/** * @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