( ! json.bufferViews ) json.bufferViews = []; + + // Create a new dataview and dump the attribute's array into it + + let componentSize; + + if ( componentType === WEBGL_CONSTANTS.UNSIGNED_BYTE ) { + + componentSize = 1; + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_SHORT ) { + + componentSize = 2; + + } else { + + componentSize = 4; + + } + + const byteLength = getPaddedBufferSize( count * attribute.itemSize * componentSize ); + const dataView = new DataView( new ArrayBuffer( byteLength ) ); + let offset = 0; + + for ( let i = start; i < start + count; i ++ ) { + + for ( let a = 0; a < attribute.itemSize; a ++ ) { + + let value; + + if ( attribute.itemSize > 4 ) { + + // no support for interleaved data for itemSize > 4 + + value = attribute.array[ i * attribute.itemSize + a ]; + + } else { + + if ( a === 0 ) value = attribute.getX( i ); + else if ( a === 1 ) value = attribute.getY( i ); + else if ( a === 2 ) value = attribute.getZ( i ); + else if ( a === 3 ) value = attribute.getW( i ); + + } + + if ( componentType === WEBGL_CONSTANTS.FLOAT ) { + + dataView.setFloat32( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_INT ) { + + dataView.setUint32( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_SHORT ) { + + dataView.setUint16( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_BYTE ) { + + dataView.setUint8( offset, value ); + + } + + offset += componentSize; + + } + + } + + const bufferViewDef = { + + buffer: this.processBuffer( dataView.buffer ), + byteOffset: this.byteOffset, + byteLength: byteLength + + }; + + if ( target !== undefined ) bufferViewDef.target = target; + + if ( target === WEBGL_CONSTANTS.ARRAY_BUFFER ) { + + // Only define byteStride for vertex attributes. + bufferViewDef.byteStride = attribute.itemSize * componentSize; + + } + + this.byteOffset += byteLength; + + json.bufferViews.push( bufferViewDef ); + + // @TODO Merge bufferViews where possible. + const output = { + + id: json.bufferViews.length - 1, + byteLength: 0 + + }; + + return output; + + } + + /** + * Process and generate a BufferView from an image Blob. + * @param {Blob} blob + * @return {Promise} + */ + processBufferViewImage( blob ) { + + const writer = this; + const json = writer.json; + + if ( ! json.bufferViews ) json.bufferViews = []; + + return new Promise( function ( resolve ) { + + const reader = new window.FileReader(); + reader.readAsArrayBuffer( blob ); + reader.onloadend = function () { + + const buffer = getPaddedArrayBuffer( reader.result ); + + const bufferViewDef = { + buffer: writer.processBuffer( buffer ), + byteOffset: writer.byteOffset, + byteLength: buffer.byteLength + }; + + writer.byteOffset += buffer.byteLength; + resolve( json.bufferViews.push( bufferViewDef ) - 1 ); + + }; + + } ); + + } + + /** + * Process attribute to generate an accessor + * @param {BufferAttribute} attribute Attribute to process + * @param {THREE.BufferGeometry} geometry (Optional) Geometry used for truncated draw range + * @param {Integer} start (Optional) + * @param {Integer} count (Optional) + * @return {Integer|null} Index of the processed accessor on the "accessors" array + */ + processAccessor( attribute, geometry, start, count ) { + + const options = this.options; + const json = this.json; + + const types = { + + 1: 'SCALAR', + 2: 'VEC2', + 3: 'VEC3', + 4: 'VEC4', + 16: 'MAT4' + + }; + + let componentType; + + // Detect the component type of the attribute array (float, uint or ushort) + if ( attribute.array.constructor === Float32Array ) { + + componentType = WEBGL_CONSTANTS.FLOAT; + + } else if ( attribute.array.constructor === Uint32Array ) { + + componentType = WEBGL_CONSTANTS.UNSIGNED_INT; + + } else if ( attribute.array.constructor === Uint16Array ) { + + componentType = WEBGL_CONSTANTS.UNSIGNED_SHORT; + + } else if ( attribute.array.constructor === Uint8Array ) { + + componentType = WEBGL_CONSTANTS.UNSIGNED_BYTE; + + } else { + + throw new Error( 'THREE.GLTFExporter: Unsupported bufferAttribute component type.' ); + + } + + if ( start === undefined ) start = 0; + if ( count === undefined ) count = attribute.count; + + // @TODO Indexed buffer geometry with drawRange not supported yet + if ( options.truncateDrawRange && geometry !== undefined && geometry.index === null ) { + + const end = start + count; + const end2 = geometry.drawRange.count === Infinity + ? attribute.count + : geometry.drawRange.start + geometry.drawRange.count; + + start = Math.max( start, geometry.drawRange.start ); + count = Math.min( end, end2 ) - start; + + if ( count < 0 ) count = 0; + + } + + // Skip creating an accessor if the attribute doesn't have data to export + if ( count === 0 ) return null; + + const minMax = getMinMax( attribute, start, count ); + let bufferViewTarget; + + // If geometry isn't provided, don't infer the target usage of the bufferView. For + // animation samplers, target must not be set. + if ( geometry !== undefined ) { + + bufferViewTarget = attribute === geometry.index ? WEBGL_CONSTANTS.ELEMENT_ARRAY_BUFFER : WEBGL_CONSTANTS.ARRAY_BUFFER; + + } + + const bufferView = this.processBufferView( attribute, componentType, start, count, bufferViewTarget ); + + const accessorDef = { + + bufferView: bufferView.id, + byteOffset: bufferView.byteOffset, + componentType: componentType, + count: count, + max: minMax.max, + min: minMax.min, + type: types[ attribute.itemSize ] + + }; + + if ( attribute.normalized === true ) accessorDef.normalized = true; + if ( ! json.accessors ) json.accessors = []; + + return json.accessors.push( accessorDef ) - 1; + + } + + /** + * Process image + * @param {Image} image to process + * @param {Integer} format of the image (e.g. RGBFormat, RGBAFormat etc) + * @param {Boolean} flipY before writing out the image + * @return {Integer} Index of the processed texture in the "images" array + */ + processImage( image, format, flipY ) { + + const writer = this; + const cache = writer.cache; + const json = writer.json; + const options = writer.options; + const pending = writer.pending; + + if ( ! cache.images.has( image ) ) cache.images.set( image, {} ); + + const cachedImages = cache.images.get( image ); + const mimeType = format === RGBAFormat ? 'image/png' : 'image/jpeg'; + const key = mimeType + ':flipY/' + flipY.toString(); + + if ( cachedImages[ key ] !== undefined ) return cachedImages[ key ]; + + if ( ! json.images ) json.images = []; + + const imageDef = { mimeType: mimeType }; + + if ( options.embedImages ) { + + const canvas = cachedCanvas = cachedCanvas || document.createElement( 'canvas' ); + + canvas.width = Math.min( image.width, options.maxTextureSize ); + canvas.height = Math.min( image.height, options.maxTextureSize ); + + const ctx = canvas.getContext( '2d' ); + + if ( flipY === true ) { + + ctx.translate( 0, canvas.height ); + ctx.scale( 1, - 1 ); + + } + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + ctx.drawImage( image, 0, 0, canvas.width, canvas.height ); + + } else { + + if ( format !== RGBAFormat && format !== RGBFormat ) { + + console.error( 'GLTFExporter: Only RGB and RGBA formats are supported.' ); + + } + + if ( image.width > options.maxTextureSize || image.height > options.maxTextureSize ) { + + console.warn( 'GLTFExporter: Image size is bigger than maxTextureSize', image ); + + } + + let data = image.data; + + if ( format === RGBFormat ) { + + data = new Uint8ClampedArray( image.height * image.width * 4 ); + + for ( let i = 0, j = 0; i < data.length; i += 4, j += 3 ) { + + data[ i + 0 ] = image.data[ j + 0 ]; + data[ i + 1 ] = image.data[ j + 1 ]; + data[ i + 2 ] = image.data[ j + 2 ]; + data[ i + 3 ] = 255; + + } + + } + + ctx.putImageData( new ImageData( data, image.width, image.height ), 0, 0 ); + + } + + if ( options.binary === true ) { + + pending.push( new Promise( function ( resolve ) { + + canvas.toBlob( function ( blob ) { + + writer.processBufferViewImage( blob ).then( function ( bufferViewIndex ) { + + imageDef.bufferView = bufferViewIndex; + resolve(); + + } ); + + }, mimeType ); + + } ) ); + + } else { + + imageDef.uri = canvas.toDataURL( mimeType ); + + } + + } else { + + imageDef.uri = image.src; + + } + + const index = json.images.push( imageDef ) - 1; + cachedImages[ key ] = index; + return index; + + } + + /** + * Process sampler + * @param {Texture} map Texture to process + * @return {Integer} Index of the processed texture in the "samplers" array + */ + processSampler( map ) { + + const json = this.json; + + if ( ! json.samplers ) json.samplers = []; + + const samplerDef = { + magFilter: THREE_TO_WEBGL[ map.magFilter ], + minFilter: THREE_TO_WEBGL[ map.minFilter ], + wrapS: THREE_TO_WEBGL[ map.wrapS ], + wrapT: THREE_TO_WEBGL[ map.wrapT ] + }; + + return json.samplers.push( samplerDef ) - 1; + + } + + /** + * Process texture + * @param {Texture} map Map to process + * @return {Integer} Index of the processed texture in the "textures" array + */ + processTexture( map ) { + + const cache = this.cache; + const json = this.json; + + if ( cache.textures.has( map ) ) return cache.textures.get( map ); + + if ( ! json.textures ) json.textures = []; + + const textureDef = { + sampler: this.processSampler( map ), + source: this.processImage( map.image, map.format, map.flipY ) + }; + + if ( map.name ) textureDef.name = map.name; + + this._invokeAll( function ( ext ) { + + ext.writeTexture && ext.writeTexture( map, textureDef ); + + } ); + + const index = json.textures.push( textureDef ) - 1; + cache.textures.set( map, index ); + return index; + + } + + /** + * Process material + * @param {THREE.Material} material Material to process + * @return {Integer|null} Index of the processed material in the "materials" array + */ + processMaterial( material ) { + + const cache = this.cache; + const json = this.json; + + if ( cache.materials.has( material ) ) return cache.materials.get( material ); + + if ( material.isShaderMaterial ) { + + console.warn( 'GLTFExporter: THREE.ShaderMaterial not supported.' ); + return null; + + } + + if ( ! json.materials ) json.materials = []; + + // @QUESTION Should we avoid including any attribute that has the default value? + const materialDef = { pbrMetallicRoughness: {} }; + + if ( material.isMeshStandardMaterial !== true && material.isMeshBasicMaterial !== true ) { + + console.warn( 'GLTFExporter: Use MeshStandardMaterial or MeshBasicMaterial for best results.' ); + + } + + // pbrMetallicRoughness.baseColorFactor + const color = material.color.toArray().concat( [ material.opacity ] ); + + if ( ! equalArray( color, [ 1, 1, 1, 1 ] ) ) { + + materialDef.pbrMetallicRoughness.baseColorFactor = color; + + } + + if ( material.isMeshStandardMaterial ) { + + materialDef.pbrMetallicRoughness.metallicFactor = material.metalness; + materialDef.pbrMetallicRoughness.roughnessFactor = material.roughness; + + } else { + + materialDef.pbrMetallicRoughness.metallicFactor = 0.5; + materialDef.pbrMetallicRoughness.roughnessFactor = 0.5; + + } + + // pbrMetallicRoughness.metallicRoughnessTexture + if ( material.metalnessMap || material.roughnessMap ) { + + if ( material.metalnessMap === material.roughnessMap ) { + + const metalRoughMapDef = { index: this.processTexture( material.metalnessMap ) }; + this.applyTextureTransform( metalRoughMapDef, material.metalnessMap ); + materialDef.pbrMetallicRoughness.metallicRoughnessTexture = metalRoughMapDef; + + } else { + + console.warn( 'THREE.GLTFExporter: Ignoring metalnessMap and roughnessMap because they are not the same Texture.' ); + + } + + } + + // pbrMetallicRoughness.baseColorTexture or pbrSpecularGlossiness diffuseTexture + if ( material.map ) { + + const baseColorMapDef = { index: this.processTexture( material.map ) }; + this.applyTextureTransform( baseColorMapDef, material.map ); + materialDef.pbrMetallicRoughness.baseColorTexture = baseColorMapDef; + + } + + if ( material.emissive ) { + + // emissiveFactor + const emissive = material.emissive.clone().multiplyScalar( material.emissiveIntensity ).toArray(); + + if ( ! equalArray( emissive, [ 0, 0, 0 ] ) ) { + + materialDef.emissiveFactor = emissive; + + } + + // emissiveTexture + if ( material.emissiveMap ) { + + const emissiveMapDef = { index: this.processTexture( material.emissiveMap ) }; + this.applyTextureTransform( emissiveMapDef, material.emissiveMap ); + materialDef.emissiveTexture = emissiveMapDef; + + } + + } + + // normalTexture + if ( material.normalMap ) { + + const normalMapDef = { index: this.processTexture( material.normalMap ) }; + + if ( material.normalScale && material.normalScale.x !== - 1 ) { + + if ( material.normalScale.x !== material.normalScale.y ) { + + console.warn( 'THREE.GLTFExporter: Normal scale components are different, ignoring Y and exporting X.' ); + + } + + normalMapDef.scale = material.normalScale.x; + + } + + this.applyTextureTransform( normalMapDef, material.normalMap ); + materialDef.normalTexture = normalMapDef; + + } + + // occlusionTexture + if ( material.aoMap ) { + + const occlusionMapDef = { + index: this.processTexture( material.aoMap ), + texCoord: 1 + }; + + if ( material.aoMapIntensity !== 1.0 ) { + + occlusionMapDef.strength = material.aoMapIntensity; + + } + + this.applyTextureTransform( occlusionMapDef, material.aoMap ); + materialDef.occlusionTexture = occlusionMapDef; + + } + + // alphaMode + if ( material.transparent ) { + + materialDef.alphaMode = 'BLEND'; + + } else { + + if ( material.alphaTest > 0.0 ) { + + materialDef.alphaMode = 'MASK'; + materialDef.alphaCutoff = material.alphaTest; + + } + + } + + // doubleSided + if ( material.side === DoubleSide ) materialDef.doubleSided = true; + if ( material.name !== '' ) materialDef.name = material.name; + + this.serializeUserData( material, materialDef ); + + this._invokeAll( function ( ext ) { + + ext.writeMaterial && ext.writeMaterial( material, materialDef ); + + } ); + + const index = json.materials.push( materialDef ) - 1; + cache.materials.set( material, index ); + return index; + + } + + /** + * Process mesh + * @param {THREE.Mesh} mesh Mesh to process + * @return {Integer|null} Index of the processed mesh in the "meshes" array + */ + processMesh( mesh ) { + + const cache = this.cache; + const json = this.json; + + const meshCacheKeyParts = [ mesh.geometry.uuid ]; + + if ( Array.isArray( mesh.material ) ) { + + for ( let i = 0, l = mesh.material.length; i < l; i ++ ) { + + meshCacheKeyParts.push( mesh.material[ i ].uuid ); + + } + + } else { + + meshCacheKeyParts.push( mesh.material.uuid ); + + } + + const meshCacheKey = meshCacheKeyParts.join( ':' ); + + if ( cache.meshes.has( meshCacheKey ) ) return cache.meshes.get( meshCacheKey ); + + const geometry = mesh.geometry; + let mode; + + // Use the correct mode + if ( mesh.isLineSegments ) { + + mode = WEBGL_CONSTANTS.LINES; + + } else if ( mesh.isLineLoop ) { + + mode = WEBGL_CONSTANTS.LINE_LOOP; + + } else if ( mesh.isLine ) { + + mode = WEBGL_CONSTANTS.LINE_STRIP; + + } else if ( mesh.isPoints ) { + + mode = WEBGL_CONSTANTS.POINTS; + + } else { + + mode = mesh.material.wireframe ? WEBGL_CONSTANTS.LINES : WEBGL_CONSTANTS.TRIANGLES; + + } + + if ( geometry.isBufferGeometry !== true ) { + + throw new Error( 'THREE.GLTFExporter: Geometry is not of type THREE.BufferGeometry.' ); + + } + + const meshDef = {}; + const attributes = {}; + const primitives = []; + const targets = []; + + // Conversion between attributes names in threejs and gltf spec + const nameConversion = { + uv: 'TEXCOORD_0', + uv2: 'TEXCOORD_1', + color: 'COLOR_0', + skinWeight: 'WEIGHTS_0', + skinIndex: 'JOINTS_0' + }; + + const originalNormal = geometry.getAttribute( 'normal' ); + + if ( originalNormal !== undefined && ! this.isNormalizedNormalAttribute( originalNormal ) ) { + + console.warn( 'THREE.GLTFExporter: Creating normalized normal attribute from the non-normalized one.' ); + + geometry.setAttribute( 'normal', this.createNormalizedNormalAttribute( originalNormal ) ); + + } + + // @QUESTION Detect if .vertexColors = true? + // For every attribute create an accessor + let modifiedAttribute = null; + + for ( let attributeName in geometry.attributes ) { + + // Ignore morph target attributes, which are exported later. + if ( attributeName.substr( 0, 5 ) === 'morph' ) continue; + + const attribute = geometry.attributes[ attributeName ]; + attributeName = nameConversion[ attributeName ] || attributeName.toUpperCase(); + + // Prefix all geometry attributes except the ones specifically + // listed in the spec; non-spec attributes are considered custom. + const validVertexAttributes = + /^(POSITION|NORMAL|TANGENT|TEXCOORD_\d+|COLOR_\d+|JOINTS_\d+|WEIGHTS_\d+)$/; + + if ( ! validVertexAttributes.test( attributeName ) ) attributeName = '_' + attributeName; + + if ( cache.attributes.has( this.getUID( attribute ) ) ) { + + attributes[ attributeName ] = cache.attributes.get( this.getUID( attribute ) ); + continue; + + } + + // JOINTS_0 must be UNSIGNED_BYTE or UNSIGNED_SHORT. + modifiedAttribute = null; + const array = attribute.array; + + if ( attributeName === 'JOINTS_0' && + ! ( array instanceof Uint16Array ) && + ! ( array instanceof Uint8Array ) ) { + + console.warn( 'GLTFExporter: Attribute "skinIndex" converted to type UNSIGNED_SHORT.' ); + modifiedAttribute = new BufferAttribute( new Uint16Array( array ), attribute.itemSize, attribute.normalized ); + + } + + const accessor = this.processAccessor( modifiedAttribute || attribute, geometry ); + + if ( accessor !== null ) { + + attributes[ attributeName ] = accessor; + cache.attributes.set( this.getUID( attribute ), accessor ); + + } + + } + + if ( originalNormal !== undefined ) geometry.setAttribute( 'normal', originalNormal ); + + // Skip if no exportable attributes found + if ( Object.keys( attributes ).length === 0 ) return null; + + // Morph targets + if ( mesh.morphTargetInfluences !== undefined && mesh.morphTargetInfluences.length > 0 ) { + + const weights = []; + const targetNames = []; + const reverseDictionary = {}; + + if ( mesh.morphTargetDictionary !== undefined ) { + + for ( const key in mesh.morphTargetDictionary ) { + + reverseDictionary[ mesh.morphTargetDictionary[ key ] ] = key; + + } + + } + + for ( let i = 0; i < mesh.morphTargetInfluences.length; ++ i ) { + + const target = {}; + let warned = false; + + for ( const attributeName in geometry.morphAttributes ) { + + // glTF 2.0 morph supports only POSITION/NORMAL/TANGENT. + // Three.js doesn't support TANGENT yet. + + if ( attributeName !== 'position' && attributeName !== 'normal' ) { + + if ( ! warned ) { + + console.warn( 'GLTFExporter: Only POSITION and NORMAL morph are supported.' ); + warned = true; + + } + + continue; + + } + + const attribute = geometry.morphAttributes[ attributeName ][ i ]; + const gltfAttributeName = attributeName.toUpperCase(); + + // Three.js morph attribute has absolute values while the one of glTF has relative values. + // + // glTF 2.0 Specification: + // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#morph-targets + + const baseAttribute = geometry.attributes[ attributeName ]; + + if ( cache.attributes.has( this.getUID( attribute ) ) ) { + + target[ gltfAttributeName ] = cache.attributes.get( this.getUID( attribute ) ); + continue; + + } + + // Clones attribute not to override + const relativeAttribute = attribute.clone(); + + if ( ! geometry.morphTargetsRelative ) { + + for ( let j = 0, jl = attribute.count; j < jl; j ++ ) { + + relativeAttribute.setXYZ( + j, + attribute.getX( j ) - baseAttribute.getX( j ), + attribute.getY( j ) - baseAttribute.getY( j ), + attribute.getZ( j ) - baseAttribute.getZ( j ) + ); + + } + + } + + target[ gltfAttributeName ] = this.processAccessor( relativeAttribute, geometry ); + cache.attributes.set( this.getUID( baseAttribute ), target[ gltfAttributeName ] ); + + } + + targets.push( target ); + + weights.push( mesh.morphTargetInfluences[ i ] ); + + if ( mesh.morphTargetDictionary !== undefined ) targetNames.push( reverseDictionary[ i ] ); + + } + + meshDef.weights = weights; + + if ( targetNames.length > 0 ) { + + meshDef.extras = {}; + meshDef.extras.targetNames = targetNames; + + } + + } + + const isMultiMaterial = Array.isArray( mesh.material ); + + if ( isMultiMaterial && geometry.groups.length === 0 ) return null; + + const materials = isMultiMaterial ? mesh.material : [ mesh.material ]; + const groups = isMultiMaterial ? geometry.groups : [ { materialIndex: 0, start: undefined, count: undefined } ]; + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const primitive = { + mode: mode, + attributes: attributes, + }; + + this.serializeUserData( geometry, primitive ); + + if ( targets.length > 0 ) primitive.targets = targets; + + if ( geometry.index !== null ) { + + let cacheKey = this.getUID( geometry.index ); + + if ( groups[ i ].start !== undefined || groups[ i ].count !== undefined ) { + + cacheKey += ':' + groups[ i ].start + ':' + groups[ i ].count; + + } + + if ( cache.attributes.has( cacheKey ) ) { + + primitive.indices = cache.attributes.get( cacheKey ); + + } else { + + primitive.indices = this.processAccessor( geometry.index, geometry, groups[ i ].start, groups[ i ].count ); + cache.attributes.set( cacheKey, primitive.indices ); + + } + + if ( primitive.indices === null ) delete primitive.indices; + + } + + const material = this.processMaterial( materials[ groups[ i ].materialIndex ] ); + + if ( material !== null ) primitive.material = material; + + primitives.push( primitive ); + + } + + meshDef.primitives = primitives; + + if ( ! json.meshes ) json.meshes = []; + + this._invokeAll( function ( ext ) { + + ext.writeMesh && ext.writeMesh( mesh, meshDef ); + + } ); + + const index = json.meshes.push( meshDef ) - 1; + cache.meshes.set( meshCacheKey, index ); + return index; + + } + + /** + * Process camera + * @param {THREE.Camera} camera Camera to process + * @return {Integer} Index of the processed mesh in the "camera" array + */ + processCamera( camera ) { + + const json = this.json; + + if ( ! json.cameras ) json.cameras = []; + + const isOrtho = camera.isOrthographicCamera; + + const cameraDef = { + type: isOrtho ? 'orthographic' : 'perspective' + }; + + if ( isOrtho ) { + + cameraDef.orthographic = { + xmag: camera.right * 2, + ymag: camera.top * 2, + zfar: camera.far <= 0 ? 0.001 : camera.far, + znear: camera.near < 0 ? 0 : camera.near + }; + + } else { + + cameraDef.perspective = { + aspectRatio: camera.aspect, + yfov: MathUtils.degToRad( camera.fov ), + zfar: camera.far <= 0 ? 0.001 : camera.far, + znear: camera.near < 0 ? 0 : camera.near + }; + + } + + // Question: Is saving "type" as name intentional? + if ( camera.name !== '' ) cameraDef.name = camera.type; + + return json.cameras.push( cameraDef ) - 1; + + } + + /** + * Creates glTF animation entry from AnimationClip object. + * + * Status: + * - Only properties listed in PATH_PROPERTIES may be animated. + * + * @param {THREE.AnimationClip} clip + * @param {THREE.Object3D} root + * @return {number|null} + */ + processAnimation( clip, root ) { + + const json = this.json; + const nodeMap = this.nodeMap; + + if ( ! json.animations ) json.animations = []; + + clip = GLTFExporter.Utils.mergeMorphTargetTracks( clip.clone(), root ); + + const tracks = clip.tracks; + const channels = []; + const samplers = []; + + for ( let i = 0; i < tracks.length; ++ i ) { + + const track = tracks[ i ]; + const trackBinding = PropertyBinding.parseTrackName( track.name ); + let trackNode = PropertyBinding.findNode( root, trackBinding.nodeName ); + const trackProperty = PATH_PROPERTIES[ trackBinding.propertyName ]; + + if ( trackBinding.objectName === 'bones' ) { + + if ( trackNode.isSkinnedMesh === true ) { + + trackNode = trackNode.skeleton.getBoneByName( trackBinding.objectIndex ); + + } else { + + trackNode = undefined; + + } + + } + + if ( ! trackNode || ! trackProperty ) { + + console.warn( 'THREE.GLTFExporter: Could not export animation track "%s".', track.name ); + return null; + + } + + const inputItemSize = 1; + let outputItemSize = track.values.length / track.times.length; + + if ( trackProperty === PATH_PROPERTIES.morphTargetInfluences ) { + + outputItemSize /= trackNode.morphTargetInfluences.length; + + } + + let interpolation; + + // @TODO export CubicInterpolant(InterpolateSmooth) as CUBICSPLINE + + // Detecting glTF cubic spline interpolant by checking factory method's special property + // GLTFCubicSplineInterpolant is a custom interpolant and track doesn't return + // valid value from .getInterpolation(). + if ( track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline === true ) { + + interpolation = 'CUBICSPLINE'; + + // itemSize of CUBICSPLINE keyframe is 9 + // (VEC3 * 3: inTangent, splineVertex, and outTangent) + // but needs to be stored as VEC3 so dividing by 3 here. + outputItemSize /= 3; + + } else if ( track.getInterpolation() === InterpolateDiscrete ) { + + interpolation = 'STEP'; + + } else { + + interpolation = 'LINEAR'; + + } + + samplers.push( { + input: this.processAccessor( new BufferAttribute( track.times, inputItemSize ) ), + output: this.processAccessor( new BufferAttribute( track.values, outputItemSize ) ), + interpolation: interpolation + } ); + + channels.push( { + sampler: samplers.length - 1, + target: { + node: nodeMap.get( trackNode ), + path: trackProperty + } + } ); + + } + + json.animations.push( { + name: clip.name || 'clip_' + json.animations.length, + samplers: samplers, + channels: channels + } ); + + return json.animations.length - 1; + + } + + /** + * @param {THREE.Object3D} object + * @return {number|null} + */ + processSkin( object ) { + + const json = this.json; + const nodeMap = this.nodeMap; + + const node = json.nodes[ nodeMap.get( object ) ]; + + const skeleton = object.skeleton; + + if ( skeleton === undefined ) return null; + + const rootJoint = object.skeleton.bones[ 0 ]; + + if ( rootJoint === undefined ) return null; + + const joints = []; + const inverseBindMatrices = new Float32Array( skeleton.bones.length * 16 ); + const temporaryBoneInverse = new Matrix4(); + + for ( let i = 0; i < skeleton.bones.length; ++ i ) { + + joints.push( nodeMap.get( skeleton.bones[ i ] ) ); + temporaryBoneInverse.copy( skeleton.boneInverses[ i ] ); + temporaryBoneInverse.multiply( object.bindMatrix ).toArray( inverseBindMatrices, i * 16 ); + + } + + if ( json.skins === undefined ) json.skins = []; + + json.skins.push( { + inverseBindMatrices: this.processAccessor( new BufferAttribute( inverseBindMatrices, 16 ) ), + joints: joints, + skeleton: nodeMap.get( rootJoint ) + } ); + + const skinIndex = node.skin = json.skins.length - 1; + + return skinIndex; + + } + + /** + * Process Object3D node + * @param {THREE.Object3D} node Object3D to processNode + * @return {Integer} Index of the node in the nodes list + */ + processNode( object ) { + + const json = this.json; + const options = this.options; + const nodeMap = this.nodeMap; + + if ( ! json.nodes ) json.nodes = []; + + const nodeDef = {}; + + if ( options.trs ) { + + const rotation = object.quaternion.toArray(); + const position = object.position.toArray(); + const scale = object.scale.toArray(); + + if ( ! equalArray( rotation, [ 0, 0, 0, 1 ] ) ) { + + nodeDef.rotation = rotation; + + } + + if ( ! equalArray( position, [ 0, 0, 0 ] ) ) { + + nodeDef.translation = position; + + } + + if ( ! equalArray( scale, [ 1, 1, 1 ] ) ) { + + nodeDef.scale = scale; + + } + + } else { + + if ( object.matrixAutoUpdate ) { + + object.updateMatrix(); + + } + + if ( isIdentityMatrix( object.matrix ) === false ) { + + nodeDef.matrix = object.matrix.elements; + + } + + } + + // We don't export empty strings name because it represents no-name in Three.js. + if ( object.name !== '' ) nodeDef.name = String( object.name ); + + this.serializeUserData( object, nodeDef ); + + if ( object.isMesh || object.isLine || object.isPoints ) { + + const meshIndex = this.processMesh( object ); + + if ( meshIndex !== null ) nodeDef.mesh = meshIndex; + + } else if ( object.isCamera ) { + + nodeDef.camera = this.processCamera( object ); + + } + + if ( object.isSkinnedMesh ) this.skins.push( object ); + + if ( object.children.length > 0 ) { + + const children = []; + + for ( let i = 0, l = object.children.length; i < l; i ++ ) { + + const child = object.children[ i ]; + + if ( child.visible || options.onlyVisible === false ) { + + const nodeIndex = this.processNode( child ); + + if ( nodeIndex !== null ) children.push( nodeIndex ); + + } + + } + + if ( children.length > 0 ) nodeDef.children = children; + + } + + this._invokeAll( function ( ext ) { + + ext.writeNode && ext.writeNode( object, nodeDef ); + + } ); + + const nodeIndex = json.nodes.push( nodeDef ) - 1; + nodeMap.set( object, nodeIndex ); + return nodeIndex; + + } + + /** + * Process Scene + * @param {Scene} node Scene to process + */ + processScene( scene ) { + + const json = this.json; + const options = this.options; + + if ( ! json.scenes ) { + + json.scenes = []; + json.scene = 0; + + } + + const sceneDef = {}; + + if ( scene.name !== '' ) sceneDef.name = scene.name; + + json.scenes.push( sceneDef ); + + const nodes = []; + + for ( let i = 0, l = scene.children.length; i < l; i ++ ) { + + const child = scene.children[ i ]; + + if ( child.visible || options.onlyVisible === false ) { + + const nodeIndex = this.processNode( child ); + + if ( nodeIndex !== null ) nodes.push( nodeIndex ); + + } + + } + + if ( nodes.length > 0 ) sceneDef.nodes = nodes; + + this.serializeUserData( scene, sceneDef ); + + } + + /** + * Creates a Scene to hold a list of objects and parse it + * @param {Array} objects List of objects to process + */ + processObjects( objects ) { + + const scene = new Scene(); + scene.name = 'AuxScene'; + + for ( let i = 0; i < objects.length; i ++ ) { + + // We push directly to children instead of calling `add` to prevent + // modify the .parent and break its original scene and hierarchy + scene.children.push( objects[ i ] ); + + } + + this.processScene( scene ); + + } + + /** + * @param {THREE.Object3D|Array} input + */ + processInput( input ) { + + const options = this.options; + + input = input instanceof Array ? input : [ input ]; + + this._invokeAll( function ( ext ) { + + ext.beforeParse && ext.beforeParse( input ); + + } ); + + const objectsWithoutScene = []; + + for ( let i = 0; i < input.length; i ++ ) { + + if ( input[ i ] instanceof Scene ) { + + this.processScene( input[ i ] ); + + } else { + + objectsWithoutScene.push( input[ i ] ); + + } + + } + + if ( objectsWithoutScene.length > 0 ) this.processObjects( objectsWithoutScene ); + + for ( let i = 0; i < this.skins.length; ++ i ) { + + this.processSkin( this.skins[ i ] ); + + } + + for ( let i = 0; i < options.animations.length; ++ i ) { + + this.processAnimation( options.animations[ i ], input[ 0 ] ); + + } + + this._invokeAll( function ( ext ) { + + ext.afterParse && ext.afterParse( input ); + + } ); + + } + + _invokeAll( func ) { + + for ( let i = 0, il = this.plugins.length; i < il; i ++ ) { + + func( this.plugins[ i ] ); + + } + + } + +} + +/** + * Punctual Lights Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual + */ +class GLTFLightExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_lights_punctual'; + + } + + writeNode( light, nodeDef ) { + + if ( ! light.isLight ) return; + + if ( ! light.isDirectionalLight && ! light.isPointLight && ! light.isSpotLight ) { + + console.warn( 'THREE.GLTFExporter: Only directional, point, and spot lights are supported.', light ); + return; + + } + + const writer = this.writer; + const json = writer.json; + const extensionsUsed = writer.extensionsUsed; + + const lightDef = {}; + + if ( light.name ) lightDef.name = light.name; + + lightDef.color = light.color.toArray(); + + lightDef.intensity = light.intensity; + + if ( light.isDirectionalLight ) { + + lightDef.type = 'directional'; + + } else if ( light.isPointLight ) { + + lightDef.type = 'point'; + + if ( light.distance > 0 ) lightDef.range = light.distance; + + } else if ( light.isSpotLight ) { + + lightDef.type = 'spot'; + + if ( light.distance > 0 ) lightDef.range = light.distance; + + lightDef.spot = {}; + lightDef.spot.innerConeAngle = ( light.penumbra - 1.0 ) * light.angle * - 1.0; + lightDef.spot.outerConeAngle = light.angle; + + } + + if ( light.decay !== undefined && light.decay !== 2 ) { + + console.warn( 'THREE.GLTFExporter: Light decay may be lost. glTF is physically-based, ' + + 'and expects light.decay=2.' ); + + } + + if ( light.target + && ( light.target.parent !== light + || light.target.position.x !== 0 + || light.target.position.y !== 0 + || light.target.position.z !== - 1 ) ) { + + console.warn( 'THREE.GLTFExporter: Light direction may be lost. For best results, ' + + 'make light.target a child of the light with position 0,0,-1.' ); + + } + + if ( ! extensionsUsed[ this.name ] ) { + + json.extensions = json.extensions || {}; + json.extensions[ this.name ] = { lights: [] }; + extensionsUsed[ this.name ] = true; + + } + + const lights = json.extensions[ this.name ].lights; + lights.push( lightDef ); + + nodeDef.extensions = nodeDef.extensions || {}; + nodeDef.extensions[ this.name ] = { light: lights.length - 1 }; + + } + +} + +/** + * Unlit Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit + */ +class GLTFMaterialsUnlitExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_unlit'; + + } + + writeMaterial( material, materialDef ) { + + if ( ! material.isMeshBasicMaterial ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = {}; + + extensionsUsed[ this.name ] = true; + + materialDef.pbrMetallicRoughness.metallicFactor = 0.0; + materialDef.pbrMetallicRoughness.roughnessFactor = 0.9; + + } + +} + +/** + * Specular-Glossiness Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness + */ +class GLTFMaterialsPBRSpecularGlossiness { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_pbrSpecularGlossiness'; + + } + + writeMaterial( material, materialDef ) { + + if ( ! material.isGLTFSpecularGlossinessMaterial ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + if ( materialDef.pbrMetallicRoughness.baseColorFactor ) { + + extensionDef.diffuseFactor = materialDef.pbrMetallicRoughness.baseColorFactor; + + } + + const specularFactor = [ 1, 1, 1 ]; + material.specular.toArray( specularFactor, 0 ); + extensionDef.specularFactor = specularFactor; + extensionDef.glossinessFactor = material.glossiness; + + if ( materialDef.pbrMetallicRoughness.baseColorTexture ) { + + extensionDef.diffuseTexture = materialDef.pbrMetallicRoughness.baseColorTexture; + + } + + if ( material.specularMap ) { + + const specularMapDef = { index: writer.processTexture( material.specularMap ) }; + writer.applyTextureTransform( specularMapDef, material.specularMap ); + extensionDef.specularGlossinessTexture = specularMapDef; + + } + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Static utility functions + */ +GLTFExporter.Utils = { + + insertKeyframe: function ( track, time ) { + + const tolerance = 0.001; // 1ms + const valueSize = track.getValueSize(); + + const times = new track.TimeBufferType( track.times.length + 1 ); + const values = new track.ValueBufferType( track.values.length + valueSize ); + const interpolant = track.createInterpolant( new track.ValueBufferType( valueSize ) ); + + let index; + + if ( track.times.length === 0 ) { + + times[ 0 ] = time; + + for ( let i = 0; i < valueSize; i ++ ) { + + values[ i ] = 0; + + } + + index = 0; + + } else if ( time < track.times[ 0 ] ) { + + if ( Math.abs( track.times[ 0 ] - time ) < tolerance ) return 0; + + times[ 0 ] = time; + times.set( track.times, 1 ); + + values.set( interpolant.evaluate( time ), 0 ); + values.set( track.values, valueSize ); + + index = 0; + + } else if ( time > track.times[ track.times.length - 1 ] ) { + + if ( Math.abs( track.times[ track.times.length - 1 ] - time ) < tolerance ) { + + return track.times.length - 1; + + } + + times[ times.length - 1 ] = time; + times.set( track.times, 0 ); + + values.set( track.values, 0 ); + values.set( interpolant.evaluate( time ), track.values.length ); + + index = times.length - 1; + + } else { + + for ( let i = 0; i < track.times.length; i ++ ) { + + if ( Math.abs( track.times[ i ] - time ) < tolerance ) return i; + + if ( track.times[ i ] < time && track.times[ i + 1 ] > time ) { + + times.set( track.times.slice( 0, i + 1 ), 0 ); + times[ i + 1 ] = time; + times.set( track.times.slice( i + 1 ), i + 2 ); + + values.set( track.values.slice( 0, ( i + 1 ) * valueSize ), 0 ); + values.set( interpolant.evaluate( time ), ( i + 1 ) * valueSize ); + values.set( track.values.slice( ( i + 1 ) * valueSize ), ( i + 2 ) * valueSize ); + + index = i + 1; + + break; + + } + + } + + } + + track.times = times; + track.values = values; + + return index; + + }, + + mergeMorphTargetTracks: function ( clip, root ) { + + const tracks = []; + const mergedTracks = {}; + const sourceTracks = clip.tracks; + + for ( let i = 0; i < sourceTracks.length; ++ i ) { + + let sourceTrack = sourceTracks[ i ]; + const sourceTrackBinding = PropertyBinding.parseTrackName( sourceTrack.name ); + const sourceTrackNode = PropertyBinding.findNode( root, sourceTrackBinding.nodeName ); + + if ( sourceTrackBinding.propertyName !== 'morphTargetInfluences' || sourceTrackBinding.propertyIndex === undefined ) { + + // Tracks that don't affect morph targets, or that affect all morph targets together, can be left as-is. + tracks.push( sourceTrack ); + continue; + + } + + if ( sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodDiscrete + && sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodLinear ) { + + if ( sourceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + // This should never happen, because glTF morph target animations + // affect all targets already. + throw new Error( 'THREE.GLTFExporter: Cannot merge tracks with glTF CUBICSPLINE interpolation.' ); + + } + + console.warn( 'THREE.GLTFExporter: Morph target interpolation mode not yet supported. Using LINEAR instead.' ); + + sourceTrack = sourceTrack.clone(); + sourceTrack.setInterpolation( InterpolateLinear ); + + } + + const targetCount = sourceTrackNode.morphTargetInfluences.length; + const targetIndex = sourceTrackNode.morphTargetDictionary[ sourceTrackBinding.propertyIndex ]; + + if ( targetIndex === undefined ) { + + throw new Error( 'THREE.GLTFExporter: Morph target name not found: ' + sourceTrackBinding.propertyIndex ); + + } + + let mergedTrack; + + // If this is the first time we've seen this object, create a new + // track to store merged keyframe data for each morph target. + if ( mergedTracks[ sourceTrackNode.uuid ] === undefined ) { + + mergedTrack = sourceTrack.clone(); + + const values = new mergedTrack.ValueBufferType( targetCount * mergedTrack.times.length ); + + for ( let j = 0; j < mergedTrack.times.length; j ++ ) { + + values[ j * targetCount + targetIndex ] = mergedTrack.values[ j ]; + + } + + // We need to take into consideration the intended target node + // of our original un-merged morphTarget animation. + mergedTrack.name = ( sourceTrackBinding.nodeName || '' ) + '.morphTargetInfluences'; + mergedTrack.values = values; + + mergedTracks[ sourceTrackNode.uuid ] = mergedTrack; + tracks.push( mergedTrack ); + + continue; + + } + + const sourceInterpolant = sourceTrack.createInterpolant( new sourceTrack.ValueBufferType( 1 ) ); + + mergedTrack = mergedTracks[ sourceTrackNode.uuid ]; + + // For every existing keyframe of the merged track, write a (possibly + // interpolated) value from the source track. + for ( let j = 0; j < mergedTrack.times.length; j ++ ) { + + mergedTrack.values[ j * targetCount + targetIndex ] = sourceInterpolant.evaluate( mergedTrack.times[ j ] ); + + } + + // For every existing keyframe of the source track, write a (possibly + // new) keyframe to the merged track. Values from the previous loop may + // be written again, but keyframes are de-duplicated. + for ( let j = 0; j < sourceTrack.times.length; j ++ ) { + + const keyframeIndex = this.insertKeyframe( mergedTrack, sourceTrack.times[ j ] ); + mergedTrack.values[ keyframeIndex * targetCount + targetIndex ] = sourceTrack.values[ j ]; + + } + + } + + clip.tracks = tracks; + + return clip; + + } + +}; + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const $correlatedObjects = Symbol('correlatedObjects'); +const $sourceObject = Symbol('sourceObject'); +const $onUpdate = Symbol('onUpdate'); +/** + * A SerializableThreeDOMElement is the common primitive of all scene graph + * elements that have been facaded in the host execution context. It adds + * a common interface to these elements in support of convenient + * serializability. + */ +class ThreeDOMElement { + constructor(onUpdate, element, correlatedObjects = null) { + this[$onUpdate] = onUpdate; + this[$sourceObject] = element; + this[$correlatedObjects] = correlatedObjects; + } +} + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a$3, _b$2; +const loader = new ImageLoader(); +const $threeTextures$1 = Symbol('threeTextures'); +const $uri = Symbol('uri'); +const $bufferViewImages = Symbol('bufferViewImages'); +/** + * Image facade implementation for Three.js textures + */ +class Image$1 extends ThreeDOMElement { + constructor(onUpdate, image, correlatedTextures) { + super(onUpdate, image, correlatedTextures); + this[_a$3] = undefined; + this[_b$2] = new WeakMap(); + if (image.uri != null) { + this[$uri] = image.uri; + } + if (image.bufferView != null) { + for (const texture of correlatedTextures) { + this[$bufferViewImages].set(texture, texture.image); + } + } + } + get [$threeTextures$1]() { + return this[$correlatedObjects]; + } + get name() { + return this[$sourceObject].name || ''; + } + get uri() { + return this[$uri]; + } + get type() { + return this.uri != null ? 'external' : 'embedded'; + } + async setURI(uri) { + this[$uri] = uri; + const image = await new Promise((resolve, reject) => { + loader.load(uri, resolve, undefined, reject); + }); + for (const texture of this[$threeTextures$1]) { + // If the URI is set to null but the Image had an associated buffer view + // (this would happen if it started out as embedded), then fall back to + // the cached object URL created by GLTFLoader: + if (image == null && + this[$sourceObject].bufferView != null) { + texture.image = this[$bufferViewImages].get(texture); + } + else { + texture.image = image; + } + texture.needsUpdate = true; + } + this[$onUpdate](); + } +} +_a$3 = $uri, _b$2 = $bufferViewImages; + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const isMinFilter = (() => { + const minFilterValues = [9728, 9729, 9984, 9985, 9986, 9987]; + return (value) => minFilterValues.indexOf(value) > -1; +})(); +const isMagFilter = (() => { + const magFilterValues = [9728, 9729]; + return (value) => magFilterValues.indexOf(value) > -1; +})(); +const isWrapMode = (() => { + const wrapModes = [33071, 33648, 10497]; + return (value) => wrapModes.indexOf(value) > -1; +})(); +const isValidSamplerValue = (property, value) => { + switch (property) { + case 'minFilter': + return isMinFilter(value); + case 'magFilter': + return isMagFilter(value); + case 'wrapS': + case 'wrapT': + return isWrapMode(value); + default: + throw new Error(`Cannot configure property "${property}" on Sampler`); + } +}; +const $threeTextures = Symbol('threeTextures'); +const $setProperty = Symbol('setProperty'); +/** + * Sampler facade implementation for Three.js textures + */ +class Sampler extends ThreeDOMElement { + get [$threeTextures]() { + return this[$correlatedObjects]; + } + constructor(onUpdate, sampler, correlatedTextures) { + // These defaults represent a convergence of glTF defaults for wrap mode and + // Three.js defaults for filters. Per glTF 2.0 spec, a renderer may choose + // its own defaults for filters. + // @see https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#reference-sampler + // @see https://threejs.org/docs/#api/en/textures/Texture + if (sampler.minFilter == null) { + sampler.minFilter = 9987; + } + if (sampler.magFilter == null) { + sampler.magFilter = 9729; + } + if (sampler.wrapS == null) { + sampler.wrapS = 10497; + } + if (sampler.wrapT == null) { + sampler.wrapT = 10497; + } + super(onUpdate, sampler, correlatedTextures); + } + get name() { + return this[$sourceObject].name || ''; + } + get minFilter() { + return this[$sourceObject].minFilter; + } + get magFilter() { + return this[$sourceObject].magFilter; + } + get wrapS() { + return this[$sourceObject].wrapS; + } + get wrapT() { + return this[$sourceObject].wrapT; + } + setMinFilter(filter) { + this[$setProperty]('minFilter', filter); + } + setMagFilter(filter) { + this[$setProperty]('magFilter', filter); + } + setWrapS(mode) { + this[$setProperty]('wrapS', mode); + } + setWrapT(mode) { + this[$setProperty]('wrapT', mode); + } + [$setProperty](property, value) { + const sampler = this[$sourceObject]; + if (isValidSamplerValue(property, value)) { + sampler[property] = value; + for (const texture of this[$threeTextures]) { + texture[property] = value; + texture.needsUpdate = true; + } + } + this[$onUpdate](); + } +} + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const $source = Symbol('source'); +const $sampler = Symbol('sampler'); +/** + * Material facade implementation for Three.js materials + */ +class Texture extends ThreeDOMElement { + constructor(onUpdate, gltf, texture, correlatedTextures) { + super(onUpdate, texture, correlatedTextures); + const { sampler: samplerIndex, source: imageIndex } = texture; + const sampler = (gltf.samplers != null && samplerIndex != null) ? + gltf.samplers[samplerIndex] : + {}; + this[$sampler] = new Sampler(onUpdate, sampler, correlatedTextures); + if (gltf.images != null && imageIndex != null) { + const image = gltf.images[imageIndex]; + if (image != null) { + this[$source] = new Image$1(onUpdate, image, correlatedTextures); + } + } + } + get name() { + return this[$sourceObject].name || ''; + } + get sampler() { + return this[$sampler]; + } + get source() { + return this[$source]; + } +} + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +const $texture = Symbol('texture'); +/** + * TextureInfo facade implementation for Three.js materials + */ +class TextureInfo extends ThreeDOMElement { + constructor(onUpdate, gltf, textureInfo, correlatedTextures) { + super(onUpdate, textureInfo, correlatedTextures); + const { index: textureIndex } = textureInfo; + const texture = gltf.textures[textureIndex]; + if (texture != null) { + this[$texture] = new Texture(onUpdate, gltf, texture, correlatedTextures); + } + } + get texture() { + return this[$texture]; + } +} + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a$2, _b$1; +const $threeMaterials = Symbol('threeMaterials'); +const $baseColorTexture = Symbol('baseColorTexture'); +const $metallicRoughnessTexture = Symbol('metallicRoughnessTexture'); +/** + * PBR material properties facade implementation for Three.js materials + */ +class PBRMetallicRoughness extends ThreeDOMElement { + constructor(onUpdate, gltf, pbrMetallicRoughness, correlatedMaterials) { + super(onUpdate, pbrMetallicRoughness, correlatedMaterials); + this[_a$2] = null; + this[_b$1] = null; + // Assign glTF default values + if (pbrMetallicRoughness.baseColorFactor == null) { + pbrMetallicRoughness.baseColorFactor = [1, 1, 1, 1]; + } + if (pbrMetallicRoughness.roughnessFactor == null) { + pbrMetallicRoughness.roughnessFactor = 0; + } + if (pbrMetallicRoughness.metallicFactor == null) { + pbrMetallicRoughness.metallicFactor = 0; + } + const { baseColorTexture, metallicRoughnessTexture } = pbrMetallicRoughness; + const baseColorTextures = new Set(); + const metallicRoughnessTextures = new Set(); + for (const material of correlatedMaterials) { + if (baseColorTexture != null && material.map != null) { + baseColorTextures.add(material.map); + } + // NOTE: GLTFLoader users the same texture for metalnessMap and + // roughnessMap in this case + // @see https://github.com/mrdoob/three.js/blob/b4473c25816df4a09405c7d887d5c418ef47ee76/examples/js/loaders/GLTFLoader.js#L2173-L2174 + if (metallicRoughnessTexture != null && material.metalnessMap != null) { + metallicRoughnessTextures.add(material.metalnessMap); + } + } + if (baseColorTextures.size > 0) { + this[$baseColorTexture] = + new TextureInfo(onUpdate, gltf, baseColorTexture, baseColorTextures); + } + if (metallicRoughnessTextures.size > 0) { + this[$metallicRoughnessTexture] = new TextureInfo(onUpdate, gltf, metallicRoughnessTexture, metallicRoughnessTextures); + } + } + get [(_a$2 = $baseColorTexture, _b$1 = $metallicRoughnessTexture, $threeMaterials)]() { + return this[$correlatedObjects]; + } + get baseColorFactor() { + return this[$sourceObject].baseColorFactor; + } + get metallicFactor() { + return this[$sourceObject].metallicFactor; + } + get roughnessFactor() { + return this[$sourceObject].roughnessFactor; + } + get baseColorTexture() { + return this[$baseColorTexture]; + } + get metallicRoughnessTexture() { + return this[$metallicRoughnessTexture]; + } + setBaseColorFactor(rgba) { + for (const material of this[$threeMaterials]) { + material.color.fromArray(rgba); + material.opacity = (rgba)[3]; + } + const pbrMetallicRoughness = this[$sourceObject]; + pbrMetallicRoughness.baseColorFactor = rgba; + this[$onUpdate](); + } + setMetallicFactor(value) { + for (const material of this[$threeMaterials]) { + material.metalness = value; + } + const pbrMetallicRoughness = this[$sourceObject]; + pbrMetallicRoughness.metallicFactor = value; + this[$onUpdate](); + } + setRoughnessFactor(value) { + for (const material of this[$threeMaterials]) { + material.roughness = value; + } + const pbrMetallicRoughness = this[$sourceObject]; + pbrMetallicRoughness.roughnessFactor = value; + this[$onUpdate](); + } +} + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a$1, _b, _c; +const $pbrMetallicRoughness = Symbol('pbrMetallicRoughness'); +const $normalTexture = Symbol('normalTexture'); +const $occlusionTexture = Symbol('occlusionTexture'); +const $emissiveTexture = Symbol('emissiveTexture'); +/** + * Material facade implementation for Three.js materials + */ +class Material extends ThreeDOMElement { + constructor(onUpdate, gltf, material, correlatedMaterials) { + super(onUpdate, material, correlatedMaterials); + this[_a$1] = null; + this[_b] = null; + this[_c] = null; + if (correlatedMaterials == null) { + return; + } + if (material.pbrMetallicRoughness == null) { + material.pbrMetallicRoughness = {}; + } + this[$pbrMetallicRoughness] = new PBRMetallicRoughness(onUpdate, gltf, material.pbrMetallicRoughness, correlatedMaterials); + const { normalTexture, occlusionTexture, emissiveTexture } = material; + const normalTextures = new Set(); + const occlusionTextures = new Set(); + const emissiveTextures = new Set(); + for (const material of correlatedMaterials) { + const { normalMap, aoMap, emissiveMap } = material; + if (normalTexture != null && normalMap != null) { + normalTextures.add(normalMap); + } + if (occlusionTexture != null && aoMap != null) { + occlusionTextures.add(aoMap); + } + if (emissiveTexture != null && emissiveMap != null) { + emissiveTextures.add(emissiveMap); + } + } + if (normalTextures.size > 0) { + this[$normalTexture] = + new TextureInfo(onUpdate, gltf, normalTexture, normalTextures); + } + if (occlusionTextures.size > 0) { + this[$occlusionTexture] = + new TextureInfo(onUpdate, gltf, occlusionTexture, occlusionTextures); + } + if (emissiveTextures.size > 0) { + this[$emissiveTexture] = + new TextureInfo(onUpdate, gltf, emissiveTexture, emissiveTextures); + } + } + get name() { + return this[$sourceObject].name || ''; + } + get pbrMetallicRoughness() { + return this[$pbrMetallicRoughness]; + } + get normalTexture() { + return this[$normalTexture]; + } + get occlusionTexture() { + return this[$occlusionTexture]; + } + get emissiveTexture() { + return this[$emissiveTexture]; + } + get emissiveFactor() { + return this[$sourceObject].emissiveFactor; + } + setEmissiveFactor(rgb) { + for (const material of this[$correlatedObjects]) { + material.emissive.fromArray(rgb); + } + this[$sourceObject].emissiveFactor = rgb; + this[$onUpdate](); + } +} +_a$1 = $normalTexture, _b = $occlusionTexture, _c = $emissiveTexture; + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var _a; +const $materials = Symbol('materials'); +/** + * A Model facades the top-level GLTF object returned by Three.js' GLTFLoader. + * Currently, the model only bothers itself with the materials in the Three.js + * scene graph. + */ +class Model { + constructor(correlatedSceneGraph, onUpdate = () => { }) { + this[_a] = []; + const { gltf, gltfElementMap } = correlatedSceneGraph; + gltf.materials.forEach(material => { + this[$materials].push(new Material(onUpdate, gltf, material, gltfElementMap.get(material))); + }); + } + /** + * Materials are listed in the order of the GLTF materials array, plus a + * default material at the end if one is used. + * + * TODO(#1003): How do we handle non-active scenes? + */ + get materials() { + return this[$materials]; + } +} +_a = $materials; + +/* @license + * Copyright 2020 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var __decorate$1 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof undefined === "function") r = undefined(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +}; +const $currentGLTF = Symbol('currentGLTF'); +const $model = Symbol('model'); +const $variants = Symbol('variants'); +/** + * SceneGraphMixin manages exposes a model API in order to support operations on + * the scene graph. + */ +const SceneGraphMixin = (ModelViewerElement) => { + var _a, _b, _c; + class SceneGraphModelViewerElement extends ModelViewerElement { + constructor() { + super(...arguments); + this[_a] = undefined; + this[_b] = null; + this[_c] = []; + this.variantName = undefined; + this.orientation = '0 0 0'; + this.scale = '1 1 1'; + } + // Scene-graph API: + /** @export */ + get model() { + return this[$model]; + } + get availableVariants() { + return this[$variants]; + } + updated(changedProperties) { + super.updated(changedProperties); + if (changedProperties.has('variantName')) { + const variants = this[$variants]; + const threeGLTF = this[$currentGLTF]; + const { variantName } = this; + const variantIndex = variants.findIndex((v) => v === variantName); + if (threeGLTF == null || variantIndex < 0) { + return; + } + const onUpdate = () => { + this[$needsRender](); + }; + const updatedMaterials = threeGLTF.correlatedSceneGraph.loadVariant(variantIndex, onUpdate); + const { gltf, gltfElementMap } = threeGLTF.correlatedSceneGraph; + for (const index of updatedMaterials) { + const material = gltf.materials[index]; + this[$model].materials[index] = new Material(onUpdate, gltf, material, gltfElementMap.get(material)); + } + } + if (changedProperties.has('orientation') || + changedProperties.has('scale')) { + const { modelContainer } = this[$scene]; + const orientation = parseExpressions(this.orientation)[0] + .terms; + const roll = normalizeUnit(orientation[0]).number; + const pitch = normalizeUnit(orientation[1]).number; + const yaw = normalizeUnit(orientation[2]).number; + modelContainer.quaternion.setFromEuler(new Euler(pitch, yaw, roll, 'YXZ')); + const scale = parseExpressions(this.scale)[0] + .terms; + modelContainer.scale.set(scale[0].number, scale[1].number, scale[2].number); + this[$scene].updateBoundingBox(); + this[$scene].updateShadow(); + this[$renderer].arRenderer.onUpdateScene(); + this[$needsRender](); + } + } + [(_a = $model, _b = $currentGLTF, _c = $variants, $onModelLoad)]() { + super[$onModelLoad](); + this[$variants] = []; + const { currentGLTF } = this[$scene]; + if (currentGLTF != null) { + const { correlatedSceneGraph } = currentGLTF; + if (correlatedSceneGraph != null && + currentGLTF !== this[$currentGLTF]) { + this[$model] = new Model(correlatedSceneGraph, () => { + this[$needsRender](); + }); + } + // KHR_materials_variants extension spec: + // https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_variants + const { gltfExtensions } = currentGLTF.userData; + if (gltfExtensions != null) { + const extension = gltfExtensions['KHR_materials_variants']; + if (extension != null) { + this[$variants] = + extension.variants.map(variant => variant.name); + this.requestUpdate('variantName'); + } + } + } + this[$currentGLTF] = currentGLTF; + // TODO: remove this event, as it is synonymous with the load event. + this.dispatchEvent(new CustomEvent('scene-graph-ready')); + } + /** @export */ + async exportScene(options) { + const scene = this[$scene]; + return new Promise(async (resolve) => { + // Defaults + const opts = { + binary: true, + onlyVisible: true, + maxTextureSize: Infinity, + forcePowerOfTwoTextures: false, + includeCustomExtensions: false, + embedImages: true + }; + Object.assign(opts, options); + // Not configurable + opts.animations = scene.animations; + opts.truncateDrawRange = true; + const shadow = scene.shadow; + let visible = false; + // Remove shadow from export + if (shadow != null) { + visible = shadow.visible; + shadow.visible = false; + } + const exporter = new GLTFExporter(); + exporter.parse(scene.modelContainer, (gltf) => { + return resolve(new Blob([opts.binary ? gltf : JSON.stringify(gltf)], { + type: opts.binary ? 'application/octet-stream' : + 'application/json' + })); + }, opts); + if (shadow != null) { + shadow.visible = visible; + } + }); + } + } + __decorate$1([ + property({ type: String, attribute: 'variant-name' }) + ], SceneGraphModelViewerElement.prototype, "variantName", void 0); + __decorate$1([ + property({ type: String, attribute: 'orientation' }) + ], SceneGraphModelViewerElement.prototype, "orientation", void 0); + __decorate$1([ + property({ type: String, attribute: 'scale' }) + ], SceneGraphModelViewerElement.prototype, "scale", void 0); + return SceneGraphModelViewerElement; +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +var __decorate = (undefined && undefined.__decorate) || function (decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof undefined === "function") r = undefined(decorators, target, key, desc); + else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +}; +// How much the model will rotate per +// second in radians: +const DEFAULT_ROTATION_SPEED = Math.PI / 32; +const AUTO_ROTATE_DELAY_DEFAULT = 3000; +const rotationRateIntrinsics = { + basis: [degreesToRadians(numberNode(DEFAULT_ROTATION_SPEED, 'rad'))], + keywords: { auto: [null] } +}; +const $autoRotateStartTime = Symbol('autoRotateStartTime'); +const $radiansPerSecond = Symbol('radiansPerSecond'); +const $syncRotationRate = Symbol('syncRotationRate'); +const $onCameraChange = Symbol('onCameraChange'); +const StagingMixin = (ModelViewerElement) => { + var _a, _b, _c; + class StagingModelViewerElement extends ModelViewerElement { + constructor() { + super(...arguments); + this.autoRotate = false; + this.autoRotateDelay = AUTO_ROTATE_DELAY_DEFAULT; + this.rotationPerSecond = 'auto'; + this[_a] = performance.now(); + this[_b] = 0; + this[_c] = (event) => { + if (!this.autoRotate) { + return; + } + if (event.detail.source === 'user-interaction') { + this[$autoRotateStartTime] = performance.now(); + } + }; + } + connectedCallback() { + super.connectedCallback(); + this.addEventListener('camera-change', this[$onCameraChange]); + this[$autoRotateStartTime] = performance.now(); + } + disconnectedCallback() { + super.disconnectedCallback(); + this.removeEventListener('camera-change', this[$onCameraChange]); + this[$autoRotateStartTime] = performance.now(); + } + updated(changedProperties) { + super.updated(changedProperties); + if (changedProperties.has('autoRotate')) { + this[$autoRotateStartTime] = performance.now(); + } + } + [(_a = $autoRotateStartTime, _b = $radiansPerSecond, $syncRotationRate)](style) { + this[$radiansPerSecond] = style[0]; + } + [$tick](time, delta) { + super[$tick](time, delta); + if (!this.autoRotate || !this[$hasTransitioned]() || + this[$renderer].isPresenting) { + return; + } + const rotationDelta = Math.min(delta, time - this[$autoRotateStartTime] - this.autoRotateDelay); + if (rotationDelta > 0) { + this[$scene].yaw = this.turntableRotation + + this[$radiansPerSecond] * rotationDelta * 0.001; + } + } + get turntableRotation() { + return this[$scene].yaw; + } + resetTurntableRotation(theta = 0) { + this[$scene].yaw = theta; + } + } + _c = $onCameraChange; + __decorate([ + property({ type: Boolean, attribute: 'auto-rotate' }) + ], StagingModelViewerElement.prototype, "autoRotate", void 0); + __decorate([ + property({ type: Number, attribute: 'auto-rotate-delay' }) + ], StagingModelViewerElement.prototype, "autoRotateDelay", void 0); + __decorate([ + style({ intrinsics: rotationRateIntrinsics, updateHandler: $syncRotationRate }), + property({ type: String, attribute: 'rotation-per-second' }) + ], StagingModelViewerElement.prototype, "rotationPerSecond", void 0); + return StagingModelViewerElement; +}; + +/** + * This mixin function is designed to be applied to a class that inherits + * from HTMLElement. It makes it easy for a custom element to coordinate with + * the :focus-visible polyfill. + * + * NOTE(cdata): The code here was adapted from an example proposed with the + * introduction of ShadowDOM support in the :focus-visible polyfill. + * + * @see https://github.com/WICG/focus-visible/pull/196 + * @param {Function} SuperClass The base class implementation to decorate with + * implementation that coordinates with the :focus-visible polyfill + */ +const FocusVisiblePolyfillMixin = (SuperClass) => { + var _a; + const coordinateWithPolyfill = (instance) => { + // If there is no shadow root, there is no need to coordinate with + // the polyfill. If we already coordinated with the polyfill, we can + // skip subsequent invokcations: + if (instance.shadowRoot == null || + instance.hasAttribute('data-js-focus-visible')) { + return () => { }; + } + // The polyfill might already be loaded. If so, we can apply it to + // the shadow root immediately: + if (self.applyFocusVisiblePolyfill) { + self.applyFocusVisiblePolyfill(instance.shadowRoot); + } + else { + const coordinationHandler = () => { + self.applyFocusVisiblePolyfill(instance.shadowRoot); + }; + // Otherwise, wait for the polyfill to be loaded lazily. It might + // never be loaded, but if it is then we can apply it to the + // shadow root at the appropriate time by waiting for the ready + // event: + self.addEventListener('focus-visible-polyfill-ready', coordinationHandler, { once: true }); + return () => { + self.removeEventListener('focus-visible-polyfill-ready', coordinationHandler); + }; + } + return () => { }; + }; + const $endPolyfillCoordination = Symbol('endPolyfillCoordination'); + // IE11 doesn't natively support custom elements or JavaScript class + // syntax The mixin implementation assumes that the user will take the + // appropriate steps to support both: + class FocusVisibleCoordinator extends SuperClass { + constructor() { + super(...arguments); + this[_a] = null; + } + // Attempt to coordinate with the polyfill when connected to the + // document: + connectedCallback() { + super.connectedCallback && super.connectedCallback(); + if (this[$endPolyfillCoordination] == null) { + this[$endPolyfillCoordination] = coordinateWithPolyfill(this); + } + } + disconnectedCallback() { + super.disconnectedCallback && super.disconnectedCallback(); + // It's important to remove the polyfill event listener when we + // disconnect, otherwise we will leak the whole element via window: + if (this[$endPolyfillCoordination] != null) { + this[$endPolyfillCoordination](); + this[$endPolyfillCoordination] = null; + } + } + } + _a = $endPolyfillCoordination; + return FocusVisibleCoordinator; +}; + +/* @license + * Copyright 2019 Google LLC. All Rights Reserved. + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +// Uncomment these lines to export PMREM textures in Glitch: +// export {default as TextureUtils} from './three-components/TextureUtils'; +// export * from 'three'; +const ModelViewerElement = AnnotationMixin(SceneGraphMixin(StagingMixin(EnvironmentMixin(ControlsMixin(ARMixin(LoadingMixin(AnimationMixin(FocusVisiblePolyfillMixin(ModelViewerElementBase))))))))); +customElements.define('model-viewer', ModelViewerElement); + +export { ModelViewerElement }; +//# sourceMappingURL=model-viewer.js.map diff --git a/config/module.config.php b/config/module.config.php index 307342a..d1567ee 100644 --- a/config/module.config.php +++ b/config/module.config.php @@ -22,9 +22,9 @@ return [ 'model_type' => 'gltf', 'title' => '', 'renderSourceLink' => true, + //'addPreLoadImage' => true, 'width' => 600, 'wrapStyle' => 'overflow-y: hidden;display: flex;flex-direction: column;justify-content: center;', - //'imgStyle' => '', 'ui_background' => 'rgba(0,0,0,0.1)', ] ] diff --git a/src/Form/Render3DBlockForm.php b/src/Form/Render3DBlockForm.php index 88db788..236b33f 100644 --- a/src/Form/Render3DBlockForm.php +++ b/src/Form/Render3DBlockForm.php @@ -42,6 +42,19 @@ class Render3DBlockForm extends Form ], ]); + /* + $this->add([ + 'type' => Element\Checkbox::class, + 'name' => 'o:block[__blockIndex__][o:data][addPreLoadImage]', + 'options' => [ + 'label' => 'Display the preload image', + //'use_hidden_element' => true, + 'checked_value' => true, + 'unchecked_value' => false, + ], + ]); + */ + $this->add([ 'name' => 'o:block[__blockIndex__][o:data][title]', 'type' => Element\Text::class, diff --git a/src/Site/BlockLayout/Render3D.php b/src/Site/BlockLayout/Render3D.php index f406b57..f21d764 100644 --- a/src/Site/BlockLayout/Render3D.php +++ b/src/Site/BlockLayout/Render3D.php @@ -51,6 +51,7 @@ class Render3D extends AbstractBlockLayout 'o:block[__blockIndex__][o:data][title]' => $data['title'], 'o:block[__blockIndex__][o:data][width]' => $data['width'], 'o:block[__blockIndex__][o:data][renderSourceLink]' => $data['renderSourceLink'], + //'o:block[__blockIndex__][o:data][addPreLoadImage]' => $data['addPreLoadImage'], ]); $form->prepare(); @@ -97,6 +98,8 @@ class Render3D extends AbstractBlockLayout 'height' => $height, 'item_url' => $attachments[0]->item()->url(), 'renderSourceLink' => $block->dataValue('renderSourceLink'), + 'addPreLoadImage' => 1, + 'skybox' => 0, 'urls' => $urls, 'id' => 'v3d-' . ++$id, 'mediaTypes' => $media_types, diff --git a/view/common/block-layout/render-3d.phtml b/view/common/block-layout/render-3d.phtml index 9816f78..0b05c53 100644 --- a/view/common/block-layout/render-3d.phtml +++ b/view/common/block-layout/render-3d.phtml @@ -1,121 +1,81 @@ -
- headScript()->appendFile($this->assetUrl('vendor/vue/vue.js', 'Render3D')); - $this->headScript()->appendFile($this->assetUrl('vendor/vue-3d-model/vue-3d-model.umd.js', +headLink()->appendStylesheet($this->assetUrl('css/render3d.css', 'Render3D')); - if ($title !== false && $title !== "") { - $title = sprintf('

%s

', $title); - } else { - $title = false; - } - ?> +?> - + + +
+ + + -
- - - - - +
+ + + + +inlineScript() + ->prependFile($this->assetUrl('/vendor/google/model-viewer.js?v=1"', + 'Render3D')); +*/ +/* +$this->headScript()->appendFile($this->assetUrl('/vendor/google/model-viewer.js?v=1', + 'Render3D')); +*/ +?>