diff --git a/.travis.yml b/.travis.yml index 96c3243..0112287 100644 --- a/.travis.yml +++ b/.travis.yml @@ -5,10 +5,10 @@ notifications: node_js: - '8' install: - - npm install && npm install -g gulp-cli + - npm install before_script: - npm prune -script: gulp build +script: npm run build after_success: - npm run semantic-release branches: diff --git a/demo/Demo.js b/demo/Demo.js index 7a6688d..8514d13 100644 --- a/demo/Demo.js +++ b/demo/Demo.js @@ -4,10 +4,8 @@ import TrackballControls from 'three-trackballcontrols'; import Stats from 'stats.js'; import dat from 'dat.gui/build/dat.gui'; -import WebglStuff from '../src'; - -import {clone, extend, each} from 'lodash'; -import clipboard from 'clipboard-js'; +import WebglStuff from '../src/index'; +import * as clipboard from 'clipboard-polyfill/text'; import Noty from 'noty'; import 'noty/lib/noty.css'; @@ -17,8 +15,8 @@ const KEYS = [ 16 // 'alt' ]; -export default class Demo { - constructor(el, preset = clone(WebglStuff.presets.normal), duration = 3000) { +export default class Demo { + constructor(el, preset = {...WebglStuff.presets.normal}, duration = 3000) { this.el = el; this.preset = preset; this.duration = duration; @@ -42,7 +40,7 @@ export default class Demo { this.gui.add(this, 'duration') .min(0).max(60 * 1000) .step(100) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); this.initGuiPresetButtons().open(); this.initGuiCircles().open(); @@ -56,55 +54,55 @@ export default class Demo { circles.add(this.preset, 'visible') .min(0).max(WebglStuff.initial.circles) .step(1) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); circles.add(this.preset, 'opacityStep') .min(0).max(1) .step(0.1) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); circles.addColor(this.preset, 'pointsColor') - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); circles.add(this.preset, 'impact') .min(-1).max(1) .step(0.001) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); circles.add(this.preset, 'stabilityStart') .min(0.5).max(2) .step(0.001) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); circles.add(this.preset, 'stabilityEnd') .min(0.5).max(2) .step(0.001) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); circles.add(this.preset, 'rotation') .min(-0.01).max(0.01) .step(0.00001) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); circles.add(this.preset, 'perlin') .min(-0.01).max(0.01) .step(0.00001) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); return circles; } initGuiHighlight() { let highlight = this.gui.addFolder('Highlight settings'); highlight.addColor(this.preset, 'ringColor') - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); highlight.add(this.preset, 'opacity') .min(0).max(1) .step(0.1) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); return highlight; } initGuiBackground() { let background = this.gui.addFolder('Background settings'); background.addColor(this.preset, 'background') - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); background.add(this.preset, 'floatsOpacity') .min(0).max(1) .step(0.01) - .onChange(this.transit.bind(this)); + .onChange(() => this.transit()); return background; } @@ -130,18 +128,18 @@ export default class Demo { let clipboardAction = { 'copy preset': () => { try { - clipboard.copy(JSON.stringify(this.preset, null, 4)); - new Noty({ - type: 'success', - text: 'Yay, copied :)', - layout: 'bottomRight', - progressBar: false, - killer: true, - timeout: 1000, - animation: { - close: null - } - }).show(); + clipboard.writeText(JSON.stringify(this.preset, null, 4)) + .then(() => new Noty({ + type: 'success', + text: 'Yay, copied :)', + layout: 'bottomRight', + progressBar: false, + killer: true, + timeout: 1000, + animation: { + close: null + } + }).show()); } catch (e) { new Noty({ type: 'error', @@ -158,12 +156,11 @@ export default class Demo { } transit(preset, update = false) { - extend(this.preset, preset); - this.wgs.transitTo(this.preset, this.duration); - - if (update) { - each(this.gui.__folders, folder => each(folder.__controllers, c => c.updateDisplay())); + if (preset) { + Object.assign(this.preset, preset); + Object.values(this.gui.__folders).forEach(folder => folder.__controllers.forEach(c => c.updateDisplay())); } + this.wgs.transitTo(this.preset, this.duration); } initControls() { @@ -185,4 +182,4 @@ export default class Demo { this.wgs.on(WebglStuff.ON_UPDATE, () => this.controls.update()); this.wgs.on(WebglStuff.ON_AFTER_UPDATE, () => this.stats.end()); } -} \ No newline at end of file +} diff --git a/dist/demo/index.js b/dist/demo/index.js index 365a98c..a1edf42 100644 --- a/dist/demo/index.js +++ b/dist/demo/index.js @@ -1,7133 +1,6703 @@ -/******/ (function(modules) { // webpackBootstrap -/******/ // The module cache -/******/ var installedModules = {}; -/******/ -/******/ // The require function -/******/ function __webpack_require__(moduleId) { -/******/ -/******/ // Check if module is in cache -/******/ if(installedModules[moduleId]) { -/******/ return installedModules[moduleId].exports; 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}); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TorusGeometry", function() { return TorusGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TorusBufferGeometry", function() { return TorusBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TextGeometry", function() { return TextGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TextBufferGeometry", function() { return TextBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SphereGeometry", function() { return SphereGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SphereBufferGeometry", function() { return SphereBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RingGeometry", function() { return RingGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RingBufferGeometry", function() { return RingBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PlaneGeometry", function() { return PlaneGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PlaneBufferGeometry", function() { return PlaneBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LatheGeometry", function() { return LatheGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LatheBufferGeometry", function() { return LatheBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShapeGeometry", function() { return ShapeGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShapeBufferGeometry", function() { return ShapeBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ExtrudeGeometry", function() { return ExtrudeGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ExtrudeBufferGeometry", function() { return ExtrudeBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "EdgesGeometry", function() { return EdgesGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ConeGeometry", function() { return ConeGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ConeBufferGeometry", function() { return ConeBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CylinderGeometry", function() { return CylinderGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CylinderBufferGeometry", function() { return CylinderBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CircleGeometry", function() { return CircleGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CircleBufferGeometry", function() { return CircleBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BoxGeometry", function() { return BoxGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BoxBufferGeometry", function() { return BoxBufferGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShadowMaterial", function() { return ShadowMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SpriteMaterial", function() { return SpriteMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RawShaderMaterial", function() { return RawShaderMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShaderMaterial", function() { return ShaderMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PointsMaterial", function() { return PointsMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshPhysicalMaterial", function() { return MeshPhysicalMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshStandardMaterial", function() { return MeshStandardMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshPhongMaterial", function() { return MeshPhongMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshToonMaterial", function() { return MeshToonMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshNormalMaterial", function() { return MeshNormalMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshLambertMaterial", function() { return MeshLambertMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshDepthMaterial", function() { return MeshDepthMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshBasicMaterial", function() { return MeshBasicMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineDashedMaterial", function() { return LineDashedMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineBasicMaterial", function() { return LineBasicMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Material", function() { return Material; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Float64BufferAttribute", function() { return Float64BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Float32BufferAttribute", function() { return Float32BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint32BufferAttribute", function() { return Uint32BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Int32BufferAttribute", function() { return Int32BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint16BufferAttribute", function() { return Uint16BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Int16BufferAttribute", function() { return Int16BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint8ClampedBufferAttribute", function() { return Uint8ClampedBufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint8BufferAttribute", function() { return Uint8BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Int8BufferAttribute", function() { return Int8BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BufferAttribute", function() { return BufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "REVISION", function() { return REVISION; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MOUSE", function() { return MOUSE; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CullFaceNone", function() { return CullFaceNone; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CullFaceBack", function() { return CullFaceBack; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CullFaceFront", function() { return CullFaceFront; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CullFaceFrontBack", function() { return CullFaceFrontBack; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FrontFaceDirectionCW", function() { return FrontFaceDirectionCW; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FrontFaceDirectionCCW", function() { return FrontFaceDirectionCCW; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BasicShadowMap", function() { return BasicShadowMap; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PCFShadowMap", function() { return PCFShadowMap; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PCFSoftShadowMap", function() { return PCFSoftShadowMap; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FrontSide", function() { return FrontSide; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BackSide", function() { return BackSide; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "DoubleSide", function() { return DoubleSide; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FlatShading", function() { return FlatShading; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SmoothShading", function() { return SmoothShading; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NoColors", function() { return NoColors; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FaceColors", function() { return FaceColors; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "VertexColors", function() { return VertexColors; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NoBlending", function() { return NoBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NormalBlending", function() { return NormalBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AdditiveBlending", function() { return AdditiveBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SubtractiveBlending", function() { return SubtractiveBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MultiplyBlending", function() { return MultiplyBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CustomBlending", function() { return CustomBlending; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AddEquation", function() { return AddEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SubtractEquation", function() { return SubtractEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ReverseSubtractEquation", function() { return ReverseSubtractEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MinEquation", function() { return MinEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MaxEquation", function() { return MaxEquation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ZeroFactor", function() { return ZeroFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneFactor", function() { return OneFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SrcColorFactor", function() { return SrcColorFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneMinusSrcColorFactor", function() { return OneMinusSrcColorFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SrcAlphaFactor", function() { return SrcAlphaFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneMinusSrcAlphaFactor", function() { return OneMinusSrcAlphaFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "DstAlphaFactor", function() { return DstAlphaFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneMinusDstAlphaFactor", function() { return OneMinusDstAlphaFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "DstColorFactor", function() { return DstColorFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OneMinusDstColorFactor", function() { return OneMinusDstColorFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SrcAlphaSaturateFactor", function() { return SrcAlphaSaturateFactor; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NeverDepth", function() { return NeverDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AlwaysDepth", function() { return AlwaysDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LessDepth", function() { return LessDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LessEqualDepth", function() { return LessEqualDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "EqualDepth", function() { return EqualDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "GreaterEqualDepth", function() { return GreaterEqualDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "GreaterDepth", function() { return GreaterDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NotEqualDepth", function() { return NotEqualDepth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MultiplyOperation", function() { return MultiplyOperation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MixOperation", function() { return MixOperation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AddOperation", function() { return AddOperation; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NoToneMapping", function() { return NoToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearToneMapping", function() { return LinearToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ReinhardToneMapping", function() { return ReinhardToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uncharted2ToneMapping", function() { return Uncharted2ToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CineonToneMapping", function() { return CineonToneMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UVMapping", function() { return UVMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeReflectionMapping", function() { return CubeReflectionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeRefractionMapping", function() { return CubeRefractionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "EquirectangularReflectionMapping", function() { return EquirectangularReflectionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "EquirectangularRefractionMapping", function() { return EquirectangularRefractionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SphericalReflectionMapping", function() { return SphericalReflectionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeUVReflectionMapping", function() { return CubeUVReflectionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeUVRefractionMapping", function() { return CubeUVRefractionMapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RepeatWrapping", function() { return RepeatWrapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ClampToEdgeWrapping", function() { return ClampToEdgeWrapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MirroredRepeatWrapping", function() { return MirroredRepeatWrapping; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NearestFilter", function() { return NearestFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NearestMipMapNearestFilter", function() { return NearestMipMapNearestFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "NearestMipMapLinearFilter", function() { return NearestMipMapLinearFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearFilter", function() { return LinearFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearMipMapNearestFilter", function() { return LinearMipMapNearestFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearMipMapLinearFilter", function() { return LinearMipMapLinearFilter; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedByteType", function() { return UnsignedByteType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ByteType", function() { return ByteType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ShortType", function() { return ShortType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedShortType", function() { return UnsignedShortType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "IntType", function() { return IntType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedIntType", function() { return UnsignedIntType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "FloatType", function() { return FloatType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "HalfFloatType", function() { return HalfFloatType; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedShort4444Type", function() { return UnsignedShort4444Type; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedShort5551Type", function() { return UnsignedShort5551Type; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedShort565Type", function() { return UnsignedShort565Type; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "UnsignedInt248Type", function() { return UnsignedInt248Type; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AlphaFormat", function() { return AlphaFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBFormat", function() { return RGBFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBAFormat", function() { return RGBAFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LuminanceFormat", function() { return LuminanceFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LuminanceAlphaFormat", function() { return LuminanceAlphaFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBEFormat", function() { return RGBEFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "DepthFormat", function() { return DepthFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "DepthStencilFormat", function() { return DepthStencilFormat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGB_S3TC_DXT1_Format", function() { return RGB_S3TC_DXT1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_S3TC_DXT1_Format", function() { return RGBA_S3TC_DXT1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_S3TC_DXT3_Format", function() { return RGBA_S3TC_DXT3_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_S3TC_DXT5_Format", function() { return RGBA_S3TC_DXT5_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGB_PVRTC_4BPPV1_Format", function() { return RGB_PVRTC_4BPPV1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGB_PVRTC_2BPPV1_Format", function() { return RGB_PVRTC_2BPPV1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_PVRTC_4BPPV1_Format", function() { return RGBA_PVRTC_4BPPV1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBA_PVRTC_2BPPV1_Format", function() { return RGBA_PVRTC_2BPPV1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGB_ETC1_Format", function() { return RGB_ETC1_Format; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LoopOnce", function() { return LoopOnce; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LoopRepeat", function() { return LoopRepeat; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LoopPingPong", function() { return LoopPingPong; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InterpolateDiscrete", function() { return InterpolateDiscrete; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InterpolateLinear", function() { return InterpolateLinear; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "InterpolateSmooth", function() { return InterpolateSmooth; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ZeroCurvatureEnding", function() { return ZeroCurvatureEnding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ZeroSlopeEnding", function() { return ZeroSlopeEnding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WrapAroundEnding", function() { return WrapAroundEnding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TrianglesDrawMode", function() { return TrianglesDrawMode; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TriangleStripDrawMode", function() { return TriangleStripDrawMode; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "TriangleFanDrawMode", function() { return TriangleFanDrawMode; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinearEncoding", function() { return LinearEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "sRGBEncoding", function() { return sRGBEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "GammaEncoding", function() { return GammaEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBEEncoding", function() { return RGBEEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LogLuvEncoding", function() { return LogLuvEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBM7Encoding", function() { return RGBM7Encoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBM16Encoding", function() { return RGBM16Encoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBDEncoding", function() { return RGBDEncoding; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BasicDepthPacking", function() { return BasicDepthPacking; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "RGBADepthPacking", function() { return RGBADepthPacking; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CubeGeometry", function() { return BoxGeometry; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Face4", function() { return Face4; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LineStrip", function() { return LineStrip; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "LinePieces", function() { return LinePieces; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MeshFaceMaterial", function() { return MeshFaceMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MultiMaterial", function() { return MultiMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PointCloud", function() { return PointCloud; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Particle", function() { return Particle; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ParticleSystem", function() { return ParticleSystem; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "PointCloudMaterial", function() { return PointCloudMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ParticleBasicMaterial", function() { return ParticleBasicMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ParticleSystemMaterial", function() { return ParticleSystemMaterial; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Vertex", function() { return Vertex; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "DynamicBufferAttribute", function() { return DynamicBufferAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Int8Attribute", function() { return Int8Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint8Attribute", function() { return Uint8Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint8ClampedAttribute", function() { return Uint8ClampedAttribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Int16Attribute", function() { return Int16Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint16Attribute", function() { return Uint16Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Int32Attribute", function() { return Int32Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Uint32Attribute", function() { return Uint32Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Float32Attribute", function() { return Float32Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Float64Attribute", function() { return Float64Attribute; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ClosedSplineCurve3", function() { return ClosedSplineCurve3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SplineCurve3", function() { return SplineCurve3; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Spline", function() { return Spline; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BoundingBoxHelper", function() { return BoundingBoxHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "EdgesHelper", function() { return EdgesHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "WireframeHelper", function() { return WireframeHelper; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "XHRLoader", function() { return XHRLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "BinaryTextureLoader", function() { return BinaryTextureLoader; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "GeometryUtils", function() { return GeometryUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "ImageUtils", function() { return ImageUtils; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "Projector", function() { return Projector; }); -/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "CanvasRenderer", function() { return CanvasRenderer; }); -// Polyfills - -if ( Number.EPSILON === undefined ) { - - Number.EPSILON = Math.pow( 2, - 52 ); - -} - -if ( Number.isInteger === undefined ) { - - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger - - Number.isInteger = function ( value ) { - - return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; +(function () { + 'use strict'; - }; + var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; -} + function getDefaultExportFromCjs (x) { + return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x; + } -// + function getAugmentedNamespace(n) { + if (n.__esModule) return n; + var a = Object.defineProperty({}, '__esModule', {value: true}); + Object.keys(n).forEach(function (k) { + var d = Object.getOwnPropertyDescriptor(n, k); + Object.defineProperty(a, k, d.get ? d : { + enumerable: true, + get: function () { + return n[k]; + } + }); + }); + return a; + } -if ( Math.sign === undefined ) { + // Polyfills - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + if ( Number.EPSILON === undefined ) { - Math.sign = function ( x ) { + Number.EPSILON = Math.pow( 2, - 52 ); - return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; + } - }; + if ( Number.isInteger === undefined ) { -} + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger -if ( Function.prototype.name === undefined ) { + Number.isInteger = function ( value ) { - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name + return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; - Object.defineProperty( Function.prototype, 'name', { + }; - get: function () { + } - return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; + // - } + if ( Math.sign === undefined ) { - } ); + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + + Math.sign = function ( x ) { -} + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; -if ( Object.assign === undefined ) { + }; - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + } - ( function () { + if ( Function.prototype.name === undefined ) { - Object.assign = function ( target ) { + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name - 'use strict'; + Object.defineProperty( Function.prototype, 'name', { - if ( target === undefined || target === null ) { + get: function () { - throw new TypeError( 'Cannot convert undefined or null to object' ); + return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; } - var output = Object( target ); - - for ( var index = 1; index < arguments.length; index ++ ) { + } ); - var source = arguments[ index ]; + } - if ( source !== undefined && source !== null ) { + if ( Object.assign === undefined ) { - for ( var nextKey in source ) { + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign - if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { + ( function () { - output[ nextKey ] = source[ nextKey ]; + Object.assign = function ( target ) { - } + if ( target === undefined || target === null ) { - } + throw new TypeError( 'Cannot convert undefined or null to object' ); } - } + var output = Object( target ); - return output; + for ( var index = 1; index < arguments.length; index ++ ) { - }; + var source = arguments[ index ]; - } )(); + if ( source !== undefined && source !== null ) { -} + for ( var nextKey in source ) { -/** - * https://github.com/mrdoob/eventdispatcher.js/ - */ + if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { -function EventDispatcher() {} + output[ nextKey ] = source[ nextKey ]; -Object.assign( EventDispatcher.prototype, { + } - addEventListener: function ( type, listener ) { + } - if ( this._listeners === undefined ) this._listeners = {}; + } - var listeners = this._listeners; + } - if ( listeners[ type ] === undefined ) { + return output; - listeners[ type ] = []; + }; - } + } )(); - if ( listeners[ type ].indexOf( listener ) === - 1 ) { + } - listeners[ type ].push( listener ); + /** + * https://github.com/mrdoob/eventdispatcher.js/ + */ - } + function EventDispatcher() {} - }, + Object.assign( EventDispatcher.prototype, { - hasEventListener: function ( type, listener ) { + addEventListener: function ( type, listener ) { - if ( this._listeners === undefined ) return false; + if ( this._listeners === undefined ) this._listeners = {}; - var listeners = this._listeners; + var listeners = this._listeners; - return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + if ( listeners[ type ] === undefined ) { - }, + listeners[ type ] = []; - removeEventListener: function ( type, listener ) { + } - if ( this._listeners === undefined ) return; + if ( listeners[ type ].indexOf( listener ) === - 1 ) { - var listeners = this._listeners; - var listenerArray = listeners[ type ]; + listeners[ type ].push( listener ); - if ( listenerArray !== undefined ) { + } - var index = listenerArray.indexOf( listener ); + }, - if ( index !== - 1 ) { + hasEventListener: function ( type, listener ) { - listenerArray.splice( index, 1 ); + if ( this._listeners === undefined ) return false; - } + var listeners = this._listeners; - } + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; - }, + }, - dispatchEvent: function ( event ) { + removeEventListener: function ( type, listener ) { - if ( this._listeners === undefined ) return; + if ( this._listeners === undefined ) return; - var listeners = this._listeners; - var listenerArray = listeners[ event.type ]; + var listeners = this._listeners; + var listenerArray = listeners[ type ]; - if ( listenerArray !== undefined ) { + if ( listenerArray !== undefined ) { - event.target = this; + var index = listenerArray.indexOf( listener ); - var array = [], i = 0; - var length = listenerArray.length; + if ( index !== - 1 ) { - for ( i = 0; i < length; i ++ ) { + listenerArray.splice( index, 1 ); - array[ i ] = listenerArray[ i ]; + } } - for ( i = 0; i < length; i ++ ) { + }, - array[ i ].call( this, event ); + dispatchEvent: function ( event ) { - } + if ( this._listeners === undefined ) return; - } + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; - } + if ( listenerArray !== undefined ) { -} ); - -var REVISION = '85'; -var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; -var CullFaceNone = 0; -var CullFaceBack = 1; -var CullFaceFront = 2; -var CullFaceFrontBack = 3; -var FrontFaceDirectionCW = 0; -var FrontFaceDirectionCCW = 1; -var BasicShadowMap = 0; -var PCFShadowMap = 1; -var PCFSoftShadowMap = 2; -var FrontSide = 0; -var BackSide = 1; -var DoubleSide = 2; -var FlatShading = 1; -var SmoothShading = 2; -var NoColors = 0; -var FaceColors = 1; -var VertexColors = 2; -var NoBlending = 0; -var NormalBlending = 1; -var AdditiveBlending = 2; -var SubtractiveBlending = 3; -var MultiplyBlending = 4; -var CustomBlending = 5; -var AddEquation = 100; -var SubtractEquation = 101; -var ReverseSubtractEquation = 102; -var MinEquation = 103; -var MaxEquation = 104; -var ZeroFactor = 200; -var OneFactor = 201; -var SrcColorFactor = 202; -var OneMinusSrcColorFactor = 203; -var SrcAlphaFactor = 204; -var OneMinusSrcAlphaFactor = 205; -var DstAlphaFactor = 206; -var OneMinusDstAlphaFactor = 207; -var DstColorFactor = 208; -var OneMinusDstColorFactor = 209; -var SrcAlphaSaturateFactor = 210; -var NeverDepth = 0; -var AlwaysDepth = 1; -var LessDepth = 2; -var LessEqualDepth = 3; -var EqualDepth = 4; -var GreaterEqualDepth = 5; -var GreaterDepth = 6; -var NotEqualDepth = 7; -var MultiplyOperation = 0; -var MixOperation = 1; -var AddOperation = 2; -var NoToneMapping = 0; -var LinearToneMapping = 1; -var ReinhardToneMapping = 2; -var Uncharted2ToneMapping = 3; -var CineonToneMapping = 4; -var UVMapping = 300; -var CubeReflectionMapping = 301; -var CubeRefractionMapping = 302; -var EquirectangularReflectionMapping = 303; -var EquirectangularRefractionMapping = 304; -var SphericalReflectionMapping = 305; -var CubeUVReflectionMapping = 306; -var CubeUVRefractionMapping = 307; -var RepeatWrapping = 1000; -var ClampToEdgeWrapping = 1001; -var MirroredRepeatWrapping = 1002; -var NearestFilter = 1003; -var NearestMipMapNearestFilter = 1004; -var NearestMipMapLinearFilter = 1005; -var LinearFilter = 1006; -var LinearMipMapNearestFilter = 1007; -var LinearMipMapLinearFilter = 1008; -var UnsignedByteType = 1009; -var ByteType = 1010; -var ShortType = 1011; -var UnsignedShortType = 1012; -var IntType = 1013; -var UnsignedIntType = 1014; -var FloatType = 1015; -var HalfFloatType = 1016; -var UnsignedShort4444Type = 1017; -var UnsignedShort5551Type = 1018; -var UnsignedShort565Type = 1019; -var UnsignedInt248Type = 1020; -var AlphaFormat = 1021; -var RGBFormat = 1022; -var RGBAFormat = 1023; -var LuminanceFormat = 1024; -var LuminanceAlphaFormat = 1025; -var RGBEFormat = RGBAFormat; -var DepthFormat = 1026; -var DepthStencilFormat = 1027; -var RGB_S3TC_DXT1_Format = 2001; -var RGBA_S3TC_DXT1_Format = 2002; -var RGBA_S3TC_DXT3_Format = 2003; -var RGBA_S3TC_DXT5_Format = 2004; -var RGB_PVRTC_4BPPV1_Format = 2100; -var RGB_PVRTC_2BPPV1_Format = 2101; -var RGBA_PVRTC_4BPPV1_Format = 2102; -var RGBA_PVRTC_2BPPV1_Format = 2103; -var RGB_ETC1_Format = 2151; -var LoopOnce = 2200; -var LoopRepeat = 2201; -var LoopPingPong = 2202; -var InterpolateDiscrete = 2300; -var InterpolateLinear = 2301; -var InterpolateSmooth = 2302; -var ZeroCurvatureEnding = 2400; -var ZeroSlopeEnding = 2401; -var WrapAroundEnding = 2402; -var TrianglesDrawMode = 0; -var TriangleStripDrawMode = 1; -var TriangleFanDrawMode = 2; -var LinearEncoding = 3000; -var sRGBEncoding = 3001; -var GammaEncoding = 3007; -var RGBEEncoding = 3002; -var LogLuvEncoding = 3003; -var RGBM7Encoding = 3004; -var RGBM16Encoding = 3005; -var RGBDEncoding = 3006; -var BasicDepthPacking = 3200; -var RGBADepthPacking = 3201; - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - -var _Math = { - - DEG2RAD: Math.PI / 180, - RAD2DEG: 180 / Math.PI, - - generateUUID: function () { - - // http://www.broofa.com/Tools/Math.uuid.htm - - var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' ); - var uuid = new Array( 36 ); - var rnd = 0, r; - - return function generateUUID() { - - for ( var i = 0; i < 36; i ++ ) { - - if ( i === 8 || i === 13 || i === 18 || i === 23 ) { - - uuid[ i ] = '-'; - - } else if ( i === 14 ) { - - uuid[ i ] = '4'; + event.target = this; - } else { + var array = [], i = 0; + var length = listenerArray.length; - if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0; - r = rnd & 0xf; - rnd = rnd >> 4; - uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ]; + for ( i = 0; i < length; i ++ ) { - } + array[ i ] = listenerArray[ i ]; - } + } - return uuid.join( '' ); + for ( i = 0; i < length; i ++ ) { - }; + array[ i ].call( this, event ); - }(), + } - clamp: function ( value, min, max ) { + } - return Math.max( min, Math.min( max, value ) ); + } - }, + } ); - // compute euclidian modulo of m % n - // https://en.wikipedia.org/wiki/Modulo_operation + var REVISION = '85'; + var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; + var CullFaceNone = 0; + var CullFaceBack = 1; + var CullFaceFront = 2; + var CullFaceFrontBack = 3; + var FrontFaceDirectionCW = 0; + var FrontFaceDirectionCCW = 1; + var BasicShadowMap = 0; + var PCFShadowMap = 1; + var PCFSoftShadowMap = 2; + var FrontSide = 0; + var BackSide = 1; + var DoubleSide = 2; + var FlatShading = 1; + var SmoothShading = 2; + var NoColors = 0; + var FaceColors = 1; + var VertexColors = 2; + var NoBlending = 0; + var NormalBlending = 1; + var AdditiveBlending = 2; + var SubtractiveBlending = 3; + var MultiplyBlending = 4; + var CustomBlending = 5; + var AddEquation = 100; + var SubtractEquation = 101; + var ReverseSubtractEquation = 102; + var MinEquation = 103; + var MaxEquation = 104; + var ZeroFactor = 200; + var OneFactor = 201; + var SrcColorFactor = 202; + var OneMinusSrcColorFactor = 203; + var SrcAlphaFactor = 204; + var OneMinusSrcAlphaFactor = 205; + var DstAlphaFactor = 206; + var OneMinusDstAlphaFactor = 207; + var DstColorFactor = 208; + var OneMinusDstColorFactor = 209; + var SrcAlphaSaturateFactor = 210; + var NeverDepth = 0; + var AlwaysDepth = 1; + var LessDepth = 2; + var LessEqualDepth = 3; + var EqualDepth = 4; + var GreaterEqualDepth = 5; + var GreaterDepth = 6; + var NotEqualDepth = 7; + var MultiplyOperation = 0; + var MixOperation = 1; + var AddOperation = 2; + var NoToneMapping = 0; + var LinearToneMapping = 1; + var ReinhardToneMapping = 2; + var Uncharted2ToneMapping = 3; + var CineonToneMapping = 4; + var UVMapping = 300; + var CubeReflectionMapping = 301; + var CubeRefractionMapping = 302; + var EquirectangularReflectionMapping = 303; + var EquirectangularRefractionMapping = 304; + var SphericalReflectionMapping = 305; + var CubeUVReflectionMapping = 306; + var CubeUVRefractionMapping = 307; + var RepeatWrapping = 1000; + var ClampToEdgeWrapping = 1001; + var MirroredRepeatWrapping = 1002; + var NearestFilter = 1003; + var NearestMipMapNearestFilter = 1004; + var NearestMipMapLinearFilter = 1005; + var LinearFilter = 1006; + var LinearMipMapNearestFilter = 1007; + var LinearMipMapLinearFilter = 1008; + var UnsignedByteType = 1009; + var ByteType = 1010; + var ShortType = 1011; + var UnsignedShortType = 1012; + var IntType = 1013; + var UnsignedIntType = 1014; + var FloatType = 1015; + var HalfFloatType = 1016; + var UnsignedShort4444Type = 1017; + var UnsignedShort5551Type = 1018; + var UnsignedShort565Type = 1019; + var UnsignedInt248Type = 1020; + var AlphaFormat = 1021; + var RGBFormat = 1022; + var RGBAFormat = 1023; + var LuminanceFormat = 1024; + var LuminanceAlphaFormat = 1025; + var RGBEFormat = RGBAFormat; + var DepthFormat = 1026; + var DepthStencilFormat = 1027; + var RGB_S3TC_DXT1_Format = 2001; + var RGBA_S3TC_DXT1_Format = 2002; + var RGBA_S3TC_DXT3_Format = 2003; + var RGBA_S3TC_DXT5_Format = 2004; + var RGB_PVRTC_4BPPV1_Format = 2100; + var RGB_PVRTC_2BPPV1_Format = 2101; + var RGBA_PVRTC_4BPPV1_Format = 2102; + var RGBA_PVRTC_2BPPV1_Format = 2103; + var RGB_ETC1_Format = 2151; + var LoopOnce = 2200; + var LoopRepeat = 2201; + var LoopPingPong = 2202; + var InterpolateDiscrete = 2300; + var InterpolateLinear = 2301; + var InterpolateSmooth = 2302; + var ZeroCurvatureEnding = 2400; + var ZeroSlopeEnding = 2401; + var WrapAroundEnding = 2402; + var TrianglesDrawMode = 0; + var TriangleStripDrawMode = 1; + var TriangleFanDrawMode = 2; + var LinearEncoding = 3000; + var sRGBEncoding = 3001; + var GammaEncoding = 3007; + var RGBEEncoding = 3002; + var LogLuvEncoding = 3003; + var RGBM7Encoding = 3004; + var RGBM16Encoding = 3005; + var RGBDEncoding = 3006; + var BasicDepthPacking = 3200; + var RGBADepthPacking = 3201; - euclideanModulo: function ( n, m ) { + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ - return ( ( n % m ) + m ) % m; + var _Math = { - }, + DEG2RAD: Math.PI / 180, + RAD2DEG: 180 / Math.PI, - // Linear mapping from range to range + generateUUID: function () { - mapLinear: function ( x, a1, a2, b1, b2 ) { + // http://www.broofa.com/Tools/Math.uuid.htm - return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' ); + var uuid = new Array( 36 ); + var rnd = 0, r; - }, + return function generateUUID() { - // https://en.wikipedia.org/wiki/Linear_interpolation + for ( var i = 0; i < 36; i ++ ) { - lerp: function ( x, y, t ) { + if ( i === 8 || i === 13 || i === 18 || i === 23 ) { - return ( 1 - t ) * x + t * y; + uuid[ i ] = '-'; - }, + } else if ( i === 14 ) { - // http://en.wikipedia.org/wiki/Smoothstep + uuid[ i ] = '4'; - smoothstep: function ( x, min, max ) { + } else { - if ( x <= min ) return 0; - if ( x >= max ) return 1; + if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0; + r = rnd & 0xf; + rnd = rnd >> 4; + uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ]; - x = ( x - min ) / ( max - min ); + } - return x * x * ( 3 - 2 * x ); + } - }, + return uuid.join( '' ); - smootherstep: function ( x, min, max ) { + }; - if ( x <= min ) return 0; - if ( x >= max ) return 1; + }(), - x = ( x - min ) / ( max - min ); + clamp: function ( value, min, max ) { - return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + return Math.max( min, Math.min( max, value ) ); - }, + }, - // Random integer from interval + // compute euclidian modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation - randInt: function ( low, high ) { + euclideanModulo: function ( n, m ) { - return low + Math.floor( Math.random() * ( high - low + 1 ) ); + return ( ( n % m ) + m ) % m; - }, + }, - // Random float from interval + // Linear mapping from range to range - randFloat: function ( low, high ) { + mapLinear: function ( x, a1, a2, b1, b2 ) { - return low + Math.random() * ( high - low ); + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); - }, + }, - // Random float from <-range/2, range/2> interval + // https://en.wikipedia.org/wiki/Linear_interpolation - randFloatSpread: function ( range ) { + lerp: function ( x, y, t ) { - return range * ( 0.5 - Math.random() ); + return ( 1 - t ) * x + t * y; - }, + }, - degToRad: function ( degrees ) { + // http://en.wikipedia.org/wiki/Smoothstep - return degrees * _Math.DEG2RAD; + smoothstep: function ( x, min, max ) { - }, + if ( x <= min ) return 0; + if ( x >= max ) return 1; - radToDeg: function ( radians ) { + x = ( x - min ) / ( max - min ); - return radians * _Math.RAD2DEG; + return x * x * ( 3 - 2 * x ); - }, + }, - isPowerOfTwo: function ( value ) { + smootherstep: function ( x, min, max ) { - return ( value & ( value - 1 ) ) === 0 && value !== 0; + if ( x <= min ) return 0; + if ( x >= max ) return 1; - }, + x = ( x - min ) / ( max - min ); - nearestPowerOfTwo: function ( value ) { + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); - return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); + }, - }, + // Random integer from interval - nextPowerOfTwo: function ( value ) { + randInt: function ( low, high ) { - value --; - value |= value >> 1; - value |= value >> 2; - value |= value >> 4; - value |= value >> 8; - value |= value >> 16; - value ++; + return low + Math.floor( Math.random() * ( high - low + 1 ) ); - return value; + }, - } + // Random float from interval -}; + randFloat: function ( low, high ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author philogb / http://blog.thejit.org/ - * @author egraether / http://egraether.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ + return low + Math.random() * ( high - low ); -function Vector2( x, y ) { + }, - this.x = x || 0; - this.y = y || 0; + // Random float from <-range/2, range/2> interval -} + randFloatSpread: function ( range ) { -Object.defineProperties( Vector2.prototype, { + return range * ( 0.5 - Math.random() ); - "width" : { + }, - get: function () { + degToRad: function ( degrees ) { - return this.x; + return degrees * _Math.DEG2RAD; }, - set: function ( value ) { + radToDeg: function ( radians ) { - this.x = value; + return radians * _Math.RAD2DEG; - } + }, - }, + isPowerOfTwo: function ( value ) { - "height" : { + return ( value & ( value - 1 ) ) === 0 && value !== 0; - get: function () { + }, - return this.y; + nearestPowerOfTwo: function ( value ) { - }, + return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); - set: function ( value ) { + }, - this.y = value; + nextPowerOfTwo: function ( value ) { - } + value --; + value |= value >> 1; + value |= value >> 2; + value |= value >> 4; + value |= value >> 8; + value |= value >> 16; + value ++; - } + return value; -} ); + } -Object.assign( Vector2.prototype, { + }; - isVector2: true, + /** + * @author mrdoob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ - set: function ( x, y ) { + function Vector2( x, y ) { - this.x = x; - this.y = y; + this.x = x || 0; + this.y = y || 0; - return this; + } - }, + Object.defineProperties( Vector2.prototype, { - setScalar: function ( scalar ) { + "width" : { - this.x = scalar; - this.y = scalar; + get: function () { - return this; + return this.x; - }, + }, - setX: function ( x ) { + set: function ( value ) { - this.x = x; + this.x = value; - return this; + } - }, + }, - setY: function ( y ) { + "height" : { - this.y = y; + get: function () { - return this; + return this.y; - }, + }, - setComponent: function ( index, value ) { + set: function ( value ) { - switch ( index ) { + this.y = value; - case 0: this.x = value; break; - case 1: this.y = value; break; - default: throw new Error( 'index is out of range: ' + index ); + } } - return this; + } ); - }, + Object.assign( Vector2.prototype, { - getComponent: function ( index ) { + isVector2: true, - switch ( index ) { + set: function ( x, y ) { - case 0: return this.x; - case 1: return this.y; - default: throw new Error( 'index is out of range: ' + index ); + this.x = x; + this.y = y; - } + return this; - }, + }, - clone: function () { + setScalar: function ( scalar ) { - return new this.constructor( this.x, this.y ); + this.x = scalar; + this.y = scalar; - }, + return this; - copy: function ( v ) { + }, - this.x = v.x; - this.y = v.y; + setX: function ( x ) { - return this; + this.x = x; - }, + return this; - add: function ( v, w ) { + }, - if ( w !== undefined ) { + setY: function ( y ) { - console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + this.y = y; - } + return this; - this.x += v.x; - this.y += v.y; + }, - return this; + setComponent: function ( index, value ) { - }, + switch ( index ) { - addScalar: function ( s ) { + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); - this.x += s; - this.y += s; + } - return this; + return this; - }, + }, - addVectors: function ( a, b ) { + getComponent: function ( index ) { - this.x = a.x + b.x; - this.y = a.y + b.y; + switch ( index ) { - return this; + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); - }, + } - addScaledVector: function ( v, s ) { + }, - this.x += v.x * s; - this.y += v.y * s; + clone: function () { - return this; + return new this.constructor( this.x, this.y ); - }, + }, - sub: function ( v, w ) { + copy: function ( v ) { - if ( w !== undefined ) { + this.x = v.x; + this.y = v.y; - console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + return this; - } + }, - this.x -= v.x; - this.y -= v.y; + add: function ( v, w ) { - return this; + if ( w !== undefined ) { - }, + console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); - subScalar: function ( s ) { + } - this.x -= s; - this.y -= s; + this.x += v.x; + this.y += v.y; - return this; + return this; - }, + }, - subVectors: function ( a, b ) { + addScalar: function ( s ) { - this.x = a.x - b.x; - this.y = a.y - b.y; + this.x += s; + this.y += s; - return this; + return this; - }, + }, - multiply: function ( v ) { + addVectors: function ( a, b ) { - this.x *= v.x; - this.y *= v.y; + this.x = a.x + b.x; + this.y = a.y + b.y; - return this; + return this; - }, + }, - multiplyScalar: function ( scalar ) { + addScaledVector: function ( v, s ) { - this.x *= scalar; - this.y *= scalar; + this.x += v.x * s; + this.y += v.y * s; - return this; + return this; - }, + }, - divide: function ( v ) { + sub: function ( v, w ) { - this.x /= v.x; - this.y /= v.y; + if ( w !== undefined ) { - return this; + console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); - }, + } - divideScalar: function ( scalar ) { + this.x -= v.x; + this.y -= v.y; - return this.multiplyScalar( 1 / scalar ); + return this; - }, + }, - min: function ( v ) { + subScalar: function ( s ) { - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); + this.x -= s; + this.y -= s; - return this; + return this; - }, + }, - max: function ( v ) { + subVectors: function ( a, b ) { - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); + this.x = a.x - b.x; + this.y = a.y - b.y; - return this; + return this; - }, + }, - clamp: function ( min, max ) { + multiply: function ( v ) { - // This function assumes min < max, if this assumption isn't true it will not operate correctly + this.x *= v.x; + this.y *= v.y; - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + return this; - return this; + }, - }, + multiplyScalar: function ( scalar ) { - clampScalar: function () { + this.x *= scalar; + this.y *= scalar; - var min = new Vector2(); - var max = new Vector2(); + return this; - return function clampScalar( minVal, maxVal ) { + }, - min.set( minVal, minVal ); - max.set( maxVal, maxVal ); + divide: function ( v ) { - return this.clamp( min, max ); + this.x /= v.x; + this.y /= v.y; - }; + return this; - }(), + }, - clampLength: function ( min, max ) { + divideScalar: function ( scalar ) { - var length = this.length(); + return this.multiplyScalar( 1 / scalar ); - return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + }, - }, + min: function ( v ) { - floor: function () { + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); + return this; - return this; + }, - }, + max: function ( v ) { - ceil: function () { + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); + return this; - return this; + }, - }, + clamp: function ( min, max ) { - round: function () { + // This function assumes min < max, if this assumption isn't true it will not operate correctly - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - return this; + return this; - }, + }, - roundToZero: function () { + clampScalar: function () { - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + var min = new Vector2(); + var max = new Vector2(); - return this; + return function clampScalar( minVal, maxVal ) { - }, + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); - negate: function () { + return this.clamp( min, max ); - this.x = - this.x; - this.y = - this.y; + }; - return this; + }(), - }, + clampLength: function ( min, max ) { - dot: function ( v ) { + var length = this.length(); - return this.x * v.x + this.y * v.y; + return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); - }, + }, - lengthSq: function () { + floor: function () { - return this.x * this.x + this.y * this.y; + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); - }, + return this; - length: function () { + }, - return Math.sqrt( this.x * this.x + this.y * this.y ); + ceil: function () { - }, + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); - lengthManhattan: function() { + return this; - return Math.abs( this.x ) + Math.abs( this.y ); + }, - }, + round: function () { - normalize: function () { + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); - return this.divideScalar( this.length() ); + return this; - }, + }, - angle: function () { + roundToZero: function () { - // computes the angle in radians with respect to the positive x-axis + 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 ); - var angle = Math.atan2( this.y, this.x ); + return this; - if ( angle < 0 ) angle += 2 * Math.PI; + }, - return angle; + negate: function () { - }, + this.x = - this.x; + this.y = - this.y; - distanceTo: function ( v ) { + return this; - return Math.sqrt( this.distanceToSquared( v ) ); + }, - }, + dot: function ( v ) { - distanceToSquared: function ( v ) { + return this.x * v.x + this.y * v.y; - var dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; + }, - }, + lengthSq: function () { - distanceToManhattan: function ( v ) { + return this.x * this.x + this.y * this.y; - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + }, - }, + length: function () { - setLength: function ( length ) { + return Math.sqrt( this.x * this.x + this.y * this.y ); - return this.multiplyScalar( length / this.length() ); + }, - }, + lengthManhattan: function() { - lerp: function ( v, alpha ) { + return Math.abs( this.x ) + Math.abs( this.y ); - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; + }, - return this; + normalize: function () { - }, + return this.divideScalar( this.length() ); - lerpVectors: function ( v1, v2, alpha ) { + }, - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + angle: function () { - }, + // computes the angle in radians with respect to the positive x-axis - equals: function ( v ) { + var angle = Math.atan2( this.y, this.x ); - return ( ( v.x === this.x ) && ( v.y === this.y ) ); + if ( angle < 0 ) angle += 2 * Math.PI; - }, + return angle; - fromArray: function ( array, offset ) { + }, - if ( offset === undefined ) offset = 0; + distanceTo: function ( v ) { - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; + return Math.sqrt( this.distanceToSquared( v ) ); - return this; + }, - }, + distanceToSquared: function ( v ) { - toArray: function ( array, offset ) { + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + }, - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; + distanceToManhattan: function ( v ) { - return array; + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - }, + }, - fromBufferAttribute: function ( attribute, index, offset ) { + setLength: function ( length ) { - if ( offset !== undefined ) { + return this.multiplyScalar( length / this.length() ); - console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); + }, - } + lerp: function ( v, alpha ) { - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; - return this; + return this; - }, + }, - rotateAround: function ( center, angle ) { + lerpVectors: function ( v1, v2, alpha ) { - var c = Math.cos( angle ), s = Math.sin( angle ); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - var x = this.x - center.x; - var y = this.y - center.y; + }, - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; + equals: function ( v ) { - return this; + return ( ( v.x === this.x ) && ( v.y === this.y ) ); - } + }, -} ); + fromArray: function ( array, offset ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */ + if ( offset === undefined ) offset = 0; -var textureId = 0; + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; -function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + return this; - Object.defineProperty( this, 'id', { value: textureId ++ } ); + }, - this.uuid = _Math.generateUUID(); + toArray: function ( array, offset ) { - this.name = ''; + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; - this.mipmaps = []; + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; - this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + return array; - this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; - this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + }, - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; - this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; + fromBufferAttribute: function ( attribute, index, offset ) { - this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + if ( offset !== undefined ) { - this.format = format !== undefined ? format : RGBAFormat; - this.type = type !== undefined ? type : UnsignedByteType; + console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); - this.offset = new Vector2( 0, 0 ); - this.repeat = new Vector2( 1, 1 ); + } - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); - // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. - // - // Also changing the encoding after already used by a Material will not automatically make the Material - // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. - this.encoding = encoding !== undefined ? encoding : LinearEncoding; + return this; - this.version = 0; - this.onUpdate = null; + }, -} + rotateAround: function ( center, angle ) { -Texture.DEFAULT_IMAGE = undefined; -Texture.DEFAULT_MAPPING = UVMapping; + var c = Math.cos( angle ), s = Math.sin( angle ); -Object.defineProperty( Texture.prototype, "needsUpdate", { + var x = this.x - center.x; + var y = this.y - center.y; - set: function ( value ) { + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; - if ( value === true ) this.version ++; + return this; - } + } -} ); + } ); -Object.assign( Texture.prototype, EventDispatcher.prototype, { + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ - constructor: Texture, + var textureId = 0; - isTexture: true, + function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - clone: function () { + Object.defineProperty( this, 'id', { value: textureId ++ } ); - return new this.constructor().copy( this ); + this.uuid = _Math.generateUUID(); - }, + this.name = ''; - copy: function ( source ) { + this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; + this.mipmaps = []; - this.name = source.name; + this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; - this.image = source.image; - this.mipmaps = source.mipmaps.slice( 0 ); + this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; - this.mapping = source.mapping; + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; + this.format = format !== undefined ? format : RGBAFormat; + this.type = type !== undefined ? type : UnsignedByteType; - this.anisotropy = source.anisotropy; + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); - this.format = source.format; - this.type = source.type; + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) - this.offset.copy( source.offset ); - this.repeat.copy( source.repeat ); + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. + this.encoding = encoding !== undefined ? encoding : LinearEncoding; - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.encoding = source.encoding; + this.version = 0; + this.onUpdate = null; - return this; + } - }, + Texture.DEFAULT_IMAGE = undefined; + Texture.DEFAULT_MAPPING = UVMapping; - toJSON: function ( meta ) { + Object.defineProperty( Texture.prototype, "needsUpdate", { - if ( meta.textures[ this.uuid ] !== undefined ) { + set: function ( value ) { - return meta.textures[ this.uuid ]; + if ( value === true ) this.version ++; } - function getDataURL( image ) { - - var canvas; + } ); - if ( image.toDataURL !== undefined ) { + Object.assign( Texture.prototype, EventDispatcher.prototype, { - canvas = image; + constructor: Texture, - } else { + isTexture: true, - canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = image.width; - canvas.height = image.height; + clone: function () { - canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height ); + return new this.constructor().copy( this ); - } + }, - if ( canvas.width > 2048 || canvas.height > 2048 ) { + copy: function ( source ) { - return canvas.toDataURL( 'image/jpeg', 0.6 ); + this.name = source.name; - } else { + this.image = source.image; + this.mipmaps = source.mipmaps.slice( 0 ); - return canvas.toDataURL( 'image/png' ); + this.mapping = source.mapping; - } + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; - } + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; - var output = { - metadata: { - version: 4.5, - type: 'Texture', - generator: 'Texture.toJSON' - }, + this.anisotropy = source.anisotropy; - uuid: this.uuid, - name: this.name, + this.format = source.format; + this.type = source.type; - mapping: this.mapping, + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); - repeat: [ this.repeat.x, this.repeat.y ], - offset: [ this.offset.x, this.offset.y ], - wrap: [ this.wrapS, this.wrapT ], + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.encoding = source.encoding; - minFilter: this.minFilter, - magFilter: this.magFilter, - anisotropy: this.anisotropy, + return this; - flipY: this.flipY - }; + }, - if ( this.image !== undefined ) { + toJSON: function ( meta ) { - // TODO: Move to THREE.Image + if ( meta.textures[ this.uuid ] !== undefined ) { - var image = this.image; + return meta.textures[ this.uuid ]; - if ( image.uuid === undefined ) { + } - image.uuid = _Math.generateUUID(); // UGH + function getDataURL( image ) { - } + var canvas; - if ( meta.images[ image.uuid ] === undefined ) { + if ( image.toDataURL !== undefined ) { - meta.images[ image.uuid ] = { - uuid: image.uuid, - url: getDataURL( image ) - }; + canvas = image; - } + } else { - output.image = image.uuid; + canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = image.width; + canvas.height = image.height; - } + canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height ); - meta.textures[ this.uuid ] = output; + } - return output; + if ( canvas.width > 2048 || canvas.height > 2048 ) { - }, + return canvas.toDataURL( 'image/jpeg', 0.6 ); - dispose: function () { + } else { - this.dispatchEvent( { type: 'dispose' } ); + return canvas.toDataURL( 'image/png' ); - }, + } - transformUv: function ( uv ) { + } - if ( this.mapping !== UVMapping ) return; + var output = { + metadata: { + version: 4.5, + type: 'Texture', + generator: 'Texture.toJSON' + }, - uv.multiply( this.repeat ); - uv.add( this.offset ); + uuid: this.uuid, + name: this.name, - if ( uv.x < 0 || uv.x > 1 ) { + mapping: this.mapping, - switch ( this.wrapS ) { + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + wrap: [ this.wrapS, this.wrapT ], - case RepeatWrapping: + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, - uv.x = uv.x - Math.floor( uv.x ); - break; + flipY: this.flipY + }; - case ClampToEdgeWrapping: + if ( this.image !== undefined ) { - uv.x = uv.x < 0 ? 0 : 1; - break; + // TODO: Move to THREE.Image - case MirroredRepeatWrapping: + var image = this.image; - if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + if ( image.uuid === undefined ) { - uv.x = Math.ceil( uv.x ) - uv.x; + image.uuid = _Math.generateUUID(); // UGH - } else { + } - uv.x = uv.x - Math.floor( uv.x ); + if ( meta.images[ image.uuid ] === undefined ) { - } - break; + meta.images[ image.uuid ] = { + uuid: image.uuid, + url: getDataURL( image ) + }; - } + } - } + output.image = image.uuid; - if ( uv.y < 0 || uv.y > 1 ) { + } - switch ( this.wrapT ) { + meta.textures[ this.uuid ] = output; - case RepeatWrapping: + return output; - uv.y = uv.y - Math.floor( uv.y ); - break; + }, - case ClampToEdgeWrapping: + dispose: function () { - uv.y = uv.y < 0 ? 0 : 1; - break; + this.dispatchEvent( { type: 'dispose' } ); - case MirroredRepeatWrapping: + }, - if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + transformUv: function ( uv ) { - uv.y = Math.ceil( uv.y ) - uv.y; + if ( this.mapping !== UVMapping ) return; - } else { + uv.multiply( this.repeat ); + uv.add( this.offset ); - uv.y = uv.y - Math.floor( uv.y ); + if ( uv.x < 0 || uv.x > 1 ) { - } - break; + switch ( this.wrapS ) { - } + case RepeatWrapping: - } + uv.x = uv.x - Math.floor( uv.x ); + break; - if ( this.flipY ) { + case ClampToEdgeWrapping: - uv.y = 1 - uv.y; + 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; -/** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */ + } else { -function Vector4( x, y, z, w ) { + uv.x = uv.x - Math.floor( uv.x ); - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - this.w = ( w !== undefined ) ? w : 1; + } + break; -} + } -Object.assign( Vector4.prototype, { + } - isVector4: true, + if ( uv.y < 0 || uv.y > 1 ) { - set: function ( x, y, z, w ) { + switch ( this.wrapT ) { - this.x = x; - this.y = y; - this.z = z; - this.w = w; + case RepeatWrapping: - return this; + uv.y = uv.y - Math.floor( uv.y ); + break; - }, + case ClampToEdgeWrapping: - setScalar: function ( scalar ) { + uv.y = uv.y < 0 ? 0 : 1; + break; - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; + case MirroredRepeatWrapping: - return this; + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { - }, + uv.y = Math.ceil( uv.y ) - uv.y; - setX: function ( x ) { + } else { - this.x = x; + uv.y = uv.y - Math.floor( uv.y ); - return this; + } + break; - }, + } - setY: function ( y ) { + } - this.y = y; + if ( this.flipY ) { - return this; + uv.y = 1 - uv.y; - }, + } - setZ: function ( z ) { + } - this.z = z; + } ); - return this; + /** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ - }, + function Vector4( x, y, z, w ) { - setW: function ( w ) { + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; - this.w = w; + } - return this; + Object.assign( Vector4.prototype, { - }, + isVector4: true, - setComponent: function ( index, value ) { + set: function ( x, y, z, w ) { - switch ( index ) { + this.x = x; + this.y = y; + this.z = z; + this.w = w; - 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; - } + }, - return this; + setScalar: function ( scalar ) { - }, + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; - getComponent: function ( index ) { + return this; - 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 ); + setX: function ( x ) { - } + this.x = x; - }, + return this; - clone: function () { + }, - return new this.constructor( this.x, this.y, this.z, this.w ); + setY: function ( y ) { - }, + this.y = y; - copy: function ( v ) { + return this; - this.x = v.x; - this.y = v.y; - this.z = v.z; - this.w = ( v.w !== undefined ) ? v.w : 1; + }, - return this; + setZ: function ( z ) { - }, + this.z = z; - add: function ( v, w ) { + return this; - if ( w !== undefined ) { + }, - console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + setW: function ( w ) { - } + this.w = w; - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; + return this; - return this; + }, - }, + setComponent: function ( index, value ) { - addScalar: function ( s ) { + switch ( index ) { - this.x += s; - this.y += s; - this.z += s; - this.w += s; + 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; + } - }, + return this; - addVectors: function ( a, b ) { + }, - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; + getComponent: function ( index ) { - return this; + 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 ); - addScaledVector: function ( v, s ) { + } - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; + }, - return this; + clone: function () { - }, + return new this.constructor( this.x, this.y, this.z, this.w ); - sub: function ( v, w ) { + }, - if ( w !== undefined ) { + copy: function ( v ) { - 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 !== undefined ) ? v.w : 1; - } + return this; - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; + }, - return this; + add: function ( v, w ) { - }, + if ( w !== undefined ) { - subScalar: function ( s ) { + console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; + } - return this; + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; - }, + return this; - subVectors: function ( a, b ) { + }, - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; + addScalar: function ( s ) { - return this; + this.x += s; + this.y += s; + this.z += s; + this.w += s; - }, + return this; - multiplyScalar: function ( scalar ) { + }, - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; + addVectors: function ( a, b ) { - return this; + 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; - applyMatrix4: function ( m ) { + }, - var x = this.x, y = this.y, z = this.z, w = this.w; - var e = m.elements; + addScaledVector: function ( v, s ) { - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; - this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; - return this; + return this; - }, + }, - divideScalar: function ( scalar ) { + sub: function ( v, w ) { - return this.multiplyScalar( 1 / scalar ); + if ( w !== undefined ) { - }, + console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); - setAxisAngleFromQuaternion: function ( q ) { + } - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; - // q is assumed to be normalized + return this; - this.w = 2 * Math.acos( q.w ); + }, - var s = Math.sqrt( 1 - q.w * q.w ); + subScalar: function ( s ) { - if ( s < 0.0001 ) { + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; - this.x = 1; - this.y = 0; - this.z = 0; + return this; - } else { + }, - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; + subVectors: function ( a, b ) { - } + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; - return this; + return this; - }, + }, - setAxisAngleFromRotationMatrix: function ( m ) { + multiplyScalar: function ( scalar ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + return this; - var angle, x, y, z, // variables for result - epsilon = 0.01, // margin to allow for rounding errors - epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + }, - te = m.elements, + applyMatrix4: function ( m ) { - 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 ]; + var x = this.x, y = this.y, z = this.z, w = this.w; + var e = m.elements; - if ( ( Math.abs( m12 - m21 ) < epsilon ) && - ( Math.abs( m13 - m31 ) < epsilon ) && - ( Math.abs( m23 - m32 ) < epsilon ) ) { + 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; - // singularity found - // first check for identity matrix which must have +1 for all terms - // in leading diagonal and zero in other terms + return this; - 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 + divideScalar: function ( scalar ) { - this.set( 1, 0, 0, 0 ); + return this.multiplyScalar( 1 / scalar ); - return this; // zero angle, arbitrary axis + }, - } + setAxisAngleFromQuaternion: function ( q ) { - // otherwise this singularity is angle = 180 + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - angle = Math.PI; + // q is assumed to be normalized - var xx = ( m11 + 1 ) / 2; - var yy = ( m22 + 1 ) / 2; - var zz = ( m33 + 1 ) / 2; - var xy = ( m12 + m21 ) / 4; - var xz = ( m13 + m31 ) / 4; - var yz = ( m23 + m32 ) / 4; + this.w = 2 * Math.acos( q.w ); - if ( ( xx > yy ) && ( xx > zz ) ) { + var s = Math.sqrt( 1 - q.w * q.w ); - // m11 is the largest diagonal term + if ( s < 0.0001 ) { - if ( xx < epsilon ) { + this.x = 1; + this.y = 0; + this.z = 0; - x = 0; - y = 0.707106781; - z = 0.707106781; + } else { - } else { + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; + } - } + return this; - } else if ( yy > zz ) { + }, - // m22 is the largest diagonal term + setAxisAngleFromRotationMatrix: function ( m ) { - if ( yy < epsilon ) { + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm - x = 0.707106781; - y = 0; - z = 0.707106781; + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - } else { + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; + 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 ]; - } else { + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { - // m33 is the largest diagonal term so base result on this + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms - if ( zz < epsilon ) { + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { - x = 0.707106781; - y = 0.707106781; - z = 0; + // this singularity is identity matrix so angle = 0 - } else { + this.set( 1, 0, 0, 0 ); - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; + return this; // zero angle, arbitrary axis } - } - - this.set( x, y, z, angle ); + // otherwise this singularity is angle = 180 - return this; // return 180 deg rotation + angle = Math.PI; - } + var xx = ( m11 + 1 ) / 2; + var yy = ( m22 + 1 ) / 2; + var zz = ( m33 + 1 ) / 2; + var xy = ( m12 + m21 ) / 4; + var xz = ( m13 + m31 ) / 4; + var yz = ( m23 + m32 ) / 4; - // as we have reached here there are no singularities so we can handle normally + if ( ( xx > yy ) && ( xx > zz ) ) { - var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + - ( m13 - m31 ) * ( m13 - m31 ) + - ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + // m11 is the largest diagonal term - if ( Math.abs( s ) < 0.001 ) s = 1; + if ( xx < epsilon ) { - // 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 + x = 0; + y = 0.707106781; + z = 0.707106781; - this.x = ( m32 - m23 ) / s; - this.y = ( m13 - m31 ) / s; - this.z = ( m21 - m12 ) / s; - this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + } else { - return this; + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; - }, + } - min: function ( v ) { + } else if ( yy > zz ) { - 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 ); + // m22 is the largest diagonal term - return this; + if ( yy < epsilon ) { - }, + x = 0.707106781; + y = 0; + z = 0.707106781; - max: function ( v ) { + } else { - 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 ); + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; - return this; + } - }, + } else { - clamp: function ( min, max ) { + // m33 is the largest diagonal term so base result on this - // This function assumes min < max, if this assumption isn't true it will not operate correctly + if ( zz < epsilon ) { - 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 ) ); + x = 0.707106781; + y = 0.707106781; + z = 0; - return this; + } else { - }, + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; - clampScalar: function () { + } - var min = new Vector4(); - var max = new Vector4(); + } - return function clampScalar( minVal, maxVal ) { + this.set( x, y, z, angle ); - min.set( minVal, minVal, minVal, minVal ); - max.set( maxVal, maxVal, maxVal, maxVal ); + return this; // return 180 deg rotation - return this.clamp( min, max ); + } - }; + // as we have reached here there are no singularities so we can handle normally - }(), + var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize - floor: function () { + if ( Math.abs( s ) < 0.001 ) s = 1; - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - this.w = Math.floor( this.w ); + // 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 - return this; + 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; - ceil: function () { + }, - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - this.w = Math.ceil( this.w ); + min: function ( v ) { - return this; + 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; - round: function () { + }, - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - this.w = Math.round( this.w ); + max: function ( v ) { - return this; + 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; - roundToZero: function () { + }, - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); - this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); - this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + clamp: function ( min, max ) { - return this; + // This function assumes min < max, if this assumption isn't true it will not operate correctly - }, + 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 ) ); - negate: function () { + return this; - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - this.w = - this.w; + }, - return this; + clampScalar: function () { - }, + var min = new Vector4(); + var max = new Vector4(); - dot: function ( v ) { + return function clampScalar( minVal, maxVal ) { - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + min.set( minVal, minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal, maxVal ); - }, + return this.clamp( min, max ); - lengthSq: function () { + }; - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + }(), - }, + floor: function () { - length: function () { + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + return this; - }, + }, - lengthManhattan: function () { + ceil: function () { - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); - }, + return this; - normalize: function () { + }, - return this.divideScalar( this.length() ); + round: function () { - }, + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); - setLength: function ( length ) { + return this; - return this.multiplyScalar( length / this.length() ); + }, - }, + roundToZero: function () { - lerp: function ( v, alpha ) { + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); - this.x += ( 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; - return this; + }, - }, + negate: function () { - lerpVectors: function ( v1, v2, alpha ) { + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + return this; - }, + }, - equals: function ( v ) { + dot: function ( v ) { - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - }, + }, - fromArray: function ( array, offset ) { + lengthSq: function () { - if ( offset === undefined ) offset = 0; + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - this.w = array[ offset + 3 ]; + }, - return this; + length: function () { - }, + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - toArray: function ( array, offset ) { + }, - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + lengthManhattan: function () { - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - array[ offset + 3 ] = this.w; + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); - return array; + }, - }, + normalize: function () { - fromBufferAttribute: function ( attribute, index, offset ) { + return this.divideScalar( this.length() ); - if ( offset !== undefined ) { + }, - console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); + setLength: function ( length ) { - } + return this.multiplyScalar( length / this.length() ); - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); - this.w = attribute.getW( index ); + }, - return this; + lerp: function ( v, alpha ) { - } + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; -} ); + return this; -/** - * @author szimek / https://github.com/szimek/ - * @author alteredq / http://alteredqualia.com/ - * @author Marius Kintel / https://github.com/kintel - */ + }, -/* - In options, we can specify: - * Texture parameters for an auto-generated target texture - * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers -*/ -function WebGLRenderTarget( width, height, options ) { + lerpVectors: function ( v1, v2, alpha ) { - this.uuid = _Math.generateUUID(); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - this.width = width; - this.height = height; + }, - this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; + equals: function ( v ) { - this.viewport = new Vector4( 0, 0, width, height ); + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); - options = options || {}; + }, - if ( options.minFilter === undefined ) options.minFilter = LinearFilter; + fromArray: function ( array, offset ) { - this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + if ( offset === undefined ) offset = 0; - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; - this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; -} + return this; -Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, { + }, - isWebGLRenderTarget: true, + toArray: function ( array, offset ) { - setSize: function ( width, height ) { + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - if ( this.width !== width || this.height !== height ) { + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; - this.width = width; - this.height = height; + return array; - this.dispose(); + }, - } + fromBufferAttribute: function ( attribute, index, offset ) { - this.viewport.set( 0, 0, width, height ); - this.scissor.set( 0, 0, width, height ); + if ( offset !== undefined ) { - }, + console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); - clone: function () { + } - return new this.constructor().copy( this ); + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); - }, + return this; - copy: function ( source ) { + } - this.width = source.width; - this.height = source.height; + } ); - this.viewport.copy( source.viewport ); + /** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + * @author Marius Kintel / https://github.com/kintel + */ - this.texture = source.texture.clone(); + /* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers + */ + function WebGLRenderTarget( width, height, options ) { - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; - this.depthTexture = source.depthTexture; + this.uuid = _Math.generateUUID(); - return this; + this.width = width; + this.height = height; - }, + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; - dispose: function () { + this.viewport = new Vector4( 0, 0, width, height ); - this.dispatchEvent( { type: 'dispose' } ); + options = options || {}; - } + if ( options.minFilter === undefined ) options.minFilter = LinearFilter; -} ); + this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); -/** - * @author alteredq / http://alteredqualia.com - */ + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; -function WebGLRenderTargetCube( width, height, options ) { + } - WebGLRenderTarget.call( this, width, height, options ); + Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, { - this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 - this.activeMipMapLevel = 0; + isWebGLRenderTarget: true, -} + setSize: function ( width, height ) { -WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); -WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + if ( this.width !== width || this.height !== height ) { -WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; + this.width = width; + this.height = height; -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ + this.dispose(); -function Quaternion( x, y, z, w ) { + } - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._w = ( w !== undefined ) ? w : 1; + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); -} + }, -Object.assign( Quaternion, { + clone: function () { - slerp: function ( qa, qb, qm, t ) { + return new this.constructor().copy( this ); - return qm.copy( qa ).slerp( qb, t ); + }, - }, + copy: function ( source ) { - slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + this.width = source.width; + this.height = source.height; - // fuzz-free, array-based Quaternion SLERP operation + this.viewport.copy( source.viewport ); - var x0 = src0[ srcOffset0 + 0 ], - y0 = src0[ srcOffset0 + 1 ], - z0 = src0[ srcOffset0 + 2 ], - w0 = src0[ srcOffset0 + 3 ], + this.texture = source.texture.clone(); - x1 = src1[ srcOffset1 + 0 ], - y1 = src1[ srcOffset1 + 1 ], - z1 = src1[ srcOffset1 + 2 ], - w1 = src1[ srcOffset1 + 3 ]; + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; - if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + return this; - var s = 1 - t, + }, - cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + dispose: function () { - dir = ( cos >= 0 ? 1 : - 1 ), - sqrSin = 1 - cos * cos; + this.dispatchEvent( { type: 'dispose' } ); - // Skip the Slerp for tiny steps to avoid numeric problems: - if ( sqrSin > Number.EPSILON ) { + } - var sin = Math.sqrt( sqrSin ), - len = Math.atan2( sin, cos * dir ); + } ); - s = Math.sin( s * len ) / sin; - t = Math.sin( t * len ) / sin; + /** + * @author alteredq / http://alteredqualia.com + */ - } + function WebGLRenderTargetCube( width, height, options ) { - var tDir = t * dir; + WebGLRenderTarget.call( this, width, height, options ); - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; - // Normalize in case we just did a lerp: - if ( s === 1 - t ) { + } - var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); + WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; + WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; - } + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ - } + function Quaternion( x, y, z, w ) { - dst[ dstOffset ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._w = ( w !== undefined ) ? w : 1; } -} ); + Object.assign( Quaternion, { -Object.defineProperties( Quaternion.prototype, { + slerp: function ( qa, qb, qm, t ) { - x: { + return qm.copy( qa ).slerp( qb, t ); - get: function () { + }, - return this._x; + slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { - }, + // fuzz-free, array-based Quaternion SLERP operation - set: function ( value ) { + var x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ], - this._x = value; - this.onChangeCallback(); + x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; - } + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { - }, + var s = 1 - t, - y: { + cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, - get: function () { + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; - return this._y; + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { - }, + var sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); - set: function ( value ) { + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; - this._y = value; - this.onChangeCallback(); + } - } + var tDir = t * dir; - }, + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; - z: { + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { - get: function () { + var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); - return this._z; + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; - }, + } - set: function ( value ) { + } - this._z = value; - this.onChangeCallback(); + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; } - }, + } ); - w: { + Object.defineProperties( Quaternion.prototype, { - get: function () { + x: { - return this._w; + get: function () { - }, + return this._x; - set: function ( value ) { + }, - this._w = value; - this.onChangeCallback(); + set: function ( value ) { - } + this._x = value; + this.onChangeCallback(); - } + } -} ); + }, -Object.assign( Quaternion.prototype, { + y: { - set: function ( x, y, z, w ) { + get: function () { - this._x = x; - this._y = y; - this._z = z; - this._w = w; + return this._y; - this.onChangeCallback(); + }, - return this; + set: function ( value ) { - }, + this._y = value; + this.onChangeCallback(); - clone: function () { + } - return new this.constructor( this._x, this._y, this._z, this._w ); + }, - }, + z: { - copy: function ( quaternion ) { + get: function () { - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; + return this._z; - this.onChangeCallback(); + }, - return this; + set: function ( value ) { - }, + this._z = value; + this.onChangeCallback(); - setFromEuler: function ( euler, update ) { + } - if ( ( euler && euler.isEuler ) === false ) { + }, - throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + w: { - } + get: function () { - var x = euler._x, y = euler._y, z = euler._z, order = euler.order; + return this._w; - // http://www.mathworks.com/matlabcentral/fileexchange/ - // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ - // content/SpinCalc.m + }, + + set: function ( value ) { - var cos = Math.cos; - var sin = Math.sin; + this._w = value; + this.onChangeCallback(); - var c1 = cos( x / 2 ); - var c2 = cos( y / 2 ); - var c3 = cos( z / 2 ); + } - var s1 = sin( x / 2 ); - var s2 = sin( y / 2 ); - var s3 = sin( z / 2 ); + } - if ( order === 'XYZ' ) { + } ); - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; + Object.assign( Quaternion.prototype, { - } else if ( order === 'YXZ' ) { + set: function ( x, y, z, w ) { - 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; + this._x = x; + this._y = y; + this._z = z; + this._w = w; - } else if ( order === 'ZXY' ) { + this.onChangeCallback(); - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; + return this; - } else if ( order === 'ZYX' ) { + }, - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; + clone: function () { - } else if ( order === 'YZX' ) { + return new this.constructor( this._x, this._y, this._z, this._w ); - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; + }, - } else if ( order === 'XZY' ) { + copy: function ( quaternion ) { - 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; + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; - } + this.onChangeCallback(); - if ( update !== false ) this.onChangeCallback(); + return this; - return this; + }, - }, + setFromEuler: function ( euler, update ) { - setFromAxisAngle: function ( axis, angle ) { + if ( ( euler && euler.isEuler ) === false ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); - // assumes axis is normalized + } - var halfAngle = angle / 2, s = Math.sin( halfAngle ); + var x = euler._x, y = euler._y, z = euler._z, order = euler.order; - this._x = axis.x * s; - this._y = axis.y * s; - this._z = axis.z * s; - this._w = Math.cos( halfAngle ); + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m - this.onChangeCallback(); + var cos = Math.cos; + var sin = Math.sin; - return this; + var c1 = cos( x / 2 ); + var c2 = cos( y / 2 ); + var c3 = cos( z / 2 ); - }, + var s1 = sin( x / 2 ); + var s2 = sin( y / 2 ); + var s3 = sin( z / 2 ); - setFromRotationMatrix: function ( m ) { + if ( order === 'XYZ' ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + 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; - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + } else if ( order === 'YXZ' ) { - var te = m.elements, + 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; - 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 ], + } else if ( order === 'ZXY' ) { - trace = m11 + m22 + m33, - s; + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; - if ( trace > 0 ) { + } else if ( order === 'ZYX' ) { - s = 0.5 / Math.sqrt( trace + 1.0 ); + 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; - this._w = 0.25 / s; - this._x = ( m32 - m23 ) * s; - this._y = ( m13 - m31 ) * s; - this._z = ( m21 - m12 ) * s; + } else if ( order === 'YZX' ) { - } else if ( m11 > m22 && m11 > m33 ) { + 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; - s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + } else if ( order === 'XZY' ) { - this._w = ( m32 - m23 ) / s; - this._x = 0.25 * s; - this._y = ( m12 + m21 ) / s; - this._z = ( m13 + m31 ) / s; + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; - } else if ( m22 > m33 ) { + } - s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + if ( update !== false ) this.onChangeCallback(); - this._w = ( m13 - m31 ) / s; - this._x = ( m12 + m21 ) / s; - this._y = 0.25 * s; - this._z = ( m23 + m32 ) / s; + return this; - } else { + }, - s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + setFromAxisAngle: function ( axis, angle ) { - this._w = ( m21 - m12 ) / s; - this._x = ( m13 + m31 ) / s; - this._y = ( m23 + m32 ) / s; - this._z = 0.25 * s; + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - } + // assumes axis is normalized - this.onChangeCallback(); + var halfAngle = angle / 2, s = Math.sin( halfAngle ); - return this; + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); - }, + this.onChangeCallback(); - setFromUnitVectors: function () { + return this; - // assumes direction vectors vFrom and vTo are normalized + }, - var v1 = new Vector3(); - var r; + setFromRotationMatrix: function ( m ) { - var EPS = 0.000001; + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - return function setFromUnitVectors( vFrom, vTo ) { + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - if ( v1 === undefined ) v1 = new Vector3(); + var te = m.elements, - r = vFrom.dot( vTo ) + 1; + 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 ( r < EPS ) { + trace = m11 + m22 + m33, + s; - r = 0; + if ( trace > 0 ) { - if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + s = 0.5 / Math.sqrt( trace + 1.0 ); - v1.set( - vFrom.y, vFrom.x, 0 ); + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; - } else { + } else if ( m11 > m22 && m11 > m33 ) { - v1.set( 0, - vFrom.z, vFrom.y ); + s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); - } + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; } else { - v1.crossVectors( vFrom, vTo ); + 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._x = v1.x; - this._y = v1.y; - this._z = v1.z; - this._w = r; + this.onChangeCallback(); - return this.normalize(); + return this; - }; + }, - }(), + setFromUnitVectors: function () { - inverse: function () { + // assumes direction vectors vFrom and vTo are normalized - return this.conjugate().normalize(); + var v1 = new Vector3(); + var r; - }, + var EPS = 0.000001; - conjugate: function () { + return function setFromUnitVectors( vFrom, vTo ) { - this._x *= - 1; - this._y *= - 1; - this._z *= - 1; + if ( v1 === undefined ) v1 = new Vector3(); - this.onChangeCallback(); + r = vFrom.dot( vTo ) + 1; - return this; + if ( r < EPS ) { - }, + r = 0; - dot: function ( v ) { + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + v1.set( - vFrom.y, vFrom.x, 0 ); - }, + } else { - lengthSq: function () { + v1.set( 0, - vFrom.z, vFrom.y ); - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + } - }, + } else { - length: function () { + v1.crossVectors( vFrom, vTo ); - return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + } - }, + this._x = v1.x; + this._y = v1.y; + this._z = v1.z; + this._w = r; - normalize: function () { + return this.normalize(); - var l = this.length(); + }; - if ( l === 0 ) { + }(), - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; + inverse: function () { - } else { + return this.conjugate().normalize(); - l = 1 / l; + }, - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; + conjugate: function () { - } + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; - this.onChangeCallback(); + this.onChangeCallback(); - return this; + return this; - }, + }, - multiply: function ( q, p ) { + dot: function ( v ) { - if ( p !== undefined ) { + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; - console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); - return this.multiplyQuaternions( q, p ); + }, - } + lengthSq: function () { - return this.multiplyQuaternions( this, q ); + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; - }, + }, - premultiply: function ( q ) { + length: function () { - return this.multiplyQuaternions( q, this ); + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); - }, + }, - multiplyQuaternions: function ( a, b ) { + normalize: function () { - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + var l = this.length(); - var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; - var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + if ( l === 0 ) { - 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._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; - this.onChangeCallback(); + } else { - return this; + l = 1 / l; - }, + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; - slerp: function ( qb, t ) { + } - if ( t === 0 ) return this; - if ( t === 1 ) return this.copy( qb ); + this.onChangeCallback(); - var x = this._x, y = this._y, z = this._z, w = this._w; + return this; - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + }, - var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + multiply: function ( q, p ) { - if ( cosHalfTheta < 0 ) { + if ( p !== undefined ) { - this._w = - qb._w; - this._x = - qb._x; - this._y = - qb._y; - this._z = - qb._z; + console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); + return this.multiplyQuaternions( q, p ); - cosHalfTheta = - cosHalfTheta; + } - } else { + return this.multiplyQuaternions( this, q ); - this.copy( qb ); + }, - } + premultiply: function ( q ) { - if ( cosHalfTheta >= 1.0 ) { + return this.multiplyQuaternions( q, this ); - this._w = w; - this._x = x; - this._y = y; - this._z = z; + }, - return this; + multiplyQuaternions: function ( a, b ) { - } + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm - var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; - if ( Math.abs( sinHalfTheta ) < 0.001 ) { + 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._w = 0.5 * ( w + this._w ); - this._x = 0.5 * ( x + this._x ); - this._y = 0.5 * ( y + this._y ); - this._z = 0.5 * ( z + this._z ); + this.onChangeCallback(); return this; - } + }, - var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); - var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, - ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + slerp: function ( qb, t ) { - 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 ); + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); - this.onChangeCallback(); + var x = this._x, y = this._y, z = this._z, w = this._w; - return this; + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - }, + var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; - equals: function ( quaternion ) { + if ( cosHalfTheta < 0 ) { - return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; - }, + cosHalfTheta = - cosHalfTheta; - fromArray: function ( array, offset ) { + } else { - if ( offset === undefined ) offset = 0; + this.copy( qb ); - this._x = array[ offset ]; - this._y = array[ offset + 1 ]; - this._z = array[ offset + 2 ]; - this._w = array[ offset + 3 ]; + } - this.onChangeCallback(); + if ( cosHalfTheta >= 1.0 ) { - return this; + this._w = w; + this._x = x; + this._y = y; + this._z = z; - }, + return this; - toArray: function ( array, offset ) { + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._w; + if ( Math.abs( sinHalfTheta ) < 0.001 ) { - return array; + this._w = 0.5 * ( w + this._w ); + this._x = 0.5 * ( x + this._x ); + this._y = 0.5 * ( y + this._y ); + this._z = 0.5 * ( z + this._z ); - }, + return this; - onChange: function ( callback ) { + } - this.onChangeCallback = callback; + var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; - return this; + 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(); - onChangeCallback: function () {} + return this; -} ); + }, -/** - * @author mrdoob / http://mrdoob.com/ - * @author *kile / http://kile.stravaganza.org/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */ + equals: function ( quaternion ) { -function Vector3( x, y, z ) { + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; + }, -} + fromArray: function ( array, offset ) { -Object.assign( Vector3.prototype, { + if ( offset === undefined ) offset = 0; - isVector3: true, + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; - set: function ( x, y, z ) { + this.onChangeCallback(); - this.x = x; - this.y = y; - this.z = z; + return this; - return this; + }, - }, + toArray: function ( array, offset ) { - setScalar: function ( scalar ) { + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - this.x = scalar; - this.y = scalar; - this.z = scalar; + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; - return this; + return array; - }, + }, - setX: function ( x ) { + onChange: function ( callback ) { - this.x = x; + this.onChangeCallback = callback; - return this; + return this; + + }, + + onChangeCallback: function () {} - }, + } ); - setY: function ( y ) { + /** + * @author mrdoob / http://mrdoob.com/ + * @author *kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ - this.y = y; + function Vector3( x, y, z ) { - return this; + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; - }, + } - setZ: function ( z ) { + Object.assign( Vector3.prototype, { - this.z = z; + isVector3: true, - return this; + set: function ( x, y, z ) { - }, + this.x = x; + this.y = y; + this.z = z; - setComponent: function ( index, value ) { + return this; - 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 ); + setScalar: function ( scalar ) { - } + this.x = scalar; + this.y = scalar; + this.z = scalar; - return this; + return this; - }, + }, - getComponent: function ( index ) { + setX: function ( x ) { - switch ( index ) { + this.x = x; - 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 ); + return this; - } + }, - }, + setY: function ( y ) { - clone: function () { + this.y = y; - return new this.constructor( this.x, this.y, this.z ); + return this; - }, + }, - copy: function ( v ) { + setZ: function ( z ) { - this.x = v.x; - this.y = v.y; - this.z = v.z; + this.z = z; - return this; + return this; - }, + }, - add: function ( v, w ) { + setComponent: function ( index, value ) { - if ( w !== undefined ) { + switch ( index ) { - console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + 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 ); - } + } - this.x += v.x; - this.y += v.y; - this.z += v.z; + return this; - return this; + }, - }, + getComponent: function ( index ) { - addScalar: function ( s ) { + switch ( index ) { - this.x += s; - this.y += s; - this.z += s; + 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 ); - return this; + } - }, + }, - addVectors: function ( a, b ) { + clone: function () { - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; + return new this.constructor( this.x, this.y, this.z ); - return this; + }, - }, + copy: function ( v ) { - addScaledVector: function ( v, s ) { + this.x = v.x; + this.y = v.y; + this.z = v.z; - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; + return this; - return this; + }, - }, + add: function ( v, w ) { - sub: function ( v, w ) { + if ( w !== undefined ) { - if ( w !== undefined ) { + console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); - 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; - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; + return this; - return this; + }, - }, + addScalar: function ( s ) { - subScalar: function ( s ) { + this.x += s; + this.y += s; + this.z += s; - this.x -= s; - this.y -= s; - this.z -= s; + return this; - return this; + }, + + addVectors: function ( a, b ) { - }, + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; - subVectors: function ( a, b ) { + return this; - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; + }, - return this; + addScaledVector: function ( v, s ) { - }, + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; - multiply: function ( v, w ) { + return this; - if ( w !== undefined ) { + }, - console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); - return this.multiplyVectors( v, w ); + sub: function ( v, w ) { - } + if ( w !== undefined ) { - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; + console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); - return this; + } - }, + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; - multiplyScalar: function ( scalar ) { + return this; - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; + }, - return this; + subScalar: function ( s ) { - }, + this.x -= s; + this.y -= s; + this.z -= s; - multiplyVectors: function ( a, b ) { + return this; - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; + }, - return this; + subVectors: function ( a, b ) { - }, + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; - applyEuler: function () { + return this; - var quaternion = new Quaternion(); + }, - return function applyEuler( euler ) { + multiply: function ( v, w ) { - if ( ( euler && euler.isEuler ) === false ) { + if ( w !== undefined ) { - console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); + return this.multiplyVectors( v, w ); } - return this.applyQuaternion( quaternion.setFromEuler( euler ) ); + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; - }; + return this; - }(), + }, - applyAxisAngle: function () { + multiplyScalar: function ( scalar ) { - var quaternion = new Quaternion(); + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; - return function applyAxisAngle( axis, angle ) { + return this; - return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); + }, - }; + multiplyVectors: function ( a, b ) { - }(), + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; - applyMatrix3: function ( m ) { + return this; + + }, - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + applyEuler: function () { - 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; + var quaternion = new Quaternion(); - return this; + return function applyEuler( euler ) { - }, + if ( ( euler && euler.isEuler ) === false ) { - applyMatrix4: function ( m ) { + console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + } - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ]; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ]; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ]; - var w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ]; + return this.applyQuaternion( quaternion.setFromEuler( euler ) ); - return this.divideScalar( w ); + }; - }, + }(), - applyQuaternion: function ( q ) { + applyAxisAngle: function () { - var x = this.x, y = this.y, z = this.z; - var qx = q.x, qy = q.y, qz = q.z, qw = q.w; + var quaternion = new Quaternion(); - // calculate quat * vector + return function applyAxisAngle( axis, angle ) { - var ix = qw * x + qy * z - qz * y; - var iy = qw * y + qz * x - qx * z; - var iz = qw * z + qx * y - qy * x; - var iw = - qx * x - qy * y - qz * z; + return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); - // 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; + applyMatrix3: function ( m ) { - }, + var x = this.x, y = this.y, z = this.z; + var e = m.elements; - project: function () { + 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; - var matrix = new Matrix4(); + return this; - return function project( camera ) { + }, - matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); - return this.applyMatrix4( matrix ); + applyMatrix4: function ( m ) { - }; + var x = this.x, y = this.y, z = this.z; + var e = m.elements; - }(), + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ]; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ]; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ]; + var w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ]; - unproject: function () { + return this.divideScalar( w ); - var matrix = new Matrix4(); + }, - return function unproject( camera ) { + applyQuaternion: function ( q ) { - matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); - return this.applyMatrix4( matrix ); + var x = this.x, y = this.y, z = this.z; + var qx = q.x, qy = q.y, qz = q.z, qw = q.w; - }; + // calculate quat * vector - }(), + var ix = qw * x + qy * z - qz * y; + var iy = qw * y + qz * x - qx * z; + var iz = qw * z + qx * y - qy * x; + var iw = - qx * x - qy * y - qz * z; - transformDirection: function ( m ) { + // calculate result * inverse quat - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction + 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; - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + return this; - 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(); + project: function () { - }, + var matrix = new Matrix4(); - divide: function ( v ) { + return function project( camera ) { - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; + matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); + return this.applyMatrix4( matrix ); - return this; + }; - }, + }(), - divideScalar: function ( scalar ) { + unproject: function () { - return this.multiplyScalar( 1 / scalar ); + var matrix = new Matrix4(); - }, + return function unproject( camera ) { - min: function ( v ) { + matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); + return this.applyMatrix4( matrix ); - 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; + }(), - }, + transformDirection: function ( m ) { - max: function ( v ) { + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); + var x = this.x, y = this.y, z = this.z; + var e = m.elements; - return this; + 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(); - clamp: function ( min, max ) { + }, - // This function assumes min < max, if this assumption isn't true it will not operate correctly + divide: function ( v ) { - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; - return this; + return this; - }, + }, - clampScalar: function () { + divideScalar: function ( scalar ) { - var min = new Vector3(); - var max = new Vector3(); + return this.multiplyScalar( 1 / scalar ); - return function clampScalar( minVal, maxVal ) { + }, - min.set( minVal, minVal, minVal ); - max.set( maxVal, maxVal, maxVal ); + min: function ( v ) { - return this.clamp( min, max ); + 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; - }(), + }, - clampLength: function ( min, max ) { + max: function ( v ) { - var length = this.length(); + 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.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + return this; - }, + }, - floor: function () { + clamp: function ( min, max ) { - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); + // This function assumes min < max, if this assumption isn't true it will not operate correctly - return this; + 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; - ceil: function () { + }, - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); + clampScalar: function () { - return this; + var min = new Vector3(); + var max = new Vector3(); - }, + return function clampScalar( minVal, maxVal ) { - round: function () { + min.set( minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal ); - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); + return this.clamp( min, max ); - return this; + }; - }, + }(), - roundToZero: function () { + clampLength: function ( min, max ) { - 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 ); + var length = this.length(); - return this; + return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); - }, + }, - negate: function () { + floor: function () { - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); - return this; + return this; - }, + }, - dot: function ( v ) { + ceil: function () { - return this.x * v.x + this.y * v.y + this.z * v.z; + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); - }, + return this; - // TODO lengthSquared? + }, - lengthSq: function () { + round: function () { - return this.x * this.x + this.y * this.y + this.z * this.z; + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); - }, + return this; - length: function () { + }, - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + roundToZero: function () { - }, + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); - lengthManhattan: function () { + return this; - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + }, - }, + negate: function () { - normalize: function () { + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; - return this.divideScalar( this.length() ); + return this; - }, + }, - setLength: function ( length ) { + dot: function ( v ) { - return this.multiplyScalar( length / this.length() ); + return this.x * v.x + this.y * v.y + this.z * v.z; - }, + }, - lerp: function ( v, alpha ) { + // TODO lengthSquared? - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; + lengthSq: function () { - return this; + return this.x * this.x + this.y * this.y + this.z * this.z; - }, + }, - lerpVectors: function ( v1, v2, alpha ) { + length: function () { - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); - }, + }, - cross: function ( v, w ) { + lengthManhattan: function () { - if ( w !== undefined ) { + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); - console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); - return this.crossVectors( v, w ); + }, - } + normalize: function () { - var x = this.x, y = this.y, z = this.z; + return this.divideScalar( this.length() ); - this.x = y * v.z - z * v.y; - this.y = z * v.x - x * v.z; - this.z = x * v.y - y * v.x; + }, - return this; + setLength: function ( length ) { - }, + return this.multiplyScalar( length / this.length() ); - crossVectors: function ( a, b ) { + }, - var ax = a.x, ay = a.y, az = a.z; - var bx = b.x, by = b.y, bz = b.z; + lerp: function ( v, alpha ) { - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; - return this; + return this; - }, + }, - projectOnVector: function ( vector ) { + lerpVectors: function ( v1, v2, alpha ) { - var scalar = vector.dot( this ) / vector.lengthSq(); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - return this.copy( vector ).multiplyScalar( scalar ); + }, - }, + cross: function ( v, w ) { - projectOnPlane: function () { + if ( w !== undefined ) { - var v1 = new Vector3(); + console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); + return this.crossVectors( v, w ); - return function projectOnPlane( planeNormal ) { + } - v1.copy( this ).projectOnVector( planeNormal ); + var x = this.x, y = this.y, z = this.z; - return this.sub( v1 ); + this.x = y * v.z - z * v.y; + this.y = z * v.x - x * v.z; + this.z = x * v.y - y * v.x; - }; + return this; - }(), + }, - reflect: function () { + crossVectors: function ( a, b ) { - // reflect incident vector off plane orthogonal to normal - // normal is assumed to have unit length + var ax = a.x, ay = a.y, az = a.z; + var bx = b.x, by = b.y, bz = b.z; - var v1 = new Vector3(); + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; - return function reflect( normal ) { + return this; - return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + }, - }; + projectOnVector: function ( vector ) { - }(), + var scalar = vector.dot( this ) / vector.lengthSq(); - angleTo: function ( v ) { + return this.copy( vector ).multiplyScalar( scalar ); - var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); + }, - // clamp, to handle numerical problems + projectOnPlane: function () { - return Math.acos( _Math.clamp( theta, - 1, 1 ) ); + var v1 = new Vector3(); - }, + return function projectOnPlane( planeNormal ) { - distanceTo: function ( v ) { + v1.copy( this ).projectOnVector( planeNormal ); - return Math.sqrt( this.distanceToSquared( v ) ); + return this.sub( v1 ); - }, + }; - distanceToSquared: function ( v ) { + }(), - var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + reflect: function () { - return dx * dx + dy * dy + dz * dz; + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length - }, + var v1 = new Vector3(); - distanceToManhattan: function ( v ) { + return function reflect( normal ) { - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); - }, + }; - setFromSpherical: function ( s ) { + }(), - var sinPhiRadius = Math.sin( s.phi ) * s.radius; + angleTo: function ( v ) { - this.x = sinPhiRadius * Math.sin( s.theta ); - this.y = Math.cos( s.phi ) * s.radius; - this.z = sinPhiRadius * Math.cos( s.theta ); + var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); - return this; + // clamp, to handle numerical problems - }, + return Math.acos( _Math.clamp( theta, - 1, 1 ) ); - setFromCylindrical: function ( c ) { + }, - this.x = c.radius * Math.sin( c.theta ); - this.y = c.y; - this.z = c.radius * Math.cos( c.theta ); + distanceTo: function ( v ) { - return this; + return Math.sqrt( this.distanceToSquared( v ) ); - }, + }, - setFromMatrixPosition: function ( m ) { + distanceToSquared: function ( v ) { - return this.setFromMatrixColumn( m, 3 ); + var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; - }, + return dx * dx + dy * dy + dz * dz; - setFromMatrixScale: function ( m ) { + }, - var sx = this.setFromMatrixColumn( m, 0 ).length(); - var sy = this.setFromMatrixColumn( m, 1 ).length(); - var sz = this.setFromMatrixColumn( m, 2 ).length(); + distanceToManhattan: function ( v ) { - this.x = sx; - this.y = sy; - this.z = sz; + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); - return this; + }, - }, + setFromSpherical: function ( s ) { - setFromMatrixColumn: function ( m, index ) { + var sinPhiRadius = Math.sin( s.phi ) * s.radius; + this.x = sinPhiRadius * Math.sin( s.theta ); + this.y = Math.cos( s.phi ) * s.radius; + this.z = sinPhiRadius * Math.cos( s.theta ); - return this.fromArray( m.elements, index * 4 ); + return this; - }, + }, - equals: function ( v ) { + setFromCylindrical: function ( c ) { - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + this.x = c.radius * Math.sin( c.theta ); + this.y = c.y; + this.z = c.radius * Math.cos( c.theta ); - }, + return this; - fromArray: function ( array, offset ) { + }, - if ( offset === undefined ) offset = 0; + setFromMatrixPosition: function ( m ) { - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; + return this.setFromMatrixColumn( m, 3 ); - return this; + }, - }, + setFromMatrixScale: function ( m ) { - toArray: function ( array, offset ) { + var sx = this.setFromMatrixColumn( m, 0 ).length(); + var sy = this.setFromMatrixColumn( m, 1 ).length(); + var sz = this.setFromMatrixColumn( m, 2 ).length(); - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + this.x = sx; + this.y = sy; + this.z = sz; - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; + return this; - return array; + }, - }, + setFromMatrixColumn: function ( m, index ) { - fromBufferAttribute: function ( attribute, index, offset ) { - if ( offset !== undefined ) { + return this.fromArray( m.elements, index * 4 ); - console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); + }, - } + equals: function ( v ) { - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); - return this; + }, - } + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; -} ); + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; -/** - * @author mrdoob / http://mrdoob.com/ - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author jordi_ros / http://plattsoft.com - * @author D1plo1d / http://github.com/D1plo1d - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author timknip / http://www.floorplanner.com/ - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - */ + return this; -function Matrix4() { + }, - this.elements = [ + toArray: function ( array, offset ) { - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - ]; + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; - if ( arguments.length > 0 ) { + return array; - console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + }, - } + fromBufferAttribute: function ( attribute, index, offset ) { -} + if ( offset !== undefined ) { -Object.assign( Matrix4.prototype, { + console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); - isMatrix4: true, + } - set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); - var te = this.elements; + return this; - 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; + } ); - }, + /** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ - identity: function () { + function Matrix4() { - this.set( + this.elements = [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 - ); + ]; - return this; + if ( arguments.length > 0 ) { - }, + console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + + } - clone: function () { + } - return new Matrix4().fromArray( this.elements ); + Object.assign( Matrix4.prototype, { - }, + isMatrix4: true, - copy: function ( m ) { + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - var te = this.elements; - var me = m.elements; + var te = this.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 ]; + 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; + return this; - }, + }, - copyPosition: function ( m ) { + identity: function () { - var te = this.elements, me = m.elements; + this.set( - te[ 12 ] = me[ 12 ]; - te[ 13 ] = me[ 13 ]; - te[ 14 ] = me[ 14 ]; + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - return this; + ); - }, + return this; - extractBasis: function ( xAxis, yAxis, zAxis ) { + }, - xAxis.setFromMatrixColumn( this, 0 ); - yAxis.setFromMatrixColumn( this, 1 ); - zAxis.setFromMatrixColumn( this, 2 ); + clone: function () { - return this; + return new Matrix4().fromArray( this.elements ); - }, + }, - makeBasis: function ( xAxis, yAxis, zAxis ) { + copy: function ( m ) { - 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 - ); + var te = this.elements; + var me = m.elements; - return this; + 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; - extractRotation: function () { + }, - var v1 = new Vector3(); + copyPosition: function ( m ) { - return function extractRotation( m ) { + var te = this.elements, me = m.elements; - var te = this.elements; - var me = m.elements; + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; - var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); - var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); - var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); + return this; - te[ 0 ] = me[ 0 ] * scaleX; - te[ 1 ] = me[ 1 ] * scaleX; - te[ 2 ] = me[ 2 ] * scaleX; + }, - te[ 4 ] = me[ 4 ] * scaleY; - te[ 5 ] = me[ 5 ] * scaleY; - te[ 6 ] = me[ 6 ] * scaleY; + extractBasis: function ( xAxis, yAxis, zAxis ) { - te[ 8 ] = me[ 8 ] * scaleZ; - te[ 9 ] = me[ 9 ] * scaleZ; - te[ 10 ] = me[ 10 ] * scaleZ; + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); return this; - }; + }, - }(), + makeBasis: function ( xAxis, yAxis, zAxis ) { - makeRotationFromEuler: function ( euler ) { + 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 + ); - if ( ( euler && euler.isEuler ) === false ) { + return this; - console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + }, - } + extractRotation: function () { - var te = this.elements; + var v1 = new Vector3(); - var x = euler.x, y = euler.y, z = euler.z; - var a = Math.cos( x ), b = Math.sin( x ); - var c = Math.cos( y ), d = Math.sin( y ); - var e = Math.cos( z ), f = Math.sin( z ); + return function extractRotation( m ) { - if ( euler.order === 'XYZ' ) { + var te = this.elements; + var me = m.elements; - var ae = a * e, af = a * f, be = b * e, bf = b * f; + var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); - te[ 0 ] = c * e; - te[ 4 ] = - c * f; - te[ 8 ] = d; + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; - } else if ( euler.order === 'YXZ' ) { + return this; - var ce = c * e, cf = c * f, de = d * e, df = d * f; + }; - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; + }(), - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; + makeRotationFromEuler: function ( euler ) { - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; + if ( ( euler && euler.isEuler ) === false ) { - } else if ( euler.order === 'ZXY' ) { + console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); - var ce = c * e, cf = c * f, de = d * e, df = d * f; + } - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; + var te = this.elements; - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; + var x = euler.x, y = euler.y, z = euler.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; + if ( euler.order === 'XYZ' ) { - } else if ( euler.order === 'ZYX' ) { + var ae = a * e, af = a * f, be = b * e, bf = b * f; - var ae = a * e, af = a * f, be = b * e, bf = b * f; + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; + } else if ( euler.order === 'YXZ' ) { - } else if ( euler.order === 'YZX' ) { + var ce = c * e, cf = c * f, de = d * e, df = d * f; - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; - te[ 1 ] = f; - te[ 5 ] = a * e; - te[ 9 ] = - b * e; + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; - te[ 2 ] = - d * e; - te[ 6 ] = ad * f + bc; - te[ 10 ] = ac - bd * f; + } else if ( euler.order === 'ZXY' ) { - } else if ( euler.order === 'XZY' ) { + var ce = c * e, cf = c * f, de = d * e, df = d * f; - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; + } else if ( euler.order === 'ZYX' ) { - } + var ae = a * e, af = a * f, be = b * e, bf = b * f; - // last column - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; - // bottom row - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; - return this; + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; - }, + } else if ( euler.order === 'YZX' ) { - makeRotationFromQuaternion: function ( q ) { + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - var te = this.elements; + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; - var x = q._x, y = q._y, z = q._z, w = q._w; - var x2 = x + x, y2 = y + y, z2 = z + z; - var xx = x * x2, xy = x * y2, xz = x * z2; - var yy = y * y2, yz = y * z2, zz = z * z2; - var wx = w * x2, wy = w * y2, wz = w * z2; + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; - te[ 0 ] = 1 - ( yy + zz ); - te[ 4 ] = xy - wz; - te[ 8 ] = xz + wy; + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; - te[ 1 ] = xy + wz; - te[ 5 ] = 1 - ( xx + zz ); - te[ 9 ] = yz - wx; + } else if ( euler.order === 'XZY' ) { - te[ 2 ] = xz - wy; - te[ 6 ] = yz + wx; - te[ 10 ] = 1 - ( xx + yy ); + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - // last column - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; - // bottom row - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; - return this; + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; - }, + } - lookAt: function () { + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; - var x = new Vector3(); - var y = new Vector3(); - var z = new Vector3(); + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - return function lookAt( eye, target, up ) { + return this; - var te = this.elements; + }, - z.subVectors( eye, target ); + makeRotationFromQuaternion: function ( q ) { - if ( z.lengthSq() === 0 ) { + var te = this.elements; - // eye and target are in the same position + var x = q._x, y = q._y, z = q._z, w = q._w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; - z.z = 1; + te[ 0 ] = 1 - ( yy + zz ); + te[ 4 ] = xy - wz; + te[ 8 ] = xz + wy; - } + te[ 1 ] = xy + wz; + te[ 5 ] = 1 - ( xx + zz ); + te[ 9 ] = yz - wx; - z.normalize(); - x.crossVectors( up, z ); + te[ 2 ] = xz - wy; + te[ 6 ] = yz + wx; + te[ 10 ] = 1 - ( xx + yy ); - if ( x.lengthSq() === 0 ) { + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; - // eye and target are in the same vertical + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - z.z += 0.0001; - x.crossVectors( up, z ); + return this; - } + }, - x.normalize(); - y.crossVectors( z, x ); + lookAt: function () { - 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; + var x = new Vector3(); + var y = new Vector3(); + var z = new Vector3(); - return this; + return function lookAt( eye, target, up ) { - }; + var te = this.elements; - }(), + z.subVectors( eye, target ); - multiply: function ( m, n ) { + if ( z.lengthSq() === 0 ) { - if ( n !== undefined ) { + // eye and target are in the same position - console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); - return this.multiplyMatrices( m, n ); + z.z = 1; - } + } - return this.multiplyMatrices( this, m ); + z.normalize(); + x.crossVectors( up, z ); - }, + if ( x.lengthSq() === 0 ) { - premultiply: function ( m ) { + // eye and target are in the same vertical - return this.multiplyMatrices( m, this ); + z.z += 0.0001; + x.crossVectors( up, z ); - }, + } - multiplyMatrices: function ( a, b ) { + x.normalize(); + y.crossVectors( z, x ); - var ae = a.elements; - var be = b.elements; - var te = this.elements; + 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; - var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; - var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; - var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; - var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + return this; - var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; - var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; - var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; - var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + }; - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + }(), - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + multiply: function ( m, n ) { - 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; + if ( n !== undefined ) { - 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; + console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); - return this; + } - }, + return this.multiplyMatrices( this, m ); - multiplyScalar: function ( s ) { + }, - var te = this.elements; + premultiply: function ( m ) { - 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.multiplyMatrices( m, this ); - return this; + }, - }, + multiplyMatrices: function ( a, b ) { - applyToBufferAttribute: function () { + var ae = a.elements; + var be = b.elements; + var te = this.elements; - var v1 = new Vector3(); + var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; - return function applyToBufferAttribute( attribute ) { + var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; - for ( var i = 0, l = attribute.count; i < l; i ++ ) { + 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; - v1.x = attribute.getX( i ); - v1.y = attribute.getY( i ); - v1.z = attribute.getZ( i ); + 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; - v1.applyMatrix4( this ); + 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; - attribute.setXYZ( i, v1.x, v1.y, v1.z ); + 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; - return attribute; + }, - }; + multiplyScalar: function ( s ) { - }(), - - determinant: function () { - - var te = this.elements; - - var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; - var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; - var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; - var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; - - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - - return ( - n41 * ( - + n14 * n23 * n32 - - n13 * n24 * n32 - - n14 * n22 * n33 - + n12 * n24 * n33 - + n13 * n22 * n34 - - n12 * n23 * n34 - ) + - n42 * ( - + n11 * n23 * n34 - - n11 * n24 * n33 - + n14 * n21 * n33 - - n13 * n21 * n34 - + n13 * n24 * n31 - - n14 * n23 * n31 - ) + - n43 * ( - + n11 * n24 * n32 - - n11 * n22 * n34 - - n14 * n21 * n32 - + n12 * n21 * n34 - + n14 * n22 * n31 - - n12 * n24 * n31 - ) + - n44 * ( - - n13 * n22 * n31 - - n11 * n23 * n32 - + n11 * n22 * n33 - + n13 * n21 * n32 - - n12 * n21 * n33 - + n12 * n23 * n31 - ) + var te = this.elements; - ); + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; - }, + return this; - transpose: function () { + }, - var te = this.elements; - var tmp; + applyToBufferAttribute: function () { - 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; + var v1 = new Vector3(); - 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 function applyToBufferAttribute( attribute ) { - return this; + for ( var i = 0, l = attribute.count; i < l; i ++ ) { - }, + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); - setPosition: function ( v ) { + v1.applyMatrix4( this ); - var te = this.elements; + attribute.setXYZ( i, v1.x, v1.y, v1.z ); - te[ 12 ] = v.x; - te[ 13 ] = v.y; - te[ 14 ] = v.z; + } - return this; + return attribute; - }, + }; - getInverse: function ( m, throwOnDegenerate ) { + }(), - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - var te = this.elements, - me = m.elements, + determinant: function () { - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], - n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], - n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], - n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + var te = this.elements; - t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) - var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + ); - if ( det === 0 ) { + }, - var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; + transpose: function () { - if ( throwOnDegenerate === true ) { + var te = this.elements; + var tmp; - throw new Error( msg ); + 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; - } else { + 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; - console.warn( msg ); + return this; - } + }, - return this.identity(); + setPosition: function ( v ) { - } + var te = this.elements; - var detInv = 1 / det; + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; - 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; + return this; - 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; + getInverse: function ( m, throwOnDegenerate ) { - 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; + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, - return this; + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], - }, + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; - scale: function ( v ) { + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - var te = this.elements; - var x = v.x, y = v.y, z = v.z; + if ( det === 0 ) { - 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; + var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; - return this; + if ( throwOnDegenerate === true ) { - }, + throw new Error( msg ); - getMaxScaleOnAxis: function () { + } else { - var te = this.elements; + console.warn( msg ); - var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; - var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; - var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + } - return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + return this.identity(); - }, + } - makeTranslation: function ( x, y, z ) { + var detInv = 1 / det; - this.set( + 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; - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 + 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; - return this; + 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; - makeRotationX: function ( theta ) { + }, - var c = Math.cos( theta ), s = Math.sin( theta ); + scale: function ( v ) { - this.set( + var te = this.elements; + var x = v.x, y = v.y, z = v.z; - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 + 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; - return this; + }, - }, + getMaxScaleOnAxis: function () { - makeRotationY: function ( theta ) { + var te = this.elements; - var c = Math.cos( theta ), s = Math.sin( theta ); + var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; - this.set( + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 + }, - ); + makeTranslation: function ( x, y, z ) { - return this; + this.set( - }, + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 - makeRotationZ: function ( theta ) { + ); - var c = Math.cos( theta ), s = Math.sin( theta ); + return this; - this.set( + }, - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + makeRotationX: function ( theta ) { - ); + var c = Math.cos( theta ), s = Math.sin( theta ); - return this; + this.set( - }, + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 - makeRotationAxis: function ( axis, angle ) { + ); - // Based on http://www.gamedev.net/reference/articles/article1199.asp + return this; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - var t = 1 - c; - var x = axis.x, y = axis.y, z = axis.z; - var tx = t * x, ty = t * y; + }, - this.set( + makeRotationY: function ( theta ) { - 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 + var c = Math.cos( theta ), s = Math.sin( theta ); - ); + this.set( - return this; + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 - }, + ); - makeScale: function ( x, y, z ) { + return this; - this.set( + }, - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 + makeRotationZ: function ( theta ) { - ); + var c = Math.cos( theta ), s = Math.sin( theta ); - return this; + this.set( - }, + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - makeShear: function ( x, y, z ) { + ); - this.set( + return this; - 1, y, z, 0, - x, 1, z, 0, - x, y, 1, 0, - 0, 0, 0, 1 + }, - ); + makeRotationAxis: function ( axis, angle ) { - return this; + // Based on http://www.gamedev.net/reference/articles/article1199.asp - }, + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var t = 1 - c; + var x = axis.x, y = axis.y, z = axis.z; + var tx = t * x, ty = t * y; - compose: function ( position, quaternion, scale ) { + this.set( - this.makeRotationFromQuaternion( quaternion ); - this.scale( scale ); - this.setPosition( position ); + 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; + ); - }, + return this; - decompose: function () { + }, - var vector = new Vector3(); - var matrix = new Matrix4(); + makeScale: function ( x, y, z ) { - return function decompose( position, quaternion, scale ) { + this.set( - var te = this.elements; + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 - var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); - var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); - var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + ); - // if determine is negative, we need to invert one scale - var det = this.determinant(); - if ( det < 0 ) sx = - sx; + return this; - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; + }, - // scale the rotation part - matrix.copy( this ); + makeShear: function ( x, y, z ) { - var invSX = 1 / sx; - var invSY = 1 / sy; - var invSZ = 1 / sz; + this.set( - matrix.elements[ 0 ] *= invSX; - matrix.elements[ 1 ] *= invSX; - matrix.elements[ 2 ] *= invSX; + 1, y, z, 0, + x, 1, z, 0, + x, y, 1, 0, + 0, 0, 0, 1 - matrix.elements[ 4 ] *= invSY; - matrix.elements[ 5 ] *= invSY; - matrix.elements[ 6 ] *= invSY; + ); - matrix.elements[ 8 ] *= invSZ; - matrix.elements[ 9 ] *= invSZ; - matrix.elements[ 10 ] *= invSZ; + return this; - quaternion.setFromRotationMatrix( matrix ); + }, - scale.x = sx; - scale.y = sy; - scale.z = sz; + compose: function ( position, quaternion, scale ) { - return this; + this.makeRotationFromQuaternion( quaternion ); + this.scale( scale ); + this.setPosition( position ); - }; + return this; - }(), + }, - makePerspective: function ( left, right, top, bottom, near, far ) { + decompose: function () { - if ( far === undefined ) { + var vector = new Vector3(); + var matrix = new Matrix4(); - console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); + return function decompose( position, quaternion, scale ) { - } + var te = this.elements; - var te = this.elements; - var x = 2 * near / ( right - left ); - var y = 2 * near / ( top - bottom ); + var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - var a = ( right + left ) / ( right - left ); - var b = ( top + bottom ) / ( top - bottom ); - var c = - ( far + near ) / ( far - near ); - var d = - 2 * far * near / ( far - near ); + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) sx = - sx; - 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; + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; - return this; + // scale the rotation part + matrix.copy( this ); - }, + var invSX = 1 / sx; + var invSY = 1 / sy; + var invSZ = 1 / sz; - makeOrthographic: function ( left, right, top, bottom, near, far ) { + matrix.elements[ 0 ] *= invSX; + matrix.elements[ 1 ] *= invSX; + matrix.elements[ 2 ] *= invSX; - var te = this.elements; - var w = 1.0 / ( right - left ); - var h = 1.0 / ( top - bottom ); - var p = 1.0 / ( far - near ); + matrix.elements[ 4 ] *= invSY; + matrix.elements[ 5 ] *= invSY; + matrix.elements[ 6 ] *= invSY; - var x = ( right + left ) * w; - var y = ( top + bottom ) * h; - var z = ( far + near ) * p; + matrix.elements[ 8 ] *= invSZ; + matrix.elements[ 9 ] *= invSZ; + matrix.elements[ 10 ] *= invSZ; - 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; + quaternion.setFromRotationMatrix( matrix ); - return this; + scale.x = sx; + scale.y = sy; + scale.z = sz; - }, + return this; - equals: function ( matrix ) { + }; - var te = this.elements; - var me = matrix.elements; + }(), - for ( var i = 0; i < 16; i ++ ) { + makePerspective: function ( left, right, top, bottom, near, far ) { - if ( te[ i ] !== me[ i ] ) return false; + if ( far === undefined ) { - } + console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); - return true; + } - }, + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); - fromArray: function ( array, offset ) { + var a = ( right + left ) / ( right - left ); + var b = ( top + bottom ) / ( top - bottom ); + var c = - ( far + near ) / ( far - near ); + var d = - 2 * far * near / ( far - near ); - if ( offset === undefined ) offset = 0; + 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; - for ( var i = 0; i < 16; i ++ ) { + return this; - this.elements[ i ] = array[ i + offset ]; + }, - } + makeOrthographic: function ( left, right, top, bottom, near, far ) { - return this; + var te = this.elements; + var w = 1.0 / ( right - left ); + var h = 1.0 / ( top - bottom ); + var p = 1.0 / ( far - near ); - }, + var x = ( right + left ) * w; + var y = ( top + bottom ) * h; + var z = ( far + near ) * p; - toArray: function ( array, offset ) { + 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; - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + return this; - var te = this.elements; + }, - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - array[ offset + 3 ] = te[ 3 ]; + equals: function ( matrix ) { - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; + var te = this.elements; + var me = matrix.elements; - array[ offset + 8 ] = te[ 8 ]; - array[ offset + 9 ] = te[ 9 ]; - array[ offset + 10 ] = te[ 10 ]; - array[ offset + 11 ] = te[ 11 ]; + for ( var i = 0; i < 16; i ++ ) { - array[ offset + 12 ] = te[ 12 ]; - array[ offset + 13 ] = te[ 13 ]; - array[ offset + 14 ] = te[ 14 ]; - array[ offset + 15 ] = te[ 15 ]; + if ( te[ i ] !== me[ i ] ) return false; - return array; + } - } + return true; -} ); + }, -/** - * @author alteredq / http://alteredqualia.com/ - */ + fromArray: function ( array, offset ) { -function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + if ( offset === undefined ) offset = 0; - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + for ( var i = 0; i < 16; i ++ ) { - this.image = { data: data, width: width, height: height }; + this.elements[ i ] = array[ i + offset ]; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + } - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; + return this; -} + }, -DataTexture.prototype = Object.create( Texture.prototype ); -DataTexture.prototype.constructor = DataTexture; + toArray: function ( array, offset ) { -DataTexture.prototype.isDataTexture = true; + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; -/** - * @author mrdoob / http://mrdoob.com/ - */ + var te = this.elements; -function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; - Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; - this.flipY = false; + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; -} + return array; -CubeTexture.prototype = Object.create( Texture.prototype ); -CubeTexture.prototype.constructor = CubeTexture; + } -CubeTexture.prototype.isCubeTexture = true; + } ); -Object.defineProperty( CubeTexture.prototype, 'images', { + /** + * @author alteredq / http://alteredqualia.com/ + */ - get: function () { + function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - return this.image; + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - }, + this.image = { data: data, width: width, height: height }; - set: function ( value ) { + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - this.image = value; + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; } -} ); - -/** - * @author tschw - * - * 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, renderer )'. - * - * - * 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, [renderer] ) - * - * uploads a uniform value(s) - * the 'renderer' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (renderer factorizations): - * - * .upload( gl, seq, values, renderer ) - * - * 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 (renderer factorizations): - * - * .setValue( gl, name, value ) - * - * sets uniform with name 'name' to 'value' - * - * .set( gl, obj, prop ) - * - * sets uniform from object and property with same name than uniform - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */ - -var emptyTexture = new Texture(); -var emptyCubeTexture = new CubeTexture(); - -// --- Base for inner nodes (including the root) --- - -function UniformContainer() { - - this.seq = []; - this.map = {}; - -} - -// --- Utilities --- - -// Array Caches (provide typed arrays for temporary by size) - -var arrayCacheF32 = []; -var arrayCacheI32 = []; - -// Float32Array caches used for uploading Matrix uniforms - -var mat4array = new Float32Array( 16 ); -var mat3array = new Float32Array( 9 ); - -// Flattening for arrays of vectors and matrices - -function flatten( array, nBlocks, blockSize ) { - - var firstElem = array[ 0 ]; - - if ( firstElem <= 0 || firstElem > 0 ) return array; - // unoptimized: ! isNaN( firstElem ) - // see http://jacksondunstan.com/articles/983 - - var n = nBlocks * blockSize, - r = arrayCacheF32[ n ]; - - if ( r === undefined ) { - - r = new Float32Array( n ); - arrayCacheF32[ n ] = r; + DataTexture.prototype = Object.create( Texture.prototype ); + DataTexture.prototype.constructor = DataTexture; - } + DataTexture.prototype.isDataTexture = true; - if ( nBlocks !== 0 ) { + /** + * @author mrdoob / http://mrdoob.com/ + */ - firstElem.toArray( r, 0 ); + function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; - offset += blockSize; - array[ i ].toArray( r, offset ); + Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - } + this.flipY = false; } - return r; + CubeTexture.prototype = Object.create( Texture.prototype ); + CubeTexture.prototype.constructor = CubeTexture; -} + CubeTexture.prototype.isCubeTexture = true; -// Texture unit allocation + Object.defineProperty( CubeTexture.prototype, 'images', { -function allocTexUnits( renderer, n ) { + get: function () { - var r = arrayCacheI32[ n ]; + return this.image; - if ( r === undefined ) { + }, - r = new Int32Array( n ); - arrayCacheI32[ n ] = r; + set: function ( value ) { - } + this.image = value; - for ( var i = 0; i !== n; ++ i ) - r[ i ] = renderer.allocTextureUnit(); + } - return r; + } ); -} + /** + * @author tschw + * + * 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, renderer )'. + * + * + * 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, [renderer] ) + * + * uploads a uniform value(s) + * the 'renderer' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (renderer factorizations): + * + * .upload( gl, seq, values, renderer ) + * + * 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 (renderer factorizations): + * + * .setValue( gl, name, value ) + * + * sets uniform with name 'name' to 'value' + * + * .set( gl, obj, prop ) + * + * sets uniform from object and property with same name than uniform + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ -// --- Setters --- + var emptyTexture = new Texture(); + var emptyCubeTexture = new CubeTexture(); -// Note: Defining these methods externally, because they come in a bunch -// and this way their names minify. + // --- Base for inner nodes (including the root) --- -// Single scalar + function UniformContainer() { -function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); } -function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); } + this.seq = []; + this.map = {}; -// Single float vector (from flat array or THREE.VectorN) + } -function setValue2fv( gl, v ) { + // --- Utilities --- - if ( v.x === undefined ) gl.uniform2fv( this.addr, v ); - else gl.uniform2f( this.addr, v.x, v.y ); + // Array Caches (provide typed arrays for temporary by size) -} + var arrayCacheF32 = []; + var arrayCacheI32 = []; -function setValue3fv( gl, v ) { + // Float32Array caches used for uploading Matrix uniforms - if ( v.x !== undefined ) - gl.uniform3f( this.addr, v.x, v.y, v.z ); - else if ( v.r !== undefined ) - gl.uniform3f( this.addr, v.r, v.g, v.b ); - else - gl.uniform3fv( this.addr, v ); + var mat4array = new Float32Array( 16 ); + var mat3array = new Float32Array( 9 ); -} + // Flattening for arrays of vectors and matrices -function setValue4fv( gl, v ) { + function flatten( array, nBlocks, blockSize ) { - if ( v.x === undefined ) gl.uniform4fv( this.addr, v ); - else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + var firstElem = array[ 0 ]; -} + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 -// Single matrix (from flat array or MatrixN) + var n = nBlocks * blockSize, + r = arrayCacheF32[ n ]; -function setValue2fm( gl, v ) { + if ( r === undefined ) { - gl.uniformMatrix2fv( this.addr, false, v.elements || v ); + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; -} + } -function setValue3fm( gl, v ) { + if ( nBlocks !== 0 ) { - if ( v.elements === undefined ) { + firstElem.toArray( r, 0 ); - gl.uniformMatrix3fv( this.addr, false, v ); + for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { - } else { + offset += blockSize; + array[ i ].toArray( r, offset ); - mat3array.set( v.elements ); - gl.uniformMatrix3fv( this.addr, false, mat3array ); + } + + } + + return r; } -} + // Texture unit allocation -function setValue4fm( gl, v ) { + function allocTexUnits( renderer, n ) { - if ( v.elements === undefined ) { + var r = arrayCacheI32[ n ]; - gl.uniformMatrix4fv( this.addr, false, v ); + if ( r === undefined ) { - } else { + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } - mat4array.set( v.elements ); - gl.uniformMatrix4fv( this.addr, false, mat4array ); + for ( var i = 0; i !== n; ++ i ) + r[ i ] = renderer.allocTextureUnit(); + + return r; } -} + // --- Setters --- -// Single texture (2D / Cube) + // Note: Defining these methods externally, because they come in a bunch + // and this way their names minify. -function setValueT1( gl, v, renderer ) { + // Single scalar - var unit = renderer.allocTextureUnit(); - gl.uniform1i( this.addr, unit ); - renderer.setTexture2D( v || emptyTexture, unit ); + function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); } + function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); } -} + // Single float vector (from flat array or THREE.VectorN) -function setValueT6( gl, v, renderer ) { + function setValue2fv( gl, v ) { - var unit = renderer.allocTextureUnit(); - gl.uniform1i( this.addr, unit ); - renderer.setTextureCube( v || emptyCubeTexture, unit ); + if ( v.x === undefined ) gl.uniform2fv( this.addr, v ); + else gl.uniform2f( this.addr, v.x, v.y ); -} + } -// Integer / Boolean vectors or arrays thereof (always flat arrays) + function setValue3fv( gl, v ) { -function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); } -function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); } -function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); } + if ( v.x !== undefined ) + gl.uniform3f( this.addr, v.x, v.y, v.z ); + else if ( v.r !== undefined ) + gl.uniform3f( this.addr, v.r, v.g, v.b ); + else + gl.uniform3fv( this.addr, v ); -// Helper to pick the right setter for the singular case + } -function getSingularSetter( type ) { + function setValue4fv( gl, v ) { - switch ( type ) { + if ( v.x === undefined ) gl.uniform4fv( this.addr, v ); + else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); - case 0x1406: return setValue1f; // FLOAT - case 0x8b50: return setValue2fv; // _VEC2 - case 0x8b51: return setValue3fv; // _VEC3 - case 0x8b52: return setValue4fv; // _VEC4 + } - case 0x8b5a: return setValue2fm; // _MAT2 - case 0x8b5b: return setValue3fm; // _MAT3 - case 0x8b5c: return setValue4fm; // _MAT4 + // Single matrix (from flat array or MatrixN) - case 0x8b5e: return setValueT1; // SAMPLER_2D - case 0x8b60: return setValueT6; // SAMPLER_CUBE + function setValue2fm( gl, v ) { - case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL - case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 - case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 - case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + gl.uniformMatrix2fv( this.addr, false, v.elements || v ); } -} + function setValue3fm( gl, v ) { -// Array of scalars + if ( v.elements === undefined ) { -function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); } -function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); } + gl.uniformMatrix3fv( this.addr, false, v ); -// Array of vectors (flat or from THREE classes) + } else { -function setValueV2a( gl, v ) { + mat3array.set( v.elements ); + gl.uniformMatrix3fv( this.addr, false, mat3array ); - gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); + } -} + } -function setValueV3a( gl, v ) { + function setValue4fm( gl, v ) { - gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); + if ( v.elements === undefined ) { -} + gl.uniformMatrix4fv( this.addr, false, v ); -function setValueV4a( gl, v ) { + } else { - gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); + mat4array.set( v.elements ); + gl.uniformMatrix4fv( this.addr, false, mat4array ); -} + } -// Array of matrices (flat or from THREE clases) + } -function setValueM2a( gl, v ) { + // Single texture (2D / Cube) - gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); + function setValueT1( gl, v, renderer ) { -} + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTexture2D( v || emptyTexture, unit ); -function setValueM3a( gl, v ) { + } - gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); + function setValueT6( gl, v, renderer ) { -} + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTextureCube( v || emptyCubeTexture, unit ); -function setValueM4a( gl, v ) { + } - gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); + // Integer / Boolean vectors or arrays thereof (always flat arrays) -} + function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); } + function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); } + function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); } -// Array of textures (2D / Cube) + // Helper to pick the right setter for the singular case -function setValueT1a( gl, v, renderer ) { + function getSingularSetter( type ) { - var n = v.length, - units = allocTexUnits( renderer, n ); + switch ( type ) { - gl.uniform1iv( this.addr, units ); + case 0x1406: return setValue1f; // FLOAT + case 0x8b50: return setValue2fv; // _VEC2 + case 0x8b51: return setValue3fv; // _VEC3 + case 0x8b52: return setValue4fv; // _VEC4 - for ( var i = 0; i !== n; ++ i ) { + case 0x8b5a: return setValue2fm; // _MAT2 + case 0x8b5b: return setValue3fm; // _MAT3 + case 0x8b5c: return setValue4fm; // _MAT4 - renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + case 0x8b5e: return setValueT1; // SAMPLER_2D + case 0x8b60: return setValueT6; // SAMPLER_CUBE - } + case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 -} + } -function setValueT6a( gl, v, renderer ) { + } + + // Array of scalars - var n = v.length, - units = allocTexUnits( renderer, n ); + function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); } + function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); } - gl.uniform1iv( this.addr, units ); + // Array of vectors (flat or from THREE classes) - for ( var i = 0; i !== n; ++ i ) { + function setValueV2a( gl, v ) { - renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); } -} + function setValueV3a( gl, v ) { + + gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); -// Helper to pick the right setter for a pure (bottom-level) array + } -function getPureArraySetter( type ) { + function setValueV4a( gl, v ) { - switch ( type ) { + gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); - case 0x1406: return setValue1fv; // FLOAT - case 0x8b50: return setValueV2a; // _VEC2 - case 0x8b51: return setValueV3a; // _VEC3 - case 0x8b52: return setValueV4a; // _VEC4 + } - case 0x8b5a: return setValueM2a; // _MAT2 - case 0x8b5b: return setValueM3a; // _MAT3 - case 0x8b5c: return setValueM4a; // _MAT4 + // Array of matrices (flat or from THREE clases) - case 0x8b5e: return setValueT1a; // SAMPLER_2D - case 0x8b60: return setValueT6a; // SAMPLER_CUBE + function setValueM2a( gl, v ) { - case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL - case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 - case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 - case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); } -} + function setValueM3a( gl, v ) { + + gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); -// --- Uniform Classes --- + } -function SingleUniform( id, activeInfo, addr ) { + function setValueM4a( gl, v ) { - this.id = id; - this.addr = addr; - this.setValue = getSingularSetter( activeInfo.type ); + gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); - // this.path = activeInfo.name; // DEBUG + } -} + // Array of textures (2D / Cube) -function PureArrayUniform( id, activeInfo, addr ) { + function setValueT1a( gl, v, renderer ) { - this.id = id; - this.addr = addr; - this.size = activeInfo.size; - this.setValue = getPureArraySetter( activeInfo.type ); + var n = v.length, + units = allocTexUnits( renderer, n ); - // this.path = activeInfo.name; // DEBUG + gl.uniform1iv( this.addr, units ); -} + for ( var i = 0; i !== n; ++ i ) { -function StructuredUniform( id ) { + renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); - this.id = id; + } - UniformContainer.call( this ); // mix-in + } -} + function setValueT6a( gl, v, renderer ) { -StructuredUniform.prototype.setValue = function ( gl, value ) { + var n = v.length, + units = allocTexUnits( renderer, n ); - // Note: Don't need an extra 'renderer' parameter, since samplers - // are not allowed in structured uniforms. + gl.uniform1iv( this.addr, units ); - var seq = this.seq; + for ( var i = 0; i !== n; ++ i ) { - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); - var u = seq[ i ]; - u.setValue( gl, value[ u.id ] ); + } } -}; + // Helper to pick the right setter for a pure (bottom-level) array + + function getPureArraySetter( type ) { -// --- Top-level --- + switch ( type ) { -// Parser - builds up the property tree from the path strings + case 0x1406: return setValue1fv; // FLOAT + case 0x8b50: return setValueV2a; // _VEC2 + case 0x8b51: return setValueV3a; // _VEC3 + case 0x8b52: return setValueV4a; // _VEC4 -var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; + case 0x8b5a: return setValueM2a; // _MAT2 + case 0x8b5b: return setValueM3a; // _MAT3 + case 0x8b5c: return setValueM4a; // _MAT4 -// 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. + case 0x8b5e: return setValueT1a; // SAMPLER_2D + case 0x8b60: return setValueT6a; // SAMPLER_CUBE -function addUniform( container, uniformObject ) { + case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 - container.seq.push( uniformObject ); - container.map[ uniformObject.id ] = uniformObject; + } -} + } -function parseUniform( activeInfo, addr, container ) { + // --- Uniform Classes --- - var path = activeInfo.name, - pathLength = path.length; + function SingleUniform( id, activeInfo, addr ) { - // reset RegExp object, because of the early exit of a previous run - RePathPart.lastIndex = 0; + this.id = id; + this.addr = addr; + this.setValue = getSingularSetter( activeInfo.type ); - for ( ; ; ) { + // this.path = activeInfo.name; // DEBUG - var match = RePathPart.exec( path ), - matchEnd = RePathPart.lastIndex, + } - id = match[ 1 ], - idIsIndex = match[ 2 ] === ']', - subscript = match[ 3 ]; + function PureArrayUniform( id, activeInfo, addr ) { - if ( idIsIndex ) id = id | 0; // convert to integer + this.id = id; + this.addr = addr; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); - if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + // this.path = activeInfo.name; // DEBUG - // bare name or "pure" bottom-level array "[0]" suffix + } - addUniform( container, subscript === undefined ? - new SingleUniform( id, activeInfo, addr ) : - new PureArrayUniform( id, activeInfo, addr ) ); + function StructuredUniform( id ) { - break; + this.id = id; - } else { + UniformContainer.call( this ); // mix-in - // step into inner node / create it in case it doesn't exist + } - var map = container.map, next = map[ id ]; + StructuredUniform.prototype.setValue = function ( gl, value ) { - if ( next === undefined ) { + // Note: Don't need an extra 'renderer' parameter, since samplers + // are not allowed in structured uniforms. - next = new StructuredUniform( id ); - addUniform( container, next ); + var seq = this.seq; - } + for ( var i = 0, n = seq.length; i !== n; ++ i ) { - container = next; + var u = seq[ i ]; + u.setValue( gl, value[ u.id ] ); } - } + }; -} + // --- Top-level --- -// Root Container + // Parser - builds up the property tree from the path strings -function WebGLUniforms( gl, program, renderer ) { + var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; - UniformContainer.call( this ); + // 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. - this.renderer = renderer; + function addUniform( container, uniformObject ) { - var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; - for ( var i = 0; i < n; ++ i ) { + } - var info = gl.getActiveUniform( program, i ), - path = info.name, - addr = gl.getUniformLocation( program, path ); + function parseUniform( activeInfo, addr, container ) { - parseUniform( info, addr, this ); + var path = activeInfo.name, + pathLength = path.length; - } + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; -} + for ( ; ; ) { -WebGLUniforms.prototype.setValue = function ( gl, name, value ) { + var match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex, - var u = this.map[ name ]; + id = match[ 1 ], + idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; - if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + if ( idIsIndex ) id = id | 0; // convert to integer -}; + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { -WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { + // bare name or "pure" bottom-level array "[0]" suffix - var v = object[ name ]; + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); - if ( v !== undefined ) this.setValue( gl, name, v ); + break; -}; + } else { + // step into inner node / create it in case it doesn't exist -// Static interface + var map = container.map, next = map[ id ]; -WebGLUniforms.upload = function ( gl, seq, values, renderer ) { + if ( next === undefined ) { - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + next = new StructuredUniform( id ); + addUniform( container, next ); - var u = seq[ i ], - v = values[ u.id ]; + } - if ( v.needsUpdate !== false ) { + container = next; - // note: always updating when .needsUpdate is undefined - u.setValue( gl, v.value, renderer ); + } } } -}; + // Root Container -WebGLUniforms.seqWithValue = function ( seq, values ) { + function WebGLUniforms( gl, program, renderer ) { - var r = []; + UniformContainer.call( this ); - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + this.renderer = renderer; - var u = seq[ i ]; - if ( u.id in values ) r.push( u ); + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); - } + for ( var i = 0; i < n; ++ i ) { - return r; - -}; - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, - 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, - 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, - 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, - 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, - 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, - 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, - 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, - 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, - 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, - 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, - 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, - 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, - 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, - 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, - 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, - 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, - 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, - 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, - 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, '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 }; - -function Color( r, g, b ) { - - if ( g === undefined && b === undefined ) { - - // r is THREE.Color, hex or string - return this.set( r ); + var info = gl.getActiveUniform( program, i ), + path = info.name, + addr = gl.getUniformLocation( program, path ); + + parseUniform( info, addr, this ); + + } } - return this.setRGB( r, g, b ); + WebGLUniforms.prototype.setValue = function ( gl, name, value ) { -} + var u = this.map[ name ]; -Object.assign( Color.prototype, { + if ( u !== undefined ) u.setValue( gl, value, this.renderer ); - isColor: true, + }; + + WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { - r: 1, g: 1, b: 1, + var v = object[ name ]; - set: function ( value ) { + if ( v !== undefined ) this.setValue( gl, name, v ); + + }; - if ( value && value.isColor ) { - this.copy( value ); + // Static interface - } else if ( typeof value === 'number' ) { + WebGLUniforms.upload = function ( gl, seq, values, renderer ) { - this.setHex( value ); + for ( var i = 0, n = seq.length; i !== n; ++ i ) { - } else if ( typeof value === 'string' ) { + var u = seq[ i ], + v = values[ u.id ]; - this.setStyle( value ); + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, renderer ); + + } } - return this; + }; - }, + WebGLUniforms.seqWithValue = function ( seq, values ) { - setScalar: function ( scalar ) { + var r = []; - this.r = scalar; - this.g = scalar; - this.b = scalar; + for ( var i = 0, n = seq.length; i !== n; ++ i ) { - return this; + var u = seq[ i ]; + if ( u.id in values ) r.push( u ); - }, + } - setHex: function ( hex ) { + return r; - hex = Math.floor( hex ); + }; - this.r = ( hex >> 16 & 255 ) / 255; - this.g = ( hex >> 8 & 255 ) / 255; - this.b = ( hex & 255 ) / 255; + /** + * @author mrdoob / http://mrdoob.com/ + */ - return this; + var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, '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 }; - }, + function Color( r, g, b ) { - setRGB: function ( r, g, b ) { + if ( g === undefined && b === undefined ) { - this.r = r; - this.g = g; - this.b = b; + // r is THREE.Color, hex or string + return this.set( r ); - return this; + } - }, + return this.setRGB( r, g, b ); - setHSL: function () { + } - function hue2rgb( p, q, t ) { + Object.assign( Color.prototype, { - 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; + isColor: true, - } + r: 1, g: 1, b: 1, - return function setHSL( h, s, l ) { + set: function ( value ) { - // h,s,l ranges are in 0.0 - 1.0 - h = _Math.euclideanModulo( h, 1 ); - s = _Math.clamp( s, 0, 1 ); - l = _Math.clamp( l, 0, 1 ); + if ( value && value.isColor ) { - if ( s === 0 ) { + this.copy( value ); - this.r = this.g = this.b = l; + } else if ( typeof value === 'number' ) { - } else { + this.setHex( value ); - var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); - var q = ( 2 * l ) - p; + } else if ( typeof value === 'string' ) { - this.r = hue2rgb( q, p, h + 1 / 3 ); - this.g = hue2rgb( q, p, h ); - this.b = hue2rgb( q, p, h - 1 / 3 ); + this.setStyle( value ); } return this; - }; + }, - }(), + setScalar: function ( scalar ) { - setStyle: function ( style ) { + this.r = scalar; + this.g = scalar; + this.b = scalar; - function handleAlpha( string ) { + return this; - if ( string === undefined ) return; + }, - if ( parseFloat( string ) < 1 ) { + setHex: function ( hex ) { - console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + hex = Math.floor( hex ); - } + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; - } + return this; + }, - var m; + setRGB: function ( r, g, b ) { - if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + this.r = r; + this.g = g; + this.b = b; - // rgb / hsl + return this; - var color; - var name = m[ 1 ]; - var components = m[ 2 ]; + }, - switch ( name ) { + setHSL: function () { - case 'rgb': - case 'rgba': + function hue2rgb( p, q, t ) { - if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; - // rgb(255,0,0) rgba(255,0,0,0.5) - this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; - this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; - this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + } - handleAlpha( color[ 5 ] ); + return function setHSL( h, s, l ) { - return this; + // h,s,l ranges are in 0.0 - 1.0 + h = _Math.euclideanModulo( h, 1 ); + s = _Math.clamp( s, 0, 1 ); + l = _Math.clamp( l, 0, 1 ); - } + if ( s === 0 ) { - if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + this.r = this.g = this.b = l; - // 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; + } else { - handleAlpha( color[ 5 ] ); + var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + var q = ( 2 * l ) - p; - return this; + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); - } + } - break; + return this; - case 'hsl': - case 'hsla': + }; - if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + }(), - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - var h = parseFloat( color[ 1 ] ) / 360; - var s = parseInt( color[ 2 ], 10 ) / 100; - var l = parseInt( color[ 3 ], 10 ) / 100; + setStyle: function ( style ) { - handleAlpha( color[ 5 ] ); + function handleAlpha( string ) { - return this.setHSL( h, s, l ); + if ( string === undefined ) return; - } + if ( parseFloat( string ) < 1 ) { - break; + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); - } + } - } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + } - // hex color - var hex = m[ 1 ]; - var size = hex.length; + var m; - if ( size === 3 ) { + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { - // #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; + // rgb / hsl - return this; + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; - } else if ( size === 6 ) { + switch ( name ) { - // #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; + case 'rgb': + case 'rgba': - return this; + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - } + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; - } + handleAlpha( color[ 5 ] ); - if ( style && style.length > 0 ) { + return this; - // color keywords - var hex = ColorKeywords[ style ]; + } - if ( hex !== undefined ) { + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - // red - this.setHex( hex ); + // 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; - } else { + handleAlpha( color[ 5 ] ); - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); + return this; - } + } - } + break; - return this; + case 'hsl': + case 'hsla': - }, + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - clone: function () { + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + var h = parseFloat( color[ 1 ] ) / 360; + var s = parseInt( color[ 2 ], 10 ) / 100; + var l = parseInt( color[ 3 ], 10 ) / 100; - return new this.constructor( this.r, this.g, this.b ); + handleAlpha( color[ 5 ] ); - }, + return this.setHSL( h, s, l ); - copy: function ( color ) { + } - this.r = color.r; - this.g = color.g; - this.b = color.b; + break; - return this; + } - }, + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { - copyGammaToLinear: function ( color, gammaFactor ) { + // hex color - if ( gammaFactor === undefined ) gammaFactor = 2.0; + var hex = m[ 1 ]; + var size = hex.length; - this.r = Math.pow( color.r, gammaFactor ); - this.g = Math.pow( color.g, gammaFactor ); - this.b = Math.pow( color.b, gammaFactor ); + if ( size === 3 ) { - return this; + // #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; - copyLinearToGamma: function ( color, gammaFactor ) { + } else if ( size === 6 ) { - if ( gammaFactor === undefined ) gammaFactor = 2.0; + // #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; - var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + return this; - this.r = Math.pow( color.r, safeInverse ); - this.g = Math.pow( color.g, safeInverse ); - this.b = Math.pow( color.b, safeInverse ); + } - return this; + } - }, + if ( style && style.length > 0 ) { - convertGammaToLinear: function () { + // color keywords + var hex = ColorKeywords[ style ]; - var r = this.r, g = this.g, b = this.b; + if ( hex !== undefined ) { - this.r = r * r; - this.g = g * g; - this.b = b * b; + // red + this.setHex( hex ); - return this; - - }, + } else { - convertLinearToGamma: function () { + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); - this.r = Math.sqrt( this.r ); - this.g = Math.sqrt( this.g ); - this.b = Math.sqrt( this.b ); + } - return this; + } - }, + return this; - getHex: function () { + }, - return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + clone: function () { - }, + return new this.constructor( this.r, this.g, this.b ); - getHexString: function () { + }, - return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + copy: function ( color ) { - }, + this.r = color.r; + this.g = color.g; + this.b = color.b; - getHSL: function ( optionalTarget ) { + return this; - // h,s,l ranges are in 0.0 - 1.0 + }, - var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; + copyGammaToLinear: function ( color, gammaFactor ) { - var r = this.r, g = this.g, b = this.b; + if ( gammaFactor === undefined ) gammaFactor = 2.0; - var max = Math.max( r, g, b ); - var min = Math.min( r, g, b ); + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); - var hue, saturation; - var lightness = ( min + max ) / 2.0; + return this; - if ( min === max ) { + }, - hue = 0; - saturation = 0; + copyLinearToGamma: function ( color, gammaFactor ) { - } else { + if ( gammaFactor === undefined ) gammaFactor = 2.0; - var delta = max - min; + var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); - switch ( max ) { + return this; - 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; + }, - } + convertGammaToLinear: function () { - hue /= 6; + var r = this.r, g = this.g, b = this.b; - } + this.r = r * r; + this.g = g * g; + this.b = b * b; - hsl.h = hue; - hsl.s = saturation; - hsl.l = lightness; + return this; - return hsl; + }, - }, + convertLinearToGamma: function () { - getStyle: function () { + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); - return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + return this; - }, + }, - offsetHSL: function ( h, s, l ) { + getHex: function () { - var hsl = this.getHSL(); + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; - hsl.h += h; hsl.s += s; hsl.l += l; + }, - this.setHSL( hsl.h, hsl.s, hsl.l ); + getHexString: function () { - return this; + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); - }, + }, - add: function ( color ) { + getHSL: function ( optionalTarget ) { - this.r += color.r; - this.g += color.g; - this.b += color.b; + // h,s,l ranges are in 0.0 - 1.0 - return this; + var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; - }, + var r = this.r, g = this.g, b = this.b; - addColors: function ( color1, color2 ) { + var max = Math.max( r, g, b ); + var min = Math.min( r, g, b ); - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; + var hue, saturation; + var lightness = ( min + max ) / 2.0; - return this; + if ( min === max ) { - }, + hue = 0; + saturation = 0; - addScalar: function ( s ) { + } else { - this.r += s; - this.g += s; - this.b += s; + var delta = max - min; - return this; + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); - }, + switch ( max ) { - sub: function( color ) { + 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; - 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; + hue /= 6; - }, + } - multiply: function ( color ) { + hsl.h = hue; + hsl.s = saturation; + hsl.l = lightness; - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; + return hsl; - return this; + }, - }, + getStyle: function () { - multiplyScalar: function ( s ) { + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; - this.r *= s; - this.g *= s; - this.b *= s; + }, - return this; + offsetHSL: function ( h, s, l ) { - }, + var hsl = this.getHSL(); - lerp: function ( color, alpha ) { + hsl.h += h; hsl.s += s; hsl.l += l; - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; + this.setHSL( hsl.h, hsl.s, hsl.l ); - return this; + return this; - }, + }, - equals: function ( c ) { + add: function ( color ) { - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + this.r += color.r; + this.g += color.g; + this.b += color.b; - }, + return this; - fromArray: function ( array, offset ) { + }, - if ( offset === undefined ) offset = 0; + addColors: function ( color1, color2 ) { - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; - return this; + return this; - }, + }, - toArray: function ( array, offset ) { + addScalar: function ( s ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + this.r += s; + this.g += s; + this.b += s; - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; + return this; - return array; + }, - }, + sub: function( color ) { - toJSON: function () { + 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.getHex(); + return this; - } + }, -} ); + multiply: function ( color ) { -/** - * Uniforms library for shared webgl shaders - */ + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; -var UniformsLib = { + return this; - common: { + }, - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, + multiplyScalar: function ( s ) { - map: { value: null }, - offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }, + this.r *= s; + this.g *= s; + this.b *= s; - specularMap: { value: null }, - alphaMap: { value: null }, + return this; - envMap: { value: null }, - flipEnvMap: { value: - 1 }, - reflectivity: { value: 1.0 }, - refractionRatio: { value: 0.98 } + }, - }, + lerp: function ( color, alpha ) { - aomap: { + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; - aoMap: { value: null }, - aoMapIntensity: { value: 1 } + return this; - }, + }, - lightmap: { + equals: function ( c ) { - lightMap: { value: null }, - lightMapIntensity: { value: 1 } + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); - }, + }, - emissivemap: { + fromArray: function ( array, offset ) { - emissiveMap: { value: null } + if ( offset === undefined ) offset = 0; - }, + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; - bumpmap: { + return this; - bumpMap: { value: null }, - bumpScale: { value: 1 } + }, - }, + toArray: function ( array, offset ) { - normalmap: { + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - normalMap: { value: null }, - normalScale: { value: new Vector2( 1, 1 ) } + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; - }, + return array; - displacementmap: { + }, - displacementMap: { value: null }, - displacementScale: { value: 1 }, - displacementBias: { value: 0 } + toJSON: function () { - }, + return this.getHex(); - roughnessmap: { + } - roughnessMap: { value: null } + } ); - }, + /** + * Uniforms library for shared webgl shaders + */ - metalnessmap: { + var UniformsLib = { - metalnessMap: { value: null } + common: { - }, + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, - gradientmap: { + map: { value: null }, + offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }, - gradientMap: { value: null } + specularMap: { value: null }, + alphaMap: { value: null }, - }, + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, + refractionRatio: { value: 0.98 } - fog: { + }, - fogDensity: { value: 0.00025 }, - fogNear: { value: 1 }, - fogFar: { value: 2000 }, - fogColor: { value: new Color( 0xffffff ) } + aomap: { - }, + aoMap: { value: null }, + aoMapIntensity: { value: 1 } - lights: { + }, - ambientLightColor: { value: [] }, + lightmap: { - directionalLights: { value: [], properties: { - direction: {}, - color: {}, + lightMap: { value: null }, + lightMapIntensity: { value: 1 } - shadow: {}, - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, + }, - directionalShadowMap: { value: [] }, - directionalShadowMatrix: { value: [] }, + emissivemap: { - spotLights: { value: [], properties: { - color: {}, - position: {}, - direction: {}, - distance: {}, - coneCos: {}, - penumbraCos: {}, - decay: {}, + emissiveMap: { value: null } - shadow: {}, - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, + }, - spotShadowMap: { value: [] }, - spotShadowMatrix: { value: [] }, + bumpmap: { - pointLights: { value: [], properties: { - color: {}, - position: {}, - decay: {}, - distance: {}, + bumpMap: { value: null }, + bumpScale: { value: 1 } - shadow: {}, - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, + }, - pointShadowMap: { value: [] }, - pointShadowMatrix: { value: [] }, + normalmap: { - hemisphereLights: { value: [], properties: { - direction: {}, - skyColor: {}, - groundColor: {} - } }, + normalMap: { value: null }, + normalScale: { value: new Vector2( 1, 1 ) } - // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src - rectAreaLights: { value: [], properties: { - color: {}, - position: {}, - width: {}, - height: {} - } } + }, - }, + displacementmap: { - points: { + displacementMap: { value: null }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, - size: { value: 1.0 }, - scale: { value: 1.0 }, - map: { value: null }, - offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) } + }, - } + roughnessmap: { -}; + roughnessMap: { value: null } -/** - * Uniform Utilities - */ + }, -var UniformsUtils = { + metalnessmap: { - merge: function ( uniforms ) { + metalnessMap: { value: null } - var merged = {}; + }, - for ( var u = 0; u < uniforms.length; u ++ ) { + gradientmap: { - var tmp = this.clone( uniforms[ u ] ); + gradientMap: { value: null } - for ( var p in tmp ) { + }, - merged[ p ] = tmp[ p ]; + fog: { - } + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: new Color( 0xffffff ) } - } + }, - return merged; + lights: { + + ambientLightColor: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotShadowMap: { value: [] }, + spotShadowMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + 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: {} + } } - }, + }, - clone: function ( uniforms_src ) { + points: { - var uniforms_dst = {}; + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) } - for ( var u in uniforms_src ) { + } - uniforms_dst[ u ] = {}; + }; - for ( var p in uniforms_src[ u ] ) { + /** + * Uniform Utilities + */ - var parameter_src = uniforms_src[ u ][ p ]; + var UniformsUtils = { - if ( parameter_src && ( parameter_src.isColor || - parameter_src.isMatrix3 || parameter_src.isMatrix4 || - parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 || - parameter_src.isTexture ) ) { + merge: function ( uniforms ) { - uniforms_dst[ u ][ p ] = parameter_src.clone(); + var merged = {}; - } else if ( Array.isArray( parameter_src ) ) { + for ( var u = 0; u < uniforms.length; u ++ ) { - uniforms_dst[ u ][ p ] = parameter_src.slice(); + var tmp = this.clone( uniforms[ u ] ); - } else { + for ( var p in tmp ) { - uniforms_dst[ u ][ p ] = parameter_src; + merged[ p ] = tmp[ p ]; } } - } + return merged; - return uniforms_dst; + }, - } + clone: function ( uniforms_src ) { -}; + var uniforms_dst = {}; -var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; + for ( var u in uniforms_src ) { -var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; + uniforms_dst[ u ] = {}; -var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; + for ( var p in uniforms_src[ u ] ) { -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( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n"; + var parameter_src = uniforms_src[ u ][ p ]; -var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + if ( parameter_src && ( parameter_src.isColor || + parameter_src.isMatrix3 || parameter_src.isMatrix4 || + parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 || + parameter_src.isTexture ) ) { -var begin_vertex = "\nvec3 transformed = vec3( position );\n"; + uniforms_dst[ u ][ p ] = parameter_src.clone(); -var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; + } else if ( Array.isArray( parameter_src ) ) { -var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\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}\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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, 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_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 theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\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 = 0.86267 + (0.49788 + 0.01436 * y ) * y;\n\tfloat b = 3.45068 + (4.18814 + y) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - 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 * transpose( 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\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\n\treturn result;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\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"; + uniforms_dst[ u ][ p ] = parameter_src.slice(); -var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; + } else { -var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n"; + uniforms_dst[ u ][ p ] = parameter_src; -var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; + } -var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; + } -var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; + } -var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; + return uniforms_dst; -var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; + } -var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; + }; -var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; + var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; -var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(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}\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};\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 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n"; + var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; -var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n"; + var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; -var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; + 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( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n"; -var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; + var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; -var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; + var begin_vertex = "\nvec3 transformed = vec3( position );\n"; -var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; + var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; -var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; + var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\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}\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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, 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_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 theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\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 = 0.86267 + (0.49788 + 0.01436 * y ) * y;\n\tfloat b = 3.45068 + (4.18814 + y) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - 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 * transpose( 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\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\n\treturn result;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\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"; -var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; + var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; -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.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\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.w );\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.w );\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.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, 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.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\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 = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n"; + var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n"; -var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, 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, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n"; + var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; -var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; + var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; -var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n"; + var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; -var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\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\n"; + var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; -var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif"; + var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; -var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n"; + var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; -var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\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\n"; + var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\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\n"; + var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(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}\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};\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 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n"; -var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n"; + var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n"; -var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; + var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; -var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; -var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; + var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; -var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\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\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; + var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; -var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; + var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; -var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial 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 = BlinnExponentToGGXRoughness( material.specularShininess );\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\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n"; + var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; -var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; + 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.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\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.w );\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.w );\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.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, 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.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\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 = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n"; -var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#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\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), 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#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\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 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\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\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\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}\n"; + var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, 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, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n"; -var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; + var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; -var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"; + var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n"; -var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n"; + var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\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\n"; -var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif"; + var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif"; -var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n"; + var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n"; -var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; + var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\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\n"; -var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; + 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\n"; -var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; + var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n"; -var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n"; + var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; -var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n"; + var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; -var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; -var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; + var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\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\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; -var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; + var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; -var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n"; + var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial 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 = BlinnExponentToGGXRoughness( material.specularShininess );\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\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n"; -var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n"; + var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; -var normal_fragment = "#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 ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; + var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#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\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( 1, 0, t.y ),\n\t\t\tvec3( 0, t.z, 0 ),\n\t\t\tvec3( t.w, 0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), 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#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\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 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\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\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\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}\n"; -var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; + var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; -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 1.0 - 2.0 * rgb.xyz;\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}\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}\n"; + var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"; -var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; + var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n"; -var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n"; + var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif"; -var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n"; + var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n"; -var dithering_pars_fragment = "#if defined( 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\n"; + var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; -var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n"; + var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; -var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; -var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\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\treturn (\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\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 ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\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\n"; + var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n"; -var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n"; + var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n"; -var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; + var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; -var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; + var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\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 morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\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 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\n"; + var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n"; -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\tskinned = bindMatrixInverse * skinned;\n#endif\n"; + var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n"; -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#endif\n"; + var normal_fragment = "#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 ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; -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 normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; -var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\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 1.0 - 2.0 * rgb.xyz;\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}\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}\n"; -var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; + var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; -var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; + var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n"; -var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif"; + var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n"; -var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n"; + var dithering_pars_fragment = "#if defined( 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\n"; -var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif"; + var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n"; -var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; + var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; -var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif"; + var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\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\treturn (\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\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 ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\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\n"; -var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; + var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n"; -var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n"; + var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; -var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; + var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; -var cube_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\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 depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n"; + var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform 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\n"; -var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + 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\tskinned = bindMatrixInverse * skinned;\n#endif\n"; -var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main () {\n\t#include \n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n"; + 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#endif\n"; -var distanceRGBA_vert = "varying vec4 vWorldPosition;\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\tvWorldPosition = worldPosition;\n}\n"; + 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 equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; + var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; -var equirect_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; + var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\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}\n"; + var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; -var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n"; + var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif"; -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 \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\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}\n"; + var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif"; -var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\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 \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#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\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}\n"; + var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; -var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\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}\n"; + var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif"; -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 \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\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}\n"; + var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; -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}\n"; + var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n"; -var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\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 \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\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; -var meshphysical_vert = "#define PHYSICAL\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}\n"; + var cube_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; -var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n"; + var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n"; -var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\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#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n"; + var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; -var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\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}\n"; + var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main () {\n\t#include \n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\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#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var distanceRGBA_vert = "varying vec4 vWorldPosition;\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\tvWorldPosition = worldPosition;\n}\n"; -var shadow_frag = "uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n"; + var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; -var shadow_vert = "#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + var equirect_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; -var 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_pars_fragment: envmap_pars_fragment, - envmap_pars_vertex: envmap_pars_vertex, - 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: lights_pars, - 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_template: lights_template, - 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_flip: normal_flip, - normal_fragment: normal_fragment, - normalmap_pars_fragment: normalmap_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, - 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, - - 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, - 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 -}; - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - */ - -var ShaderLib = { - - basic: { + 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}\n"; - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.fog - ] ), + var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n"; - vertexShader: ShaderChunk.meshbasic_vert, - fragmentShader: ShaderChunk.meshbasic_frag + 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 \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\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}\n"; - lambert: { + var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\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 \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#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\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}\n"; - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) } - } - ] ), + var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\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}\n"; - vertexShader: ShaderChunk.meshlambert_vert, - fragmentShader: ShaderChunk.meshlambert_frag + 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 \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\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}\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}\n"; - phong: { + var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\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 \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\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - uniforms: UniformsUtils.merge( [ - 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 ) }, - specular: { value: new Color( 0x111111 ) }, - shininess: { value: 30 } - } - ] ), + var meshphysical_vert = "#define PHYSICAL\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}\n"; - vertexShader: ShaderChunk.meshphong_vert, - fragmentShader: ShaderChunk.meshphong_frag + var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n"; - }, + var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\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#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n"; - standard: { + var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\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}\n"; - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - 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: 0.5 }, - metalness: { value: 0.5 }, - envMapIntensity: { value: 1 } // temporary - } - ] ), + 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#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag + var shadow_frag = "uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n"; - }, + var shadow_vert = "#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - points: { + var 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_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + 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: lights_pars, + 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_template: lights_template, + 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_flip: normal_flip, + normal_fragment: normal_fragment, + normalmap_pars_fragment: normalmap_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, + 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, + + 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, + 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 + }; - uniforms: UniformsUtils.merge( [ - UniformsLib.points, - UniformsLib.fog - ] ), + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ - vertexShader: ShaderChunk.points_vert, - fragmentShader: ShaderChunk.points_frag + var ShaderLib = { - }, + basic: { - dashed: { + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.fog, - { - scale: { value: 1 }, - dashSize: { value: 1 }, - totalSize: { value: 2 } - } - ] ), + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag - vertexShader: ShaderChunk.linedashed_vert, - fragmentShader: ShaderChunk.linedashed_frag + }, - }, + lambert: { - depth: { + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) } + } + ] ), - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.displacementmap - ] ), + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag - vertexShader: ShaderChunk.depth_vert, - fragmentShader: ShaderChunk.depth_frag + }, - }, + phong: { + + uniforms: UniformsUtils.merge( [ + 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 ) }, + specular: { value: new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag - normal: { + }, - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - { - opacity: { value: 1.0 } - } - ] ), + standard: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + 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: 0.5 }, + metalness: { value: 0.5 }, + envMapIntensity: { value: 1 } // temporary + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag - vertexShader: ShaderChunk.normal_vert, - fragmentShader: ShaderChunk.normal_frag + }, - }, + points: { - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ + uniforms: UniformsUtils.merge( [ + UniformsLib.points, + UniformsLib.fog + ] ), - cube: { + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag - uniforms: { - tCube: { value: null }, - tFlip: { value: - 1 }, - opacity: { value: 1.0 } }, - vertexShader: ShaderChunk.cube_vert, - fragmentShader: ShaderChunk.cube_frag + dashed: { - }, - - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), - equirect: { + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag - uniforms: { - tEquirect: { value: null }, - tFlip: { value: - 1 } }, - vertexShader: ShaderChunk.equirect_vert, - fragmentShader: ShaderChunk.equirect_frag + depth: { - }, + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), - distanceRGBA: { + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag - uniforms: { - lightPos: { value: new Vector3() } }, - vertexShader: ShaderChunk.distanceRGBA_vert, - fragmentShader: ShaderChunk.distanceRGBA_frag + normal: { - } + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), -}; + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag -ShaderLib.physical = { + }, - uniforms: UniformsUtils.merge( [ - ShaderLib.standard.uniforms, - { - clearCoat: { value: 0 }, - clearCoatRoughness: { value: 0 } - } - ] ), + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: - 1 }, + opacity: { value: 1.0 } + }, + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag + }, -}; + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ -/** - * @author bhouston / http://clara.io - */ + equirect: { -function Box2( min, max ) { + uniforms: { + tEquirect: { value: null }, + tFlip: { value: - 1 } + }, - this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag -} + }, -Object.assign( Box2.prototype, { + distanceRGBA: { - set: function ( min, max ) { + uniforms: { + lightPos: { value: new Vector3() } + }, - this.min.copy( min ); - this.max.copy( max ); + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag - return this; + } - }, + }; - setFromPoints: function ( points ) { + ShaderLib.physical = { - this.makeEmpty(); + uniforms: UniformsUtils.merge( [ + ShaderLib.standard.uniforms, + { + clearCoat: { value: 0 }, + clearCoatRoughness: { value: 0 } + } + ] ), - for ( var i = 0, il = points.length; i < il; i ++ ) { + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag - this.expandByPoint( points[ i ] ); + }; - } + /** + * @author bhouston / http://clara.io + */ - return this; + function Box2( min, max ) { - }, + this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); - setFromCenterAndSize: function () { + } - var v1 = new Vector2(); + Object.assign( Box2.prototype, { - return function setFromCenterAndSize( center, size ) { + set: function ( min, max ) { - var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); + this.min.copy( min ); + this.max.copy( max ); return this; - }; + }, - }(), + setFromPoints: function ( points ) { - clone: function () { + this.makeEmpty(); - return new this.constructor().copy( this ); + for ( var i = 0, il = points.length; i < il; i ++ ) { - }, + this.expandByPoint( points[ i ] ); - copy: function ( box ) { + } - this.min.copy( box.min ); - this.max.copy( box.max ); + return this; - return this; + }, - }, + setFromCenterAndSize: function () { - makeEmpty: function () { + var v1 = new Vector2(); - this.min.x = this.min.y = + Infinity; - this.max.x = this.max.y = - Infinity; + return function setFromCenterAndSize( center, size ) { - return this; + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); - }, + return this; - isEmpty: function () { + }; - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + }(), - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + clone: function () { - }, + return new this.constructor().copy( this ); - getCenter: function ( optionalTarget ) { + }, - var result = optionalTarget || new Vector2(); - return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + copy: function ( box ) { - }, + this.min.copy( box.min ); + this.max.copy( box.max ); - getSize: function ( optionalTarget ) { + return this; - var result = optionalTarget || new Vector2(); - return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min ); + }, - }, + makeEmpty: function () { - expandByPoint: function ( point ) { + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; - this.min.min( point ); - this.max.max( point ); + return this; - return this; + }, - }, + isEmpty: function () { - expandByVector: function ( vector ) { + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - this.min.sub( vector ); - this.max.add( vector ); + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); - return this; + }, - }, + getCenter: function ( optionalTarget ) { - expandByScalar: function ( scalar ) { + var result = optionalTarget || new Vector2(); + return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); + }, - return this; + getSize: function ( optionalTarget ) { - }, + var result = optionalTarget || new Vector2(); + return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min ); - containsPoint: function ( point ) { + }, - return point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y ? false : true; + expandByPoint: function ( point ) { - }, + this.min.min( point ); + this.max.max( point ); - containsBox: function ( box ) { + return this; - 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; + }, - }, + expandByVector: function ( vector ) { - getParameter: function ( point, optionalTarget ) { + this.min.sub( vector ); + this.max.add( vector ); - // This can potentially have a divide by zero if the box - // has a size dimension of 0. + return this; - var result = optionalTarget || new Vector2(); + }, - return result.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ) - ); + expandByScalar: function ( scalar ) { - }, + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); - intersectsBox: function ( box ) { + return this; - // using 4 splitting planes to rule out intersections + }, - return box.max.x < this.min.x || box.min.x > this.max.x || - box.max.y < this.min.y || box.min.y > this.max.y ? false : true; + containsPoint: function ( point ) { - }, + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ? false : true; - clampPoint: function ( point, optionalTarget ) { + }, - var result = optionalTarget || new Vector2(); - return result.copy( point ).clamp( this.min, this.max ); + containsBox: function ( box ) { - }, + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y; - distanceToPoint: function () { + }, - var v1 = new Vector2(); + getParameter: function ( point, optionalTarget ) { - return function distanceToPoint( point ) { + // This can potentially have a divide by zero if the box + // has a size dimension of 0. - var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); + var result = optionalTarget || new Vector2(); - }; + return result.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); - }(), + }, - intersect: function ( box ) { + intersectsBox: function ( box ) { - this.min.max( box.min ); - this.max.min( box.max ); + // using 4 splitting planes to rule out intersections - return this; + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y ? false : true; - }, + }, - union: function ( box ) { + clampPoint: function ( point, optionalTarget ) { - this.min.min( box.min ); - this.max.max( box.max ); + var result = optionalTarget || new Vector2(); + return result.copy( point ).clamp( this.min, this.max ); - return this; + }, - }, + distanceToPoint: function () { - translate: function ( offset ) { + var v1 = new Vector2(); - this.min.add( offset ); - this.max.add( offset ); + return function distanceToPoint( point ) { - return this; + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); - }, + }; - equals: function ( box ) { + }(), - return box.min.equals( this.min ) && box.max.equals( this.max ); + intersect: function ( box ) { - } + this.min.max( box.min ); + this.max.min( box.max ); -} ); + return this; -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + }, -function LensFlarePlugin( renderer, flares ) { + union: function ( box ) { - var gl = renderer.context; - var state = renderer.state; + this.min.min( box.min ); + this.max.max( box.max ); - var vertexBuffer, elementBuffer; - var shader, program, attributes, uniforms; + return this; - var tempTexture, occlusionTexture; + }, - function init() { + translate: function ( offset ) { - var vertices = new Float32Array( [ - - 1, - 1, 0, 0, - 1, - 1, 1, 0, - 1, 1, 1, 1, - - 1, 1, 0, 1 - ] ); + this.min.add( offset ); + this.max.add( offset ); - var faces = new Uint16Array( [ - 0, 1, 2, - 0, 2, 3 - ] ); + return this; - // buffers + }, - vertexBuffer = gl.createBuffer(); - elementBuffer = gl.createBuffer(); + equals: function ( box ) { - gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); - gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + return box.min.equals( this.min ) && box.max.equals( this.max ); - gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); - gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + } - // textures + } ); - tempTexture = gl.createTexture(); - occlusionTexture = gl.createTexture(); + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ - state.bindTexture( gl.TEXTURE_2D, tempTexture ); - gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null ); - gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); - gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); - gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); - gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + function LensFlarePlugin( renderer, flares ) { - state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); - gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null ); - gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); - gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); - gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); - gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + var gl = renderer.context; + var state = renderer.state; - shader = { + var vertexBuffer, elementBuffer; + var shader, program, attributes, uniforms; - vertexShader: [ + var tempTexture, occlusionTexture; - "uniform lowp int renderType;", + function init() { - "uniform vec3 screenPosition;", - "uniform vec2 scale;", - "uniform float rotation;", + var vertices = new Float32Array( [ + - 1, - 1, 0, 0, + 1, - 1, 1, 0, + 1, 1, 1, 1, + - 1, 1, 0, 1 + ] ); - "uniform sampler2D occlusionMap;", + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); - "attribute vec2 position;", - "attribute vec2 uv;", + // buffers - "varying vec2 vUV;", - "varying float vVisibility;", + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); - "void main() {", + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); - "vUV = uv;", + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); - "vec2 pos = position;", + // textures - "if ( renderType == 2 ) {", + tempTexture = gl.createTexture(); + occlusionTexture = gl.createTexture(); - "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );", - "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );", - "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );", - "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );", - "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );", - "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );", - "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );", - "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );", - "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); - "vVisibility = visibility.r / 9.0;", - "vVisibility *= 1.0 - visibility.g / 9.0;", - "vVisibility *= visibility.b / 9.0;", - "vVisibility *= 1.0 - visibility.a / 9.0;", + state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); - "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", - "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", + shader = { - "}", + vertexShader: [ - "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", + "uniform lowp int renderType;", - "}" + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", - ].join( "\n" ), + "uniform sampler2D occlusionMap;", - fragmentShader: [ + "attribute vec2 position;", + "attribute vec2 uv;", - "uniform lowp int renderType;", + "varying vec2 vUV;", + "varying float vVisibility;", - "uniform sampler2D map;", - "uniform float opacity;", - "uniform vec3 color;", + "void main() {", + + "vUV = uv;", - "varying vec2 vUV;", - "varying float vVisibility;", + "vec2 pos = position;", - "void main() {", + "if ( renderType == 2 ) {", - // pink square + "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", - "if ( renderType == 0 ) {", + "vVisibility = visibility.r / 9.0;", + "vVisibility *= 1.0 - visibility.g / 9.0;", + "vVisibility *= visibility.b / 9.0;", + "vVisibility *= 1.0 - visibility.a / 9.0;", - "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", - // restore + "}", - "} else if ( renderType == 1 ) {", + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", - "gl_FragColor = texture2D( map, vUV );", + "}" - // flare + ].join( "\n" ), - "} else {", + fragmentShader: [ - "vec4 texture = texture2D( map, vUV );", - "texture.a *= opacity * vVisibility;", - "gl_FragColor = texture;", - "gl_FragColor.rgb *= color;", + "uniform lowp int renderType;", - "}", + "uniform sampler2D map;", + "uniform float opacity;", + "uniform vec3 color;", - "}" + "varying vec2 vUV;", + "varying float vVisibility;", - ].join( "\n" ) + "void main() {", - }; + // pink square - program = createProgram( shader ); + "if ( renderType == 0 ) {", - attributes = { - vertex: gl.getAttribLocation ( program, "position" ), - uv: gl.getAttribLocation ( program, "uv" ) - }; + "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", - uniforms = { - renderType: gl.getUniformLocation( program, "renderType" ), - map: gl.getUniformLocation( program, "map" ), - occlusionMap: gl.getUniformLocation( program, "occlusionMap" ), - opacity: gl.getUniformLocation( program, "opacity" ), - color: gl.getUniformLocation( program, "color" ), - scale: gl.getUniformLocation( program, "scale" ), - rotation: gl.getUniformLocation( program, "rotation" ), - screenPosition: gl.getUniformLocation( program, "screenPosition" ) - }; + // restore - } + "} else if ( renderType == 1 ) {", - /* - * Render lens flares - * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, - * reads these back and calculates occlusion. - */ + "gl_FragColor = texture2D( map, vUV );", - this.render = function ( scene, camera, viewport ) { + // flare - if ( flares.length === 0 ) return; + "} else {", - var tempPosition = new Vector3(); + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * vVisibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", - var invAspect = viewport.w / viewport.z, - halfViewportWidth = viewport.z * 0.5, - halfViewportHeight = viewport.w * 0.5; + "}", - var size = 16 / viewport.w, - scale = new Vector2( size * invAspect, size ); + "}" - var screenPosition = new Vector3( 1, 1, 0 ), - screenPositionPixels = new Vector2( 1, 1 ); + ].join( "\n" ) - var validArea = new Box2(); + }; - validArea.min.set( viewport.x, viewport.y ); - validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) ); + program = createProgram( shader ); - if ( program === undefined ) { + attributes = { + vertex: gl.getAttribLocation ( program, "position" ), + uv: gl.getAttribLocation ( program, "uv" ) + }; - init(); + uniforms = { + renderType: gl.getUniformLocation( program, "renderType" ), + map: gl.getUniformLocation( program, "map" ), + occlusionMap: gl.getUniformLocation( program, "occlusionMap" ), + opacity: gl.getUniformLocation( program, "opacity" ), + color: gl.getUniformLocation( program, "color" ), + scale: gl.getUniformLocation( program, "scale" ), + rotation: gl.getUniformLocation( program, "rotation" ), + screenPosition: gl.getUniformLocation( program, "screenPosition" ) + }; } - gl.useProgram( program ); + /* + * Render lens flares + * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, + * reads these back and calculates occlusion. + */ + + this.render = function ( scene, camera, viewport ) { - state.initAttributes(); - state.enableAttribute( attributes.vertex ); - state.enableAttribute( attributes.uv ); - state.disableUnusedAttributes(); + if ( flares.length === 0 ) return; + + var tempPosition = new Vector3(); + + var invAspect = viewport.w / viewport.z, + halfViewportWidth = viewport.z * 0.5, + halfViewportHeight = viewport.w * 0.5; + + var size = 16 / viewport.w, + scale = new Vector2( size * invAspect, size ); + + var screenPosition = new Vector3( 1, 1, 0 ), + screenPositionPixels = new Vector2( 1, 1 ); + + var validArea = new Box2(); + + validArea.min.set( viewport.x, viewport.y ); + validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) ); + + if ( program === undefined ) { + + init(); + + } + + gl.useProgram( program ); + + state.initAttributes(); + state.enableAttribute( attributes.vertex ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); - // loop through all lens flares to update their occlusion and positions - // setup gl and common used attribs/uniforms + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/uniforms - gl.uniform1i( uniforms.occlusionMap, 0 ); - gl.uniform1i( uniforms.map, 1 ); + gl.uniform1i( uniforms.occlusionMap, 0 ); + gl.uniform1i( uniforms.map, 1 ); - gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); - gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 ); - gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); - gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); - state.disable( gl.CULL_FACE ); - state.buffers.depth.setMask( false ); + state.disable( gl.CULL_FACE ); + state.buffers.depth.setMask( false ); - for ( var i = 0, l = flares.length; i < l; i ++ ) { + for ( var i = 0, l = flares.length; i < l; i ++ ) { - size = 16 / viewport.w; - scale.set( size * invAspect, size ); + size = 16 / viewport.w; + scale.set( size * invAspect, size ); - // calc object screen position + // calc object screen position - var flare = flares[ i ]; + var flare = flares[ i ]; - tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] ); + tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] ); - tempPosition.applyMatrix4( camera.matrixWorldInverse ); - tempPosition.applyMatrix4( camera.projectionMatrix ); + tempPosition.applyMatrix4( camera.matrixWorldInverse ); + tempPosition.applyMatrix4( camera.projectionMatrix ); - // setup arrays for gl programs + // setup arrays for gl programs - screenPosition.copy( tempPosition ); + screenPosition.copy( tempPosition ); - // horizontal and vertical coordinate of the lower left corner of the pixels to copy + // horizontal and vertical coordinate of the lower left corner of the pixels to copy - screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8; - screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8; + screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8; + screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8; - // screen cull + // screen cull - if ( validArea.containsPoint( screenPositionPixels ) === true ) { + if ( validArea.containsPoint( screenPositionPixels ) === true ) { - // save current RGB to temp texture + // save current RGB to temp texture - state.activeTexture( gl.TEXTURE0 ); - state.bindTexture( gl.TEXTURE_2D, null ); - state.activeTexture( gl.TEXTURE1 ); - state.bindTexture( gl.TEXTURE_2D, tempTexture ); - gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, null ); + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); - // render pink quad + // render pink quad - gl.uniform1i( uniforms.renderType, 0 ); - gl.uniform2f( uniforms.scale, scale.x, scale.y ); - gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + gl.uniform1i( uniforms.renderType, 0 ); + gl.uniform2f( uniforms.scale, scale.x, scale.y ); + gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); - state.disable( gl.BLEND ); - state.enable( gl.DEPTH_TEST ); + state.disable( gl.BLEND ); + state.enable( gl.DEPTH_TEST ); - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - // copy result to occlusionMap + // copy result to occlusionMap - state.activeTexture( gl.TEXTURE0 ); - state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); - gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); - // restore graphics + // restore graphics - gl.uniform1i( uniforms.renderType, 1 ); - state.disable( gl.DEPTH_TEST ); + gl.uniform1i( uniforms.renderType, 1 ); + state.disable( gl.DEPTH_TEST ); - state.activeTexture( gl.TEXTURE1 ); - state.bindTexture( gl.TEXTURE_2D, tempTexture ); - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - // update object positions + // update object positions - flare.positionScreen.copy( screenPosition ); + flare.positionScreen.copy( screenPosition ); - if ( flare.customUpdateCallback ) { + if ( flare.customUpdateCallback ) { - flare.customUpdateCallback( flare ); + flare.customUpdateCallback( flare ); - } else { + } else { - flare.updateLensFlares(); + flare.updateLensFlares(); - } + } - // render flares + // render flares - gl.uniform1i( uniforms.renderType, 2 ); - state.enable( gl.BLEND ); + gl.uniform1i( uniforms.renderType, 2 ); + state.enable( gl.BLEND ); - for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { + for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { - var sprite = flare.lensFlares[ j ]; + var sprite = flare.lensFlares[ j ]; - if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { - screenPosition.x = sprite.x; - screenPosition.y = sprite.y; - screenPosition.z = sprite.z; + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; - size = sprite.size * sprite.scale / viewport.w; + size = sprite.size * sprite.scale / viewport.w; - scale.x = size * invAspect; - scale.y = size; + scale.x = size * invAspect; + scale.y = size; - gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); - gl.uniform2f( uniforms.scale, scale.x, scale.y ); - gl.uniform1f( uniforms.rotation, sprite.rotation ); + gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + gl.uniform2f( uniforms.scale, scale.x, scale.y ); + gl.uniform1f( uniforms.rotation, sprite.rotation ); - gl.uniform1f( uniforms.opacity, sprite.opacity ); - gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + gl.uniform1f( uniforms.opacity, sprite.opacity ); + gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); - state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); - renderer.setTexture2D( sprite.texture, 1 ); + state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + renderer.setTexture2D( sprite.texture, 1 ); - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + } } @@ -7135,2327 +6705,2288 @@ function LensFlarePlugin( renderer, flares ) { } - } + // restore gl - // restore gl + state.enable( gl.CULL_FACE ); + state.enable( gl.DEPTH_TEST ); + state.buffers.depth.setMask( true ); - state.enable( gl.CULL_FACE ); - state.enable( gl.DEPTH_TEST ); - state.buffers.depth.setMask( true ); + renderer.resetGLState(); - renderer.resetGLState(); + }; - }; + function createProgram( shader ) { - function createProgram( shader ) { + var program = gl.createProgram(); - var program = gl.createProgram(); + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); - var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); - var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + var prefix = "precision " + renderer.getPrecision() + " float;\n"; - var prefix = "precision " + renderer.getPrecision() + " float;\n"; + gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); + gl.shaderSource( vertexShader, prefix + shader.vertexShader ); - gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); - gl.shaderSource( vertexShader, prefix + shader.vertexShader ); + gl.compileShader( fragmentShader ); + gl.compileShader( vertexShader ); - gl.compileShader( fragmentShader ); - gl.compileShader( vertexShader ); + gl.attachShader( program, fragmentShader ); + gl.attachShader( program, vertexShader ); - gl.attachShader( program, fragmentShader ); - gl.attachShader( program, vertexShader ); + gl.linkProgram( program ); - gl.linkProgram( program ); + return program; - return program; + } } -} + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function SpritePlugin( renderer, sprites ) { -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + var gl = renderer.context; + var state = renderer.state; -function SpritePlugin( renderer, sprites ) { + var vertexBuffer, elementBuffer; + var program, attributes, uniforms; - var gl = renderer.context; - var state = renderer.state; + var texture; - var vertexBuffer, elementBuffer; - var program, attributes, uniforms; + // decompose matrixWorld - var texture; + var spritePosition = new Vector3(); + var spriteRotation = new Quaternion(); + var spriteScale = new Vector3(); - // decompose matrixWorld + function init() { - var spritePosition = new Vector3(); - var spriteRotation = new Quaternion(); - var spriteScale = new Vector3(); + var vertices = new Float32Array( [ + - 0.5, - 0.5, 0, 0, + 0.5, - 0.5, 1, 0, + 0.5, 0.5, 1, 1, + - 0.5, 0.5, 0, 1 + ] ); - function init() { + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); - var vertices = new Float32Array( [ - - 0.5, - 0.5, 0, 0, - 0.5, - 0.5, 1, 0, - 0.5, 0.5, 1, 1, - - 0.5, 0.5, 0, 1 - ] ); + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); - var faces = new Uint16Array( [ - 0, 1, 2, - 0, 2, 3 - ] ); + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); - vertexBuffer = gl.createBuffer(); - elementBuffer = gl.createBuffer(); + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); - gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); - gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + program = createProgram(); - gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); - gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + attributes = { + position: gl.getAttribLocation ( program, 'position' ), + uv: gl.getAttribLocation ( program, 'uv' ) + }; - program = createProgram(); + uniforms = { + uvOffset: gl.getUniformLocation( program, 'uvOffset' ), + uvScale: gl.getUniformLocation( program, 'uvScale' ), - attributes = { - position: gl.getAttribLocation ( program, 'position' ), - uv: gl.getAttribLocation ( program, 'uv' ) - }; + rotation: gl.getUniformLocation( program, 'rotation' ), + scale: gl.getUniformLocation( program, 'scale' ), - uniforms = { - uvOffset: gl.getUniformLocation( program, 'uvOffset' ), - uvScale: gl.getUniformLocation( program, 'uvScale' ), + color: gl.getUniformLocation( program, 'color' ), + map: gl.getUniformLocation( program, 'map' ), + opacity: gl.getUniformLocation( program, 'opacity' ), - rotation: gl.getUniformLocation( program, 'rotation' ), - scale: gl.getUniformLocation( program, 'scale' ), + modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), + projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), - color: gl.getUniformLocation( program, 'color' ), - map: gl.getUniformLocation( program, 'map' ), - opacity: gl.getUniformLocation( program, 'opacity' ), + fogType: gl.getUniformLocation( program, 'fogType' ), + fogDensity: gl.getUniformLocation( program, 'fogDensity' ), + fogNear: gl.getUniformLocation( program, 'fogNear' ), + fogFar: gl.getUniformLocation( program, 'fogFar' ), + fogColor: gl.getUniformLocation( program, 'fogColor' ), - modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), - projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), + alphaTest: gl.getUniformLocation( program, 'alphaTest' ) + }; - fogType: gl.getUniformLocation( program, 'fogType' ), - fogDensity: gl.getUniformLocation( program, 'fogDensity' ), - fogNear: gl.getUniformLocation( program, 'fogNear' ), - fogFar: gl.getUniformLocation( program, 'fogFar' ), - fogColor: gl.getUniformLocation( program, 'fogColor' ), + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = 8; + canvas.height = 8; - alphaTest: gl.getUniformLocation( program, 'alphaTest' ) - }; + var context = canvas.getContext( '2d' ); + context.fillStyle = 'white'; + context.fillRect( 0, 0, 8, 8 ); - var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = 8; - canvas.height = 8; + texture = new Texture( canvas ); + texture.needsUpdate = true; - var context = canvas.getContext( '2d' ); - context.fillStyle = 'white'; - context.fillRect( 0, 0, 8, 8 ); + } - texture = new Texture( canvas ); - texture.needsUpdate = true; + this.render = function ( scene, camera ) { - } + if ( sprites.length === 0 ) return; - this.render = function ( scene, camera ) { + // setup gl - if ( sprites.length === 0 ) return; + if ( program === undefined ) { - // setup gl + init(); - if ( program === undefined ) { + } - init(); + gl.useProgram( program ); - } + state.initAttributes(); + state.enableAttribute( attributes.position ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); - gl.useProgram( program ); + state.disable( gl.CULL_FACE ); + state.enable( gl.BLEND ); - state.initAttributes(); - state.enableAttribute( attributes.position ); - state.enableAttribute( attributes.uv ); - state.disableUnusedAttributes(); + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); - state.disable( gl.CULL_FACE ); - state.enable( gl.BLEND ); + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); - gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); - gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); - gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); - gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + state.activeTexture( gl.TEXTURE0 ); + gl.uniform1i( uniforms.map, 0 ); - gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); + var oldFogType = 0; + var sceneFogType = 0; + var fog = scene.fog; - state.activeTexture( gl.TEXTURE0 ); - gl.uniform1i( uniforms.map, 0 ); + if ( fog ) { - var oldFogType = 0; - var sceneFogType = 0; - var fog = scene.fog; + gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); - if ( fog ) { + if ( fog.isFog ) { - gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); + gl.uniform1f( uniforms.fogNear, fog.near ); + gl.uniform1f( uniforms.fogFar, fog.far ); - if ( fog.isFog ) { + gl.uniform1i( uniforms.fogType, 1 ); + oldFogType = 1; + sceneFogType = 1; - gl.uniform1f( uniforms.fogNear, fog.near ); - gl.uniform1f( uniforms.fogFar, fog.far ); + } else if ( fog.isFogExp2 ) { - gl.uniform1i( uniforms.fogType, 1 ); - oldFogType = 1; - sceneFogType = 1; + gl.uniform1f( uniforms.fogDensity, fog.density ); - } else if ( fog.isFogExp2 ) { + gl.uniform1i( uniforms.fogType, 2 ); + oldFogType = 2; + sceneFogType = 2; + + } - gl.uniform1f( uniforms.fogDensity, fog.density ); + } else { - gl.uniform1i( uniforms.fogType, 2 ); - oldFogType = 2; - sceneFogType = 2; + gl.uniform1i( uniforms.fogType, 0 ); + oldFogType = 0; + sceneFogType = 0; } - } else { - - gl.uniform1i( uniforms.fogType, 0 ); - oldFogType = 0; - sceneFogType = 0; - } + // update positions and sort + for ( var i = 0, l = sprites.length; i < l; i ++ ) { - // update positions and sort + var sprite = sprites[ i ]; - for ( var i = 0, l = sprites.length; i < l; i ++ ) { + sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); + sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; - var sprite = sprites[ i ]; + } - sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); - sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; + sprites.sort( painterSortStable ); - } + // render all sprites - sprites.sort( painterSortStable ); + var scale = []; - // render all sprites + for ( var i = 0, l = sprites.length; i < l; i ++ ) { - var scale = []; + var sprite = sprites[ i ]; + var material = sprite.material; - for ( var i = 0, l = sprites.length; i < l; i ++ ) { + if ( material.visible === false ) continue; - var sprite = sprites[ i ]; - var material = sprite.material; + gl.uniform1f( uniforms.alphaTest, material.alphaTest ); + gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); - if ( material.visible === false ) continue; + sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); - gl.uniform1f( uniforms.alphaTest, material.alphaTest ); - gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); + scale[ 0 ] = spriteScale.x; + scale[ 1 ] = spriteScale.y; - sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); + var fogType = 0; - scale[ 0 ] = spriteScale.x; - scale[ 1 ] = spriteScale.y; + if ( scene.fog && material.fog ) { - var fogType = 0; + fogType = sceneFogType; - if ( scene.fog && material.fog ) { + } - fogType = sceneFogType; + if ( oldFogType !== fogType ) { - } + gl.uniform1i( uniforms.fogType, fogType ); + oldFogType = fogType; - if ( oldFogType !== fogType ) { + } - gl.uniform1i( uniforms.fogType, fogType ); - oldFogType = fogType; + if ( material.map !== null ) { - } + gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); + gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); - if ( material.map !== null ) { + } else { - gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); - gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); + gl.uniform2f( uniforms.uvOffset, 0, 0 ); + gl.uniform2f( uniforms.uvScale, 1, 1 ); - } else { + } - gl.uniform2f( uniforms.uvOffset, 0, 0 ); - gl.uniform2f( uniforms.uvScale, 1, 1 ); + gl.uniform1f( uniforms.opacity, material.opacity ); + gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); - } + gl.uniform1f( uniforms.rotation, material.rotation ); + gl.uniform2fv( uniforms.scale, scale ); - gl.uniform1f( uniforms.opacity, material.opacity ); - gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); + state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + state.buffers.depth.setTest( material.depthTest ); + state.buffers.depth.setMask( material.depthWrite ); - gl.uniform1f( uniforms.rotation, material.rotation ); - gl.uniform2fv( uniforms.scale, scale ); + if ( material.map ) { - state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - state.buffers.depth.setTest( material.depthTest ); - state.buffers.depth.setMask( material.depthWrite ); + renderer.setTexture2D( material.map, 0 ); - if ( material.map ) { + } else { - renderer.setTexture2D( material.map, 0 ); + renderer.setTexture2D( texture, 0 ); - } else { + } - renderer.setTexture2D( texture, 0 ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); } - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + // restore gl - } + state.enable( gl.CULL_FACE ); - // restore gl + renderer.resetGLState(); - state.enable( gl.CULL_FACE ); + }; - renderer.resetGLState(); + function createProgram() { - }; + var program = gl.createProgram(); - function createProgram() { + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); - var program = gl.createProgram(); + gl.shaderSource( vertexShader, [ - var vertexShader = gl.createShader( gl.VERTEX_SHADER ); - var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + 'precision ' + renderer.getPrecision() + ' float;', - gl.shaderSource( vertexShader, [ + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform float rotation;', + 'uniform vec2 scale;', + 'uniform vec2 uvOffset;', + 'uniform vec2 uvScale;', - 'precision ' + renderer.getPrecision() + ' float;', + 'attribute vec2 position;', + 'attribute vec2 uv;', - 'uniform mat4 modelViewMatrix;', - 'uniform mat4 projectionMatrix;', - 'uniform float rotation;', - 'uniform vec2 scale;', - 'uniform vec2 uvOffset;', - 'uniform vec2 uvScale;', + 'varying vec2 vUV;', - 'attribute vec2 position;', - 'attribute vec2 uv;', + 'void main() {', - 'varying vec2 vUV;', + 'vUV = uvOffset + uv * uvScale;', - 'void main() {', + 'vec2 alignedPosition = position * scale;', - 'vUV = uvOffset + uv * uvScale;', + 'vec2 rotatedPosition;', + 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', + 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', - 'vec2 alignedPosition = position * scale;', + 'vec4 finalPosition;', - 'vec2 rotatedPosition;', - 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', - 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', + 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', + 'finalPosition.xy += rotatedPosition;', + 'finalPosition = projectionMatrix * finalPosition;', - 'vec4 finalPosition;', + 'gl_Position = finalPosition;', - 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', - 'finalPosition.xy += rotatedPosition;', - 'finalPosition = projectionMatrix * finalPosition;', + '}' - 'gl_Position = finalPosition;', + ].join( '\n' ) ); - '}' + gl.shaderSource( fragmentShader, [ - ].join( '\n' ) ); + 'precision ' + renderer.getPrecision() + ' float;', - gl.shaderSource( fragmentShader, [ + 'uniform vec3 color;', + 'uniform sampler2D map;', + 'uniform float opacity;', - 'precision ' + renderer.getPrecision() + ' float;', + 'uniform int fogType;', + 'uniform vec3 fogColor;', + 'uniform float fogDensity;', + 'uniform float fogNear;', + 'uniform float fogFar;', + 'uniform float alphaTest;', - 'uniform vec3 color;', - 'uniform sampler2D map;', - 'uniform float opacity;', + 'varying vec2 vUV;', - 'uniform int fogType;', - 'uniform vec3 fogColor;', - 'uniform float fogDensity;', - 'uniform float fogNear;', - 'uniform float fogFar;', - 'uniform float alphaTest;', + 'void main() {', - 'varying vec2 vUV;', + 'vec4 texture = texture2D( map, vUV );', - 'void main() {', + 'if ( texture.a < alphaTest ) discard;', - 'vec4 texture = texture2D( map, vUV );', + 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', - 'if ( texture.a < alphaTest ) discard;', + 'if ( fogType > 0 ) {', - 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', + 'float depth = gl_FragCoord.z / gl_FragCoord.w;', + 'float fogFactor = 0.0;', - 'if ( fogType > 0 ) {', + 'if ( fogType == 1 ) {', - 'float depth = gl_FragCoord.z / gl_FragCoord.w;', - 'float fogFactor = 0.0;', + 'fogFactor = smoothstep( fogNear, fogFar, depth );', - 'if ( fogType == 1 ) {', + '} else {', - 'fogFactor = smoothstep( fogNear, fogFar, depth );', + 'const float LOG2 = 1.442695;', + 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );', + 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', - '} else {', + '}', - 'const float LOG2 = 1.442695;', - 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );', - 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', + 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );', '}', - 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );', + '}' - '}', + ].join( '\n' ) ); - '}' + gl.compileShader( vertexShader ); + gl.compileShader( fragmentShader ); - ].join( '\n' ) ); + gl.attachShader( program, vertexShader ); + gl.attachShader( program, fragmentShader ); - gl.compileShader( vertexShader ); - gl.compileShader( fragmentShader ); + gl.linkProgram( program ); - gl.attachShader( program, vertexShader ); - gl.attachShader( program, fragmentShader ); + return program; - gl.linkProgram( program ); - - return program; + } - } + function painterSortStable( a, b ) { - function painterSortStable( a, b ) { + if ( a.renderOrder !== b.renderOrder ) { - if ( a.renderOrder !== b.renderOrder ) { + return a.renderOrder - b.renderOrder; - return a.renderOrder - b.renderOrder; + } else if ( a.z !== b.z ) { - } else if ( a.z !== b.z ) { + return b.z - a.z; - return b.z - a.z; + } else { - } else { + return b.id - a.id; - return b.id - a.id; + } } } -} + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + var materialId = 0; -var materialId = 0; + function Material() { -function Material() { + Object.defineProperty( this, 'id', { value: materialId ++ } ); - Object.defineProperty( this, 'id', { value: materialId ++ } ); + this.uuid = _Math.generateUUID(); - this.uuid = _Math.generateUUID(); + this.name = ''; + this.type = 'Material'; - this.name = ''; - this.type = 'Material'; + this.fog = true; + this.lights = true; - this.fog = true; - this.lights = true; + this.blending = NormalBlending; + this.side = FrontSide; + this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading + this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors - this.blending = NormalBlending; - this.side = FrontSide; - this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading - this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors + this.opacity = 1; + this.transparent = 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.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.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; - this.clippingPlanes = null; - this.clipIntersection = false; - this.clipShadows = false; + this.colorWrite = true; - this.colorWrite = true; + this.precision = null; // override the renderer's default precision for this material - this.precision = null; // override the renderer's default precision for this material + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; + this.dithering = false; - this.dithering = false; + this.alphaTest = 0; + this.premultipliedAlpha = false; - this.alphaTest = 0; - this.premultipliedAlpha = false; + this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer - this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + this.visible = true; - this.visible = true; + this.needsUpdate = true; - this.needsUpdate = true; + } -} + Object.assign( Material.prototype, EventDispatcher.prototype, { -Object.assign( Material.prototype, EventDispatcher.prototype, { + isMaterial: true, - isMaterial: true, + setValues: function ( values ) { - setValues: function ( values ) { + if ( values === undefined ) return; - if ( values === undefined ) return; + for ( var key in values ) { - for ( var key in values ) { + var newValue = values[ key ]; - var newValue = values[ key ]; + if ( newValue === undefined ) { - if ( newValue === undefined ) { + console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); + continue; - console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); - continue; + } - } + var currentValue = this[ key ]; - var currentValue = this[ key ]; + if ( currentValue === undefined ) { - if ( currentValue === undefined ) { + console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); + continue; - console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); - continue; + } - } + if ( currentValue && currentValue.isColor ) { - if ( currentValue && currentValue.isColor ) { + currentValue.set( newValue ); - currentValue.set( newValue ); + } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { - } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { + currentValue.copy( newValue ); - currentValue.copy( newValue ); + } else if ( key === 'overdraw' ) { - } else if ( key === 'overdraw' ) { + // ensure overdraw is backwards-compatible with legacy boolean type + this[ key ] = Number( newValue ); - // ensure overdraw is backwards-compatible with legacy boolean type - this[ key ] = Number( newValue ); + } else { - } else { + this[ key ] = newValue; - this[ key ] = newValue; + } } - } + }, + + toJSON: function ( meta ) { - }, + var isRoot = meta === undefined; - toJSON: function ( meta ) { + if ( isRoot ) { - var isRoot = meta === undefined; + meta = { + textures: {}, + images: {} + }; - if ( isRoot ) { + } - meta = { - textures: {}, - images: {} + var data = { + metadata: { + version: 4.5, + type: 'Material', + generator: 'Material.toJSON' + } }; - } + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; - var data = { - metadata: { - version: 4.5, - type: 'Material', - generator: 'Material.toJSON' - } - }; + if ( this.name !== '' ) data.name = this.name; - // standard Material serialization - data.uuid = this.uuid; - data.type = this.type; + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); - if ( this.name !== '' ) data.name = this.name; + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; - if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + 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.roughness !== undefined ) data.roughness = this.roughness; - if ( this.metalness !== undefined ) data.metalness = this.metalness; + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + if ( this.bumpMap && this.bumpMap.isTexture ) { - if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); - 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; + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; - if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; - if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; - if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; - if ( this.bumpMap && this.bumpMap.isTexture ) { + } + if ( this.normalMap && this.normalMap.isTexture ) { - data.bumpMap = this.bumpMap.toJSON( meta ).uuid; - data.bumpScale = this.bumpScale; + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalScale = this.normalScale.toArray(); - } - if ( this.normalMap && this.normalMap.isTexture ) { + } + if ( this.displacementMap && this.displacementMap.isTexture ) { - data.normalMap = this.normalMap.toJSON( meta ).uuid; - data.normalScale = this.normalScale.toArray(); + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; - } - if ( this.displacementMap && this.displacementMap.isTexture ) { + } + 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; - data.displacementMap = this.displacementMap.toJSON( meta ).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; + 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.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.envMap && this.envMap.isTexture ) { - 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; + data.envMap = this.envMap.toJSON( meta ).uuid; + data.reflectivity = this.reflectivity; // Scale behind envMap - if ( this.envMap && this.envMap.isTexture ) { + } - data.envMap = this.envMap.toJSON( meta ).uuid; - data.reflectivity = this.reflectivity; // Scale behind envMap + if ( this.gradientMap && this.gradientMap.isTexture ) { - } + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; - if ( this.gradientMap && this.gradientMap.isTexture ) { + } - data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + if ( this.size !== undefined ) data.size = this.size; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; - } + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.shading !== SmoothShading ) data.shading = this.shading; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors; - if ( this.size !== undefined ) data.size = this.size; - if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; - if ( this.blending !== NormalBlending ) data.blending = this.blending; - if ( this.shading !== SmoothShading ) data.shading = this.shading; - if ( this.side !== FrontSide ) data.side = this.side; - if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors; + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; - if ( this.opacity < 1 ) data.opacity = this.opacity; - if ( this.transparent === true ) data.transparent = this.transparent; + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + if ( this.wireframe === true ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; - data.depthFunc = this.depthFunc; - data.depthTest = this.depthTest; - data.depthWrite = this.depthWrite; + data.skinning = this.skinning; + data.morphTargets = this.morphTargets; - if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; - if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; - if ( this.wireframe === true ) data.wireframe = this.wireframe; - if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; - if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; - if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + data.dithering = this.dithering; - data.skinning = this.skinning; - data.morphTargets = this.morphTargets; + // TODO: Copied from Object3D.toJSON - data.dithering = this.dithering; + function extractFromCache( cache ) { - // TODO: Copied from Object3D.toJSON + var values = []; - function extractFromCache( cache ) { + for ( var key in cache ) { - var values = []; + var data = cache[ key ]; + delete data.metadata; + values.push( data ); - for ( var key in cache ) { + } - var data = cache[ key ]; - delete data.metadata; - values.push( data ); + return values; } - return values; - - } + if ( isRoot ) { - if ( isRoot ) { + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; + } - } + return data; - return data; + }, - }, + clone: function () { - clone: function () { + return new this.constructor().copy( this ); - return new this.constructor().copy( this ); + }, - }, + copy: function ( source ) { - copy: function ( source ) { + this.name = source.name; - this.name = source.name; + this.fog = source.fog; + this.lights = source.lights; - this.fog = source.fog; - this.lights = source.lights; + this.blending = source.blending; + this.side = source.side; + this.shading = source.shading; + this.vertexColors = source.vertexColors; - this.blending = source.blending; - this.side = source.side; - this.shading = source.shading; - this.vertexColors = source.vertexColors; + this.opacity = source.opacity; + this.transparent = source.transparent; - 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.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.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; + this.colorWrite = source.colorWrite; - this.colorWrite = source.colorWrite; + this.precision = source.precision; - this.precision = source.precision; + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; + this.dithering = source.dithering; - this.dithering = source.dithering; + this.alphaTest = source.alphaTest; - this.alphaTest = source.alphaTest; + this.premultipliedAlpha = source.premultipliedAlpha; - this.premultipliedAlpha = source.premultipliedAlpha; + this.overdraw = source.overdraw; - this.overdraw = source.overdraw; + this.visible = source.visible; + this.clipShadows = source.clipShadows; + this.clipIntersection = source.clipIntersection; - this.visible = source.visible; - this.clipShadows = source.clipShadows; - this.clipIntersection = source.clipIntersection; + var srcPlanes = source.clippingPlanes, + dstPlanes = null; - var srcPlanes = source.clippingPlanes, - dstPlanes = null; + if ( srcPlanes !== null ) { - if ( srcPlanes !== null ) { + var n = srcPlanes.length; + dstPlanes = new Array( n ); - var n = srcPlanes.length; - dstPlanes = new Array( n ); + for ( var i = 0; i !== n; ++ i ) + dstPlanes[ i ] = srcPlanes[ i ].clone(); - for ( var i = 0; i !== n; ++ i ) - dstPlanes[ i ] = srcPlanes[ i ].clone(); + } - } + this.clippingPlanes = dstPlanes; - this.clippingPlanes = dstPlanes; + return this; - return this; + }, - }, + dispose: function () { - dispose: function () { + this.dispatchEvent( { type: 'dispose' } ); - this.dispatchEvent( { type: 'dispose' } ); + } - } + } ); -} ); - -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * defines: { "label" : "value" }, - * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, - * - * fragmentShader: , - * vertexShader: , - * - * wireframe: , - * wireframeLinewidth: , - * - * lights: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function ShaderMaterial( parameters ) { - - Material.call( this ); - - this.type = 'ShaderMaterial'; - - this.defines = {}; - this.uniforms = {}; - - this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; - this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; - - 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 - }; + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ - // 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 ] - }; + function ShaderMaterial( parameters ) { - this.index0AttributeName = undefined; + Material.call( this ); - if ( parameters !== undefined ) { + this.type = 'ShaderMaterial'; - if ( parameters.attributes !== undefined ) { + this.defines = {}; + this.uniforms = {}; - console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; + this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; - } + this.linewidth = 1; - this.setValues( parameters ); + 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 -ShaderMaterial.prototype = Object.create( Material.prototype ); -ShaderMaterial.prototype.constructor = ShaderMaterial; + 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 + }; -ShaderMaterial.prototype.isShaderMaterial = true; + // 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 ] + }; -ShaderMaterial.prototype.copy = function ( source ) { + this.index0AttributeName = undefined; - Material.prototype.copy.call( this, source ); + if ( parameters !== undefined ) { - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; + if ( parameters.attributes !== undefined ) { - this.uniforms = UniformsUtils.clone( source.uniforms ); + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); - this.defines = source.defines; + } - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; + this.setValues( parameters ); - this.lights = source.lights; - this.clipping = source.clipping; + } - this.skinning = source.skinning; + } - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + ShaderMaterial.prototype = Object.create( Material.prototype ); + ShaderMaterial.prototype.constructor = ShaderMaterial; - this.extensions = source.extensions; + ShaderMaterial.prototype.isShaderMaterial = true; - return this; + ShaderMaterial.prototype.copy = function ( source ) { -}; + Material.prototype.copy.call( this, source ); -ShaderMaterial.prototype.toJSON = function ( meta ) { + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; - var data = Material.prototype.toJSON.call( this, meta ); + this.uniforms = UniformsUtils.clone( source.uniforms ); - data.uniforms = this.uniforms; - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; + this.defines = source.defines; - return data; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; -}; + this.lights = source.lights; + this.clipping = source.clipping; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / https://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * - * opacity: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * } - */ + this.skinning = source.skinning; -function MeshDepthMaterial( parameters ) { + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; - Material.call( this ); + this.extensions = source.extensions; - this.type = 'MeshDepthMaterial'; + return this; - this.depthPacking = BasicDepthPacking; + }; - this.skinning = false; - this.morphTargets = false; + ShaderMaterial.prototype.toJSON = function ( meta ) { - this.map = null; + var data = Material.prototype.toJSON.call( this, meta ); - this.alphaMap = null; + data.uniforms = this.uniforms; + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + return data; - this.wireframe = false; - this.wireframeLinewidth = 1; + }; - this.fog = false; - this.lights = false; + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ - this.setValues( parameters ); + function MeshDepthMaterial( parameters ) { -} + Material.call( this ); -MeshDepthMaterial.prototype = Object.create( Material.prototype ); -MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + this.type = 'MeshDepthMaterial'; -MeshDepthMaterial.prototype.isMeshDepthMaterial = true; + this.depthPacking = BasicDepthPacking; -MeshDepthMaterial.prototype.copy = function ( source ) { + this.skinning = false; + this.morphTargets = false; - Material.prototype.copy.call( this, source ); + this.map = null; - this.depthPacking = source.depthPacking; + this.alphaMap = null; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.map = source.map; + this.wireframe = false; + this.wireframeLinewidth = 1; - this.alphaMap = source.alphaMap; + this.fog = false; + this.lights = false; - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; + this.setValues( parameters ); - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; + } - return this; + MeshDepthMaterial.prototype = Object.create( Material.prototype ); + MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; -}; + MeshDepthMaterial.prototype.isMeshDepthMaterial = true; -/** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - */ + MeshDepthMaterial.prototype.copy = function ( source ) { -function Box3( min, max ) { + Material.prototype.copy.call( this, source ); - this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); + this.depthPacking = source.depthPacking; -} + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; -Object.assign( Box3.prototype, { + this.map = source.map; - isBox3: true, + this.alphaMap = source.alphaMap; - set: function ( min, max ) { + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - this.min.copy( min ); - this.max.copy( max ); + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; return this; - }, - - setFromArray: function ( array ) { - - var minX = + Infinity; - var minY = + Infinity; - var minZ = + Infinity; + }; - var maxX = - Infinity; - var maxY = - Infinity; - var maxZ = - Infinity; + /** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ - for ( var i = 0, l = array.length; i < l; i += 3 ) { + function Box3( min, max ) { - var x = array[ i ]; - var y = array[ i + 1 ]; - var z = array[ i + 2 ]; + this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); - 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; + Object.assign( Box3.prototype, { - } + isBox3: true, - this.min.set( minX, minY, minZ ); - this.max.set( maxX, maxY, maxZ ); + set: function ( min, max ) { - return this; + this.min.copy( min ); + this.max.copy( max ); - }, + return this; - setFromBufferAttribute: function ( attribute ) { + }, - var minX = + Infinity; - var minY = + Infinity; - var minZ = + Infinity; + setFromArray: function ( array ) { - var maxX = - Infinity; - var maxY = - Infinity; - var maxZ = - Infinity; + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; - for ( var i = 0, l = attribute.count; i < l; i ++ ) { + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; - var x = attribute.getX( i ); - var y = attribute.getY( i ); - var z = attribute.getZ( i ); + for ( var i = 0, l = array.length; i < l; i += 3 ) { - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( z < minZ ) minZ = z; + var x = array[ i ]; + var y = array[ i + 1 ]; + var z = array[ i + 2 ]; - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - if ( z > maxZ ) maxZ = z; + 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; + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); - }, + return this; - setFromPoints: function ( points ) { + }, - this.makeEmpty(); + setFromBufferAttribute: function ( attribute ) { - for ( var i = 0, il = points.length; i < il; i ++ ) { + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; - this.expandByPoint( points[ i ] ); + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; - } + for ( var i = 0, l = attribute.count; i < l; i ++ ) { - return this; + var x = attribute.getX( i ); + var y = attribute.getY( i ); + var z = attribute.getZ( i ); - }, + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; - setFromCenterAndSize: function () { + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; - var v1 = new Vector3(); + } - return function setFromCenterAndSize( center, size ) { + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); - var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + return this; - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); + }, - return this; + setFromPoints: function ( points ) { - }; + this.makeEmpty(); - }(), + for ( var i = 0, il = points.length; i < il; i ++ ) { - setFromObject: function ( object ) { + this.expandByPoint( points[ i ] ); - this.makeEmpty(); + } - return this.expandByObject( object ); + return this; - }, + }, - clone: function () { + setFromCenterAndSize: function () { - return new this.constructor().copy( this ); + var v1 = new Vector3(); - }, + return function setFromCenterAndSize( center, size ) { - copy: function ( box ) { + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); - this.min.copy( box.min ); - this.max.copy( box.max ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); - return this; + return this; - }, + }; - makeEmpty: function () { + }(), - this.min.x = this.min.y = this.min.z = + Infinity; - this.max.x = this.max.y = this.max.z = - Infinity; + setFromObject: function ( object ) { - return this; + this.makeEmpty(); - }, + return this.expandByObject( object ); - isEmpty: function () { + }, - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + clone: function () { - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + return new this.constructor().copy( this ); - }, + }, - getCenter: function ( optionalTarget ) { + copy: function ( box ) { - var result = optionalTarget || new Vector3(); - return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + this.min.copy( box.min ); + this.max.copy( box.max ); - }, + return this; - getSize: function ( optionalTarget ) { + }, - var result = optionalTarget || new Vector3(); - return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min ); + makeEmpty: function () { - }, + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; - expandByPoint: function ( point ) { + return this; - this.min.min( point ); - this.max.max( point ); + }, - return this; + isEmpty: function () { - }, + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - expandByVector: function ( vector ) { + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); - this.min.sub( vector ); - this.max.add( vector ); + }, - return this; + getCenter: function ( optionalTarget ) { - }, + var result = optionalTarget || new Vector3(); + return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - expandByScalar: function ( scalar ) { + }, - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); + getSize: function ( optionalTarget ) { - return this; + var result = optionalTarget || new Vector3(); + return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min ); - }, + }, - expandByObject: function () { + expandByPoint: function ( point ) { - // Computes the world-axis-aligned bounding box of an object (including its children), - // accounting for both the object's, and children's, world transforms + this.min.min( point ); + this.max.max( point ); - var v1 = new Vector3(); + return this; - return function expandByObject( object ) { + }, - var scope = this; + expandByVector: function ( vector ) { - object.updateMatrixWorld( true ); + this.min.sub( vector ); + this.max.add( vector ); - object.traverse( function ( node ) { + return this; - var i, l; + }, - var geometry = node.geometry; + expandByScalar: function ( scalar ) { - if ( geometry !== undefined ) { + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); - if ( geometry.isGeometry ) { + return this; - var vertices = geometry.vertices; + }, - for ( i = 0, l = vertices.length; i < l; i ++ ) { + expandByObject: function () { - v1.copy( vertices[ i ] ); - v1.applyMatrix4( node.matrixWorld ); + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms - scope.expandByPoint( v1 ); + var v1 = new Vector3(); - } + return function expandByObject( object ) { - } else if ( geometry.isBufferGeometry ) { + var scope = this; - var attribute = geometry.attributes.position; + object.updateMatrixWorld( true ); - if ( attribute !== undefined ) { + object.traverse( function ( node ) { - for ( i = 0, l = attribute.count; i < l; i ++ ) { + var i, l; - v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); + var geometry = node.geometry; - scope.expandByPoint( v1 ); + if ( geometry !== undefined ) { - } + if ( geometry.isGeometry ) { - } + var vertices = geometry.vertices; - } + for ( i = 0, l = vertices.length; i < l; i ++ ) { - } + v1.copy( vertices[ i ] ); + v1.applyMatrix4( node.matrixWorld ); - } ); + scope.expandByPoint( v1 ); - return this; + } - }; + } else if ( geometry.isBufferGeometry ) { - }(), + var attribute = geometry.attributes.position; - containsPoint: function ( point ) { + if ( attribute !== undefined ) { - 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; + for ( i = 0, l = attribute.count; i < l; i ++ ) { - }, + v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); - containsBox: function ( box ) { + scope.expandByPoint( v1 ); - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y && - this.min.z <= box.min.z && box.max.z <= this.max.z; + } - }, + } - getParameter: function ( point, optionalTarget ) { + } - // This can potentially have a divide by zero if the box - // has a size dimension of 0. + } - var result = optionalTarget || new Vector3(); + } ); - return result.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ), - ( point.z - this.min.z ) / ( this.max.z - this.min.z ) - ); + return this; - }, + }; - intersectsBox: function ( box ) { + }(), - // using 6 splitting planes to rule out intersections. - return box.max.x < this.min.x || box.min.x > this.max.x || - box.max.y < this.min.y || box.min.y > this.max.y || - box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + containsPoint: function ( point ) { - }, + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ? false : true; - intersectsSphere: ( function () { + }, - var closestPoint = new Vector3(); + containsBox: function ( box ) { - return function intersectsSphere( sphere ) { + 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; - // Find the point on the AABB closest to the sphere center. - this.clampPoint( sphere.center, closestPoint ); + }, - // If that point is inside the sphere, the AABB and sphere intersect. - return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + getParameter: function ( point, optionalTarget ) { - }; + // This can potentially have a divide by zero if the box + // has a size dimension of 0. - } )(), + var result = optionalTarget || new Vector3(); - intersectsPlane: function ( plane ) { + return result.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 ) + ); - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. + }, - var min, max; + intersectsBox: function ( box ) { - if ( plane.normal.x > 0 ) { + // 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; - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; + }, - } else { + intersectsSphere: ( function () { - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; + var closestPoint = new Vector3(); - } + return function intersectsSphere( sphere ) { - if ( plane.normal.y > 0 ) { + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, closestPoint ); - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; + // If that point is inside the sphere, the AABB and sphere intersect. + return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); - } else { + }; - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; + } )(), - } + intersectsPlane: function ( plane ) { - if ( plane.normal.z > 0 ) { + // 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. - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; + var min, max; - } else { + if ( plane.normal.x > 0 ) { - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; - } + } else { - return ( min <= plane.constant && max >= plane.constant ); + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; - }, + } - clampPoint: function ( point, optionalTarget ) { + if ( plane.normal.y > 0 ) { - var result = optionalTarget || new Vector3(); - return result.copy( point ).clamp( this.min, this.max ); + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; - }, + } else { - distanceToPoint: function () { + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; - var v1 = new Vector3(); + } - return function distanceToPoint( point ) { + if ( plane.normal.z > 0 ) { - var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); + 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; - getBoundingSphere: function () { + } - var v1 = new Vector3(); + return ( min <= plane.constant && max >= plane.constant ); - return function getBoundingSphere( optionalTarget ) { + }, - var result = optionalTarget || new Sphere(); + clampPoint: function ( point, optionalTarget ) { - this.getCenter( result.center ); + var result = optionalTarget || new Vector3(); + return result.copy( point ).clamp( this.min, this.max ); - result.radius = this.getSize( v1 ).length() * 0.5; + }, - return result; + distanceToPoint: function () { - }; + var v1 = new Vector3(); - }(), + return function distanceToPoint( point ) { - intersect: function ( box ) { + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); - 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; + getBoundingSphere: function () { - }, + var v1 = new Vector3(); - union: function ( box ) { + return function getBoundingSphere( optionalTarget ) { - this.min.min( box.min ); - this.max.max( box.max ); + var result = optionalTarget || new Sphere(); - return this; + this.getCenter( result.center ); - }, + result.radius = this.getSize( v1 ).length() * 0.5; - applyMatrix4: function () { + return result; - var points = [ - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3() - ]; + }; - return function applyMatrix4( matrix ) { + }(), - // transform of empty box is an empty box. - if( this.isEmpty() ) return this; + intersect: function ( box ) { - // 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.min.max( box.min ); + this.max.min( box.max ); - this.setFromPoints( points ); + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if( this.isEmpty() ) this.makeEmpty(); return this; - }; + }, - }(), + union: function ( box ) { - translate: function ( offset ) { + this.min.min( box.min ); + this.max.max( box.max ); - this.min.add( offset ); - this.max.add( offset ); + return this; - return this; + }, - }, + applyMatrix4: function () { + + var points = [ + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3() + ]; - equals: function ( box ) { + return function applyMatrix4( matrix ) { - return box.min.equals( this.min ) && box.max.equals( this.max ); + // 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 ); -/** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + return this; -function Sphere( center, radius ) { + }; - this.center = ( center !== undefined ) ? center : new Vector3(); - this.radius = ( radius !== undefined ) ? radius : 0; + }(), -} + translate: function ( offset ) { -Object.assign( Sphere.prototype, { + this.min.add( offset ); + this.max.add( offset ); - set: function ( center, radius ) { + return this; - this.center.copy( center ); - this.radius = radius; + }, - return this; + equals: function ( box ) { - }, + return box.min.equals( this.min ) && box.max.equals( this.max ); - setFromPoints: function () { + } - var box = new Box3(); + } ); - return function setFromPoints( points, optionalCenter ) { + /** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ - var center = this.center; + function Sphere( center, radius ) { - if ( optionalCenter !== undefined ) { + this.center = ( center !== undefined ) ? center : new Vector3(); + this.radius = ( radius !== undefined ) ? radius : 0; - center.copy( optionalCenter ); + } - } else { + Object.assign( Sphere.prototype, { - box.setFromPoints( points ).getCenter( center ); + set: function ( center, radius ) { - } + this.center.copy( center ); + this.radius = radius; - var maxRadiusSq = 0; + return this; - for ( var i = 0, il = points.length; i < il; i ++ ) { + }, - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + setFromPoints: function () { - } + var box = new Box3(); - this.radius = Math.sqrt( maxRadiusSq ); + return function setFromPoints( points, optionalCenter ) { - return this; + var center = this.center; - }; + if ( optionalCenter !== undefined ) { - }(), + center.copy( optionalCenter ); - clone: function () { + } else { - return new this.constructor().copy( this ); + box.setFromPoints( points ).getCenter( center ); - }, + } - copy: function ( sphere ) { + var maxRadiusSq = 0; - this.center.copy( sphere.center ); - this.radius = sphere.radius; + for ( var i = 0, il = points.length; i < il; i ++ ) { - return this; + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); - }, + } - empty: function () { + this.radius = Math.sqrt( maxRadiusSq ); - return ( this.radius <= 0 ); + return this; - }, + }; - containsPoint: function ( point ) { + }(), - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + clone: function () { - }, + return new this.constructor().copy( this ); - distanceToPoint: function ( point ) { + }, - return ( point.distanceTo( this.center ) - this.radius ); + copy: function ( sphere ) { - }, + this.center.copy( sphere.center ); + this.radius = sphere.radius; - intersectsSphere: function ( sphere ) { + return this; - var radiusSum = this.radius + sphere.radius; + }, - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + empty: function () { - }, + return ( this.radius <= 0 ); - intersectsBox: function ( box ) { + }, - return box.intersectsSphere( this ); + containsPoint: function ( point ) { - }, + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); - intersectsPlane: function ( plane ) { + }, - // We use the following equation to compute the signed distance from - // the center of the sphere to the plane. - // - // distance = q * n - d - // - // If this distance is greater than the radius of the sphere, - // then there is no intersection. + distanceToPoint: function ( point ) { - return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius; + return ( point.distanceTo( this.center ) - this.radius ); - }, + }, - clampPoint: function ( point, optionalTarget ) { + intersectsSphere: function ( sphere ) { - var deltaLengthSq = this.center.distanceToSquared( point ); + var radiusSum = this.radius + sphere.radius; - var result = optionalTarget || new Vector3(); + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); - result.copy( point ); + }, - if ( deltaLengthSq > ( this.radius * this.radius ) ) { + intersectsBox: function ( box ) { - result.sub( this.center ).normalize(); - result.multiplyScalar( this.radius ).add( this.center ); + return box.intersectsSphere( this ); - } + }, - return result; + intersectsPlane: function ( plane ) { - }, + // We use the following equation to compute the signed distance from + // the center of the sphere to the plane. + // + // distance = q * n - d + // + // If this distance is greater than the radius of the sphere, + // then there is no intersection. - getBoundingBox: function ( optionalTarget ) { + return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius; - var box = optionalTarget || new Box3(); + }, - box.set( this.center, this.center ); - box.expandByScalar( this.radius ); + clampPoint: function ( point, optionalTarget ) { - return box; + var deltaLengthSq = this.center.distanceToSquared( point ); - }, + var result = optionalTarget || new Vector3(); - applyMatrix4: function ( matrix ) { + result.copy( point ); - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); + if ( deltaLengthSq > ( this.radius * this.radius ) ) { - return this; + result.sub( this.center ).normalize(); + result.multiplyScalar( this.radius ).add( this.center ); - }, + } - translate: function ( offset ) { + return result; - this.center.add( offset ); + }, - return this; + getBoundingBox: function ( optionalTarget ) { - }, + var box = optionalTarget || new Box3(); - equals: function ( sphere ) { + box.set( this.center, this.center ); + box.expandByScalar( this.radius ); - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + return box; - } + }, -} ); + applyMatrix4: function ( matrix ) { -/** - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - * @author tschw - */ + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); -function Matrix3() { + return this; - this.elements = [ + }, - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 + translate: function ( offset ) { - ]; + this.center.add( offset ); - if ( arguments.length > 0 ) { + return this; - console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); + }, - } + equals: function ( sphere ) { -} + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); -Object.assign( Matrix3.prototype, { + } - isMatrix3: true, + } ); - set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + /** + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + * @author tschw + */ - var te = this.elements; + function Matrix3() { - 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; + this.elements = [ - return this; + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 - }, + ]; - identity: function () { + if ( arguments.length > 0 ) { - this.set( + console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 + } - ); + } - return this; + Object.assign( Matrix3.prototype, { - }, + isMatrix3: true, - clone: function () { + set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - return new this.constructor().fromArray( this.elements ); + var te = this.elements; - }, + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; - copy: function ( m ) { + return this; - var te = this.elements; - var me = m.elements; + }, - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; - te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; - te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; + identity: function () { - return this; + this.set( - }, + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 - setFromMatrix4: function ( m ) { + ); - var me = m.elements; + return this; - this.set( + }, - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] + clone: function () { - ); + return new this.constructor().fromArray( this.elements ); - return this; + }, - }, + copy: function ( m ) { - applyToBufferAttribute: function () { + var te = this.elements; + var me = m.elements; - var v1 = new Vector3(); + 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 function applyToBufferAttribute( attribute ) { + return this; - for ( var i = 0, l = attribute.count; i < l; i ++ ) { + }, - v1.x = attribute.getX( i ); - v1.y = attribute.getY( i ); - v1.z = attribute.getZ( i ); + setFromMatrix4: function ( m ) { - v1.applyMatrix3( this ); + var me = m.elements; - attribute.setXYZ( i, v1.x, v1.y, v1.z ); + this.set( - } + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] - return attribute; + ); - }; + return this; - }(), + }, - multiply: function ( m ) { + applyToBufferAttribute: function () { - return this.multiplyMatrices( this, m ); + var v1 = new Vector3(); - }, + return function applyToBufferAttribute( attribute ) { - premultiply: function ( m ) { + for ( var i = 0, l = attribute.count; i < l; i ++ ) { - return this.multiplyMatrices( m, this ); + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); - }, + v1.applyMatrix3( this ); - multiplyMatrices: function ( a, b ) { + attribute.setXYZ( i, v1.x, v1.y, v1.z ); - var ae = a.elements; - var be = b.elements; - var te = this.elements; + } - var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; - var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; - var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + return attribute; - var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; - var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; - var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; + }; - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; - te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; - te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + }(), - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; - te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; - te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; + multiply: function ( m ) { - 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.multiplyMatrices( this, m ); - return this; + }, - }, + premultiply: function ( m ) { - multiplyScalar: function ( s ) { + return this.multiplyMatrices( m, this ); - var te = this.elements; + }, - te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; - te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; - te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + multiplyMatrices: function ( a, b ) { - return this; + var ae = a.elements; + var be = b.elements; + var te = this.elements; - }, + var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; - determinant: function () { + var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; - var te = this.elements; + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; + te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; + te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; - var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], - d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], - g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; + te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; + te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + 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; - getInverse: function ( matrix, throwOnDegenerate ) { + }, - if ( matrix && matrix.isMatrix4 ) { + multiplyScalar: function ( s ) { - console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); + var te = this.elements; - } + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; - var me = matrix.elements, - te = this.elements, + return this; - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], - n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], - n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], + }, - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, + determinant: function () { - det = n11 * t11 + n21 * t12 + n31 * t13; + var te = this.elements; - if ( det === 0 ) { + var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; - var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - if ( throwOnDegenerate === true ) { + }, - throw new Error( msg ); + getInverse: function ( matrix, throwOnDegenerate ) { - } else { + if ( matrix && matrix.isMatrix4 ) { - console.warn( msg ); + console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); } - return this.identity(); - - } + var me = matrix.elements, + te = this.elements, - var detInv = 1 / det; + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], + n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], + n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; - te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, - te[ 3 ] = t12 * detInv; - te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; - te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + det = n11 * t11 + n21 * t12 + n31 * t13; - te[ 6 ] = t13 * detInv; - te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; - te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + if ( det === 0 ) { - return this; + var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; - }, + if ( throwOnDegenerate === true ) { - transpose: function () { + throw new Error( msg ); - var tmp, m = this.elements; + } else { - 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; + console.warn( msg ); - return this; + } - }, + return this.identity(); - getNormalMatrix: function ( matrix4 ) { + } - return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + var detInv = 1 / det; - }, + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; - transposeIntoArray: function ( r ) { + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; - var m = this.elements; + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - 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; - return this; + }, - }, + transpose: function () { - equals: function ( matrix ) { + var tmp, m = this.elements; - var te = this.elements; - var me = matrix.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; - for ( var i = 0; i < 9; i ++ ) { + return this; - if ( te[ i ] !== me[ i ] ) return false; + }, - } + getNormalMatrix: function ( matrix4 ) { - return true; + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); - }, + }, - fromArray: function ( array, offset ) { + transposeIntoArray: function ( r ) { - if ( offset === undefined ) offset = 0; + var m = this.elements; - for ( var i = 0; i < 9; i ++ ) { + 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 ]; - this.elements[ i ] = array[ i + offset ]; + return this; - } + }, - return this; + equals: function ( matrix ) { - }, + var te = this.elements; + var me = matrix.elements; - toArray: function ( array, offset ) { + for ( var i = 0; i < 9; i ++ ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if ( te[ i ] !== me[ i ] ) return false; - var te = this.elements; + } - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; + return true; - 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 ]; + fromArray: function ( array, offset ) { - return array; + if ( offset === undefined ) offset = 0; - } + for ( var i = 0; i < 9; i ++ ) { -} ); + this.elements[ i ] = array[ i + offset ]; -/** - * @author bhouston / http://clara.io - */ + } -function Plane( normal, constant ) { + return this; - this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); - this.constant = ( constant !== undefined ) ? constant : 0; + }, -} + toArray: function ( array, offset ) { -Object.assign( Plane.prototype, { + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - set: function ( normal, constant ) { + var te = this.elements; - this.normal.copy( normal ); - this.constant = constant; + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; - return this; + 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 ]; - setComponents: function ( x, y, z, w ) { + return array; - this.normal.set( x, y, z ); - this.constant = w; + } - return this; + } ); - }, + /** + * @author bhouston / http://clara.io + */ - setFromNormalAndCoplanarPoint: function ( normal, point ) { + function Plane( normal, constant ) { - this.normal.copy( normal ); - this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized + this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); + this.constant = ( constant !== undefined ) ? constant : 0; - return this; + } - }, + Object.assign( Plane.prototype, { - setFromCoplanarPoints: function () { + set: function ( normal, constant ) { - var v1 = new Vector3(); - var v2 = new Vector3(); + this.normal.copy( normal ); + this.constant = constant; - return function setFromCoplanarPoints( a, b, c ) { + return this; - var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + }, - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + setComponents: function ( x, y, z, w ) { - this.setFromNormalAndCoplanarPoint( normal, a ); + this.normal.set( x, y, z ); + this.constant = w; return this; - }; - - }(), + }, - clone: function () { + setFromNormalAndCoplanarPoint: function ( normal, point ) { - return new this.constructor().copy( this ); + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized - }, + return this; - copy: function ( plane ) { + }, - this.normal.copy( plane.normal ); - this.constant = plane.constant; + setFromCoplanarPoints: function () { - return this; + var v1 = new Vector3(); + var v2 = new Vector3(); - }, + return function setFromCoplanarPoints( a, b, c ) { - normalize: function () { + var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); - // Note: will lead to a divide by zero if the plane is invalid. + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - var inverseNormalLength = 1.0 / this.normal.length(); - this.normal.multiplyScalar( inverseNormalLength ); - this.constant *= inverseNormalLength; + this.setFromNormalAndCoplanarPoint( normal, a ); - return this; + return this; - }, + }; - negate: function () { + }(), - this.constant *= - 1; - this.normal.negate(); + clone: function () { - return this; + return new this.constructor().copy( this ); - }, + }, - distanceToPoint: function ( point ) { + copy: function ( plane ) { - return this.normal.dot( point ) + this.constant; + this.normal.copy( plane.normal ); + this.constant = plane.constant; - }, + return this; - distanceToSphere: function ( sphere ) { + }, - return this.distanceToPoint( sphere.center ) - sphere.radius; + normalize: function () { - }, + // Note: will lead to a divide by zero if the plane is invalid. - projectPoint: function ( point, optionalTarget ) { + var inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; - return this.orthoPoint( point, optionalTarget ).sub( point ).negate(); + return this; - }, + }, - orthoPoint: function ( point, optionalTarget ) { + negate: function () { - var perpendicularMagnitude = this.distanceToPoint( point ); + this.constant *= - 1; + this.normal.negate(); - var result = optionalTarget || new Vector3(); - return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude ); + return this; - }, + }, - intersectLine: function () { + distanceToPoint: function ( point ) { - var v1 = new Vector3(); + return this.normal.dot( point ) + this.constant; - return function intersectLine( line, optionalTarget ) { + }, - var result = optionalTarget || new Vector3(); + distanceToSphere: function ( sphere ) { - var direction = line.delta( v1 ); + return this.distanceToPoint( sphere.center ) - sphere.radius; - var denominator = this.normal.dot( direction ); + }, - if ( denominator === 0 ) { + projectPoint: function ( point, optionalTarget ) { - // line is coplanar, return origin - if ( this.distanceToPoint( line.start ) === 0 ) { + return this.orthoPoint( point, optionalTarget ).sub( point ).negate(); - return result.copy( line.start ); + }, - } + orthoPoint: function ( point, optionalTarget ) { - // Unsure if this is the correct method to handle this case. - return undefined; + var perpendicularMagnitude = this.distanceToPoint( point ); - } + var result = optionalTarget || new Vector3(); + return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude ); - var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + }, - if ( t < 0 || t > 1 ) { + intersectLine: function () { - return undefined; + var v1 = new Vector3(); - } + return function intersectLine( line, optionalTarget ) { - return result.copy( direction ).multiplyScalar( t ).add( line.start ); + var result = optionalTarget || new Vector3(); - }; + var direction = line.delta( v1 ); - }(), + var denominator = this.normal.dot( direction ); - intersectsLine: function ( line ) { + if ( denominator === 0 ) { - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { - var startSign = this.distanceToPoint( line.start ); - var endSign = this.distanceToPoint( line.end ); + return result.copy( line.start ); - return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + } - }, + // Unsure if this is the correct method to handle this case. + return undefined; - intersectsBox: function ( box ) { + } - return box.intersectsPlane( this ); + var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; - }, + if ( t < 0 || t > 1 ) { - intersectsSphere: function ( sphere ) { + return undefined; - return sphere.intersectsPlane( this ); + } - }, + return result.copy( direction ).multiplyScalar( t ).add( line.start ); - coplanarPoint: function ( optionalTarget ) { + }; - var result = optionalTarget || new Vector3(); - return result.copy( this.normal ).multiplyScalar( - this.constant ); + }(), - }, + intersectsLine: function ( line ) { - applyMatrix4: function () { + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - var v1 = new Vector3(); - var m1 = new Matrix3(); + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); - return function applyMatrix4( matrix, optionalNormalMatrix ) { + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); - var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + }, - // transform normal based on theory here: - // http://www.songho.ca/opengl/gl_normaltransform.html - var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); - var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + intersectsBox: function ( box ) { - // recalculate constant (like in setFromNormalAndCoplanarPoint) - this.constant = - referencePoint.dot( normal ); + return box.intersectsPlane( this ); - return this; + }, - }; + intersectsSphere: function ( sphere ) { - }(), + return sphere.intersectsPlane( this ); - translate: function ( offset ) { + }, - this.constant = this.constant - offset.dot( this.normal ); + coplanarPoint: function ( optionalTarget ) { - return this; + var result = optionalTarget || new Vector3(); + return result.copy( this.normal ).multiplyScalar( - this.constant ); - }, + }, - equals: function ( plane ) { + applyMatrix4: function () { - return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + var v1 = new Vector3(); + var m1 = new Matrix3(); - } + return function applyMatrix4( matrix, optionalNormalMatrix ) { -} ); + var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / http://clara.io - */ + // transform normal based on theory here: + // http://www.songho.ca/opengl/gl_normaltransform.html + var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); -function Frustum( p0, p1, p2, p3, p4, p5 ) { + // recalculate constant (like in setFromNormalAndCoplanarPoint) + this.constant = - referencePoint.dot( normal ); - this.planes = [ + return this; - ( p0 !== undefined ) ? p0 : new Plane(), - ( p1 !== undefined ) ? p1 : new Plane(), - ( p2 !== undefined ) ? p2 : new Plane(), - ( p3 !== undefined ) ? p3 : new Plane(), - ( p4 !== undefined ) ? p4 : new Plane(), - ( p5 !== undefined ) ? p5 : new Plane() + }; - ]; + }(), -} + translate: function ( offset ) { -Object.assign( Frustum.prototype, { + this.constant = this.constant - offset.dot( this.normal ); - set: function ( p0, p1, p2, p3, p4, p5 ) { + return this; - var planes = this.planes; + }, - planes[ 0 ].copy( p0 ); - planes[ 1 ].copy( p1 ); - planes[ 2 ].copy( p2 ); - planes[ 3 ].copy( p3 ); - planes[ 4 ].copy( p4 ); - planes[ 5 ].copy( p5 ); + equals: function ( plane ) { - return this; + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); - }, + } - clone: function () { + } ); - return new this.constructor().copy( this ); + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */ - }, + function Frustum( p0, p1, p2, p3, p4, p5 ) { - copy: function ( frustum ) { + this.planes = [ - var planes = this.planes; + ( p0 !== undefined ) ? p0 : new Plane(), + ( p1 !== undefined ) ? p1 : new Plane(), + ( p2 !== undefined ) ? p2 : new Plane(), + ( p3 !== undefined ) ? p3 : new Plane(), + ( p4 !== undefined ) ? p4 : new Plane(), + ( p5 !== undefined ) ? p5 : new Plane() - for ( var i = 0; i < 6; i ++ ) { + ]; - planes[ i ].copy( frustum.planes[ i ] ); + } - } + Object.assign( Frustum.prototype, { - return this; + set: function ( p0, p1, p2, p3, p4, p5 ) { - }, + var planes = this.planes; - setFromMatrix: function ( m ) { + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); - var planes = this.planes; - var me = m.elements; - var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; - var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; - var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; - var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + return this; - 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; + clone: function () { - }, + return new this.constructor().copy( this ); - intersectsObject: function () { + }, - var sphere = new Sphere(); + copy: function ( frustum ) { - return function intersectsObject( object ) { + var planes = this.planes; - var geometry = object.geometry; + for ( var i = 0; i < 6; i ++ ) { - if ( geometry.boundingSphere === null ) - geometry.computeBoundingSphere(); + planes[ i ].copy( frustum.planes[ i ] ); - sphere.copy( geometry.boundingSphere ) - .applyMatrix4( object.matrixWorld ); + } - return this.intersectsSphere( sphere ); + return this; - }; + }, - }(), + setFromMatrix: function ( m ) { - intersectsSprite: function () { + var planes = this.planes; + var me = m.elements; + var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); - var sphere = new Sphere(); + return this; - return function intersectsSprite( sprite ) { + }, - sphere.center.set( 0, 0, 0 ); - sphere.radius = 0.7071067811865476; - sphere.applyMatrix4( sprite.matrixWorld ); + intersectsObject: function () { - return this.intersectsSphere( sphere ); + var sphere = new Sphere(); - }; + return function intersectsObject( object ) { - }(), + var geometry = object.geometry; - intersectsSphere: function ( sphere ) { + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); - var planes = this.planes; - var center = sphere.center; - var negRadius = - sphere.radius; + sphere.copy( geometry.boundingSphere ) + .applyMatrix4( object.matrixWorld ); - for ( var i = 0; i < 6; i ++ ) { + return this.intersectsSphere( sphere ); - var distance = planes[ i ].distanceToPoint( center ); + }; - if ( distance < negRadius ) { + }(), - return false; + intersectsSprite: function () { - } + var sphere = new Sphere(); - } + return function intersectsSprite( sprite ) { - return true; + sphere.center.set( 0, 0, 0 ); + sphere.radius = 0.7071067811865476; + sphere.applyMatrix4( sprite.matrixWorld ); - }, + return this.intersectsSphere( sphere ); - intersectsBox: function () { + }; - var p1 = new Vector3(), - p2 = new Vector3(); + }(), - return function intersectsBox( box ) { + intersectsSphere: function ( sphere ) { var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; for ( var i = 0; i < 6; i ++ ) { - var plane = planes[ i ]; + var distance = planes[ i ].distanceToPoint( center ); - p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; - p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; - p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; - p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; - p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; - p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; + if ( distance < negRadius ) { - var d1 = plane.distanceToPoint( p1 ); - var d2 = plane.distanceToPoint( p2 ); - - // if both outside plane, no intersection - - if ( d1 < 0 && d2 < 0 ) { - - return false; + return false; } @@ -9463,638 +8994,685 @@ Object.assign( Frustum.prototype, { return true; - }; + }, - }(), + intersectsBox: function () { - containsPoint: function ( point ) { + var p1 = new Vector3(), + p2 = new Vector3(); - var planes = this.planes; + return function intersectsBox( box ) { - for ( var i = 0; i < 6; i ++ ) { + var planes = this.planes; - if ( planes[ i ].distanceToPoint( point ) < 0 ) { + for ( var i = 0; i < 6; i ++ ) { - return false; + var plane = planes[ i ]; - } + p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; + p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; + p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; + p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; + p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; + p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; - } + var d1 = plane.distanceToPoint( p1 ); + var d2 = plane.distanceToPoint( p2 ); - return true; + // if both outside plane, no intersection - } + if ( d1 < 0 && d2 < 0 ) { + + return false; -} ); + } -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + } -function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) { + return true; - var _gl = _renderer.context, - _state = _renderer.state, - _frustum = new Frustum(), - _projScreenMatrix = new Matrix4(), + }; - _lightShadows = _lights.shadows, + }(), - _shadowMapSize = new Vector2(), - _maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ), + containsPoint: function ( point ) { - _lookTarget = new Vector3(), - _lightPositionWorld = new Vector3(), + var planes = this.planes; - _MorphingFlag = 1, - _SkinningFlag = 2, + for ( var i = 0; i < 6; i ++ ) { - _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, + if ( planes[ i ].distanceToPoint( point ) < 0 ) { - _depthMaterials = new Array( _NumberOfMaterialVariants ), - _distanceMaterials = new Array( _NumberOfMaterialVariants ), + return false; - _materialCache = {}; + } - var 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 ) - ]; + } - var 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 ) - ]; + return true; - var cube2DViewPorts = [ - new Vector4(), new Vector4(), new Vector4(), - new Vector4(), new Vector4(), new Vector4() - ]; + } - // init + } ); - var depthMaterialTemplate = new MeshDepthMaterial(); - depthMaterialTemplate.depthPacking = RGBADepthPacking; - depthMaterialTemplate.clipping = true; + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ - var distanceShader = ShaderLib[ "distanceRGBA" ]; - var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms ); + function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) { - for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { + var _gl = _renderer.context, + _state = _renderer.state, + _frustum = new Frustum(), + _projScreenMatrix = new Matrix4(), - var useMorphing = ( i & _MorphingFlag ) !== 0; - var useSkinning = ( i & _SkinningFlag ) !== 0; + _lightShadows = _lights.shadows, - var depthMaterial = depthMaterialTemplate.clone(); - depthMaterial.morphTargets = useMorphing; - depthMaterial.skinning = useSkinning; + _shadowMapSize = new Vector2(), + _maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ), - _depthMaterials[ i ] = depthMaterial; + _lookTarget = new Vector3(), + _lightPositionWorld = new Vector3(), - var distanceMaterial = new ShaderMaterial( { - defines: { - 'USE_SHADOWMAP': '' - }, - uniforms: distanceUniforms, - vertexShader: distanceShader.vertexShader, - fragmentShader: distanceShader.fragmentShader, - morphTargets: useMorphing, - skinning: useSkinning, - clipping: true - } ); + _MorphingFlag = 1, + _SkinningFlag = 2, - _distanceMaterials[ i ] = distanceMaterial; + _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, - } + _depthMaterials = new Array( _NumberOfMaterialVariants ), + _distanceMaterials = new Array( _NumberOfMaterialVariants ), - // + _materialCache = {}; - var scope = this; + var 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.enabled = false; + var 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 ) + ]; - this.autoUpdate = true; - this.needsUpdate = false; + var cube2DViewPorts = [ + new Vector4(), new Vector4(), new Vector4(), + new Vector4(), new Vector4(), new Vector4() + ]; - this.type = PCFShadowMap; + // init - this.renderReverseSided = true; - this.renderSingleSided = true; + var depthMaterialTemplate = new MeshDepthMaterial(); + depthMaterialTemplate.depthPacking = RGBADepthPacking; + depthMaterialTemplate.clipping = true; - this.render = function ( scene, camera ) { + var distanceShader = ShaderLib[ "distanceRGBA" ]; + var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms ); - if ( scope.enabled === false ) return; - if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { - if ( _lightShadows.length === 0 ) return; + var useMorphing = ( i & _MorphingFlag ) !== 0; + var useSkinning = ( i & _SkinningFlag ) !== 0; - // Set GL state for depth map. - _state.disable( _gl.BLEND ); - _state.buffers.color.setClear( 1, 1, 1, 1 ); - _state.buffers.depth.setTest( true ); - _state.setScissorTest( false ); + var depthMaterial = depthMaterialTemplate.clone(); + depthMaterial.morphTargets = useMorphing; + depthMaterial.skinning = useSkinning; - // render depth map + _depthMaterials[ i ] = depthMaterial; - var faceCount, isPointLight; + var distanceMaterial = new ShaderMaterial( { + defines: { + 'USE_SHADOWMAP': '' + }, + uniforms: distanceUniforms, + vertexShader: distanceShader.vertexShader, + fragmentShader: distanceShader.fragmentShader, + morphTargets: useMorphing, + skinning: useSkinning, + clipping: true + } ); - for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) { + _distanceMaterials[ i ] = distanceMaterial; - var light = _lightShadows[ i ]; - var shadow = light.shadow; + } - if ( shadow === undefined ) { + // - console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); - continue; + var scope = this; - } + this.enabled = false; - var shadowCamera = shadow.camera; - var shadowMatrix = shadow.matrix; + this.autoUpdate = true; + this.needsUpdate = false; - _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - shadowCamera.position.copy( _lightPositionWorld ); + this.type = PCFShadowMap; - _shadowMapSize.copy( shadow.mapSize ); - _shadowMapSize.min( _maxShadowMapSize ); + this.renderReverseSided = true; + this.renderSingleSided = true; - if ( light && light.isPointLight ) { + this.render = function ( scene, camera ) { - faceCount = 6; - isPointLight = true; + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; - var vpWidth = _shadowMapSize.x; - var vpHeight = _shadowMapSize.y; + if ( _lightShadows.length === 0 ) return; - // 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 - cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); - // negative X - cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); - // positive Z - cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); - // negative Z - cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); - // positive Y - cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); - // negative Y - cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); - - _shadowMapSize.x *= 4.0; - _shadowMapSize.y *= 2.0; - - - // for point lights we set the shadow matrix to be a translation-only matrix - // equal to inverse of the light's position - - shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + // Set GL state for depth map. + _state.disable( _gl.BLEND ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); - } else { + // render depth map - faceCount = 1; - isPointLight = false; + var faceCount, isPointLight; - _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); - shadowCamera.lookAt( _lookTarget ); - shadowCamera.updateMatrixWorld(); - shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); + for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) { - // compute shadow matrix + var light = _lightShadows[ i ]; + var shadow = light.shadow; - 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 - ); + if ( shadow === undefined ) { - shadowMatrix.multiply( shadowCamera.projectionMatrix ); - shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; - } + } - if ( shadow.map === null ) { + var shadowCamera = shadow.camera; + var shadowMatrix = shadow.matrix; - var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld ); - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadow.map.texture.name = light.name + ".shadowMap"; + _shadowMapSize.copy( shadow.mapSize ); + _shadowMapSize.min( _maxShadowMapSize ); - shadowCamera.updateProjectionMatrix(); + if ( light && light.isPointLight ) { - } + faceCount = 6; + isPointLight = true; - if ( shadow.isSpotLightShadow ) { + var vpWidth = _shadowMapSize.x; + var vpHeight = _shadowMapSize.y; - shadow.update( light ); + // 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 + cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); + // negative X + cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); + // positive Z + cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); + // negative Z + cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); + // positive Y + cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); + // negative Y + cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); - var shadowMap = shadow.map; + _shadowMapSize.x *= 4.0; + _shadowMapSize.y *= 2.0; - _renderer.setRenderTarget( shadowMap ); - _renderer.clear(); - // render shadow map for each cube face (if omni-directional) or - // run a single pass if not + // for point lights we set the shadow matrix to be a translation-only matrix + // equal to inverse of the light's position - for ( var face = 0; face < faceCount; face ++ ) { + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + } else { - if ( isPointLight ) { + faceCount = 1; + isPointLight = false; - _lookTarget.copy( shadowCamera.position ); - _lookTarget.add( cubeDirections[ face ] ); - shadowCamera.up.copy( cubeUps[ face ] ); + _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); shadowCamera.lookAt( _lookTarget ); shadowCamera.updateMatrixWorld(); shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); - var vpDimensions = cube2DViewPorts[ face ]; - _state.viewport( vpDimensions ); - - } + // compute shadow matrix - // update camera matrices and frustum + 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 + ); - _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); + shadowMatrix.multiply( shadowCamera.projectionMatrix ); + shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); - // set object matrices & frustum culling + } - renderObject( scene, camera, shadowCamera, isPointLight ); + if ( shadow.map === null ) { - } + var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; - } + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + ".shadowMap"; - // Restore GL state. - var clearColor = _renderer.getClearColor(); - var clearAlpha = _renderer.getClearAlpha(); - _renderer.setClearColor( clearColor, clearAlpha ); + shadowCamera.updateProjectionMatrix(); - scope.needsUpdate = false; + } - }; + if ( shadow.isSpotLightShadow ) { - function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { + shadow.update( light ); - var geometry = object.geometry; + } - var result = null; + var shadowMap = shadow.map; - var materialVariants = _depthMaterials; - var customMaterial = object.customDepthMaterial; + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); - if ( isPointLight ) { + // render shadow map for each cube face (if omni-directional) or + // run a single pass if not - materialVariants = _distanceMaterials; - customMaterial = object.customDistanceMaterial; + for ( var face = 0; face < faceCount; face ++ ) { - } + if ( isPointLight ) { - if ( ! customMaterial ) { + _lookTarget.copy( shadowCamera.position ); + _lookTarget.add( cubeDirections[ face ] ); + shadowCamera.up.copy( cubeUps[ face ] ); + shadowCamera.lookAt( _lookTarget ); + shadowCamera.updateMatrixWorld(); + shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); - var useMorphing = false; + var vpDimensions = cube2DViewPorts[ face ]; + _state.viewport( vpDimensions ); - if ( material.morphTargets ) { + } - if ( geometry && geometry.isBufferGeometry ) { + // update camera matrices and frustum - useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); - } else if ( geometry && geometry.isGeometry ) { + // set object matrices & frustum culling - useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; + renderObject( scene, camera, shadowCamera, isPointLight ); } } - if ( object.isSkinnedMesh && material.skinning === false ) { + // Restore GL state. + var clearColor = _renderer.getClearColor(); + var clearAlpha = _renderer.getClearAlpha(); + _renderer.setClearColor( clearColor, clearAlpha ); + + scope.needsUpdate = false; + + }; + + function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { + + var geometry = object.geometry; + + var result = null; - console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); + var materialVariants = _depthMaterials; + var customMaterial = object.customDepthMaterial; + + if ( isPointLight ) { + + materialVariants = _distanceMaterials; + customMaterial = object.customDistanceMaterial; } - var useSkinning = object.isSkinnedMesh && material.skinning; + if ( ! customMaterial ) { - var variantIndex = 0; + var useMorphing = false; - if ( useMorphing ) variantIndex |= _MorphingFlag; - if ( useSkinning ) variantIndex |= _SkinningFlag; + if ( material.morphTargets ) { - result = materialVariants[ variantIndex ]; + if ( geometry && geometry.isBufferGeometry ) { - } else { + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; - result = customMaterial; + } else if ( geometry && geometry.isGeometry ) { - } + useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; + + } + + } - if ( _renderer.localClippingEnabled && - material.clipShadows === true && - material.clippingPlanes.length !== 0 ) { + if ( object.isSkinnedMesh && material.skinning === false ) { - // in this case we need a unique material instance reflecting the - // appropriate state + console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); - var keyA = result.uuid, keyB = material.uuid; + } + + var useSkinning = object.isSkinnedMesh && material.skinning; + + var variantIndex = 0; + + if ( useMorphing ) variantIndex |= _MorphingFlag; + if ( useSkinning ) variantIndex |= _SkinningFlag; - var materialsForVariant = _materialCache[ keyA ]; + result = materialVariants[ variantIndex ]; - if ( materialsForVariant === undefined ) { + } else { - materialsForVariant = {}; - _materialCache[ keyA ] = materialsForVariant; + result = customMaterial; } - var cachedMaterial = materialsForVariant[ keyB ]; + if ( _renderer.localClippingEnabled && + material.clipShadows === true && + material.clippingPlanes.length !== 0 ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + var keyA = result.uuid, keyB = material.uuid; + + var materialsForVariant = _materialCache[ keyA ]; - if ( cachedMaterial === undefined ) { + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + var cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + + } - cachedMaterial = result.clone(); - materialsForVariant[ keyB ] = cachedMaterial; + result = cachedMaterial; } - result = cachedMaterial; + result.visible = material.visible; + result.wireframe = material.wireframe; - } + var side = material.side; - result.visible = material.visible; - result.wireframe = material.wireframe; + if ( scope.renderSingleSided && side == DoubleSide ) { - var side = material.side; + side = FrontSide; - if ( scope.renderSingleSided && side == DoubleSide ) { + } - side = FrontSide; + if ( scope.renderReverseSided ) { - } + if ( side === FrontSide ) side = BackSide; + else if ( side === BackSide ) side = FrontSide; - if ( scope.renderReverseSided ) { + } - if ( side === FrontSide ) side = BackSide; - else if ( side === BackSide ) side = FrontSide; + result.side = side; - } + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; - result.side = side; + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; - result.clipShadows = material.clipShadows; - result.clippingPlanes = material.clippingPlanes; + if ( isPointLight && result.uniforms.lightPos !== undefined ) { - result.wireframeLinewidth = material.wireframeLinewidth; - result.linewidth = material.linewidth; + result.uniforms.lightPos.value.copy( lightPositionWorld ); - if ( isPointLight && result.uniforms.lightPos !== undefined ) { + } - result.uniforms.lightPos.value.copy( lightPositionWorld ); + return result; } - return result; - - } + function renderObject( object, camera, shadowCamera, isPointLight ) { - function renderObject( object, camera, shadowCamera, isPointLight ) { + if ( object.visible === false ) return; - if ( object.visible === false ) return; + var visible = object.layers.test( camera.layers ); - var visible = object.layers.test( camera.layers ); + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { - if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { - if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + var geometry = _objects.update( object ); + var material = object.material; - var geometry = _objects.update( object ); - var material = object.material; + if ( Array.isArray( material ) ) { - if ( Array.isArray( material ) ) { + var groups = geometry.groups; - var groups = geometry.groups; + for ( var k = 0, kl = groups.length; k < kl; k ++ ) { - for ( var k = 0, kl = groups.length; k < kl; k ++ ) { + var group = groups[ k ]; + var groupMaterial = material[ group.materialIndex ]; - var group = groups[ k ]; - var groupMaterial = material[ group.materialIndex ]; + if ( groupMaterial && groupMaterial.visible ) { - if ( groupMaterial && groupMaterial.visible ) { + var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); - var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + } } - } + } else if ( material.visible ) { - } else if ( material.visible ) { + var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); - var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + } } } - } + var children = object.children; - var children = object.children; + for ( var i = 0, l = children.length; i < l; i ++ ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + renderObject( children[ i ], camera, shadowCamera, isPointLight ); - renderObject( children[ i ], camera, shadowCamera, isPointLight ); + } } } -} + /** + * @author bhouston / http://clara.io + */ -/** - * @author bhouston / http://clara.io - */ + function Ray( origin, direction ) { -function Ray( origin, direction ) { + this.origin = ( origin !== undefined ) ? origin : new Vector3(); + this.direction = ( direction !== undefined ) ? direction : new Vector3(); - this.origin = ( origin !== undefined ) ? origin : new Vector3(); - this.direction = ( direction !== undefined ) ? direction : new Vector3(); + } -} + Object.assign( Ray.prototype, { -Object.assign( Ray.prototype, { + set: function ( origin, direction ) { - set: function ( origin, direction ) { + this.origin.copy( origin ); + this.direction.copy( direction ); - this.origin.copy( origin ); - this.direction.copy( direction ); + return this; - return this; + }, - }, + clone: function () { - clone: function () { + return new this.constructor().copy( this ); - return new this.constructor().copy( this ); + }, - }, + copy: function ( ray ) { - copy: function ( ray ) { + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); + return this; - return this; + }, - }, + at: function ( t, optionalTarget ) { - at: function ( t, optionalTarget ) { + var result = optionalTarget || new Vector3(); - var result = optionalTarget || new Vector3(); + return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); - return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + }, - }, + lookAt: function ( v ) { - lookAt: function ( v ) { + this.direction.copy( v ).sub( this.origin ).normalize(); - this.direction.copy( v ).sub( this.origin ).normalize(); + return this; - return this; + }, - }, + recast: function () { - recast: function () { + var v1 = new Vector3(); - var v1 = new Vector3(); + return function recast( t ) { - return function recast( t ) { + this.origin.copy( this.at( t, v1 ) ); - this.origin.copy( this.at( t, v1 ) ); + return this; - return this; + }; - }; + }(), + + closestPointToPoint: function ( point, optionalTarget ) { - }(), + var result = optionalTarget || new Vector3(); + result.subVectors( point, this.origin ); + var directionDistance = result.dot( this.direction ); - closestPointToPoint: function ( point, optionalTarget ) { + if ( directionDistance < 0 ) { - var result = optionalTarget || new Vector3(); - result.subVectors( point, this.origin ); - var directionDistance = result.dot( this.direction ); + return result.copy( this.origin ); - if ( directionDistance < 0 ) { + } - return result.copy( this.origin ); + return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - } + }, - return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + distanceToPoint: function ( point ) { - }, + return Math.sqrt( this.distanceSqToPoint( point ) ); - distanceToPoint: function ( point ) { + }, - return Math.sqrt( this.distanceSqToPoint( point ) ); + distanceSqToPoint: function () { - }, + var v1 = new Vector3(); - distanceSqToPoint: function () { + return function distanceSqToPoint( point ) { - var v1 = new Vector3(); + var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); - return function distanceSqToPoint( point ) { + // point behind the ray - var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + if ( directionDistance < 0 ) { - // point behind the ray + return this.origin.distanceToSquared( point ); - if ( directionDistance < 0 ) { + } - return this.origin.distanceToSquared( point ); + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - } + return v1.distanceToSquared( point ); - v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + }; - return v1.distanceToSquared( point ); + }(), - }; + distanceSqToSegment: function () { + + var segCenter = new Vector3(); + var segDir = new Vector3(); + var diff = new Vector3(); + + return function 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 - distanceSqToSegment: function () { + segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + segDir.copy( v1 ).sub( v0 ).normalize(); + diff.copy( this.origin ).sub( segCenter ); - var segCenter = new Vector3(); - var segDir = new Vector3(); - var diff = new Vector3(); + var segExtent = v0.distanceTo( v1 ) * 0.5; + var a01 = - this.direction.dot( segDir ); + var b0 = diff.dot( this.direction ); + var b1 = - diff.dot( segDir ); + var c = diff.lengthSq(); + var det = Math.abs( 1 - a01 * a01 ); + var s0, s1, sqrDist, extDet; - return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + if ( det > 0 ) { - // 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 + // The ray and segment are not parallel. - segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); - segDir.copy( v1 ).sub( v0 ).normalize(); - diff.copy( this.origin ).sub( segCenter ); + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; - var segExtent = v0.distanceTo( v1 ) * 0.5; - var a01 = - this.direction.dot( segDir ); - var b0 = diff.dot( this.direction ); - var b1 = - diff.dot( segDir ); - var c = diff.lengthSq(); - var det = Math.abs( 1 - a01 * a01 ); - var s0, s1, sqrDist, extDet; + if ( s0 >= 0 ) { - if ( det > 0 ) { + if ( s1 >= - extDet ) { - // The ray and segment are not parallel. + if ( s1 <= extDet ) { - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; + // region 0 + // Minimum at interior points of ray and segment. - if ( s0 >= 0 ) { + var invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - if ( s1 >= - extDet ) { + } else { - if ( s1 <= extDet ) { + // region 1 - // region 0 - // Minimum at interior points of ray and segment. + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - var invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; - sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + } } else { - // region 1 + // region 5 - s1 = segExtent; + s1 = - segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; @@ -10102,11193 +9680,11185 @@ Object.assign( Ray.prototype, { } else { - // region 5 + if ( s1 <= - extDet ) { - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + // 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 { + } else if ( s1 <= extDet ) { - if ( s1 <= - extDet ) { + // region 3 - // region 4 + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; - s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + } else { - } else if ( s1 <= extDet ) { + // region 2 - // region 3 + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; + } - } else { + } - // region 2 + } else { - 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; + // 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; } - } else { - - // Ray and segment are parallel. + if ( optionalPointOnRay ) { - s1 = ( a01 > 0 ) ? - segExtent : segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); - } + } - if ( optionalPointOnRay ) { + if ( optionalPointOnSegment ) { - optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); - } + } - if ( optionalPointOnSegment ) { + return sqrDist; - optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); + }; - } + }(), - return sqrDist; + intersectSphere: function () { - }; + var v1 = new Vector3(); - }(), + return function intersectSphere( sphere, optionalTarget ) { - intersectSphere: function () { + v1.subVectors( sphere.center, this.origin ); + var tca = v1.dot( this.direction ); + var d2 = v1.dot( v1 ) - tca * tca; + var radius2 = sphere.radius * sphere.radius; - var v1 = new Vector3(); + if ( d2 > radius2 ) return null; - return function intersectSphere( sphere, optionalTarget ) { + var thc = Math.sqrt( radius2 - d2 ); - v1.subVectors( sphere.center, this.origin ); - var tca = v1.dot( this.direction ); - var d2 = v1.dot( v1 ) - tca * tca; - var radius2 = sphere.radius * sphere.radius; + // t0 = first intersect point - entrance on front of sphere + var t0 = tca - thc; - if ( d2 > radius2 ) return null; + // t1 = second intersect point - exit point on back of sphere + var t1 = tca + thc; - var thc = Math.sqrt( radius2 - d2 ); + // test to see if both t0 and t1 are behind the ray - if so, return null + if ( t0 < 0 && t1 < 0 ) return null; - // t0 = first intersect point - entrance on front of sphere - var t0 = tca - thc; + // 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, optionalTarget ); - // t1 = second intersect point - exit point on back of sphere - var t1 = tca + thc; + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, optionalTarget ); - // 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, optionalTarget ); + }(), - // else t0 is in front of the ray, so return the first collision point scaled by t0 - return this.at( t0, optionalTarget ); + intersectsSphere: function ( sphere ) { - }; + return this.distanceToPoint( sphere.center ) <= sphere.radius; - }(), + }, - intersectsSphere: function ( sphere ) { + distanceToPlane: function ( plane ) { - return this.distanceToPoint( sphere.center ) <= sphere.radius; + var denominator = plane.normal.dot( this.direction ); - }, + if ( denominator === 0 ) { - distanceToPlane: function ( plane ) { + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { - var denominator = plane.normal.dot( this.direction ); + return 0; - if ( denominator === 0 ) { + } - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { + // Null is preferable to undefined since undefined means.... it is undefined - return 0; + return null; } - // Null is preferable to undefined since undefined means.... it is undefined + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - return null; + // Return if the ray never intersects the plane - } + return t >= 0 ? t : null; - var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + }, - // Return if the ray never intersects the plane + intersectPlane: function ( plane, optionalTarget ) { - return t >= 0 ? t : null; + var t = this.distanceToPlane( plane ); - }, + if ( t === null ) { - intersectPlane: function ( plane, optionalTarget ) { + return null; - var t = this.distanceToPlane( plane ); + } - if ( t === null ) { + return this.at( t, optionalTarget ); - return null; + }, - } + intersectsPlane: function ( plane ) { - return this.at( t, optionalTarget ); + // check if the ray lies on the plane first - }, + var distToPoint = plane.distanceToPoint( this.origin ); - intersectsPlane: function ( plane ) { + if ( distToPoint === 0 ) { - // check if the ray lies on the plane first + return true; - var distToPoint = plane.distanceToPoint( this.origin ); + } - if ( distToPoint === 0 ) { + var denominator = plane.normal.dot( this.direction ); - return true; + if ( denominator * distToPoint < 0 ) { - } + return true; - var denominator = plane.normal.dot( this.direction ); + } - if ( denominator * distToPoint < 0 ) { + // ray origin is behind the plane (and is pointing behind it) - return true; + return false; - } + }, - // ray origin is behind the plane (and is pointing behind it) + intersectBox: function ( box, optionalTarget ) { - return false; + var tmin, tmax, tymin, tymax, tzmin, tzmax; - }, + var invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; - intersectBox: function ( box, optionalTarget ) { + var origin = this.origin; - var tmin, tmax, tymin, tymax, tzmin, tzmax; + if ( invdirx >= 0 ) { - var invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { - var origin = this.origin; + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; - if ( invdirx >= 0 ) { + } - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; + if ( invdiry >= 0 ) { - } else { + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; + } else { - } + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; - if ( invdiry >= 0 ) { + } - tymin = ( box.min.y - origin.y ) * invdiry; - tymax = ( box.max.y - origin.y ) * invdiry; + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; - } else { + // These lines also handle the case where tmin or tmax is NaN + // (result of 0 * Infinity). x !== x returns true if x is NaN - tymin = ( box.max.y - origin.y ) * invdiry; - tymax = ( box.min.y - origin.y ) * invdiry; + if ( tymin > tmin || tmin !== tmin ) tmin = tymin; - } + if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + + if ( invdirz >= 0 ) { - if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; - // These lines also handle the case where tmin or tmax is NaN - // (result of 0 * Infinity). x !== x returns true if x is NaN + } else { - if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; - if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + } - if ( invdirz >= 0 ) { + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; - tzmin = ( box.min.z - origin.z ) * invdirz; - tzmax = ( box.max.z - origin.z ) * invdirz; + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; - } else { + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; - tzmin = ( box.max.z - origin.z ) * invdirz; - tzmax = ( box.min.z - origin.z ) * invdirz; + //return point closest to the ray (positive side) - } + if ( tmax < 0 ) return null; - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + }, - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + intersectsBox: ( function () { - //return point closest to the ray (positive side) + var v = new Vector3(); - if ( tmax < 0 ) return null; + return function intersectsBox( box ) { - return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); + return this.intersectBox( box, v ) !== null; - }, + }; - intersectsBox: ( function () { + } )(), - var v = new Vector3(); + intersectTriangle: function () { - return function intersectsBox( box ) { + // Compute the offset origin, edges, and normal. + var diff = new Vector3(); + var edge1 = new Vector3(); + var edge2 = new Vector3(); + var normal = new Vector3(); - return this.intersectBox( box, v ) !== null; + return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { - }; + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h - } )(), + edge1.subVectors( b, a ); + edge2.subVectors( c, a ); + normal.crossVectors( edge1, edge2 ); - intersectTriangle: function () { + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + var DdN = this.direction.dot( normal ); + var sign; - // Compute the offset origin, edges, and normal. - var diff = new Vector3(); - var edge1 = new Vector3(); - var edge2 = new Vector3(); - var normal = new Vector3(); + if ( DdN > 0 ) { - return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { + if ( backfaceCulling ) return null; + sign = 1; - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + } else if ( DdN < 0 ) { - edge1.subVectors( b, a ); - edge2.subVectors( c, a ); - normal.crossVectors( edge1, edge2 ); + sign = - 1; + DdN = - DdN; - // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, - // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by - // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) - // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) - // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) - var DdN = this.direction.dot( normal ); - var sign; + } else { - if ( DdN > 0 ) { + return null; - if ( backfaceCulling ) return null; - sign = 1; + } - } else if ( DdN < 0 ) { + diff.subVectors( this.origin, a ); + var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); - sign = - 1; - DdN = - DdN; + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { - } else { + return null; - return null; + } - } + var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); - diff.subVectors( this.origin, a ); - var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { - // b1 < 0, no intersection - if ( DdQxE2 < 0 ) { + return null; - return null; + } - } + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { - var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); + return null; - // b2 < 0, no intersection - if ( DdE1xQ < 0 ) { + } - return null; + // Line intersects triangle, check if ray does. + var QdN = - sign * diff.dot( normal ); - } + // t < 0, no intersection + if ( QdN < 0 ) { - // b1+b2 > 1, no intersection - if ( DdQxE2 + DdE1xQ > DdN ) { + return null; - return null; + } - } + // Ray intersects triangle. + return this.at( QdN / DdN, optionalTarget ); - // Line intersects triangle, check if ray does. - var QdN = - sign * diff.dot( normal ); + }; - // t < 0, no intersection - if ( QdN < 0 ) { + }(), - return null; + applyMatrix4: function ( matrix4 ) { - } + this.direction.add( this.origin ).applyMatrix4( matrix4 ); + this.origin.applyMatrix4( matrix4 ); + this.direction.sub( this.origin ); + this.direction.normalize(); - // Ray intersects triangle. - return this.at( QdN / DdN, optionalTarget ); + return this; - }; + }, - }(), + equals: function ( ray ) { - applyMatrix4: function ( matrix4 ) { + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - this.direction.add( this.origin ).applyMatrix4( matrix4 ); - this.origin.applyMatrix4( matrix4 ); - this.direction.sub( this.origin ); - this.direction.normalize(); + } - return this; + } ); - }, + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ - equals: function ( ray ) { + function Euler( x, y, z, order ) { - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._order = order || Euler.DefaultOrder; } -} ); + Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ + Euler.DefaultOrder = 'XYZ'; -function Euler( x, y, z, order ) { + Object.defineProperties( Euler.prototype, { - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._order = order || Euler.DefaultOrder; + x: { -} - -Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + get: function () { -Euler.DefaultOrder = 'XYZ'; + return this._x; -Object.defineProperties( Euler.prototype, { + }, - x: { + set: function ( value ) { - get: function () { + this._x = value; + this.onChangeCallback(); - return this._x; + } }, - set: function ( value ) { + y: { - this._x = value; - this.onChangeCallback(); + get: function () { - } + return this._y; - }, + }, - y: { + set: function ( value ) { - get: function () { + this._y = value; + this.onChangeCallback(); - return this._y; + } }, - set: function ( value ) { + z: { - this._y = value; - this.onChangeCallback(); + get: function () { - } + return this._z; - }, + }, - z: { + set: function ( value ) { - get: function () { + this._z = value; + this.onChangeCallback(); - return this._z; + } }, - set: function ( value ) { - - this._z = value; - this.onChangeCallback(); + order: { - } + get: function () { - }, + return this._order; - order: { + }, - get: function () { + set: function ( value ) { - return this._order; + this._order = value; + this.onChangeCallback(); - }, + } - set: function ( value ) { + } - this._order = value; - this.onChangeCallback(); + } ); - } + Object.assign( Euler.prototype, { - } + isEuler: true, -} ); + set: function ( x, y, z, order ) { -Object.assign( Euler.prototype, { + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; - isEuler: true, + this.onChangeCallback(); - set: function ( x, y, z, order ) { + return this; - this._x = x; - this._y = y; - this._z = z; - this._order = order || this._order; + }, - this.onChangeCallback(); + clone: function () { - return this; + return new this.constructor( this._x, this._y, this._z, this._order ); - }, + }, - clone: function () { + copy: function ( euler ) { - return new this.constructor( this._x, this._y, this._z, this._order ); + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; - }, + this.onChangeCallback(); - copy: function ( euler ) { + return this; - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; + }, - this.onChangeCallback(); + setFromRotationMatrix: function ( m, order, update ) { - return this; + var clamp = _Math.clamp; - }, + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - setFromRotationMatrix: function ( m, order, update ) { + var te = m.elements; + var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - var clamp = _Math.clamp; + order = order || this._order; - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + if ( order === 'XYZ' ) { - var te = m.elements; - var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; - var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; - var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + this._y = Math.asin( clamp( m13, - 1, 1 ) ); - order = order || this._order; + if ( Math.abs( m13 ) < 0.99999 ) { - if ( order === 'XYZ' ) { + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); - this._y = Math.asin( clamp( m13, - 1, 1 ) ); + } else { - if ( Math.abs( m13 ) < 0.99999 ) { + this._x = Math.atan2( m32, m22 ); + this._z = 0; - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); + } - } else { + } else if ( order === 'YXZ' ) { - this._x = Math.atan2( m32, m22 ); - this._z = 0; + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); - } + if ( Math.abs( m23 ) < 0.99999 ) { - } else if ( order === 'YXZ' ) { + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); - this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + } else { - if ( Math.abs( m23 ) < 0.99999 ) { + this._y = Math.atan2( - m31, m11 ); + this._z = 0; - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); + } - } else { + } else if ( order === 'ZXY' ) { - this._y = Math.atan2( - m31, m11 ); - this._z = 0; + this._x = Math.asin( clamp( m32, - 1, 1 ) ); - } + if ( Math.abs( m32 ) < 0.99999 ) { - } else if ( order === 'ZXY' ) { + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); - this._x = Math.asin( clamp( m32, - 1, 1 ) ); + } else { - if ( Math.abs( m32 ) < 0.99999 ) { + this._y = 0; + this._z = Math.atan2( m21, m11 ); - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); + } - } else { + } else if ( order === 'ZYX' ) { - this._y = 0; - this._z = Math.atan2( m21, m11 ); + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); - } + if ( Math.abs( m31 ) < 0.99999 ) { - } else if ( order === 'ZYX' ) { + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); - this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + } else { - if ( Math.abs( m31 ) < 0.99999 ) { + this._x = 0; + this._z = Math.atan2( - m12, m22 ); - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); + } - } else { + } else if ( order === 'YZX' ) { - this._x = 0; - this._z = Math.atan2( - m12, m22 ); + this._z = Math.asin( clamp( m21, - 1, 1 ) ); - } + if ( Math.abs( m21 ) < 0.99999 ) { - } else if ( order === 'YZX' ) { + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); - this._z = Math.asin( clamp( m21, - 1, 1 ) ); + } else { - if ( Math.abs( m21 ) < 0.99999 ) { + this._x = 0; + this._y = Math.atan2( m13, m33 ); - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); + } - } else { + } else if ( order === 'XZY' ) { - this._x = 0; - this._y = Math.atan2( m13, m33 ); + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); - } + if ( Math.abs( m12 ) < 0.99999 ) { - } else if ( order === 'XZY' ) { + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); - this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + } else { - if ( Math.abs( m12 ) < 0.99999 ) { + this._x = Math.atan2( - m23, m33 ); + this._y = 0; - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); + } } else { - this._x = Math.atan2( - m23, m33 ); - this._y = 0; + console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); } - } else { - - console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + this._order = order; - } + if ( update !== false ) this.onChangeCallback(); - this._order = order; + return this; - if ( update !== false ) this.onChangeCallback(); + }, - return this; + setFromQuaternion: function () { - }, + var matrix = new Matrix4(); - setFromQuaternion: function () { + return function setFromQuaternion( q, order, update ) { - var matrix = new Matrix4(); + matrix.makeRotationFromQuaternion( q ); - return function setFromQuaternion( q, order, update ) { + return this.setFromRotationMatrix( matrix, order, update ); - matrix.makeRotationFromQuaternion( q ); + }; - return this.setFromRotationMatrix( matrix, order, update ); + }(), - }; + setFromVector3: function ( v, order ) { - }(), + return this.set( v.x, v.y, v.z, order || this._order ); - setFromVector3: function ( v, order ) { + }, - return this.set( v.x, v.y, v.z, order || this._order ); + reorder: function () { - }, + // WARNING: this discards revolution information -bhouston - reorder: function () { + var q = new Quaternion(); - // WARNING: this discards revolution information -bhouston + return function reorder( newOrder ) { - var q = new Quaternion(); + q.setFromEuler( this ); - return function reorder( newOrder ) { + return this.setFromQuaternion( q, newOrder ); - q.setFromEuler( this ); + }; - return this.setFromQuaternion( q, newOrder ); + }(), - }; + equals: function ( euler ) { - }(), + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); - equals: function ( euler ) { + }, - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + fromArray: function ( array ) { - }, + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; - fromArray: function ( array ) { + this.onChangeCallback(); - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + return this; - this.onChangeCallback(); + }, - return this; + toArray: function ( array, offset ) { - }, + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - toArray: function ( array, offset ) { + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + return array; - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._order; + }, - return array; + toVector3: function ( optionalResult ) { - }, + if ( optionalResult ) { - toVector3: function ( optionalResult ) { + return optionalResult.set( this._x, this._y, this._z ); - if ( optionalResult ) { + } else { - return optionalResult.set( this._x, this._y, this._z ); + return new Vector3( this._x, this._y, this._z ); - } else { + } - return new Vector3( this._x, this._y, this._z ); + }, - } + onChange: function ( callback ) { - }, + this.onChangeCallback = callback; - onChange: function ( callback ) { + return this; - this.onChangeCallback = callback; + }, - return this; + onChangeCallback: function () {} - }, + } ); - onChangeCallback: function () {} + /** + * @author mrdoob / http://mrdoob.com/ + */ -} ); + function Layers() { -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.mask = 1 | 0; -function Layers() { + } - this.mask = 1 | 0; + Object.assign( Layers.prototype, { -} + set: function ( channel ) { -Object.assign( Layers.prototype, { + this.mask = 1 << channel | 0; - set: function ( channel ) { + }, - this.mask = 1 << channel | 0; + enable: function ( channel ) { - }, + this.mask |= 1 << channel | 0; - enable: function ( channel ) { + }, - this.mask |= 1 << channel | 0; + toggle: function ( channel ) { - }, + this.mask ^= 1 << channel | 0; - toggle: function ( channel ) { + }, - this.mask ^= 1 << channel | 0; + disable: function ( channel ) { - }, + this.mask &= ~ ( 1 << channel | 0 ); - disable: function ( channel ) { + }, - this.mask &= ~ ( 1 << channel | 0 ); + test: function ( layers ) { - }, + return ( this.mask & layers.mask ) !== 0; - test: function ( layers ) { + } - return ( this.mask & layers.mask ) !== 0; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author elephantatwork / www.elephantatwork.ch + */ -} ); + var object3DId = 0; -/** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author elephantatwork / www.elephantatwork.ch - */ + function Object3D() { -var object3DId = 0; + Object.defineProperty( this, 'id', { value: object3DId ++ } ); -function Object3D() { + this.uuid = _Math.generateUUID(); - Object.defineProperty( this, 'id', { value: object3DId ++ } ); + this.name = ''; + this.type = 'Object3D'; - this.uuid = _Math.generateUUID(); + this.parent = null; + this.children = []; - this.name = ''; - this.type = 'Object3D'; + this.up = Object3D.DefaultUp.clone(); - this.parent = null; - this.children = []; + var position = new Vector3(); + var rotation = new Euler(); + var quaternion = new Quaternion(); + var scale = new Vector3( 1, 1, 1 ); - this.up = Object3D.DefaultUp.clone(); + function onRotationChange() { - var position = new Vector3(); - var rotation = new Euler(); - var quaternion = new Quaternion(); - var scale = new Vector3( 1, 1, 1 ); + quaternion.setFromEuler( rotation, false ); - function onRotationChange() { + } - quaternion.setFromEuler( rotation, false ); + function onQuaternionChange() { - } + rotation.setFromQuaternion( quaternion, undefined, false ); - function onQuaternionChange() { + } - rotation.setFromQuaternion( quaternion, undefined, false ); + rotation.onChange( onRotationChange ); + quaternion.onChange( onQuaternionChange ); - } + Object.defineProperties( this, { + position: { + enumerable: true, + value: position + }, + rotation: { + enumerable: true, + value: rotation + }, + quaternion: { + enumerable: true, + value: quaternion + }, + scale: { + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); - rotation.onChange( onRotationChange ); - quaternion.onChange( onQuaternionChange ); + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); - Object.defineProperties( this, { - position: { - enumerable: true, - value: position - }, - rotation: { - enumerable: true, - value: rotation - }, - quaternion: { - enumerable: true, - value: quaternion - }, - scale: { - enumerable: true, - value: scale - }, - modelViewMatrix: { - value: new Matrix4() - }, - normalMatrix: { - value: new Matrix3() - } - } ); + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); + this.layers = new Layers(); + this.visible = true; - this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; - this.matrixWorldNeedsUpdate = false; + this.castShadow = false; + this.receiveShadow = false; - this.layers = new Layers(); - this.visible = true; + this.frustumCulled = true; + this.renderOrder = 0; - this.castShadow = false; - this.receiveShadow = false; + this.userData = {}; - this.frustumCulled = true; - this.renderOrder = 0; + this.onBeforeRender = function () {}; + this.onAfterRender = function () {}; - this.userData = {}; + } - this.onBeforeRender = function () {}; - this.onAfterRender = function () {}; + Object3D.DefaultUp = new Vector3( 0, 1, 0 ); + Object3D.DefaultMatrixAutoUpdate = true; -} + Object.assign( Object3D.prototype, EventDispatcher.prototype, { -Object3D.DefaultUp = new Vector3( 0, 1, 0 ); -Object3D.DefaultMatrixAutoUpdate = true; + isObject3D: true, -Object.assign( Object3D.prototype, EventDispatcher.prototype, { + applyMatrix: function ( matrix ) { - isObject3D: true, + this.matrix.multiplyMatrices( matrix, this.matrix ); - applyMatrix: function ( matrix ) { + this.matrix.decompose( this.position, this.quaternion, this.scale ); - this.matrix.multiplyMatrices( matrix, this.matrix ); + }, - this.matrix.decompose( this.position, this.quaternion, this.scale ); + setRotationFromAxisAngle: function ( axis, angle ) { - }, + // assumes axis is normalized - setRotationFromAxisAngle: function ( axis, angle ) { + this.quaternion.setFromAxisAngle( axis, angle ); - // assumes axis is normalized + }, - this.quaternion.setFromAxisAngle( axis, angle ); + setRotationFromEuler: function ( euler ) { - }, + this.quaternion.setFromEuler( euler, true ); - setRotationFromEuler: function ( euler ) { + }, - this.quaternion.setFromEuler( euler, true ); + setRotationFromMatrix: function ( m ) { - }, + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - setRotationFromMatrix: function ( m ) { + this.quaternion.setFromRotationMatrix( m ); - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + }, - this.quaternion.setFromRotationMatrix( m ); + setRotationFromQuaternion: function ( q ) { - }, + // assumes q is normalized - setRotationFromQuaternion: function ( q ) { + this.quaternion.copy( q ); - // assumes q is normalized + }, - this.quaternion.copy( q ); + rotateOnAxis: function () { - }, + // rotate object on axis in object space + // axis is assumed to be normalized - rotateOnAxis: function () { + var q1 = new Quaternion(); - // rotate object on axis in object space - // axis is assumed to be normalized + return function rotateOnAxis( axis, angle ) { - var q1 = new Quaternion(); + q1.setFromAxisAngle( axis, angle ); - return function rotateOnAxis( axis, angle ) { + this.quaternion.multiply( q1 ); - q1.setFromAxisAngle( axis, angle ); + return this; - this.quaternion.multiply( q1 ); + }; - return this; + }(), - }; + rotateX: function () { - }(), + var v1 = new Vector3( 1, 0, 0 ); - rotateX: function () { + return function rotateX( angle ) { - var v1 = new Vector3( 1, 0, 0 ); + return this.rotateOnAxis( v1, angle ); - return function rotateX( angle ) { + }; - return this.rotateOnAxis( v1, angle ); + }(), - }; + rotateY: function () { - }(), + var v1 = new Vector3( 0, 1, 0 ); - rotateY: function () { + return function rotateY( angle ) { - var v1 = new Vector3( 0, 1, 0 ); + return this.rotateOnAxis( v1, angle ); - return function rotateY( angle ) { + }; - return this.rotateOnAxis( v1, angle ); + }(), - }; + rotateZ: function () { - }(), + var v1 = new Vector3( 0, 0, 1 ); - rotateZ: function () { + return function rotateZ( angle ) { - var v1 = new Vector3( 0, 0, 1 ); + return this.rotateOnAxis( v1, angle ); - return function rotateZ( angle ) { + }; - return this.rotateOnAxis( v1, angle ); + }(), - }; + translateOnAxis: function () { - }(), + // translate object by distance along axis in object space + // axis is assumed to be normalized - translateOnAxis: function () { + var v1 = new Vector3(); - // translate object by distance along axis in object space - // axis is assumed to be normalized + return function translateOnAxis( axis, distance ) { - var v1 = new Vector3(); + v1.copy( axis ).applyQuaternion( this.quaternion ); - return function translateOnAxis( axis, distance ) { + this.position.add( v1.multiplyScalar( distance ) ); - v1.copy( axis ).applyQuaternion( this.quaternion ); + return this; - this.position.add( v1.multiplyScalar( distance ) ); + }; - return this; + }(), - }; + translateX: function () { - }(), + var v1 = new Vector3( 1, 0, 0 ); - translateX: function () { + return function translateX( distance ) { - var v1 = new Vector3( 1, 0, 0 ); + return this.translateOnAxis( v1, distance ); - return function translateX( distance ) { + }; - return this.translateOnAxis( v1, distance ); + }(), - }; + translateY: function () { - }(), + var v1 = new Vector3( 0, 1, 0 ); - translateY: function () { + return function translateY( distance ) { - var v1 = new Vector3( 0, 1, 0 ); + return this.translateOnAxis( v1, distance ); - return function translateY( distance ) { + }; - return this.translateOnAxis( v1, distance ); + }(), - }; + translateZ: function () { - }(), + var v1 = new Vector3( 0, 0, 1 ); - translateZ: function () { + return function translateZ( distance ) { - var v1 = new Vector3( 0, 0, 1 ); + return this.translateOnAxis( v1, distance ); - return function translateZ( distance ) { + }; - return this.translateOnAxis( v1, distance ); + }(), - }; + localToWorld: function ( vector ) { - }(), + return vector.applyMatrix4( this.matrixWorld ); - localToWorld: function ( vector ) { + }, - return vector.applyMatrix4( this.matrixWorld ); + worldToLocal: function () { - }, + var m1 = new Matrix4(); - worldToLocal: function () { + return function worldToLocal( vector ) { - var m1 = new Matrix4(); + return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); - return function worldToLocal( vector ) { + }; - return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + }(), - }; + lookAt: function () { - }(), + // This routine does not support objects with rotated and/or translated parent(s) - lookAt: function () { + var m1 = new Matrix4(); - // This routine does not support objects with rotated and/or translated parent(s) + return function lookAt( vector ) { - var m1 = new Matrix4(); + if ( this.isCamera ) { - return function lookAt( vector ) { + m1.lookAt( this.position, vector, this.up ); - if ( this.isCamera ) { + } else { - m1.lookAt( this.position, vector, this.up ); + m1.lookAt( vector, this.position, this.up ); - } else { + } - m1.lookAt( vector, this.position, this.up ); + this.quaternion.setFromRotationMatrix( m1 ); - } + }; - this.quaternion.setFromRotationMatrix( m1 ); + }(), - }; + add: function ( object ) { - }(), + if ( arguments.length > 1 ) { - add: function ( object ) { + for ( var i = 0; i < arguments.length; i ++ ) { - if ( arguments.length > 1 ) { + this.add( arguments[ i ] ); - for ( var i = 0; i < arguments.length; i ++ ) { + } - this.add( arguments[ i ] ); + return this; } - return this; - - } + if ( object === this ) { - if ( object === this ) { + console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); + return 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 && object.isObject3D ) ) { + if ( object.parent !== null ) { - if ( object.parent !== null ) { + object.parent.remove( object ); - object.parent.remove( object ); + } - } + object.parent = this; + object.dispatchEvent( { type: 'added' } ); - object.parent = this; - object.dispatchEvent( { type: 'added' } ); + this.children.push( object ); - this.children.push( object ); + } else { - } else { + console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); - console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + } - } + return this; - return this; + }, - }, + remove: function ( object ) { - remove: function ( object ) { + if ( arguments.length > 1 ) { - if ( arguments.length > 1 ) { + for ( var i = 0; i < arguments.length; i ++ ) { - for ( var i = 0; i < arguments.length; i ++ ) { + this.remove( arguments[ i ] ); - this.remove( arguments[ i ] ); + } } - } + var index = this.children.indexOf( object ); - var index = this.children.indexOf( object ); + if ( index !== - 1 ) { - if ( index !== - 1 ) { + object.parent = null; - object.parent = null; + object.dispatchEvent( { type: 'removed' } ); - object.dispatchEvent( { type: 'removed' } ); + this.children.splice( index, 1 ); - this.children.splice( index, 1 ); + } - } + }, - }, + getObjectById: function ( id ) { - getObjectById: function ( id ) { + return this.getObjectByProperty( 'id', id ); - return this.getObjectByProperty( 'id', id ); + }, - }, + getObjectByName: function ( name ) { - getObjectByName: function ( name ) { + return this.getObjectByProperty( 'name', name ); - return this.getObjectByProperty( 'name', name ); + }, - }, + getObjectByProperty: function ( name, value ) { - getObjectByProperty: function ( name, value ) { + if ( this[ name ] === value ) return this; - if ( this[ name ] === value ) return this; + for ( var i = 0, l = this.children.length; i < l; i ++ ) { - for ( var i = 0, l = this.children.length; i < l; i ++ ) { + var child = this.children[ i ]; + var object = child.getObjectByProperty( name, value ); - var child = this.children[ i ]; - var object = child.getObjectByProperty( name, value ); + if ( object !== undefined ) { - if ( object !== undefined ) { + return object; - return object; + } } - } + return undefined; - return undefined; + }, - }, + getWorldPosition: function ( optionalTarget ) { - getWorldPosition: function ( optionalTarget ) { + var result = optionalTarget || new Vector3(); - var result = optionalTarget || new Vector3(); + this.updateMatrixWorld( true ); - this.updateMatrixWorld( true ); + return result.setFromMatrixPosition( this.matrixWorld ); - return result.setFromMatrixPosition( this.matrixWorld ); + }, - }, + getWorldQuaternion: function () { - getWorldQuaternion: function () { + var position = new Vector3(); + var scale = new Vector3(); - var position = new Vector3(); - var scale = new Vector3(); + return function getWorldQuaternion( optionalTarget ) { - return function getWorldQuaternion( optionalTarget ) { + var result = optionalTarget || new Quaternion(); - var result = optionalTarget || new Quaternion(); + this.updateMatrixWorld( true ); - this.updateMatrixWorld( true ); + this.matrixWorld.decompose( position, result, scale ); - this.matrixWorld.decompose( position, result, scale ); + return result; - return result; + }; - }; + }(), - }(), + getWorldRotation: function () { - getWorldRotation: function () { + var quaternion = new Quaternion(); - var quaternion = new Quaternion(); + return function getWorldRotation( optionalTarget ) { - return function getWorldRotation( optionalTarget ) { + var result = optionalTarget || new Euler(); - var result = optionalTarget || new Euler(); + this.getWorldQuaternion( quaternion ); - this.getWorldQuaternion( quaternion ); + return result.setFromQuaternion( quaternion, this.rotation.order, false ); - return result.setFromQuaternion( quaternion, this.rotation.order, false ); + }; - }; + }(), - }(), + getWorldScale: function () { - getWorldScale: function () { + var position = new Vector3(); + var quaternion = new Quaternion(); - var position = new Vector3(); - var quaternion = new Quaternion(); + return function getWorldScale( optionalTarget ) { - return function getWorldScale( optionalTarget ) { + var result = optionalTarget || new Vector3(); - var result = optionalTarget || new Vector3(); + this.updateMatrixWorld( true ); - this.updateMatrixWorld( true ); + this.matrixWorld.decompose( position, quaternion, result ); - this.matrixWorld.decompose( position, quaternion, result ); + return result; - return result; + }; - }; + }(), - }(), + getWorldDirection: function () { - getWorldDirection: function () { + var quaternion = new Quaternion(); - var quaternion = new Quaternion(); + return function getWorldDirection( optionalTarget ) { - return function getWorldDirection( optionalTarget ) { + var result = optionalTarget || new Vector3(); - var result = optionalTarget || new Vector3(); + this.getWorldQuaternion( quaternion ); - this.getWorldQuaternion( quaternion ); + return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); - return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); + }; - }; + }(), - }(), + raycast: function () {}, - raycast: function () {}, + traverse: function ( callback ) { - traverse: function ( callback ) { + callback( this ); - callback( this ); + var children = this.children; - var children = this.children; + for ( var i = 0, l = children.length; i < l; i ++ ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + children[ i ].traverse( callback ); - children[ i ].traverse( callback ); + } - } + }, - }, + traverseVisible: function ( callback ) { - traverseVisible: function ( callback ) { + if ( this.visible === false ) return; - if ( this.visible === false ) return; + callback( this ); - callback( this ); + var children = this.children; - var children = this.children; + for ( var i = 0, l = children.length; i < l; i ++ ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + children[ i ].traverseVisible( callback ); - children[ i ].traverseVisible( callback ); + } - } + }, - }, + traverseAncestors: function ( callback ) { - traverseAncestors: function ( callback ) { + var parent = this.parent; - var parent = this.parent; + if ( parent !== null ) { - if ( parent !== null ) { + callback( parent ); - callback( parent ); + parent.traverseAncestors( callback ); - parent.traverseAncestors( callback ); + } - } + }, - }, + updateMatrix: function () { - updateMatrix: function () { + this.matrix.compose( this.position, this.quaternion, this.scale ); - this.matrix.compose( this.position, this.quaternion, this.scale ); + this.matrixWorldNeedsUpdate = true; - this.matrixWorldNeedsUpdate = true; + }, - }, + updateMatrixWorld: function ( force ) { - updateMatrixWorld: function ( force ) { + if ( this.matrixAutoUpdate ) this.updateMatrix(); - if ( this.matrixAutoUpdate ) this.updateMatrix(); + if ( this.matrixWorldNeedsUpdate || force ) { - if ( this.matrixWorldNeedsUpdate || force ) { + if ( this.parent === null ) { - if ( this.parent === null ) { + this.matrixWorld.copy( this.matrix ); - this.matrixWorld.copy( this.matrix ); + } else { - } else { + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + } - } + this.matrixWorldNeedsUpdate = false; - this.matrixWorldNeedsUpdate = false; + force = true; - force = true; + } - } + // update children - // update children + var children = this.children; - var children = this.children; + for ( var i = 0, l = children.length; i < l; i ++ ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + children[ i ].updateMatrixWorld( force ); - children[ i ].updateMatrixWorld( force ); + } - } + }, - }, + toJSON: function ( meta ) { - toJSON: function ( meta ) { + // meta is '' when called from JSON.stringify + var isRootObject = ( meta === undefined || meta === '' ); - // meta is '' when called from JSON.stringify - var isRootObject = ( meta === undefined || meta === '' ); + var output = {}; - var output = {}; + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { - // 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: {} + }; - // initialize meta obj - meta = { - geometries: {}, - materials: {}, - textures: {}, - images: {} - }; + output.metadata = { + version: 4.5, + type: 'Object', + generator: 'Object3D.toJSON' + }; - output.metadata = { - version: 4.5, - type: 'Object', - generator: 'Object3D.toJSON' - }; + } - } + // standard Object3D serialization - // standard Object3D serialization + var object = {}; - var object = {}; + object.uuid = this.uuid; + object.type = this.type; - object.uuid = this.uuid; - object.type = this.type; + if ( this.name !== '' ) object.name = this.name; + if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; - if ( this.name !== '' ) object.name = this.name; - if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; - if ( this.castShadow === true ) object.castShadow = true; - if ( this.receiveShadow === true ) object.receiveShadow = true; - if ( this.visible === false ) object.visible = false; + object.matrix = this.matrix.toArray(); - object.matrix = this.matrix.toArray(); + // - // + function serialize( library, element ) { - function serialize( library, element ) { + if ( library[ element.uuid ] === undefined ) { - if ( library[ element.uuid ] === undefined ) { + library[ element.uuid ] = element.toJSON( meta ); - library[ element.uuid ] = element.toJSON( meta ); + } - } + return element.uuid; - return element.uuid; + } - } + if ( this.geometry !== undefined ) { - if ( this.geometry !== undefined ) { + object.geometry = serialize( meta.geometries, this.geometry ); - object.geometry = serialize( meta.geometries, this.geometry ); + } - } + if ( this.material !== undefined ) { - if ( this.material !== undefined ) { + if ( Array.isArray( this.material ) ) { - if ( Array.isArray( this.material ) ) { + var uuids = []; - var uuids = []; + for ( var i = 0, l = this.material.length; i < l; i ++ ) { - for ( var i = 0, l = this.material.length; i < l; i ++ ) { + uuids.push( serialize( meta.materials, this.material[ i ] ) ); - uuids.push( serialize( meta.materials, this.material[ i ] ) ); + } - } + object.material = uuids; - object.material = uuids; + } else { - } else { + object.material = serialize( meta.materials, this.material ); - object.material = serialize( meta.materials, this.material ); + } } - } + // - // + if ( this.children.length > 0 ) { - if ( this.children.length > 0 ) { + object.children = []; - object.children = []; + for ( var i = 0; i < this.children.length; i ++ ) { - for ( var i = 0; i < this.children.length; i ++ ) { + object.children.push( this.children[ i ].toJSON( meta ).object ); - object.children.push( this.children[ i ].toJSON( meta ).object ); + } } - } + if ( isRootObject ) { - if ( isRootObject ) { + var geometries = extractFromCache( meta.geometries ); + var materials = extractFromCache( meta.materials ); + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); - var geometries = extractFromCache( meta.geometries ); - var materials = extractFromCache( meta.materials ); - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); + 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 ( 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; + } - } + output.object = object; - output.object = object; + return output; - return output; + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { - // extract data from the cache hash - // remove metadata on each item - // and return as array - function extractFromCache( cache ) { + var values = []; + for ( var key in cache ) { - var values = []; - for ( var key in cache ) { + var data = cache[ key ]; + delete data.metadata; + values.push( data ); - var data = cache[ key ]; - delete data.metadata; - values.push( data ); + } + return values; } - return values; - } + }, - }, + clone: function ( recursive ) { - clone: function ( recursive ) { + return new this.constructor().copy( this, recursive ); - return new this.constructor().copy( this, recursive ); + }, - }, + copy: function ( source, recursive ) { - copy: function ( source, recursive ) { + if ( recursive === undefined ) recursive = true; - if ( recursive === undefined ) recursive = true; + this.name = source.name; - this.name = source.name; + this.up.copy( source.up ); - this.up.copy( source.up ); + this.position.copy( source.position ); + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); - this.position.copy( source.position ); - this.quaternion.copy( source.quaternion ); - this.scale.copy( source.scale ); + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); - this.matrix.copy( source.matrix ); - this.matrixWorld.copy( source.matrixWorld ); + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + this.layers.mask = source.layers.mask; + this.visible = source.visible; - this.layers.mask = source.layers.mask; - this.visible = source.visible; + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; + this.userData = JSON.parse( JSON.stringify( source.userData ) ); - this.userData = JSON.parse( JSON.stringify( source.userData ) ); + if ( recursive === true ) { - if ( recursive === true ) { + for ( var i = 0; i < source.children.length; i ++ ) { - for ( var i = 0; i < source.children.length; i ++ ) { + var child = source.children[ i ]; + this.add( child.clone() ); - var child = source.children[ i ]; - this.add( child.clone() ); + } } - } + return this; - return this; + } - } + } ); -} ); + /** + * @author bhouston / http://clara.io + */ -/** - * @author bhouston / http://clara.io - */ + function Line3( start, end ) { -function Line3( start, end ) { + this.start = ( start !== undefined ) ? start : new Vector3(); + this.end = ( end !== undefined ) ? end : new Vector3(); - this.start = ( start !== undefined ) ? start : new Vector3(); - this.end = ( end !== undefined ) ? end : new Vector3(); + } -} + Object.assign( Line3.prototype, { -Object.assign( Line3.prototype, { + set: function ( start, end ) { - set: function ( start, end ) { + this.start.copy( start ); + this.end.copy( end ); - this.start.copy( start ); - this.end.copy( end ); + return this; - return this; + }, - }, + clone: function () { - clone: function () { + return new this.constructor().copy( this ); - return new this.constructor().copy( this ); + }, - }, + copy: function ( line ) { - copy: function ( line ) { + this.start.copy( line.start ); + this.end.copy( line.end ); - this.start.copy( line.start ); - this.end.copy( line.end ); + return this; - return this; + }, - }, + getCenter: function ( optionalTarget ) { - getCenter: function ( optionalTarget ) { + var result = optionalTarget || new Vector3(); + return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); - var result = optionalTarget || new Vector3(); - return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + }, - }, + delta: function ( optionalTarget ) { - delta: function ( optionalTarget ) { + var result = optionalTarget || new Vector3(); + return result.subVectors( this.end, this.start ); - var result = optionalTarget || new Vector3(); - return result.subVectors( this.end, this.start ); + }, - }, + distanceSq: function () { - distanceSq: function () { + return this.start.distanceToSquared( this.end ); - return this.start.distanceToSquared( this.end ); + }, - }, + distance: function () { - distance: function () { + return this.start.distanceTo( this.end ); - return this.start.distanceTo( this.end ); + }, - }, + at: function ( t, optionalTarget ) { - at: function ( t, optionalTarget ) { + var result = optionalTarget || new Vector3(); - var result = optionalTarget || new Vector3(); + return this.delta( result ).multiplyScalar( t ).add( this.start ); - return this.delta( result ).multiplyScalar( t ).add( this.start ); + }, - }, + closestPointToPointParameter: function () { - closestPointToPointParameter: function () { + var startP = new Vector3(); + var startEnd = new Vector3(); - var startP = new Vector3(); - var startEnd = new Vector3(); + return function closestPointToPointParameter( point, clampToLine ) { - return function closestPointToPointParameter( point, clampToLine ) { + startP.subVectors( point, this.start ); + startEnd.subVectors( this.end, this.start ); - startP.subVectors( point, this.start ); - startEnd.subVectors( this.end, this.start ); + var startEnd2 = startEnd.dot( startEnd ); + var startEnd_startP = startEnd.dot( startP ); - var startEnd2 = startEnd.dot( startEnd ); - var startEnd_startP = startEnd.dot( startP ); + var t = startEnd_startP / startEnd2; - var t = startEnd_startP / startEnd2; + if ( clampToLine ) { - if ( clampToLine ) { + t = _Math.clamp( t, 0, 1 ); - t = _Math.clamp( t, 0, 1 ); + } - } + return t; - return t; + }; - }; + }(), - }(), + closestPointToPoint: function ( point, clampToLine, optionalTarget ) { - closestPointToPoint: function ( point, clampToLine, optionalTarget ) { + var t = this.closestPointToPointParameter( point, clampToLine ); - var t = this.closestPointToPointParameter( point, clampToLine ); + var result = optionalTarget || new Vector3(); - var result = optionalTarget || new Vector3(); + return this.delta( result ).multiplyScalar( t ).add( this.start ); - return this.delta( result ).multiplyScalar( t ).add( this.start ); + }, - }, + applyMatrix4: function ( matrix ) { - applyMatrix4: function ( matrix ) { + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); - this.start.applyMatrix4( matrix ); - this.end.applyMatrix4( matrix ); + return this; - return this; + }, - }, + equals: function ( line ) { - equals: function ( line ) { + return line.start.equals( this.start ) && line.end.equals( this.end ); - return line.start.equals( this.start ) && line.end.equals( this.end ); + } - } + } ); -} ); + /** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + function Triangle( a, b, c ) { -function Triangle( a, b, c ) { + this.a = ( a !== undefined ) ? a : new Vector3(); + this.b = ( b !== undefined ) ? b : new Vector3(); + this.c = ( c !== undefined ) ? c : new Vector3(); - this.a = ( a !== undefined ) ? a : new Vector3(); - this.b = ( b !== undefined ) ? b : new Vector3(); - this.c = ( c !== undefined ) ? c : new Vector3(); + } -} + Object.assign( Triangle, { -Object.assign( Triangle, { + normal: function () { - normal: function () { + var v0 = new Vector3(); - var v0 = new Vector3(); + return function normal( a, b, c, optionalTarget ) { - return function normal( a, b, c, optionalTarget ) { + var result = optionalTarget || new Vector3(); - var result = optionalTarget || new Vector3(); + result.subVectors( c, b ); + v0.subVectors( a, b ); + result.cross( v0 ); - result.subVectors( c, b ); - v0.subVectors( a, b ); - result.cross( v0 ); + var resultLengthSq = result.lengthSq(); + if ( resultLengthSq > 0 ) { - var resultLengthSq = result.lengthSq(); - if ( resultLengthSq > 0 ) { + return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); - return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); + } - } + return result.set( 0, 0, 0 ); - return result.set( 0, 0, 0 ); + }; - }; + }(), - }(), + // static/instance method to calculate barycentric coordinates + // based on: http://www.blackpawn.com/texts/pointinpoly/default.html + barycoordFromPoint: function () { - // static/instance method to calculate barycentric coordinates - // based on: http://www.blackpawn.com/texts/pointinpoly/default.html - barycoordFromPoint: function () { + var v0 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); - var v0 = new Vector3(); - var v1 = new Vector3(); - var v2 = new Vector3(); + return function barycoordFromPoint( point, a, b, c, optionalTarget ) { - return function barycoordFromPoint( point, a, b, c, optionalTarget ) { + v0.subVectors( c, a ); + v1.subVectors( b, a ); + v2.subVectors( point, a ); - v0.subVectors( c, a ); - v1.subVectors( b, a ); - v2.subVectors( point, a ); + var dot00 = v0.dot( v0 ); + var dot01 = v0.dot( v1 ); + var dot02 = v0.dot( v2 ); + var dot11 = v1.dot( v1 ); + var dot12 = v1.dot( v2 ); - var dot00 = v0.dot( v0 ); - var dot01 = v0.dot( v1 ); - var dot02 = v0.dot( v2 ); - var dot11 = v1.dot( v1 ); - var dot12 = v1.dot( v2 ); + var denom = ( dot00 * dot11 - dot01 * dot01 ); - var denom = ( dot00 * dot11 - dot01 * dot01 ); + var result = optionalTarget || new Vector3(); - var result = optionalTarget || new Vector3(); + // collinear or singular triangle + if ( denom === 0 ) { - // 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 result.set( - 2, - 1, - 1 ); - // arbitrary location outside of triangle? - // not sure if this is the best idea, maybe should be returning undefined - return result.set( - 2, - 1, - 1 ); + } - } + var invDenom = 1 / denom; + var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - var invDenom = 1 / denom; - var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + // barycentric coordinates must always sum to 1 + return result.set( 1 - u - v, v, u ); - // barycentric coordinates must always sum to 1 - return result.set( 1 - u - v, v, u ); + }; - }; + }(), - }(), + containsPoint: function () { - containsPoint: function () { + var v1 = new Vector3(); - var v1 = new Vector3(); + return function containsPoint( point, a, b, c ) { - return function containsPoint( point, a, b, c ) { + var result = Triangle.barycoordFromPoint( point, a, b, c, v1 ); - var result = Triangle.barycoordFromPoint( point, a, b, c, v1 ); + return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); - return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); + }; - }; + }() - }() + } ); -} ); + Object.assign( Triangle.prototype, { -Object.assign( Triangle.prototype, { + set: function ( a, b, c ) { - set: function ( a, b, c ) { + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); - this.a.copy( a ); - this.b.copy( b ); - this.c.copy( c ); + return this; - return this; + }, - }, + setFromPointsAndIndices: function ( points, i0, i1, i2 ) { - setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); - this.a.copy( points[ i0 ] ); - this.b.copy( points[ i1 ] ); - this.c.copy( points[ i2 ] ); + return this; - return this; + }, - }, + clone: function () { - clone: function () { + return new this.constructor().copy( this ); - return new this.constructor().copy( this ); + }, - }, + copy: function ( triangle ) { - copy: function ( triangle ) { + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); - this.a.copy( triangle.a ); - this.b.copy( triangle.b ); - this.c.copy( triangle.c ); + return this; - return this; + }, - }, + area: function () { - area: function () { + var v0 = new Vector3(); + var v1 = new Vector3(); - var v0 = new Vector3(); - var v1 = new Vector3(); + return function area() { - return function area() { + v0.subVectors( this.c, this.b ); + v1.subVectors( this.a, this.b ); - v0.subVectors( this.c, this.b ); - v1.subVectors( this.a, this.b ); + return v0.cross( v1 ).length() * 0.5; - return v0.cross( v1 ).length() * 0.5; + }; - }; + }(), - }(), + midpoint: function ( optionalTarget ) { - midpoint: function ( optionalTarget ) { + var result = optionalTarget || new Vector3(); + return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - var result = optionalTarget || new Vector3(); - return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + }, - }, + normal: function ( optionalTarget ) { - normal: function ( optionalTarget ) { + return Triangle.normal( this.a, this.b, this.c, optionalTarget ); - return Triangle.normal( this.a, this.b, this.c, optionalTarget ); + }, - }, + plane: function ( optionalTarget ) { - plane: function ( optionalTarget ) { + var result = optionalTarget || new Plane(); - var result = optionalTarget || new Plane(); + return result.setFromCoplanarPoints( this.a, this.b, this.c ); - return result.setFromCoplanarPoints( this.a, this.b, this.c ); + }, - }, + barycoordFromPoint: function ( point, optionalTarget ) { - barycoordFromPoint: function ( point, optionalTarget ) { + return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); - return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); + }, - }, + containsPoint: function ( point ) { - containsPoint: function ( point ) { + return Triangle.containsPoint( point, this.a, this.b, this.c ); - return Triangle.containsPoint( point, this.a, this.b, this.c ); + }, - }, + closestPointToPoint: function () { - closestPointToPoint: function () { + var plane = new Plane(); + var edgeList = [ new Line3(), new Line3(), new Line3() ]; + var projectedPoint = new Vector3(); + var closestPoint = new Vector3(); - var plane = new Plane(); - var edgeList = [ new Line3(), new Line3(), new Line3() ]; - var projectedPoint = new Vector3(); - var closestPoint = new Vector3(); + return function closestPointToPoint( point, optionalTarget ) { - return function closestPointToPoint( point, optionalTarget ) { + var result = optionalTarget || new Vector3(); + var minDistance = Infinity; - var result = optionalTarget || new Vector3(); - var minDistance = Infinity; + // project the point onto the plane of the triangle - // project the point onto the plane of the triangle + plane.setFromCoplanarPoints( this.a, this.b, this.c ); + plane.projectPoint( point, projectedPoint ); - plane.setFromCoplanarPoints( this.a, this.b, this.c ); - plane.projectPoint( point, projectedPoint ); + // check if the projection lies within the triangle - // check if the projection lies within the triangle + if( this.containsPoint( projectedPoint ) === true ) { - if( this.containsPoint( projectedPoint ) === true ) { + // if so, this is the closest point - // if so, this is the closest point + result.copy( projectedPoint ); - result.copy( projectedPoint ); + } else { - } else { + // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices - // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices + edgeList[ 0 ].set( this.a, this.b ); + edgeList[ 1 ].set( this.b, this.c ); + edgeList[ 2 ].set( this.c, this.a ); - edgeList[ 0 ].set( this.a, this.b ); - edgeList[ 1 ].set( this.b, this.c ); - edgeList[ 2 ].set( this.c, this.a ); + for( var i = 0; i < edgeList.length; i ++ ) { - for( var i = 0; i < edgeList.length; i ++ ) { + edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); - edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); + var distance = projectedPoint.distanceToSquared( closestPoint ); - var distance = projectedPoint.distanceToSquared( closestPoint ); + if( distance < minDistance ) { - if( distance < minDistance ) { + minDistance = distance; - minDistance = distance; + result.copy( closestPoint ); - result.copy( closestPoint ); + } } } - } + return result; - return result; + }; - }; + }(), + + equals: function ( triangle ) { - }(), + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); - equals: function ( triangle ) { + } - return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ -} ); + function Face3( a, b, c, normal, color, materialIndex ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + this.a = a; + this.b = b; + this.c = c; -function Face3( a, b, c, normal, color, materialIndex ) { + this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); + this.vertexNormals = Array.isArray( normal ) ? normal : []; - this.a = a; - this.b = b; - this.c = c; + this.color = ( color && color.isColor ) ? color : new Color(); + this.vertexColors = Array.isArray( color ) ? color : []; - this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); - this.vertexNormals = Array.isArray( normal ) ? normal : []; + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; - this.color = ( color && color.isColor ) ? color : new Color(); - this.vertexColors = Array.isArray( color ) ? color : []; + } - this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + Object.assign( Face3.prototype, { -} + clone: function () { -Object.assign( Face3.prototype, { + return new this.constructor().copy( this ); - clone: function () { + }, - return new this.constructor().copy( this ); + copy: function ( source ) { - }, + this.a = source.a; + this.b = source.b; + this.c = source.c; - copy: function ( source ) { + this.normal.copy( source.normal ); + this.color.copy( source.color ); - this.a = source.a; - this.b = source.b; - this.c = source.c; + this.materialIndex = source.materialIndex; - this.normal.copy( source.normal ); - this.color.copy( source.color ); + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { - this.materialIndex = source.materialIndex; + this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); - for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + } - this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { - } + this.vertexColors[ i ] = source.vertexColors[ i ].clone(); - for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + } - this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + return this; } - return this; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */ -} ); + function MeshBasicMaterial( parameters ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * shading: THREE.SmoothShading, - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: - * } - */ + Material.call( this ); -function MeshBasicMaterial( parameters ) { + this.type = 'MeshBasicMaterial'; - Material.call( this ); + this.color = new Color( 0xffffff ); // emissive - this.type = 'MeshBasicMaterial'; + this.map = null; - this.color = new Color( 0xffffff ); // emissive + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.map = null; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.specularMap = null; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.alphaMap = null; - this.specularMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; - this.alphaMap = null; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + this.skinning = false; + this.morphTargets = false; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.lights = false; - this.skinning = false; - this.morphTargets = false; + this.setValues( parameters ); - this.lights = false; + } - this.setValues( parameters ); + MeshBasicMaterial.prototype = Object.create( Material.prototype ); + MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; -} + MeshBasicMaterial.prototype.isMeshBasicMaterial = true; -MeshBasicMaterial.prototype = Object.create( Material.prototype ); -MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + MeshBasicMaterial.prototype.copy = function ( source ) { -MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + Material.prototype.copy.call( this, source ); -MeshBasicMaterial.prototype.copy = function ( source ) { + this.color.copy( source.color ); - Material.prototype.copy.call( this, source ); + this.map = source.map; - this.color.copy( source.color ); + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; - this.map = source.map; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + this.specularMap = source.specularMap; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + this.alphaMap = source.alphaMap; - this.specularMap = source.specularMap; + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; - this.alphaMap = source.alphaMap; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; + return this; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; + }; - return this; + /** + * @author mrdoob / http://mrdoob.com/ + */ -}; + function BufferAttribute( array, itemSize, normalized ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + if ( Array.isArray( array ) ) { -function BufferAttribute( array, itemSize, normalized ) { + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); - if ( Array.isArray( array ) ) { + } - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + this.uuid = _Math.generateUUID(); - } + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized === true; - this.uuid = _Math.generateUUID(); + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; - this.array = array; - this.itemSize = itemSize; - this.count = array !== undefined ? array.length / itemSize : 0; - this.normalized = normalized === true; + this.onUploadCallback = function () {}; - this.dynamic = false; - this.updateRange = { offset: 0, count: - 1 }; + this.version = 0; - this.onUploadCallback = function () {}; + } - this.version = 0; + Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { -} + set: function ( value ) { -Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { + if ( value === true ) this.version ++; - set: function ( value ) { + } - if ( value === true ) this.version ++; + } ); - } + Object.assign( BufferAttribute.prototype, { -} ); + isBufferAttribute: true, -Object.assign( BufferAttribute.prototype, { + setArray: function ( array ) { - isBufferAttribute: true, + if ( Array.isArray( array ) ) { - setArray: function ( array ) { + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); - if ( Array.isArray( array ) ) { + } - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + this.count = array !== undefined ? array.length / this.itemSize : 0; + this.array = array; - } + }, - this.count = array !== undefined ? array.length / this.itemSize : 0; - this.array = array; + setDynamic: function ( value ) { - }, + this.dynamic = value; - setDynamic: function ( value ) { + return this; - this.dynamic = value; + }, - return this; + copy: function ( source ) { - }, + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; - copy: function ( source ) { + this.dynamic = source.dynamic; - this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - this.count = source.count; - this.normalized = source.normalized; + return this; - this.dynamic = source.dynamic; + }, - return this; + copyAt: function ( index1, attribute, index2 ) { - }, + index1 *= this.itemSize; + index2 *= attribute.itemSize; - copyAt: function ( index1, attribute, index2 ) { + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { - index1 *= this.itemSize; - index2 *= attribute.itemSize; + this.array[ index1 + i ] = attribute.array[ index2 + i ]; - for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + } - this.array[ index1 + i ] = attribute.array[ index2 + i ]; + return this; - } + }, - return this; + copyArray: function ( array ) { - }, + this.array.set( array ); - copyArray: function ( array ) { + return this; - this.array.set( array ); + }, - return this; + copyColorsArray: function ( colors ) { - }, + var array = this.array, offset = 0; - copyColorsArray: function ( colors ) { + for ( var i = 0, l = colors.length; i < l; i ++ ) { - var array = this.array, offset = 0; + var color = colors[ i ]; - for ( var i = 0, l = colors.length; i < l; i ++ ) { + if ( color === undefined ) { - var color = colors[ i ]; + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new Color(); - 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; } - array[ offset ++ ] = color.r; - array[ offset ++ ] = color.g; - array[ offset ++ ] = color.b; + return this; - } + }, - return this; + copyIndicesArray: function ( indices ) { - }, + var array = this.array, offset = 0; - copyIndicesArray: function ( indices ) { + for ( var i = 0, l = indices.length; i < l; i ++ ) { - var array = this.array, offset = 0; + var index = indices[ i ]; - for ( var i = 0, l = indices.length; i < l; i ++ ) { + array[ offset ++ ] = index.a; + array[ offset ++ ] = index.b; + array[ offset ++ ] = index.c; - var index = indices[ i ]; + } - array[ offset ++ ] = index.a; - array[ offset ++ ] = index.b; - array[ offset ++ ] = index.c; + return this; - } + }, - return this; + copyVector2sArray: function ( vectors ) { - }, + var array = this.array, offset = 0; - copyVector2sArray: function ( vectors ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - var array = this.array, offset = 0; + var vector = vectors[ i ]; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + if ( vector === undefined ) { - var vector = vectors[ i ]; + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new Vector2(); - if ( vector === undefined ) { + } - console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); - vector = new Vector2(); + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; } - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; + return this; - } + }, - return this; + copyVector3sArray: function ( vectors ) { - }, + var array = this.array, offset = 0; - copyVector3sArray: function ( vectors ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - var array = this.array, offset = 0; + var vector = vectors[ i ]; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + if ( vector === undefined ) { - var vector = vectors[ i ]; + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new Vector3(); - 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; } - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; + return this; - } + }, - return this; + copyVector4sArray: function ( vectors ) { - }, + var array = this.array, offset = 0; - copyVector4sArray: function ( vectors ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - var array = this.array, offset = 0; + var vector = vectors[ i ]; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + if ( vector === undefined ) { - var vector = vectors[ i ]; + console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); + vector = new Vector4(); - 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; } - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; - array[ offset ++ ] = vector.w; + return this; - } + }, - return this; + set: function ( value, offset ) { - }, + if ( offset === undefined ) offset = 0; - set: function ( value, offset ) { + this.array.set( value, offset ); - if ( offset === undefined ) offset = 0; + return this; - this.array.set( value, offset ); + }, - return this; + getX: function ( index ) { - }, + return this.array[ index * this.itemSize ]; - getX: function ( index ) { + }, - return this.array[ index * this.itemSize ]; + setX: function ( index, x ) { - }, + this.array[ index * this.itemSize ] = x; - setX: function ( index, x ) { + return this; - this.array[ index * this.itemSize ] = x; + }, - return this; + getY: function ( index ) { - }, + return this.array[ index * this.itemSize + 1 ]; - getY: function ( index ) { + }, - return this.array[ index * this.itemSize + 1 ]; + setY: function ( index, y ) { - }, + this.array[ index * this.itemSize + 1 ] = y; - setY: function ( index, y ) { + return this; - this.array[ index * this.itemSize + 1 ] = y; + }, - return this; + getZ: function ( index ) { - }, + return this.array[ index * this.itemSize + 2 ]; - getZ: function ( index ) { + }, - return this.array[ index * this.itemSize + 2 ]; + setZ: function ( index, z ) { - }, + this.array[ index * this.itemSize + 2 ] = z; - setZ: function ( index, z ) { + return this; - this.array[ index * this.itemSize + 2 ] = z; + }, - return this; + getW: function ( index ) { - }, + return this.array[ index * this.itemSize + 3 ]; - getW: function ( index ) { + }, - return this.array[ index * this.itemSize + 3 ]; + setW: function ( index, w ) { - }, + this.array[ index * this.itemSize + 3 ] = w; - setW: function ( index, w ) { + return this; - this.array[ index * this.itemSize + 3 ] = w; + }, - return this; + setXY: function ( index, x, y ) { - }, + index *= this.itemSize; - setXY: function ( index, x, y ) { + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; - index *= this.itemSize; + return this; - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; + }, - return this; + setXYZ: function ( index, x, y, z ) { - }, + index *= this.itemSize; - setXYZ: function ( index, x, y, z ) { + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; - index *= this.itemSize; + return this; - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; + }, - return this; + setXYZW: function ( index, x, y, z, w ) { - }, + index *= this.itemSize; - setXYZW: function ( index, x, y, z, w ) { + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; - index *= this.itemSize; + return this; - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - this.array[ index + 3 ] = w; + }, - return this; + onUpload: function ( callback ) { - }, + this.onUploadCallback = callback; - onUpload: function ( callback ) { + return this; - this.onUploadCallback = callback; + }, - return this; + clone: function () { - }, + return new this.constructor( this.array, this.itemSize ).copy( this ); - clone: function () { + } - return new this.constructor( this.array, this.itemSize ).copy( this ); + } ); - } + // -} ); + function Int8BufferAttribute( array, itemSize ) { -// + BufferAttribute.call( this, new Int8Array( array ), itemSize ); -function Int8BufferAttribute( array, itemSize ) { + } - BufferAttribute.call( this, new Int8Array( array ), itemSize ); + Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; -} -Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; + function Uint8BufferAttribute( array, itemSize ) { + BufferAttribute.call( this, new Uint8Array( array ), itemSize ); -function Uint8BufferAttribute( array, itemSize ) { + } - BufferAttribute.call( this, new Uint8Array( array ), itemSize ); + Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; -} -Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; + function Uint8ClampedBufferAttribute( array, itemSize ) { + BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize ); -function Uint8ClampedBufferAttribute( array, itemSize ) { + } - BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize ); + Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; -} -Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; + function Int16BufferAttribute( array, itemSize ) { + BufferAttribute.call( this, new Int16Array( array ), itemSize ); -function Int16BufferAttribute( array, itemSize ) { + } - BufferAttribute.call( this, new Int16Array( array ), itemSize ); + Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; -} -Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; + function Uint16BufferAttribute( array, itemSize ) { + BufferAttribute.call( this, new Uint16Array( array ), itemSize ); -function Uint16BufferAttribute( array, itemSize ) { + } - BufferAttribute.call( this, new Uint16Array( array ), itemSize ); + Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; -} -Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + function Int32BufferAttribute( array, itemSize ) { + BufferAttribute.call( this, new Int32Array( array ), itemSize ); -function Int32BufferAttribute( array, itemSize ) { + } - BufferAttribute.call( this, new Int32Array( array ), itemSize ); + Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; -} -Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; + function Uint32BufferAttribute( array, itemSize ) { + BufferAttribute.call( this, new Uint32Array( array ), itemSize ); -function Uint32BufferAttribute( array, itemSize ) { + } - BufferAttribute.call( this, new Uint32Array( array ), itemSize ); + Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; -} -Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; + function Float32BufferAttribute( array, itemSize ) { + BufferAttribute.call( this, new Float32Array( array ), itemSize ); -function Float32BufferAttribute( array, itemSize ) { + } - BufferAttribute.call( this, new Float32Array( array ), itemSize ); + Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; -} -Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + function Float64BufferAttribute( array, itemSize ) { + BufferAttribute.call( this, new Float64Array( array ), itemSize ); -function Float64BufferAttribute( array, itemSize ) { + } - BufferAttribute.call( this, new Float64Array( array ), itemSize ); + Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; -} + /** + * @author mrdoob / http://mrdoob.com/ + */ -Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; + function DirectGeometry() { -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.indices = []; + this.vertices = []; + this.normals = []; + this.colors = []; + this.uvs = []; + this.uvs2 = []; -function DirectGeometry() { + this.groups = []; - this.indices = []; - this.vertices = []; - this.normals = []; - this.colors = []; - this.uvs = []; - this.uvs2 = []; + this.morphTargets = {}; - this.groups = []; + this.skinWeights = []; + this.skinIndices = []; - this.morphTargets = {}; + // this.lineDistances = []; - this.skinWeights = []; - this.skinIndices = []; + this.boundingBox = null; + this.boundingSphere = null; - // this.lineDistances = []; + // update flags - this.boundingBox = null; - this.boundingSphere = null; + this.verticesNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.groupsNeedUpdate = false; - // update flags + } - this.verticesNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.groupsNeedUpdate = false; + Object.assign( DirectGeometry.prototype, { -} + computeGroups: function ( geometry ) { -Object.assign( DirectGeometry.prototype, { + var group; + var groups = []; + var materialIndex = undefined; - computeGroups: function ( geometry ) { + var faces = geometry.faces; - var group; - var groups = []; - var materialIndex = undefined; + for ( var i = 0; i < faces.length; i ++ ) { - var faces = geometry.faces; + var face = faces[ i ]; - for ( var i = 0; i < faces.length; i ++ ) { + // materials - var face = faces[ i ]; + if ( face.materialIndex !== materialIndex ) { - // materials + materialIndex = face.materialIndex; - if ( face.materialIndex !== materialIndex ) { + if ( group !== undefined ) { - materialIndex = face.materialIndex; + group.count = ( i * 3 ) - group.start; + groups.push( group ); - if ( group !== undefined ) { + } - group.count = ( i * 3 ) - group.start; - groups.push( group ); + group = { + start: i * 3, + materialIndex: materialIndex + }; } - group = { - start: i * 3, - materialIndex: materialIndex - }; - } - } + if ( group !== undefined ) { - if ( group !== undefined ) { + group.count = ( i * 3 ) - group.start; + groups.push( group ); - group.count = ( i * 3 ) - group.start; - groups.push( group ); + } - } + this.groups = groups; - this.groups = groups; + }, + + fromGeometry: function ( geometry ) { - }, + var faces = geometry.faces; + var vertices = geometry.vertices; + var faceVertexUvs = geometry.faceVertexUvs; - fromGeometry: function ( geometry ) { + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; - var faces = geometry.faces; - var vertices = geometry.vertices; - var faceVertexUvs = geometry.faceVertexUvs; + // morphs - var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; - var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; - // morphs + var morphTargetsPosition; - var morphTargets = geometry.morphTargets; - var morphTargetsLength = morphTargets.length; + if ( morphTargetsLength > 0 ) { - var morphTargetsPosition; + morphTargetsPosition = []; - if ( morphTargetsLength > 0 ) { + for ( var i = 0; i < morphTargetsLength; i ++ ) { - morphTargetsPosition = []; + morphTargetsPosition[ i ] = []; - for ( var i = 0; i < morphTargetsLength; i ++ ) { + } - morphTargetsPosition[ i ] = []; + this.morphTargets.position = morphTargetsPosition; } - this.morphTargets.position = morphTargetsPosition; + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; - } + var morphTargetsNormal; - var morphNormals = geometry.morphNormals; - var morphNormalsLength = morphNormals.length; + if ( morphNormalsLength > 0 ) { - var morphTargetsNormal; + morphTargetsNormal = []; - if ( morphNormalsLength > 0 ) { + for ( var i = 0; i < morphNormalsLength; i ++ ) { - morphTargetsNormal = []; + morphTargetsNormal[ i ] = []; - for ( var i = 0; i < morphNormalsLength; i ++ ) { + } - morphTargetsNormal[ i ] = []; + this.morphTargets.normal = morphTargetsNormal; } - this.morphTargets.normal = morphTargetsNormal; - - } + // skins - // skins + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; - var skinIndices = geometry.skinIndices; - var skinWeights = geometry.skinWeights; + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; - var hasSkinIndices = skinIndices.length === vertices.length; - var hasSkinWeights = skinWeights.length === vertices.length; + // - // + for ( var i = 0; i < faces.length; i ++ ) { - for ( var i = 0; i < faces.length; i ++ ) { + var face = faces[ i ]; - var face = faces[ i ]; + this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); - this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + var vertexNormals = face.vertexNormals; - var vertexNormals = face.vertexNormals; + if ( vertexNormals.length === 3 ) { - if ( vertexNormals.length === 3 ) { + this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); - this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + } else { - } else { + var normal = face.normal; - var normal = face.normal; + this.normals.push( normal, normal, normal ); - this.normals.push( normal, normal, normal ); + } - } + var vertexColors = face.vertexColors; - var vertexColors = face.vertexColors; + if ( vertexColors.length === 3 ) { - if ( vertexColors.length === 3 ) { + this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); - this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + } else { - } else { + var color = face.color; - var color = face.color; + this.colors.push( color, color, color ); - this.colors.push( color, color, color ); + } - } + if ( hasFaceVertexUv === true ) { - if ( hasFaceVertexUv === true ) { + var vertexUvs = faceVertexUvs[ 0 ][ i ]; - var vertexUvs = faceVertexUvs[ 0 ][ i ]; + if ( vertexUvs !== undefined ) { - if ( vertexUvs !== undefined ) { + this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + } else { - } else { + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); - this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + } } - } + if ( hasFaceVertexUv2 === true ) { - if ( hasFaceVertexUv2 === true ) { + var vertexUvs = faceVertexUvs[ 1 ][ i ]; - var vertexUvs = faceVertexUvs[ 1 ][ i ]; + if ( vertexUvs !== undefined ) { - if ( vertexUvs !== undefined ) { + this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + } else { - } else { + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); - this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + } } - } + // morphs - // morphs + for ( var j = 0; j < morphTargetsLength; j ++ ) { - for ( var j = 0; j < morphTargetsLength; j ++ ) { + var morphTarget = morphTargets[ j ].vertices; - var morphTarget = morphTargets[ j ].vertices; + morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); - morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + } - } + for ( var j = 0; j < morphNormalsLength; j ++ ) { - for ( var j = 0; j < morphNormalsLength; j ++ ) { + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; - var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); - morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + } - } + // skins - // skins + if ( hasSkinIndices ) { - if ( hasSkinIndices ) { + this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); - this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + } - } + if ( hasSkinWeights ) { - if ( hasSkinWeights ) { + this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); - this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + } } - } + this.computeGroups( geometry ); - this.computeGroups( geometry ); + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; - this.verticesNeedUpdate = geometry.verticesNeedUpdate; - this.normalsNeedUpdate = geometry.normalsNeedUpdate; - this.colorsNeedUpdate = geometry.colorsNeedUpdate; - this.uvsNeedUpdate = geometry.uvsNeedUpdate; - this.groupsNeedUpdate = geometry.groupsNeedUpdate; + return this; - return this; + } - } + } ); -} ); + function arrayMax( array ) { -function arrayMax( array ) { + if ( array.length === 0 ) return - Infinity; - if ( array.length === 0 ) return - Infinity; + var max = array[ 0 ]; - var max = array[ 0 ]; + for ( var i = 1, l = array.length; i < l; ++ i ) { - for ( var i = 1, l = array.length; i < l; ++ i ) { + if ( array[ i ] > max ) max = array[ i ]; - if ( array[ i ] > max ) max = array[ i ]; + } - } + return max; - return max; + } -} + /** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author bhouston / http://clara.io + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author bhouston / http://clara.io - */ + var count = 0; + function GeometryIdCount() { return count++; } -var count = 0; -function GeometryIdCount() { return count++; } + function Geometry() { -function Geometry() { + Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); - Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); + this.uuid = _Math.generateUUID(); - this.uuid = _Math.generateUUID(); + this.name = ''; + this.type = 'Geometry'; - this.name = ''; - this.type = 'Geometry'; + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; + this.morphTargets = []; + this.morphNormals = []; - this.morphTargets = []; - this.morphNormals = []; + this.skinWeights = []; + this.skinIndices = []; - this.skinWeights = []; - this.skinIndices = []; + this.lineDistances = []; - this.lineDistances = []; + this.boundingBox = null; + this.boundingSphere = null; - this.boundingBox = null; - this.boundingSphere = null; + // update flags - // update flags + this.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; - this.elementsNeedUpdate = false; - this.verticesNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.lineDistancesNeedUpdate = false; - this.groupsNeedUpdate = false; + } -} + Object.assign( Geometry.prototype, EventDispatcher.prototype, { -Object.assign( Geometry.prototype, EventDispatcher.prototype, { + isGeometry: true, - isGeometry: true, + applyMatrix: function ( matrix ) { - applyMatrix: function ( matrix ) { + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); - var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { - for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + var vertex = this.vertices[ i ]; + vertex.applyMatrix4( matrix ); - var vertex = this.vertices[ i ]; - vertex.applyMatrix4( matrix ); + } - } + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { - for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + var face = this.faces[ i ]; + face.normal.applyMatrix3( normalMatrix ).normalize(); - var face = this.faces[ i ]; - face.normal.applyMatrix3( normalMatrix ).normalize(); + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); - face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + } } - } + if ( this.boundingBox !== null ) { - if ( this.boundingBox !== null ) { + this.computeBoundingBox(); - this.computeBoundingBox(); + } - } + if ( this.boundingSphere !== null ) { - if ( this.boundingSphere !== null ) { + this.computeBoundingSphere(); - this.computeBoundingSphere(); + } - } + this.verticesNeedUpdate = true; + this.normalsNeedUpdate = true; - this.verticesNeedUpdate = true; - this.normalsNeedUpdate = true; + return this; - return this; + }, - }, + rotateX: function () { - rotateX: function () { + // rotate geometry around world x-axis - // rotate geometry around world x-axis + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function rotateX( angle ) { - return function rotateX( angle ) { + m1.makeRotationX( angle ); - m1.makeRotationX( angle ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + rotateY: function () { - rotateY: function () { + // rotate geometry around world y-axis - // rotate geometry around world y-axis + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function rotateY( angle ) { - return function rotateY( angle ) { + m1.makeRotationY( angle ); - m1.makeRotationY( angle ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + rotateZ: function () { - rotateZ: function () { + // rotate geometry around world z-axis - // rotate geometry around world z-axis + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function rotateZ( angle ) { - return function rotateZ( angle ) { + m1.makeRotationZ( angle ); - m1.makeRotationZ( angle ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + translate: function () { - translate: function () { + // translate geometry - // translate geometry + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function translate( x, y, z ) { - return function translate( x, y, z ) { + m1.makeTranslation( x, y, z ); - m1.makeTranslation( x, y, z ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + scale: function () { - scale: function () { + // scale geometry - // scale geometry + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function scale( x, y, z ) { - return function scale( x, y, z ) { + m1.makeScale( x, y, z ); - m1.makeScale( x, y, z ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + lookAt: function () { - lookAt: function () { + var obj = new Object3D(); - var obj = new Object3D(); + return function lookAt( vector ) { - return function lookAt( vector ) { + obj.lookAt( vector ); - obj.lookAt( vector ); + obj.updateMatrix(); - obj.updateMatrix(); + this.applyMatrix( obj.matrix ); - this.applyMatrix( obj.matrix ); + }; - }; + }(), - }(), + fromBufferGeometry: function ( geometry ) { - fromBufferGeometry: function ( geometry ) { + var scope = this; - var scope = this; + var indices = geometry.index !== null ? geometry.index.array : undefined; + var attributes = geometry.attributes; - var indices = geometry.index !== null ? geometry.index.array : undefined; - var attributes = geometry.attributes; + var positions = attributes.position.array; + var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; + var colors = attributes.color !== undefined ? attributes.color.array : undefined; + var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; + var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; - var positions = attributes.position.array; - var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; - var colors = attributes.color !== undefined ? attributes.color.array : undefined; - var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; - var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; + if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; - if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + var tempNormals = []; + var tempUVs = []; + var tempUVs2 = []; - var tempNormals = []; - var tempUVs = []; - var tempUVs2 = []; + for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { - for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { + scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); - scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); + if ( normals !== undefined ) { - if ( normals !== undefined ) { + tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); - tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); + } - } + if ( colors !== undefined ) { - if ( colors !== undefined ) { + scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); - scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); + } - } + if ( uvs !== undefined ) { - if ( uvs !== undefined ) { + tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); - tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); + } - } + if ( uvs2 !== undefined ) { - if ( uvs2 !== undefined ) { + tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); - tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); + } } - } + function addFace( a, b, c, materialIndex ) { - function addFace( a, b, c, materialIndex ) { + var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; + var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; - var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; - var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; + var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); - var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + scope.faces.push( face ); - scope.faces.push( face ); + if ( uvs !== undefined ) { - if ( uvs !== undefined ) { + scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); - scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + } - } + if ( uvs2 !== undefined ) { - if ( uvs2 !== undefined ) { + scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); - scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); + } } - } + var groups = geometry.groups; - var groups = geometry.groups; + if ( groups.length > 0 ) { - if ( groups.length > 0 ) { + for ( var i = 0; i < groups.length; i ++ ) { - for ( var i = 0; i < groups.length; i ++ ) { + var group = groups[ i ]; - var group = groups[ i ]; + var start = group.start; + var count = group.count; - var start = group.start; - var count = group.count; + for ( var j = start, jl = start + count; j < jl; j += 3 ) { - for ( var j = start, jl = start + count; j < jl; j += 3 ) { + if ( indices !== undefined ) { - if ( indices !== undefined ) { + addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); - addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); + } else { - } else { + addFace( j, j + 1, j + 2, group.materialIndex ); - addFace( j, j + 1, j + 2, group.materialIndex ); + } } } - } + } else { - } else { + if ( indices !== undefined ) { - if ( indices !== undefined ) { + for ( var i = 0; i < indices.length; i += 3 ) { - for ( var i = 0; i < indices.length; i += 3 ) { + addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); - addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + } - } + } else { - } else { + for ( var i = 0; i < positions.length / 3; i += 3 ) { - for ( var i = 0; i < positions.length / 3; i += 3 ) { + addFace( i, i + 1, i + 2 ); - addFace( i, i + 1, i + 2 ); + } } } - } + this.computeFaceNormals(); - this.computeFaceNormals(); + if ( geometry.boundingBox !== null ) { - if ( geometry.boundingBox !== null ) { + this.boundingBox = geometry.boundingBox.clone(); - this.boundingBox = geometry.boundingBox.clone(); + } - } + if ( geometry.boundingSphere !== null ) { - if ( geometry.boundingSphere !== null ) { + this.boundingSphere = geometry.boundingSphere.clone(); - this.boundingSphere = geometry.boundingSphere.clone(); + } - } + return this; - return this; + }, - }, + center: function () { - center: function () { + this.computeBoundingBox(); - this.computeBoundingBox(); + var offset = this.boundingBox.getCenter().negate(); - var offset = this.boundingBox.getCenter().negate(); + this.translate( offset.x, offset.y, offset.z ); - this.translate( offset.x, offset.y, offset.z ); + return offset; - return offset; + }, - }, + normalize: function () { - normalize: function () { + this.computeBoundingSphere(); - this.computeBoundingSphere(); + var center = this.boundingSphere.center; + var radius = this.boundingSphere.radius; - var center = this.boundingSphere.center; - var radius = this.boundingSphere.radius; + var s = radius === 0 ? 1 : 1.0 / radius; - var s = radius === 0 ? 1 : 1.0 / radius; + var matrix = new Matrix4(); + matrix.set( + s, 0, 0, - s * center.x, + 0, s, 0, - s * center.y, + 0, 0, s, - s * center.z, + 0, 0, 0, 1 + ); - var matrix = new Matrix4(); - matrix.set( - s, 0, 0, - s * center.x, - 0, s, 0, - s * center.y, - 0, 0, s, - s * center.z, - 0, 0, 0, 1 - ); + this.applyMatrix( matrix ); - this.applyMatrix( matrix ); + return this; - return this; + }, - }, + computeFaceNormals: function () { - computeFaceNormals: function () { + var cb = new Vector3(), ab = new Vector3(); - var cb = new Vector3(), ab = new Vector3(); + for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { - for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + var face = this.faces[ f ]; - var face = this.faces[ f ]; + var vA = this.vertices[ face.a ]; + var vB = this.vertices[ face.b ]; + var vC = this.vertices[ face.c ]; - var vA = this.vertices[ face.a ]; - var vB = this.vertices[ face.b ]; - var vC = this.vertices[ face.c ]; + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); - cb.subVectors( vC, vB ); - ab.subVectors( vA, vB ); - cb.cross( ab ); + cb.normalize(); - cb.normalize(); + face.normal.copy( cb ); - face.normal.copy( cb ); + } - } + }, - }, + computeVertexNormals: function ( areaWeighted ) { - computeVertexNormals: function ( areaWeighted ) { + if ( areaWeighted === undefined ) areaWeighted = true; - if ( areaWeighted === undefined ) areaWeighted = true; + var v, vl, f, fl, face, vertices; - var v, vl, f, fl, face, vertices; + vertices = new Array( this.vertices.length ); - vertices = new Array( this.vertices.length ); + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + vertices[ v ] = new Vector3(); - vertices[ v ] = new Vector3(); + } - } + if ( areaWeighted ) { - if ( areaWeighted ) { + // vertex normals weighted by triangle areas + // http://www.iquilezles.org/www/articles/normals/normals.htm - // vertex normals weighted by triangle areas - // http://www.iquilezles.org/www/articles/normals/normals.htm + var vA, vB, vC; + var cb = new Vector3(), ab = new Vector3(); - var vA, vB, vC; - var cb = new Vector3(), ab = new Vector3(); + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + face = this.faces[ f ]; - face = this.faces[ f ]; + vA = this.vertices[ face.a ]; + vB = this.vertices[ face.b ]; + vC = this.vertices[ face.c ]; - vA = this.vertices[ face.a ]; - vB = this.vertices[ face.b ]; - vC = this.vertices[ face.c ]; + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); - cb.subVectors( vC, vB ); - ab.subVectors( vA, vB ); - cb.cross( ab ); + vertices[ face.a ].add( cb ); + vertices[ face.b ].add( cb ); + vertices[ face.c ].add( cb ); - vertices[ face.a ].add( cb ); - vertices[ face.b ].add( cb ); - vertices[ face.c ].add( cb ); + } - } + } else { - } else { + this.computeFaceNormals(); - this.computeFaceNormals(); + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + face = this.faces[ f ]; - face = this.faces[ f ]; + vertices[ face.a ].add( face.normal ); + vertices[ face.b ].add( face.normal ); + vertices[ face.c ].add( face.normal ); - vertices[ face.a ].add( face.normal ); - vertices[ face.b ].add( face.normal ); - vertices[ face.c ].add( face.normal ); + } } - } + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + vertices[ v ].normalize(); - vertices[ v ].normalize(); + } - } + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + face = this.faces[ f ]; - face = this.faces[ f ]; + var vertexNormals = face.vertexNormals; - var vertexNormals = face.vertexNormals; + if ( vertexNormals.length === 3 ) { - if ( vertexNormals.length === 3 ) { + vertexNormals[ 0 ].copy( vertices[ face.a ] ); + vertexNormals[ 1 ].copy( vertices[ face.b ] ); + vertexNormals[ 2 ].copy( vertices[ face.c ] ); - vertexNormals[ 0 ].copy( vertices[ face.a ] ); - vertexNormals[ 1 ].copy( vertices[ face.b ] ); - vertexNormals[ 2 ].copy( vertices[ face.c ] ); + } else { - } else { + vertexNormals[ 0 ] = vertices[ face.a ].clone(); + vertexNormals[ 1 ] = vertices[ face.b ].clone(); + vertexNormals[ 2 ] = vertices[ face.c ].clone(); - vertexNormals[ 0 ] = vertices[ face.a ].clone(); - vertexNormals[ 1 ] = vertices[ face.b ].clone(); - vertexNormals[ 2 ] = vertices[ face.c ].clone(); + } } - } + if ( this.faces.length > 0 ) { - if ( this.faces.length > 0 ) { + this.normalsNeedUpdate = true; - this.normalsNeedUpdate = true; + } - } + }, - }, + computeFlatVertexNormals: function () { - computeFlatVertexNormals: function () { + var f, fl, face; - var f, fl, face; + this.computeFaceNormals(); - this.computeFaceNormals(); + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + face = this.faces[ f ]; - face = this.faces[ f ]; + var vertexNormals = face.vertexNormals; - var vertexNormals = face.vertexNormals; + if ( vertexNormals.length === 3 ) { - if ( vertexNormals.length === 3 ) { + vertexNormals[ 0 ].copy( face.normal ); + vertexNormals[ 1 ].copy( face.normal ); + vertexNormals[ 2 ].copy( face.normal ); - vertexNormals[ 0 ].copy( face.normal ); - vertexNormals[ 1 ].copy( face.normal ); - vertexNormals[ 2 ].copy( face.normal ); + } else { - } else { + vertexNormals[ 0 ] = face.normal.clone(); + vertexNormals[ 1 ] = face.normal.clone(); + vertexNormals[ 2 ] = face.normal.clone(); - vertexNormals[ 0 ] = face.normal.clone(); - vertexNormals[ 1 ] = face.normal.clone(); - vertexNormals[ 2 ] = face.normal.clone(); + } } - } + if ( this.faces.length > 0 ) { - if ( this.faces.length > 0 ) { + this.normalsNeedUpdate = true; - this.normalsNeedUpdate = true; + } - } + }, - }, + computeMorphNormals: function () { - computeMorphNormals: function () { + var i, il, f, fl, face; - var i, il, f, fl, face; + // save original normals + // - create temp variables on first access + // otherwise just copy (for faster repeated calls) - // save original normals - // - create temp variables on first access - // otherwise just copy (for faster repeated calls) + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + face = this.faces[ f ]; - face = this.faces[ f ]; + if ( ! face.__originalFaceNormal ) { - if ( ! face.__originalFaceNormal ) { + face.__originalFaceNormal = face.normal.clone(); - face.__originalFaceNormal = face.normal.clone(); + } else { - } else { + face.__originalFaceNormal.copy( face.normal ); - face.__originalFaceNormal.copy( face.normal ); + } - } + if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; - if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { - for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + if ( ! face.__originalVertexNormals[ i ] ) { - if ( ! face.__originalVertexNormals[ i ] ) { + face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); - face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + } else { - } else { + face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); - face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + } } } - } + // use temp geometry to compute face and vertex normals for each morph - // use temp geometry to compute face and vertex normals for each morph + var tmpGeo = new Geometry(); + tmpGeo.faces = this.faces; - var tmpGeo = new Geometry(); - tmpGeo.faces = this.faces; + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { - for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + // create on first access - // create on first access + if ( ! this.morphNormals[ i ] ) { - if ( ! this.morphNormals[ i ] ) { + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; - this.morphNormals[ i ] = {}; - this.morphNormals[ i ].faceNormals = []; - this.morphNormals[ i ].vertexNormals = []; + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; - var dstNormalsFace = this.morphNormals[ i ].faceNormals; - var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + var faceNormal, vertexNormals; - var faceNormal, vertexNormals; + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + faceNormal = new Vector3(); + vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; - faceNormal = new Vector3(); - vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); - dstNormalsFace.push( faceNormal ); - dstNormalsVertex.push( vertexNormals ); + } } - } + var morphNormals = this.morphNormals[ i ]; - var morphNormals = this.morphNormals[ i ]; + // set vertices to morph target - // set vertices to morph target + tmpGeo.vertices = this.morphTargets[ i ].vertices; - tmpGeo.vertices = this.morphTargets[ i ].vertices; + // compute morph normals - // compute morph normals + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); - tmpGeo.computeFaceNormals(); - tmpGeo.computeVertexNormals(); + // store morph normals - // store morph normals + var faceNormal, vertexNormals; - var faceNormal, vertexNormals; + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + face = this.faces[ f ]; - face = this.faces[ f ]; + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; - faceNormal = morphNormals.faceNormals[ f ]; - vertexNormals = morphNormals.vertexNormals[ f ]; + faceNormal.copy( face.normal ); - faceNormal.copy( face.normal ); + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); - vertexNormals.a.copy( face.vertexNormals[ 0 ] ); - vertexNormals.b.copy( face.vertexNormals[ 1 ] ); - vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + } } - } + // restore original normals - // restore original normals + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + face = this.faces[ f ]; - face = this.faces[ f ]; + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; - face.normal = face.__originalFaceNormal; - face.vertexNormals = face.__originalVertexNormals; + } - } + }, + + computeLineDistances: function () { - }, + var d = 0; + var vertices = this.vertices; - computeLineDistances: function () { + for ( var i = 0, il = vertices.length; i < il; i ++ ) { - var d = 0; - var vertices = this.vertices; + if ( i > 0 ) { - for ( var i = 0, il = vertices.length; i < il; i ++ ) { + d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); - if ( i > 0 ) { + } - d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); + this.lineDistances[ i ] = d; } - this.lineDistances[ i ] = d; + }, - } + computeBoundingBox: function () { - }, + if ( this.boundingBox === null ) { - computeBoundingBox: function () { + this.boundingBox = new Box3(); - if ( this.boundingBox === null ) { + } - this.boundingBox = new Box3(); + this.boundingBox.setFromPoints( this.vertices ); - } + }, - this.boundingBox.setFromPoints( this.vertices ); + computeBoundingSphere: function () { - }, + if ( this.boundingSphere === null ) { - computeBoundingSphere: function () { + this.boundingSphere = new Sphere(); - if ( this.boundingSphere === null ) { + } - this.boundingSphere = new Sphere(); + this.boundingSphere.setFromPoints( this.vertices ); - } + }, - this.boundingSphere.setFromPoints( this.vertices ); + merge: function ( geometry, matrix, materialIndexOffset ) { - }, + if ( ( geometry && geometry.isGeometry ) === false ) { - merge: function ( geometry, matrix, materialIndexOffset ) { + console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); + return; - if ( ( geometry && geometry.isGeometry ) === false ) { + } - console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); - return; + var normalMatrix, + vertexOffset = this.vertices.length, + vertices1 = this.vertices, + vertices2 = geometry.vertices, + faces1 = this.faces, + faces2 = geometry.faces, + uvs1 = this.faceVertexUvs[ 0 ], + uvs2 = geometry.faceVertexUvs[ 0 ], + colors1 = this.colors, + colors2 = geometry.colors; - } + if ( materialIndexOffset === undefined ) materialIndexOffset = 0; - var normalMatrix, - vertexOffset = this.vertices.length, - vertices1 = this.vertices, - vertices2 = geometry.vertices, - faces1 = this.faces, - faces2 = geometry.faces, - uvs1 = this.faceVertexUvs[ 0 ], - uvs2 = geometry.faceVertexUvs[ 0 ], - colors1 = this.colors, - colors2 = geometry.colors; + if ( matrix !== undefined ) { - if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + normalMatrix = new Matrix3().getNormalMatrix( matrix ); - if ( matrix !== undefined ) { + } - normalMatrix = new Matrix3().getNormalMatrix( matrix ); + // vertices - } + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { - // vertices + var vertex = vertices2[ i ]; - for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + var vertexCopy = vertex.clone(); - var vertex = vertices2[ i ]; + if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); - var vertexCopy = vertex.clone(); + vertices1.push( vertexCopy ); - if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + } - vertices1.push( vertexCopy ); + // colors - } + for ( var i = 0, il = colors2.length; i < il; i ++ ) { - // colors + colors1.push( colors2[ i ].clone() ); - for ( var i = 0, il = colors2.length; i < il; i ++ ) { + } - colors1.push( colors2[ i ].clone() ); + // faces - } + for ( i = 0, il = faces2.length; i < il; i ++ ) { - // faces + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; - for ( i = 0, il = faces2.length; i < il; i ++ ) { + faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + faceCopy.normal.copy( face.normal ); - var face = faces2[ i ], faceCopy, normal, color, - faceVertexNormals = face.vertexNormals, - faceVertexColors = face.vertexColors; + if ( normalMatrix !== undefined ) { - faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); - faceCopy.normal.copy( face.normal ); + faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); - if ( normalMatrix !== undefined ) { + } - faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { - } + normal = faceVertexNormals[ j ].clone(); - for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + if ( normalMatrix !== undefined ) { - normal = faceVertexNormals[ j ].clone(); + normal.applyMatrix3( normalMatrix ).normalize(); - if ( normalMatrix !== undefined ) { + } - normal.applyMatrix3( normalMatrix ).normalize(); + faceCopy.vertexNormals.push( normal ); } - faceCopy.vertexNormals.push( normal ); + faceCopy.color.copy( face.color ); - } + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); - faceCopy.color.copy( face.color ); + } - for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + faceCopy.materialIndex = face.materialIndex + materialIndexOffset; - color = faceVertexColors[ j ]; - faceCopy.vertexColors.push( color.clone() ); + faces1.push( faceCopy ); } - faceCopy.materialIndex = face.materialIndex + materialIndexOffset; - - faces1.push( faceCopy ); + // uvs - } + for ( i = 0, il = uvs2.length; i < il; i ++ ) { - // uvs + var uv = uvs2[ i ], uvCopy = []; - for ( i = 0, il = uvs2.length; i < il; i ++ ) { + if ( uv === undefined ) { - var uv = uvs2[ i ], uvCopy = []; + continue; - if ( uv === undefined ) { + } - continue; + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { - } + uvCopy.push( uv[ j ].clone() ); - for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + } - uvCopy.push( uv[ j ].clone() ); + uvs1.push( uvCopy ); } - uvs1.push( uvCopy ); - - } + }, - }, + mergeMesh: function ( mesh ) { - mergeMesh: function ( mesh ) { + if ( ( mesh && mesh.isMesh ) === false ) { - if ( ( mesh && mesh.isMesh ) === false ) { + console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); + return; - console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); - return; + } - } + mesh.matrixAutoUpdate && mesh.updateMatrix(); - mesh.matrixAutoUpdate && mesh.updateMatrix(); + this.merge( mesh.geometry, mesh.matrix ); - this.merge( mesh.geometry, mesh.matrix ); + }, - }, + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ - /* - * Checks for duplicate vertices with hashmap. - * Duplicated vertices are removed - * and faces' vertices are updated. - */ + mergeVertices: function () { - mergeVertices: function () { + var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) + var unique = [], changes = []; - var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) - var unique = [], changes = []; + var v, key; + var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i, il, face; + var indices, j, jl; - var v, key; - var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 - var precision = Math.pow( 10, precisionPoints ); - var i, il, face; - var indices, j, jl; + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { - for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + v = this.vertices[ i ]; + key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); - v = this.vertices[ i ]; - key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + if ( verticesMap[ key ] === undefined ) { - if ( verticesMap[ key ] === undefined ) { + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; - verticesMap[ key ] = i; - unique.push( this.vertices[ i ] ); - changes[ i ] = unique.length - 1; + } else { - } else { + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; - //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); - changes[ i ] = changes[ verticesMap[ key ] ]; + } } - } + // if faces are completely degenerate after merging vertices, we + // have to remove them from the geometry. + var faceIndicesToRemove = []; - // if faces are completely degenerate after merging vertices, we - // have to remove them from the geometry. - var faceIndicesToRemove = []; + for ( i = 0, il = this.faces.length; i < il; i ++ ) { - for ( i = 0, il = this.faces.length; i < il; i ++ ) { + face = this.faces[ i ]; - face = this.faces[ i ]; + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; - face.a = changes[ face.a ]; - face.b = changes[ face.b ]; - face.c = changes[ face.c ]; + indices = [ face.a, face.b, face.c ]; - indices = [ face.a, face.b, face.c ]; + // if any duplicate vertices are found in a Face3 + // we have to remove the face as nothing can be saved + for ( var n = 0; n < 3; n ++ ) { - // if any duplicate vertices are found in a Face3 - // we have to remove the face as nothing can be saved - for ( var n = 0; n < 3; n ++ ) { + if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { - if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { + faceIndicesToRemove.push( i ); + break; - faceIndicesToRemove.push( i ); - break; + } } } - } + for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { - for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { + var idx = faceIndicesToRemove[ i ]; - var idx = faceIndicesToRemove[ i ]; + this.faces.splice( idx, 1 ); - this.faces.splice( idx, 1 ); + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { - for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + this.faceVertexUvs[ j ].splice( idx, 1 ); - this.faceVertexUvs[ j ].splice( idx, 1 ); + } } - } + // Use unique set of vertices + + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; - // Use unique set of vertices + }, - var diff = this.vertices.length - unique.length; - this.vertices = unique; - return diff; + sortFacesByMaterialIndex: function () { - }, + var faces = this.faces; + var length = faces.length; - sortFacesByMaterialIndex: function () { + // tag faces - var faces = this.faces; - var length = faces.length; + for ( var i = 0; i < length; i ++ ) { - // tag faces + faces[ i ]._id = i; - for ( var i = 0; i < length; i ++ ) { + } - faces[ i ]._id = i; + // sort faces - } + function materialIndexSort( a, b ) { - // sort faces + return a.materialIndex - b.materialIndex; - function materialIndexSort( a, b ) { + } - return a.materialIndex - b.materialIndex; + faces.sort( materialIndexSort ); - } + // sort uvs - faces.sort( materialIndexSort ); + var uvs1 = this.faceVertexUvs[ 0 ]; + var uvs2 = this.faceVertexUvs[ 1 ]; - // sort uvs + var newUvs1, newUvs2; - var uvs1 = this.faceVertexUvs[ 0 ]; - var uvs2 = this.faceVertexUvs[ 1 ]; + if ( uvs1 && uvs1.length === length ) newUvs1 = []; + if ( uvs2 && uvs2.length === length ) newUvs2 = []; - var newUvs1, newUvs2; + for ( var i = 0; i < length; i ++ ) { - if ( uvs1 && uvs1.length === length ) newUvs1 = []; - if ( uvs2 && uvs2.length === length ) newUvs2 = []; + var id = faces[ i ]._id; - for ( var i = 0; i < length; i ++ ) { + if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); + if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); - var id = faces[ i ]._id; + } - if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); - if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; + if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; - } + }, - if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; - if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + toJSON: function () { - }, + var data = { + metadata: { + version: 4.5, + type: 'Geometry', + generator: 'Geometry.toJSON' + } + }; - toJSON: function () { + // standard Geometry serialization - var data = { - metadata: { - version: 4.5, - type: 'Geometry', - generator: 'Geometry.toJSON' - } - }; + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; - // standard Geometry serialization + if ( this.parameters !== undefined ) { - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + var parameters = this.parameters; - if ( this.parameters !== undefined ) { + for ( var key in parameters ) { - var parameters = this.parameters; + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - for ( var key in parameters ) { + } - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + return data; } - return data; - - } + var vertices = []; - var vertices = []; + for ( var i = 0; i < this.vertices.length; i ++ ) { - for ( var i = 0; i < this.vertices.length; i ++ ) { + var vertex = this.vertices[ i ]; + vertices.push( vertex.x, vertex.y, vertex.z ); - var vertex = this.vertices[ i ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + } - } + var faces = []; + var normals = []; + var normalsHash = {}; + var colors = []; + var colorsHash = {}; + var uvs = []; + var uvsHash = {}; - var faces = []; - var normals = []; - var normalsHash = {}; - var colors = []; - var colorsHash = {}; - var uvs = []; - var uvsHash = {}; + for ( var i = 0; i < this.faces.length; i ++ ) { - for ( var i = 0; i < this.faces.length; i ++ ) { + var face = this.faces[ i ]; - var face = this.faces[ i ]; + var hasMaterial = true; + var hasFaceUv = false; // deprecated + var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; + var hasFaceNormal = face.normal.length() > 0; + var hasFaceVertexNormal = face.vertexNormals.length > 0; + var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; + var hasFaceVertexColor = face.vertexColors.length > 0; - var hasMaterial = true; - var hasFaceUv = false; // deprecated - var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; - var hasFaceNormal = face.normal.length() > 0; - var hasFaceVertexNormal = face.vertexNormals.length > 0; - var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; - var hasFaceVertexColor = face.vertexColors.length > 0; + var faceType = 0; - var faceType = 0; + faceType = setBit( faceType, 0, 0 ); // isQuad + faceType = setBit( faceType, 1, hasMaterial ); + faceType = setBit( faceType, 2, hasFaceUv ); + faceType = setBit( faceType, 3, hasFaceVertexUv ); + faceType = setBit( faceType, 4, hasFaceNormal ); + faceType = setBit( faceType, 5, hasFaceVertexNormal ); + faceType = setBit( faceType, 6, hasFaceColor ); + faceType = setBit( faceType, 7, hasFaceVertexColor ); - faceType = setBit( faceType, 0, 0 ); // isQuad - faceType = setBit( faceType, 1, hasMaterial ); - faceType = setBit( faceType, 2, hasFaceUv ); - faceType = setBit( faceType, 3, hasFaceVertexUv ); - faceType = setBit( faceType, 4, hasFaceNormal ); - faceType = setBit( faceType, 5, hasFaceVertexNormal ); - faceType = setBit( faceType, 6, hasFaceColor ); - faceType = setBit( faceType, 7, hasFaceVertexColor ); + faces.push( faceType ); + faces.push( face.a, face.b, face.c ); + faces.push( face.materialIndex ); - faces.push( faceType ); - faces.push( face.a, face.b, face.c ); - faces.push( face.materialIndex ); + if ( hasFaceVertexUv ) { - if ( hasFaceVertexUv ) { + var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; - var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + faces.push( + getUvIndex( faceVertexUvs[ 0 ] ), + getUvIndex( faceVertexUvs[ 1 ] ), + getUvIndex( faceVertexUvs[ 2 ] ) + ); - faces.push( - getUvIndex( faceVertexUvs[ 0 ] ), - getUvIndex( faceVertexUvs[ 1 ] ), - getUvIndex( faceVertexUvs[ 2 ] ) - ); + } - } + if ( hasFaceNormal ) { - if ( hasFaceNormal ) { + faces.push( getNormalIndex( face.normal ) ); - faces.push( getNormalIndex( face.normal ) ); + } - } + if ( hasFaceVertexNormal ) { - if ( hasFaceVertexNormal ) { + var vertexNormals = face.vertexNormals; - var vertexNormals = face.vertexNormals; + faces.push( + getNormalIndex( vertexNormals[ 0 ] ), + getNormalIndex( vertexNormals[ 1 ] ), + getNormalIndex( vertexNormals[ 2 ] ) + ); - faces.push( - getNormalIndex( vertexNormals[ 0 ] ), - getNormalIndex( vertexNormals[ 1 ] ), - getNormalIndex( vertexNormals[ 2 ] ) - ); + } - } + if ( hasFaceColor ) { - if ( hasFaceColor ) { + faces.push( getColorIndex( face.color ) ); - faces.push( getColorIndex( face.color ) ); + } - } + if ( hasFaceVertexColor ) { - if ( hasFaceVertexColor ) { + var vertexColors = face.vertexColors; - var vertexColors = face.vertexColors; + faces.push( + getColorIndex( vertexColors[ 0 ] ), + getColorIndex( vertexColors[ 1 ] ), + getColorIndex( vertexColors[ 2 ] ) + ); - faces.push( - getColorIndex( vertexColors[ 0 ] ), - getColorIndex( vertexColors[ 1 ] ), - getColorIndex( vertexColors[ 2 ] ) - ); + } } - } + function setBit( value, position, enabled ) { + + return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); - function setBit( value, position, enabled ) { + } - return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); + function getNormalIndex( normal ) { - } + var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); - function getNormalIndex( normal ) { + if ( normalsHash[ hash ] !== undefined ) { - var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + return normalsHash[ hash ]; - if ( normalsHash[ hash ] !== undefined ) { + } + + normalsHash[ hash ] = normals.length / 3; + normals.push( normal.x, normal.y, normal.z ); return normalsHash[ hash ]; } - normalsHash[ hash ] = normals.length / 3; - normals.push( normal.x, normal.y, normal.z ); + function getColorIndex( color ) { - return normalsHash[ hash ]; + var hash = color.r.toString() + color.g.toString() + color.b.toString(); - } + if ( colorsHash[ hash ] !== undefined ) { - function getColorIndex( color ) { + return colorsHash[ hash ]; - var hash = color.r.toString() + color.g.toString() + color.b.toString(); + } - if ( colorsHash[ hash ] !== undefined ) { + colorsHash[ hash ] = colors.length; + colors.push( color.getHex() ); return colorsHash[ hash ]; } - colorsHash[ hash ] = colors.length; - colors.push( color.getHex() ); + function getUvIndex( uv ) { - return colorsHash[ hash ]; + var hash = uv.x.toString() + uv.y.toString(); - } + if ( uvsHash[ hash ] !== undefined ) { - function getUvIndex( uv ) { + return uvsHash[ hash ]; - var hash = uv.x.toString() + uv.y.toString(); + } - if ( uvsHash[ hash ] !== undefined ) { + uvsHash[ hash ] = uvs.length / 2; + uvs.push( uv.x, uv.y ); return uvsHash[ hash ]; } - uvsHash[ hash ] = uvs.length / 2; - uvs.push( uv.x, uv.y ); - - return uvsHash[ hash ]; + data.data = {}; - } + data.data.vertices = vertices; + data.data.normals = normals; + if ( colors.length > 0 ) data.data.colors = colors; + if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility + data.data.faces = faces; - data.data = {}; + return data; - data.data.vertices = vertices; - data.data.normals = normals; - if ( colors.length > 0 ) data.data.colors = colors; - if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility - data.data.faces = faces; + }, - return data; + clone: function () { - }, + /* + // Handle primitives - clone: function () { + var parameters = this.parameters; - /* - // Handle primitives + if ( parameters !== undefined ) { - var parameters = this.parameters; + var values = []; - if ( parameters !== undefined ) { + for ( var key in parameters ) { - var values = []; + values.push( parameters[ key ] ); - for ( var key in parameters ) { + } - values.push( parameters[ key ] ); + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; - } + } - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; + return new this.constructor().copy( this ); + */ - } + return new Geometry().copy( this ); - return new this.constructor().copy( this ); - */ + }, - return new Geometry().copy( this ); + copy: function ( source ) { - }, + var i, il, j, jl, k, kl; - copy: function ( source ) { + // reset - var i, il, j, jl, k, kl; + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; + this.morphTargets = []; + this.morphNormals = []; + this.skinWeights = []; + this.skinIndices = []; + this.lineDistances = []; + this.boundingBox = null; + this.boundingSphere = null; - // reset + // name - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; - this.morphTargets = []; - this.morphNormals = []; - this.skinWeights = []; - this.skinIndices = []; - this.lineDistances = []; - this.boundingBox = null; - this.boundingSphere = null; + this.name = source.name; - // name + // vertices - this.name = source.name; + var vertices = source.vertices; - // vertices + for ( i = 0, il = vertices.length; i < il; i ++ ) { - var vertices = source.vertices; + this.vertices.push( vertices[ i ].clone() ); - for ( i = 0, il = vertices.length; i < il; i ++ ) { + } - this.vertices.push( vertices[ i ].clone() ); + // colors - } + var colors = source.colors; - // colors + for ( i = 0, il = colors.length; i < il; i ++ ) { - var colors = source.colors; + this.colors.push( colors[ i ].clone() ); - for ( i = 0, il = colors.length; i < il; i ++ ) { + } - this.colors.push( colors[ i ].clone() ); + // faces - } + var faces = source.faces; - // faces + for ( i = 0, il = faces.length; i < il; i ++ ) { - var faces = source.faces; + this.faces.push( faces[ i ].clone() ); - for ( i = 0, il = faces.length; i < il; i ++ ) { + } - this.faces.push( faces[ i ].clone() ); + // face vertex uvs - } + for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { - // face vertex uvs + var faceVertexUvs = source.faceVertexUvs[ i ]; - for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { + if ( this.faceVertexUvs[ i ] === undefined ) { - var faceVertexUvs = source.faceVertexUvs[ i ]; + this.faceVertexUvs[ i ] = []; - if ( this.faceVertexUvs[ i ] === undefined ) { + } - this.faceVertexUvs[ i ] = []; + for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { - } + var uvs = faceVertexUvs[ j ], uvsCopy = []; - for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { + for ( k = 0, kl = uvs.length; k < kl; k ++ ) { - var uvs = faceVertexUvs[ j ], uvsCopy = []; + var uv = uvs[ k ]; - for ( k = 0, kl = uvs.length; k < kl; k ++ ) { + uvsCopy.push( uv.clone() ); - var uv = uvs[ k ]; + } - uvsCopy.push( uv.clone() ); + this.faceVertexUvs[ i ].push( uvsCopy ); } - this.faceVertexUvs[ i ].push( uvsCopy ); - } - } + // morph targets - // morph targets + var morphTargets = source.morphTargets; - var morphTargets = source.morphTargets; + for ( i = 0, il = morphTargets.length; i < il; i ++ ) { - for ( i = 0, il = morphTargets.length; i < il; i ++ ) { + var morphTarget = {}; + morphTarget.name = morphTargets[ i ].name; - var morphTarget = {}; - morphTarget.name = morphTargets[ i ].name; + // vertices - // vertices + if ( morphTargets[ i ].vertices !== undefined ) { - if ( morphTargets[ i ].vertices !== undefined ) { + morphTarget.vertices = []; - morphTarget.vertices = []; + for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { - for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { + morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); - morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); + } } - } + // normals - // normals + if ( morphTargets[ i ].normals !== undefined ) { - if ( morphTargets[ i ].normals !== undefined ) { + morphTarget.normals = []; - morphTarget.normals = []; + for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { - for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { + morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); - morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); + } } - } + this.morphTargets.push( morphTarget ); - this.morphTargets.push( morphTarget ); + } - } + // morph normals - // morph normals + var morphNormals = source.morphNormals; - var morphNormals = source.morphNormals; + for ( i = 0, il = morphNormals.length; i < il; i ++ ) { - for ( i = 0, il = morphNormals.length; i < il; i ++ ) { + var morphNormal = {}; - var morphNormal = {}; + // vertex normals - // vertex normals + if ( morphNormals[ i ].vertexNormals !== undefined ) { - if ( morphNormals[ i ].vertexNormals !== undefined ) { + morphNormal.vertexNormals = []; - morphNormal.vertexNormals = []; + for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { - for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { + var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; + var destVertexNormal = {}; - var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; - var destVertexNormal = {}; + destVertexNormal.a = srcVertexNormal.a.clone(); + destVertexNormal.b = srcVertexNormal.b.clone(); + destVertexNormal.c = srcVertexNormal.c.clone(); - destVertexNormal.a = srcVertexNormal.a.clone(); - destVertexNormal.b = srcVertexNormal.b.clone(); - destVertexNormal.c = srcVertexNormal.c.clone(); + morphNormal.vertexNormals.push( destVertexNormal ); - morphNormal.vertexNormals.push( destVertexNormal ); + } } - } + // face normals - // face normals + if ( morphNormals[ i ].faceNormals !== undefined ) { - if ( morphNormals[ i ].faceNormals !== undefined ) { + morphNormal.faceNormals = []; - morphNormal.faceNormals = []; + for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { - for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { + morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); - morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); + } } - } + this.morphNormals.push( morphNormal ); - this.morphNormals.push( morphNormal ); + } - } + // skin weights - // skin weights + var skinWeights = source.skinWeights; - var skinWeights = source.skinWeights; + for ( i = 0, il = skinWeights.length; i < il; i ++ ) { - for ( i = 0, il = skinWeights.length; i < il; i ++ ) { + this.skinWeights.push( skinWeights[ i ].clone() ); - this.skinWeights.push( skinWeights[ i ].clone() ); + } - } + // skin indices - // skin indices + var skinIndices = source.skinIndices; - var skinIndices = source.skinIndices; + for ( i = 0, il = skinIndices.length; i < il; i ++ ) { - for ( i = 0, il = skinIndices.length; i < il; i ++ ) { + this.skinIndices.push( skinIndices[ i ].clone() ); - this.skinIndices.push( skinIndices[ i ].clone() ); + } - } + // line distances - // line distances + var lineDistances = source.lineDistances; - var lineDistances = source.lineDistances; + for ( i = 0, il = lineDistances.length; i < il; i ++ ) { - for ( i = 0, il = lineDistances.length; i < il; i ++ ) { + this.lineDistances.push( lineDistances[ i ] ); - this.lineDistances.push( lineDistances[ i ] ); + } - } + // bounding box - // bounding box + var boundingBox = source.boundingBox; - var boundingBox = source.boundingBox; + if ( boundingBox !== null ) { - if ( boundingBox !== null ) { + this.boundingBox = boundingBox.clone(); - this.boundingBox = boundingBox.clone(); + } - } + // bounding sphere - // bounding sphere + var boundingSphere = source.boundingSphere; - var boundingSphere = source.boundingSphere; + if ( boundingSphere !== null ) { - if ( boundingSphere !== null ) { + this.boundingSphere = boundingSphere.clone(); - this.boundingSphere = boundingSphere.clone(); + } - } + // update flags - // update flags + this.elementsNeedUpdate = source.elementsNeedUpdate; + this.verticesNeedUpdate = source.verticesNeedUpdate; + this.uvsNeedUpdate = source.uvsNeedUpdate; + this.normalsNeedUpdate = source.normalsNeedUpdate; + this.colorsNeedUpdate = source.colorsNeedUpdate; + this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; + this.groupsNeedUpdate = source.groupsNeedUpdate; - this.elementsNeedUpdate = source.elementsNeedUpdate; - this.verticesNeedUpdate = source.verticesNeedUpdate; - this.uvsNeedUpdate = source.uvsNeedUpdate; - this.normalsNeedUpdate = source.normalsNeedUpdate; - this.colorsNeedUpdate = source.colorsNeedUpdate; - this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; - this.groupsNeedUpdate = source.groupsNeedUpdate; + return this; - return this; + }, - }, + dispose: function () { - dispose: function () { + this.dispatchEvent( { type: 'dispose' } ); - this.dispatchEvent( { type: 'dispose' } ); + } - } + } ); -} ); + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + function BufferGeometry() { -function BufferGeometry() { + Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); - Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); + this.uuid = _Math.generateUUID(); - this.uuid = _Math.generateUUID(); + this.name = ''; + this.type = 'BufferGeometry'; - this.name = ''; - this.type = 'BufferGeometry'; + this.index = null; + this.attributes = {}; - this.index = null; - this.attributes = {}; + this.morphAttributes = {}; - this.morphAttributes = {}; + this.groups = []; - this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; - this.boundingBox = null; - this.boundingSphere = null; + this.drawRange = { start: 0, count: Infinity }; - this.drawRange = { start: 0, count: Infinity }; + } -} + BufferGeometry.MaxIndex = 65535; -BufferGeometry.MaxIndex = 65535; + Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, { -Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, { + isBufferGeometry: true, - isBufferGeometry: true, + getIndex: function () { - getIndex: function () { + return this.index; - return this.index; + }, - }, + setIndex: function ( index ) { - setIndex: function ( index ) { + if ( Array.isArray( index ) ) { - if ( Array.isArray( index ) ) { + this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); - this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + } else { - } else { + this.index = index; - this.index = index; + } - } + }, - }, + addAttribute: function ( name, attribute ) { - addAttribute: function ( name, attribute ) { + if ( ( attribute && attribute.isBufferAttribute ) === false && ( attribute && attribute.isInterleavedBufferAttribute ) === false ) { - if ( ( attribute && attribute.isBufferAttribute ) === false && ( attribute && attribute.isInterleavedBufferAttribute ) === false ) { + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); - console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); - this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); + return; - return; + } - } + if ( name === 'index' ) { - if ( name === 'index' ) { + console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); + this.setIndex( attribute ); - console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); - this.setIndex( attribute ); + return; - return; + } - } + this.attributes[ name ] = attribute; - this.attributes[ name ] = attribute; + return this; - return this; + }, - }, + getAttribute: function ( name ) { - getAttribute: function ( name ) { + return this.attributes[ name ]; - return this.attributes[ name ]; + }, - }, + removeAttribute: function ( name ) { - removeAttribute: function ( name ) { + delete this.attributes[ name ]; - delete this.attributes[ name ]; + return this; - return this; + }, - }, + addGroup: function ( start, count, materialIndex ) { - addGroup: function ( start, count, materialIndex ) { + this.groups.push( { - this.groups.push( { + start: start, + count: count, + materialIndex: materialIndex !== undefined ? materialIndex : 0 - start: start, - count: count, - materialIndex: materialIndex !== undefined ? materialIndex : 0 + } ); - } ); + }, - }, + clearGroups: function () { - clearGroups: function () { + this.groups = []; - this.groups = []; + }, - }, + setDrawRange: function ( start, count ) { - setDrawRange: function ( start, count ) { + this.drawRange.start = start; + this.drawRange.count = count; - this.drawRange.start = start; - this.drawRange.count = count; + }, - }, + applyMatrix: function ( matrix ) { - applyMatrix: function ( matrix ) { + var position = this.attributes.position; - var position = this.attributes.position; + if ( position !== undefined ) { - if ( position !== undefined ) { + matrix.applyToBufferAttribute( position ); + position.needsUpdate = true; - matrix.applyToBufferAttribute( position ); - position.needsUpdate = true; + } - } + var normal = this.attributes.normal; - var normal = this.attributes.normal; + if ( normal !== undefined ) { - if ( normal !== undefined ) { + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); - var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + normalMatrix.applyToBufferAttribute( normal ); + normal.needsUpdate = true; - normalMatrix.applyToBufferAttribute( normal ); - normal.needsUpdate = true; + } - } + if ( this.boundingBox !== null ) { - if ( this.boundingBox !== null ) { + this.computeBoundingBox(); - this.computeBoundingBox(); + } - } + if ( this.boundingSphere !== null ) { - if ( this.boundingSphere !== null ) { + this.computeBoundingSphere(); - this.computeBoundingSphere(); + } - } + return this; - return this; + }, - }, + rotateX: function () { - rotateX: function () { + // rotate geometry around world x-axis - // rotate geometry around world x-axis + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function rotateX( angle ) { - return function rotateX( angle ) { + m1.makeRotationX( angle ); - m1.makeRotationX( angle ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + rotateY: function () { - rotateY: function () { + // rotate geometry around world y-axis - // rotate geometry around world y-axis + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function rotateY( angle ) { - return function rotateY( angle ) { + m1.makeRotationY( angle ); - m1.makeRotationY( angle ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + rotateZ: function () { - rotateZ: function () { + // rotate geometry around world z-axis - // rotate geometry around world z-axis + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function rotateZ( angle ) { - return function rotateZ( angle ) { + m1.makeRotationZ( angle ); - m1.makeRotationZ( angle ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + translate: function () { - translate: function () { + // translate geometry - // translate geometry + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function translate( x, y, z ) { - return function translate( x, y, z ) { + m1.makeTranslation( x, y, z ); - m1.makeTranslation( x, y, z ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + scale: function () { - scale: function () { + // scale geometry - // scale geometry + var m1 = new Matrix4(); - var m1 = new Matrix4(); + return function scale( x, y, z ) { - return function scale( x, y, z ) { + m1.makeScale( x, y, z ); - m1.makeScale( x, y, z ); + this.applyMatrix( m1 ); - this.applyMatrix( m1 ); + return this; - return this; + }; - }; + }(), - }(), + lookAt: function () { - lookAt: function () { + var obj = new Object3D(); - var obj = new Object3D(); + return function lookAt( vector ) { - return function lookAt( vector ) { + obj.lookAt( vector ); - obj.lookAt( vector ); + obj.updateMatrix(); - obj.updateMatrix(); + this.applyMatrix( obj.matrix ); - this.applyMatrix( obj.matrix ); + }; - }; + }(), - }(), + center: function () { - center: function () { + this.computeBoundingBox(); - this.computeBoundingBox(); + var offset = this.boundingBox.getCenter().negate(); - var offset = this.boundingBox.getCenter().negate(); + this.translate( offset.x, offset.y, offset.z ); - this.translate( offset.x, offset.y, offset.z ); + return offset; - return offset; + }, - }, + setFromObject: function ( object ) { - setFromObject: function ( object ) { + // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); - // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); + var geometry = object.geometry; - var geometry = object.geometry; + if ( object.isPoints || object.isLine ) { - if ( object.isPoints || object.isLine ) { + var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); + var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 ); - var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); - var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 ); + this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); + this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); - this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); - this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { - if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { + var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); - var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); + this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); - this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + } - } + if ( geometry.boundingSphere !== null ) { - if ( geometry.boundingSphere !== null ) { + this.boundingSphere = geometry.boundingSphere.clone(); - this.boundingSphere = geometry.boundingSphere.clone(); + } - } + if ( geometry.boundingBox !== null ) { - if ( geometry.boundingBox !== null ) { + this.boundingBox = geometry.boundingBox.clone(); - this.boundingBox = geometry.boundingBox.clone(); + } - } + } else if ( object.isMesh ) { - } else if ( object.isMesh ) { + if ( geometry && geometry.isGeometry ) { - if ( geometry && geometry.isGeometry ) { + this.fromGeometry( geometry ); - this.fromGeometry( geometry ); + } } - } + return this; - return this; + }, - }, + updateFromObject: function ( object ) { - updateFromObject: function ( object ) { + var geometry = object.geometry; - var geometry = object.geometry; + if ( object.isMesh ) { - if ( object.isMesh ) { + var direct = geometry.__directGeometry; - var direct = geometry.__directGeometry; + if ( geometry.elementsNeedUpdate === true ) { - if ( geometry.elementsNeedUpdate === true ) { + direct = undefined; + geometry.elementsNeedUpdate = false; - direct = undefined; - geometry.elementsNeedUpdate = false; + } - } + if ( direct === undefined ) { - if ( direct === undefined ) { + return this.fromGeometry( geometry ); - return this.fromGeometry( geometry ); + } - } + direct.verticesNeedUpdate = geometry.verticesNeedUpdate; + direct.normalsNeedUpdate = geometry.normalsNeedUpdate; + direct.colorsNeedUpdate = geometry.colorsNeedUpdate; + direct.uvsNeedUpdate = geometry.uvsNeedUpdate; + direct.groupsNeedUpdate = geometry.groupsNeedUpdate; - direct.verticesNeedUpdate = geometry.verticesNeedUpdate; - direct.normalsNeedUpdate = geometry.normalsNeedUpdate; - direct.colorsNeedUpdate = geometry.colorsNeedUpdate; - direct.uvsNeedUpdate = geometry.uvsNeedUpdate; - direct.groupsNeedUpdate = geometry.groupsNeedUpdate; + geometry.verticesNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.groupsNeedUpdate = false; - geometry.verticesNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.groupsNeedUpdate = false; + geometry = direct; - geometry = direct; + } - } + var attribute; - var attribute; + if ( geometry.verticesNeedUpdate === true ) { - if ( geometry.verticesNeedUpdate === true ) { + attribute = this.attributes.position; - attribute = this.attributes.position; + if ( attribute !== undefined ) { - if ( attribute !== undefined ) { + attribute.copyVector3sArray( geometry.vertices ); + attribute.needsUpdate = true; - attribute.copyVector3sArray( geometry.vertices ); - attribute.needsUpdate = true; + } + + geometry.verticesNeedUpdate = false; } - geometry.verticesNeedUpdate = false; + if ( geometry.normalsNeedUpdate === true ) { - } + attribute = this.attributes.normal; - if ( geometry.normalsNeedUpdate === true ) { + if ( attribute !== undefined ) { - attribute = this.attributes.normal; + attribute.copyVector3sArray( geometry.normals ); + attribute.needsUpdate = true; - if ( attribute !== undefined ) { + } - attribute.copyVector3sArray( geometry.normals ); - attribute.needsUpdate = true; + geometry.normalsNeedUpdate = false; } - geometry.normalsNeedUpdate = false; + if ( geometry.colorsNeedUpdate === true ) { - } + attribute = this.attributes.color; - if ( geometry.colorsNeedUpdate === true ) { + if ( attribute !== undefined ) { - attribute = this.attributes.color; + attribute.copyColorsArray( geometry.colors ); + attribute.needsUpdate = true; - if ( attribute !== undefined ) { + } - attribute.copyColorsArray( geometry.colors ); - attribute.needsUpdate = true; + geometry.colorsNeedUpdate = false; } - geometry.colorsNeedUpdate = false; + if ( geometry.uvsNeedUpdate ) { - } + attribute = this.attributes.uv; - if ( geometry.uvsNeedUpdate ) { + if ( attribute !== undefined ) { - attribute = this.attributes.uv; + attribute.copyVector2sArray( geometry.uvs ); + attribute.needsUpdate = true; - if ( attribute !== undefined ) { + } - attribute.copyVector2sArray( geometry.uvs ); - attribute.needsUpdate = true; + geometry.uvsNeedUpdate = false; } - geometry.uvsNeedUpdate = false; + if ( geometry.lineDistancesNeedUpdate ) { - } + attribute = this.attributes.lineDistance; - if ( geometry.lineDistancesNeedUpdate ) { + if ( attribute !== undefined ) { - attribute = this.attributes.lineDistance; + attribute.copyArray( geometry.lineDistances ); + attribute.needsUpdate = true; - if ( attribute !== undefined ) { + } - attribute.copyArray( geometry.lineDistances ); - attribute.needsUpdate = true; + geometry.lineDistancesNeedUpdate = false; } - geometry.lineDistancesNeedUpdate = false; + if ( geometry.groupsNeedUpdate ) { - } + geometry.computeGroups( object.geometry ); + this.groups = geometry.groups; - if ( geometry.groupsNeedUpdate ) { + geometry.groupsNeedUpdate = false; - geometry.computeGroups( object.geometry ); - this.groups = geometry.groups; + } - geometry.groupsNeedUpdate = false; + return this; - } + }, - return this; + fromGeometry: function ( geometry ) { - }, + geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); - fromGeometry: function ( geometry ) { + return this.fromDirectGeometry( geometry.__directGeometry ); - geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); + }, - return this.fromDirectGeometry( geometry.__directGeometry ); + fromDirectGeometry: function ( geometry ) { - }, + var positions = new Float32Array( geometry.vertices.length * 3 ); + this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); - fromDirectGeometry: function ( geometry ) { + if ( geometry.normals.length > 0 ) { - var positions = new Float32Array( geometry.vertices.length * 3 ); - this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + var normals = new Float32Array( geometry.normals.length * 3 ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); - if ( geometry.normals.length > 0 ) { + } - var normals = new Float32Array( geometry.normals.length * 3 ); - this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + if ( geometry.colors.length > 0 ) { - } + var colors = new Float32Array( geometry.colors.length * 3 ); + this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); - if ( geometry.colors.length > 0 ) { + } - var colors = new Float32Array( geometry.colors.length * 3 ); - this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + if ( geometry.uvs.length > 0 ) { - } + var uvs = new Float32Array( geometry.uvs.length * 2 ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); - if ( geometry.uvs.length > 0 ) { + } - var uvs = new Float32Array( geometry.uvs.length * 2 ); - this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + if ( geometry.uvs2.length > 0 ) { - } + var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); + this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); - if ( geometry.uvs2.length > 0 ) { + } - var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); - this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + if ( geometry.indices.length > 0 ) { - } + var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array; + var indices = new TypeArray( geometry.indices.length * 3 ); + this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); - if ( geometry.indices.length > 0 ) { + } - var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array; - var indices = new TypeArray( geometry.indices.length * 3 ); - this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); + // groups - } + this.groups = geometry.groups; - // groups + // morphs - this.groups = geometry.groups; + for ( var name in geometry.morphTargets ) { - // morphs + var array = []; + var morphTargets = geometry.morphTargets[ name ]; - for ( var name in geometry.morphTargets ) { + for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { - var array = []; - var morphTargets = geometry.morphTargets[ name ]; + var morphTarget = morphTargets[ i ]; - for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 ); - var morphTarget = morphTargets[ i ]; + array.push( attribute.copyVector3sArray( morphTarget ) ); - var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 ); + } - array.push( attribute.copyVector3sArray( morphTarget ) ); + this.morphAttributes[ name ] = array; } - this.morphAttributes[ name ] = array; - - } + // skinning - // skinning + if ( geometry.skinIndices.length > 0 ) { - if ( geometry.skinIndices.length > 0 ) { + var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); + this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); - var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); - this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + } - } + if ( geometry.skinWeights.length > 0 ) { - if ( geometry.skinWeights.length > 0 ) { + var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); + this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); - var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); - this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + } - } + // - // + if ( geometry.boundingSphere !== null ) { - if ( geometry.boundingSphere !== null ) { + this.boundingSphere = geometry.boundingSphere.clone(); - this.boundingSphere = geometry.boundingSphere.clone(); + } - } + if ( geometry.boundingBox !== null ) { - if ( geometry.boundingBox !== null ) { + this.boundingBox = geometry.boundingBox.clone(); - this.boundingBox = geometry.boundingBox.clone(); + } - } + return this; - return this; + }, - }, + computeBoundingBox: function () { - computeBoundingBox: function () { + if ( this.boundingBox === null ) { - if ( this.boundingBox === null ) { + this.boundingBox = new Box3(); - this.boundingBox = new Box3(); + } - } + var position = this.attributes.position; - var position = this.attributes.position; + if ( position !== undefined ) { - if ( position !== undefined ) { + this.boundingBox.setFromBufferAttribute( position ); - this.boundingBox.setFromBufferAttribute( position ); + } else { - } else { + this.boundingBox.makeEmpty(); - this.boundingBox.makeEmpty(); + } - } + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { - 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 ); - console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + } - } + }, - }, + computeBoundingSphere: function () { - computeBoundingSphere: function () { + var box = new Box3(); + var vector = new Vector3(); - var box = new Box3(); - var vector = new Vector3(); + return function computeBoundingSphere() { - return function computeBoundingSphere() { + if ( this.boundingSphere === null ) { - if ( this.boundingSphere === null ) { + this.boundingSphere = new Sphere(); - this.boundingSphere = new Sphere(); + } - } + var position = this.attributes.position; - var position = this.attributes.position; + if ( position ) { - if ( position ) { + var center = this.boundingSphere.center; - var center = this.boundingSphere.center; + box.setFromBufferAttribute( position ); + box.getCenter( center ); - box.setFromBufferAttribute( position ); - box.getCenter( center ); + // hoping to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - // hoping to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + var maxRadiusSq = 0; - var maxRadiusSq = 0; + for ( var i = 0, il = position.count; i < il; i ++ ) { - for ( var i = 0, il = position.count; i < il; i ++ ) { + vector.x = position.getX( i ); + vector.y = position.getY( i ); + vector.z = position.getZ( i ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); - vector.x = position.getX( i ); - vector.y = position.getY( i ); - vector.z = position.getZ( i ); - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + } - } + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + if ( isNaN( this.boundingSphere.radius ) ) { - if ( isNaN( this.boundingSphere.radius ) ) { + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); - console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + } } - } + }; - }; + }(), - }(), + computeFaceNormals: function () { - computeFaceNormals: function () { + // backwards compatibility - // backwards compatibility + }, - }, + computeVertexNormals: function () { - computeVertexNormals: function () { + var index = this.index; + var attributes = this.attributes; + var groups = this.groups; - var index = this.index; - var attributes = this.attributes; - var groups = this.groups; + if ( attributes.position ) { - if ( attributes.position ) { + var positions = attributes.position.array; - var positions = attributes.position.array; + if ( attributes.normal === undefined ) { - if ( attributes.normal === undefined ) { + this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); - this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); + } else { - } else { + // reset existing normals to zero - // reset existing normals to zero + var array = attributes.normal.array; - var array = attributes.normal.array; + for ( var i = 0, il = array.length; i < il; i ++ ) { - for ( var i = 0, il = array.length; i < il; i ++ ) { + array[ i ] = 0; - array[ i ] = 0; + } } - } + var normals = attributes.normal.array; - var normals = attributes.normal.array; + var vA, vB, vC; + var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + var cb = new Vector3(), ab = new Vector3(); - var vA, vB, vC; - var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); - var cb = new Vector3(), ab = new Vector3(); + // indexed elements - // indexed elements + if ( index ) { - if ( index ) { + var indices = index.array; - var indices = index.array; + if ( groups.length === 0 ) { - if ( groups.length === 0 ) { + this.addGroup( 0, indices.length ); - this.addGroup( 0, indices.length ); + } - } + for ( var j = 0, jl = groups.length; j < jl; ++ j ) { - for ( var j = 0, jl = groups.length; j < jl; ++ j ) { + var group = groups[ j ]; - var group = groups[ j ]; + var start = group.start; + var count = group.count; - var start = group.start; - var count = group.count; + for ( var i = start, il = start + count; i < il; i += 3 ) { - for ( var i = start, il = start + count; i < il; i += 3 ) { + vA = indices[ i + 0 ] * 3; + vB = indices[ i + 1 ] * 3; + vC = indices[ i + 2 ] * 3; - vA = indices[ i + 0 ] * 3; - vB = indices[ i + 1 ] * 3; - vC = indices[ i + 2 ] * 3; + pA.fromArray( positions, vA ); + pB.fromArray( positions, vB ); + pC.fromArray( positions, vC ); - pA.fromArray( positions, vA ); - pB.fromArray( positions, vB ); - pC.fromArray( positions, vC ); + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); + normals[ vA ] += cb.x; + normals[ vA + 1 ] += cb.y; + normals[ vA + 2 ] += cb.z; - normals[ vA ] += cb.x; - normals[ vA + 1 ] += cb.y; - normals[ vA + 2 ] += cb.z; + normals[ vB ] += cb.x; + normals[ vB + 1 ] += cb.y; + normals[ vB + 2 ] += cb.z; - normals[ vB ] += cb.x; - normals[ vB + 1 ] += cb.y; - normals[ vB + 2 ] += cb.z; + normals[ vC ] += cb.x; + normals[ vC + 1 ] += cb.y; + normals[ vC + 2 ] += cb.z; - normals[ vC ] += cb.x; - normals[ vC + 1 ] += cb.y; - normals[ vC + 2 ] += cb.z; + } } - } + } else { - } else { + // non-indexed elements (unconnected triangle soup) - // non-indexed elements (unconnected triangle soup) + for ( var i = 0, il = positions.length; i < il; i += 9 ) { - for ( var i = 0, il = positions.length; i < il; i += 9 ) { + pA.fromArray( positions, i ); + pB.fromArray( positions, i + 3 ); + pC.fromArray( positions, i + 6 ); - pA.fromArray( positions, i ); - pB.fromArray( positions, i + 3 ); - pC.fromArray( positions, i + 6 ); + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); + normals[ i ] = cb.x; + normals[ i + 1 ] = cb.y; + normals[ i + 2 ] = cb.z; - normals[ i ] = cb.x; - normals[ i + 1 ] = cb.y; - normals[ i + 2 ] = cb.z; + normals[ i + 3 ] = cb.x; + normals[ i + 4 ] = cb.y; + normals[ i + 5 ] = cb.z; - normals[ i + 3 ] = cb.x; - normals[ i + 4 ] = cb.y; - normals[ i + 5 ] = cb.z; + normals[ i + 6 ] = cb.x; + normals[ i + 7 ] = cb.y; + normals[ i + 8 ] = cb.z; - normals[ i + 6 ] = cb.x; - normals[ i + 7 ] = cb.y; - normals[ i + 8 ] = cb.z; + } } - } + this.normalizeNormals(); - this.normalizeNormals(); + attributes.normal.needsUpdate = true; - attributes.normal.needsUpdate = true; + } - } + }, - }, + merge: function ( geometry, offset ) { - merge: function ( geometry, offset ) { + if ( ( geometry && geometry.isBufferGeometry ) === false ) { - if ( ( geometry && geometry.isBufferGeometry ) === false ) { + console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); + return; - console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); - return; + } - } + if ( offset === undefined ) offset = 0; - if ( offset === undefined ) offset = 0; + var attributes = this.attributes; - var attributes = this.attributes; + for ( var key in attributes ) { - for ( var key in attributes ) { + if ( geometry.attributes[ key ] === undefined ) continue; - if ( geometry.attributes[ key ] === undefined ) continue; + var attribute1 = attributes[ key ]; + var attributeArray1 = attribute1.array; - var attribute1 = attributes[ key ]; - var attributeArray1 = attribute1.array; + var attribute2 = geometry.attributes[ key ]; + var attributeArray2 = attribute2.array; - var attribute2 = geometry.attributes[ key ]; - var attributeArray2 = attribute2.array; + var attributeSize = attribute2.itemSize; - var attributeSize = attribute2.itemSize; + for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { - for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { + attributeArray1[ j ] = attributeArray2[ i ]; - attributeArray1[ j ] = attributeArray2[ i ]; + } } - } + return this; - return this; + }, - }, + normalizeNormals: function () { - normalizeNormals: function () { + var normals = this.attributes.normal; - var normals = this.attributes.normal; + var x, y, z, n; - var x, y, z, n; + for ( var i = 0, il = normals.count; i < il; i ++ ) { - for ( var i = 0, il = normals.count; i < il; i ++ ) { + x = normals.getX( i ); + y = normals.getY( i ); + z = normals.getZ( i ); - x = normals.getX( i ); - y = normals.getY( i ); - z = normals.getZ( i ); + n = 1.0 / Math.sqrt( x * x + y * y + z * z ); - n = 1.0 / Math.sqrt( x * x + y * y + z * z ); + normals.setXYZ( i, x * n, y * n, z * n ); - normals.setXYZ( i, x * n, y * n, z * n ); + } - } + }, - }, + toNonIndexed: function () { - toNonIndexed: function () { + if ( this.index === null ) { - if ( this.index === null ) { + console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); + return this; - console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); - return this; + } - } + var geometry2 = new BufferGeometry(); - var geometry2 = new BufferGeometry(); + var indices = this.index.array; + var attributes = this.attributes; - var indices = this.index.array; - var attributes = this.attributes; + for ( var name in attributes ) { - for ( var name in attributes ) { + var attribute = attributes[ name ]; - var attribute = attributes[ name ]; + var array = attribute.array; + var itemSize = attribute.itemSize; - var array = attribute.array; - var itemSize = attribute.itemSize; + var array2 = new array.constructor( indices.length * itemSize ); - var array2 = new array.constructor( indices.length * itemSize ); + var index = 0, index2 = 0; - var index = 0, index2 = 0; + for ( var i = 0, l = indices.length; i < l; i ++ ) { - for ( var i = 0, l = indices.length; i < l; i ++ ) { + index = indices[ i ] * itemSize; - index = indices[ i ] * itemSize; + for ( var j = 0; j < itemSize; j ++ ) { - for ( var j = 0; j < itemSize; j ++ ) { + array2[ index2 ++ ] = array[ index ++ ]; - array2[ index2 ++ ] = array[ index ++ ]; + } } + geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); + } - geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); + return geometry2; - } + }, - return geometry2; + toJSON: function () { - }, + var data = { + metadata: { + version: 4.5, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; - toJSON: function () { + // standard BufferGeometry serialization - var data = { - metadata: { - version: 4.5, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; - // standard BufferGeometry serialization + if ( this.parameters !== undefined ) { - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + var parameters = this.parameters; - if ( this.parameters !== undefined ) { + for ( var key in parameters ) { - var parameters = this.parameters; + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - for ( var key in parameters ) { + } - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + return data; } - return data; + data.data = { attributes: {} }; - } + var index = this.index; - data.data = { attributes: {} }; + if ( index !== null ) { - var index = this.index; + var array = Array.prototype.slice.call( index.array ); - if ( index !== null ) { + data.data.index = { + type: index.array.constructor.name, + array: array + }; - var array = Array.prototype.slice.call( index.array ); + } - data.data.index = { - type: index.array.constructor.name, - array: array - }; + var attributes = this.attributes; - } + for ( var key in attributes ) { - var attributes = this.attributes; + var attribute = attributes[ key ]; - for ( var key in attributes ) { + var array = Array.prototype.slice.call( attribute.array ); - var attribute = attributes[ key ]; + data.data.attributes[ key ] = { + itemSize: attribute.itemSize, + type: attribute.array.constructor.name, + array: array, + normalized: attribute.normalized + }; - var array = Array.prototype.slice.call( attribute.array ); + } - data.data.attributes[ key ] = { - itemSize: attribute.itemSize, - type: attribute.array.constructor.name, - array: array, - normalized: attribute.normalized - }; + var groups = this.groups; - } + if ( groups.length > 0 ) { - var groups = this.groups; + data.data.groups = JSON.parse( JSON.stringify( groups ) ); - if ( groups.length > 0 ) { + } - data.data.groups = JSON.parse( JSON.stringify( groups ) ); + var boundingSphere = this.boundingSphere; - } + if ( boundingSphere !== null ) { - var boundingSphere = this.boundingSphere; + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; - if ( boundingSphere !== null ) { + } - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; + return data; - } + }, - return data; + clone: function () { - }, + /* + // Handle primitives - clone: function () { + var parameters = this.parameters; - /* - // Handle primitives + if ( parameters !== undefined ) { - var parameters = this.parameters; + var values = []; - if ( parameters !== undefined ) { + for ( var key in parameters ) { - var values = []; + values.push( parameters[ key ] ); - for ( var key in parameters ) { + } - values.push( parameters[ key ] ); + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; - } + } - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; + return new this.constructor().copy( this ); + */ - } + return new BufferGeometry().copy( this ); - return new this.constructor().copy( this ); - */ + }, - return new BufferGeometry().copy( this ); + copy: function ( source ) { - }, + var name, i, l; - copy: function ( source ) { + // reset - var name, i, l; + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; - // reset + // name - this.index = null; - this.attributes = {}; - this.morphAttributes = {}; - this.groups = []; - this.boundingBox = null; - this.boundingSphere = null; + this.name = source.name; - // name + // index - this.name = source.name; + var index = source.index; - // index + if ( index !== null ) { - var index = source.index; + this.setIndex( index.clone() ); - if ( index !== null ) { + } - this.setIndex( index.clone() ); + // attributes - } + var attributes = source.attributes; - // attributes + for ( name in attributes ) { - var attributes = source.attributes; + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); - for ( name in attributes ) { + } - var attribute = attributes[ name ]; - this.addAttribute( name, attribute.clone() ); + // morph attributes - } + var morphAttributes = source.morphAttributes; - // morph attributes + for ( name in morphAttributes ) { - var morphAttributes = source.morphAttributes; + var array = []; + var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - for ( name in morphAttributes ) { + for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { - var array = []; - var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + array.push( morphAttribute[ i ].clone() ); - for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { + } - array.push( morphAttribute[ i ].clone() ); + this.morphAttributes[ name ] = array; } - this.morphAttributes[ name ] = array; + // groups - } - - // groups + var groups = source.groups; - var groups = source.groups; + for ( i = 0, l = groups.length; i < l; i ++ ) { - for ( i = 0, l = groups.length; i < l; i ++ ) { + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); - var group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); + } - } + // bounding box - // bounding box + var boundingBox = source.boundingBox; - var boundingBox = source.boundingBox; + if ( boundingBox !== null ) { - if ( boundingBox !== null ) { + this.boundingBox = boundingBox.clone(); - this.boundingBox = boundingBox.clone(); + } - } + // bounding sphere - // bounding sphere + var boundingSphere = source.boundingSphere; - var boundingSphere = source.boundingSphere; + if ( boundingSphere !== null ) { - if ( boundingSphere !== null ) { + this.boundingSphere = boundingSphere.clone(); - this.boundingSphere = boundingSphere.clone(); + } - } + // draw range - // draw range + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; - this.drawRange.start = source.drawRange.start; - this.drawRange.count = source.drawRange.count; + return this; - return this; + }, - }, + dispose: function () { - dispose: function () { + this.dispatchEvent( { type: 'dispose' } ); - this.dispatchEvent( { type: 'dispose' } ); + } - } + } ); -} ); + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author jonobr1 / http://jonobr1.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author jonobr1 / http://jonobr1.com/ - */ + function Mesh( geometry, material ) { -function Mesh( geometry, material ) { + Object3D.call( this ); - Object3D.call( this ); + this.type = 'Mesh'; - this.type = 'Mesh'; + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + this.drawMode = TrianglesDrawMode; - this.drawMode = TrianglesDrawMode; + this.updateMorphTargets(); - this.updateMorphTargets(); + } -} + Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { -Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { + constructor: Mesh, - constructor: Mesh, + isMesh: true, - isMesh: true, + setDrawMode: function ( value ) { - setDrawMode: function ( value ) { + this.drawMode = value; - this.drawMode = value; + }, - }, + copy: function ( source ) { - copy: function ( source ) { + Object3D.prototype.copy.call( this, source ); - Object3D.prototype.copy.call( this, source ); + this.drawMode = source.drawMode; - this.drawMode = source.drawMode; + return this; - return this; + }, - }, + updateMorphTargets: function () { - updateMorphTargets: function () { + var morphTargets = this.geometry.morphTargets; - var morphTargets = this.geometry.morphTargets; + if ( morphTargets !== undefined && morphTargets.length > 0 ) { - if ( morphTargets !== undefined && morphTargets.length > 0 ) { + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; + for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) { - for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) { + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ morphTargets[ m ].name ] = m; - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ morphTargets[ m ].name ] = m; + } } - } + }, + + raycast: ( function () { - }, + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - raycast: ( function () { + var vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + var tempA = new Vector3(); + var tempB = new Vector3(); + var tempC = new Vector3(); - var vA = new Vector3(); - var vB = new Vector3(); - var vC = new Vector3(); + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); - var tempA = new Vector3(); - var tempB = new Vector3(); - var tempC = new Vector3(); + var barycoord = new Vector3(); - var uvA = new Vector2(); - var uvB = new Vector2(); - var uvC = new Vector2(); + var intersectionPoint = new Vector3(); + var intersectionPointWorld = new Vector3(); - var barycoord = new Vector3(); + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { - var intersectionPoint = new Vector3(); - var intersectionPointWorld = new Vector3(); + Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); - function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + uv1.multiplyScalar( barycoord.x ); + uv2.multiplyScalar( barycoord.y ); + uv3.multiplyScalar( barycoord.z ); - Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); + uv1.add( uv2 ).add( uv3 ); - uv1.multiplyScalar( barycoord.x ); - uv2.multiplyScalar( barycoord.y ); - uv3.multiplyScalar( barycoord.z ); + return uv1.clone(); - uv1.add( uv2 ).add( uv3 ); + } - return uv1.clone(); + function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { - } + var intersect; + var material = object.material; - function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { + if ( material.side === BackSide ) { - var intersect; - var material = object.material; + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - if ( material.side === BackSide ) { + } else { - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); - } else { + } - intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); + if ( intersect === null ) return null; - } + intersectionPointWorld.copy( point ); + intersectionPointWorld.applyMatrix4( object.matrixWorld ); - if ( intersect === null ) return null; + var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); - intersectionPointWorld.copy( point ); - intersectionPointWorld.applyMatrix4( object.matrixWorld ); + if ( distance < raycaster.near || distance > raycaster.far ) return null; - var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); + return { + distance: distance, + point: intersectionPointWorld.clone(), + object: object + }; - if ( distance < raycaster.near || distance > raycaster.far ) return null; + } - return { - distance: distance, - point: intersectionPointWorld.clone(), - object: object - }; + function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) { - } + vA.fromBufferAttribute( position, a ); + vB.fromBufferAttribute( position, b ); + vC.fromBufferAttribute( position, c ); - function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) { + var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); - vA.fromBufferAttribute( position, a ); - vB.fromBufferAttribute( position, b ); - vC.fromBufferAttribute( position, c ); + if ( intersection ) { - var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); + if ( uv ) { - if ( intersection ) { + uvA.fromBufferAttribute( uv, a ); + uvB.fromBufferAttribute( uv, b ); + uvC.fromBufferAttribute( uv, c ); - if ( uv ) { + intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); - uvA.fromBufferAttribute( uv, a ); - uvB.fromBufferAttribute( uv, b ); - uvC.fromBufferAttribute( uv, c ); + } - intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) ); + intersection.faceIndex = a; } - intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) ); - intersection.faceIndex = a; + return intersection; } - return intersection; - - } + return function raycast( raycaster, intersects ) { - return function raycast( raycaster, intersects ) { + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; - var geometry = this.geometry; - var material = this.material; - var matrixWorld = this.matrixWorld; + if ( material === undefined ) return; - if ( material === undefined ) return; + // Checking boundingSphere distance to ray - // Checking boundingSphere distance to ray + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + // - // + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + // Check boundingBox before continuing - // Check boundingBox before continuing + if ( geometry.boundingBox !== null ) { - if ( geometry.boundingBox !== null ) { + if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; - if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + } - } + var intersection; - var intersection; + if ( geometry.isBufferGeometry ) { - if ( geometry.isBufferGeometry ) { + var a, b, c; + var index = geometry.index; + var position = geometry.attributes.position; + var uv = geometry.attributes.uv; + var i, l; - var a, b, c; - var index = geometry.index; - var position = geometry.attributes.position; - var uv = geometry.attributes.uv; - var i, l; + if ( index !== null ) { - if ( index !== null ) { + // indexed buffer geometry - // indexed buffer geometry + for ( i = 0, l = index.count; i < l; i += 3 ) { - for ( i = 0, l = index.count; i < l; i += 3 ) { + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); - a = index.getX( i ); - b = index.getX( i + 1 ); - c = index.getX( i + 2 ); + intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); - intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); + if ( intersection ) { - if ( intersection ) { + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics + intersects.push( intersection ); - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics - intersects.push( intersection ); + } } - } + } else { - } else { + // non-indexed buffer geometry - // non-indexed buffer geometry + for ( i = 0, l = position.count; i < l; i += 3 ) { - for ( i = 0, l = position.count; i < l; i += 3 ) { + a = i; + b = i + 1; + c = i + 2; - a = i; - b = i + 1; - c = i + 2; + intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); - intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); + if ( intersection ) { - if ( intersection ) { + intersection.index = a; // triangle number in positions buffer semantics + intersects.push( intersection ); - intersection.index = a; // triangle number in positions buffer semantics - intersects.push( intersection ); + } } } - } + } else if ( geometry.isGeometry ) { - } else if ( geometry.isGeometry ) { + var fvA, fvB, fvC; + var isMultiMaterial = Array.isArray( material ); + + var vertices = geometry.vertices; + var faces = geometry.faces; + var uvs; - var fvA, fvB, fvC; - var isMultiMaterial = Array.isArray( material ); + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; - var vertices = geometry.vertices; - var faces = geometry.faces; - var uvs; + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { - var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; - if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + var face = faces[ f ]; + var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; - for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + if ( faceMaterial === undefined ) continue; - var face = faces[ f ]; - var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; - if ( faceMaterial === undefined ) continue; + if ( faceMaterial.morphTargets === true ) { - fvA = vertices[ face.a ]; - fvB = vertices[ face.b ]; - fvC = vertices[ face.c ]; + var morphTargets = geometry.morphTargets; + var morphInfluences = this.morphTargetInfluences; - if ( faceMaterial.morphTargets === true ) { + vA.set( 0, 0, 0 ); + vB.set( 0, 0, 0 ); + vC.set( 0, 0, 0 ); - var morphTargets = geometry.morphTargets; - var morphInfluences = this.morphTargetInfluences; + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { - vA.set( 0, 0, 0 ); - vB.set( 0, 0, 0 ); - vC.set( 0, 0, 0 ); + var influence = morphInfluences[ t ]; - for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + if ( influence === 0 ) continue; - var influence = morphInfluences[ t ]; + var targets = morphTargets[ t ].vertices; - if ( influence === 0 ) continue; + vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); + vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); + vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); - var targets = morphTargets[ t ].vertices; + } - vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); - vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); - vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); + vA.add( fvA ); + vB.add( fvB ); + vC.add( fvC ); - } + fvA = vA; + fvB = vB; + fvC = vC; - vA.add( fvA ); - vB.add( fvB ); - vC.add( fvC ); + } - fvA = vA; - fvB = vB; - fvC = vC; + intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); - } + if ( intersection ) { - intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); + if ( uvs && uvs[ f ] ) { - if ( intersection ) { + var uvs_f = uvs[ f ]; + uvA.copy( uvs_f[ 0 ] ); + uvB.copy( uvs_f[ 1 ] ); + uvC.copy( uvs_f[ 2 ] ); - if ( uvs && uvs[ f ] ) { + intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); - var uvs_f = uvs[ f ]; - uvA.copy( uvs_f[ 0 ] ); - uvB.copy( uvs_f[ 1 ] ); - uvC.copy( uvs_f[ 2 ] ); + } - intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); } - intersection.face = face; - intersection.faceIndex = f; - intersects.push( intersection ); - } } - } + }; - }; + }() ), - }() ), + clone: function () { - clone: function () { + return new this.constructor( this.geometry, this.material ).copy( this ); - return new this.constructor( this.geometry, this.material ).copy( this ); + } - } + } ); -} ); + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ + // BoxGeometry -// BoxGeometry + function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { -function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'BoxGeometry'; - this.type = 'BoxGeometry'; + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); - this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); - this.mergeVertices(); + } -} + BoxGeometry.prototype = Object.create( Geometry.prototype ); + BoxGeometry.prototype.constructor = BoxGeometry; -BoxGeometry.prototype = Object.create( Geometry.prototype ); -BoxGeometry.prototype.constructor = BoxGeometry; + // BoxBufferGeometry -// BoxBufferGeometry + function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { -function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'BoxBufferGeometry'; - this.type = 'BoxBufferGeometry'; + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + var scope = this; - var scope = this; + // segments - // segments + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; - widthSegments = Math.floor( widthSegments ) || 1; - heightSegments = Math.floor( heightSegments ) || 1; - depthSegments = Math.floor( depthSegments ) || 1; + // buffers - // buffers + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // helper variables - // helper variables + var numberOfVertices = 0; + var groupStart = 0; - var numberOfVertices = 0; - var groupStart = 0; + // build each side of the box geometry - // build each side of the box geometry + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz - buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px - buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx - buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py - buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny - buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz - buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; - var segmentWidth = width / gridX; - var segmentHeight = height / gridY; + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; - var widthHalf = width / 2; - var heightHalf = height / 2; - var depthHalf = depth / 2; + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + var vertexCounter = 0; + var groupCount = 0; - var vertexCounter = 0; - var groupCount = 0; + var ix, iy; - var ix, iy; + var vector = new Vector3(); - var vector = new Vector3(); + // generate vertices, normals and uvs - // generate vertices, normals and uvs + for ( iy = 0; iy < gridY1; iy ++ ) { - for ( iy = 0; iy < gridY1; iy ++ ) { + var y = iy * segmentHeight - heightHalf; - var y = iy * segmentHeight - heightHalf; + for ( ix = 0; ix < gridX1; ix ++ ) { - for ( ix = 0; ix < gridX1; ix ++ ) { + var x = ix * segmentWidth - widthHalf; - var x = ix * segmentWidth - widthHalf; + // set values to correct vector component - // set values to correct vector component + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; + // now apply vector to vertex buffer - // now apply vector to vertex buffer + vertices.push( vector.x, vector.y, vector.z ); - vertices.push( vector.x, vector.y, vector.z ); + // set values to correct vector component - // set values to correct vector component + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; + // now apply vector to normal buffer - // now apply vector to normal buffer + normals.push( vector.x, vector.y, vector.z ); - normals.push( vector.x, vector.y, vector.z ); + // uvs - // uvs + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); + // counters - // counters + vertexCounter += 1; - vertexCounter += 1; + } } - } + // indices - // 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 - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment + for ( iy = 0; iy < gridY; iy ++ ) { - for ( iy = 0; iy < gridY; iy ++ ) { + for ( ix = 0; ix < gridX; ix ++ ) { - for ( ix = 0; ix < gridX; ix ++ ) { + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - var a = numberOfVertices + ix + gridX1 * iy; - var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + // increase counter - // increase counter + groupCount += 6; - groupCount += 6; + } } - } + // add a group to the geometry. this will ensure multi material support - // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, materialIndex ); - scope.addGroup( groupStart, groupCount, materialIndex ); + // calculate new start value for groups - // calculate new start value for groups + groupStart += groupCount; - groupStart += groupCount; + // update total number of vertices - // update total number of vertices + numberOfVertices += vertexCounter; - numberOfVertices += vertexCounter; + } } -} + BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; -BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ + // PlaneGeometry -// PlaneGeometry + function PlaneGeometry( width, height, widthSegments, heightSegments ) { -function PlaneGeometry( width, height, widthSegments, heightSegments ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'PlaneGeometry'; - this.type = 'PlaneGeometry'; + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + this.mergeVertices(); - this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); - this.mergeVertices(); + } -} + PlaneGeometry.prototype = Object.create( Geometry.prototype ); + PlaneGeometry.prototype.constructor = PlaneGeometry; -PlaneGeometry.prototype = Object.create( Geometry.prototype ); -PlaneGeometry.prototype.constructor = PlaneGeometry; + // PlaneBufferGeometry -// PlaneBufferGeometry + function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { -function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'PlaneBufferGeometry'; - this.type = 'PlaneBufferGeometry'; + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + var width_half = width / 2; + var height_half = height / 2; - var width_half = width / 2; - var height_half = height / 2; + var gridX = Math.floor( widthSegments ) || 1; + var gridY = Math.floor( heightSegments ) || 1; - var gridX = Math.floor( widthSegments ) || 1; - var gridY = Math.floor( heightSegments ) || 1; + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + var segment_width = width / gridX; + var segment_height = height / gridY; - var segment_width = width / gridX; - var segment_height = height / gridY; + var ix, iy; - var ix, iy; + // buffers - // buffers + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // generate vertices, normals and uvs - // generate vertices, normals and uvs + for ( iy = 0; iy < gridY1; iy ++ ) { - for ( iy = 0; iy < gridY1; iy ++ ) { + var y = iy * segment_height - height_half; - var y = iy * segment_height - height_half; + for ( ix = 0; ix < gridX1; ix ++ ) { - for ( ix = 0; ix < gridX1; ix ++ ) { + var x = ix * segment_width - width_half; - var x = ix * segment_width - width_half; + vertices.push( x, - y, 0 ); - vertices.push( x, - y, 0 ); + normals.push( 0, 0, 1 ); - normals.push( 0, 0, 1 ); + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); + } } - } + // indices - // indices + for ( iy = 0; iy < gridY; iy ++ ) { - for ( iy = 0; iy < gridY; iy ++ ) { + for ( ix = 0; ix < gridX; ix ++ ) { - for ( ix = 0; ix < gridX; ix ++ ) { + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; - var a = ix + gridX1 * iy; - var b = ix + gridX1 * ( iy + 1 ); - var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = ( ix + 1 ) + gridX1 * iy; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; -} + /** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley + */ -PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + function Camera() { -/** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author WestLangley / http://github.com/WestLangley -*/ + Object3D.call( this ); -function Camera() { + this.type = 'Camera'; - Object3D.call( this ); + this.matrixWorldInverse = new Matrix4(); + this.projectionMatrix = new Matrix4(); - this.type = 'Camera'; + } - this.matrixWorldInverse = new Matrix4(); - this.projectionMatrix = new Matrix4(); + Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { -} + constructor: Camera, -Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { + isCamera: true, - constructor: Camera, + copy: function ( source ) { - isCamera: true, + Object3D.prototype.copy.call( this, source ); - copy: function ( source ) { + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + this.projectionMatrix.copy( source.projectionMatrix ); - Object3D.prototype.copy.call( this, source ); + return this; - this.matrixWorldInverse.copy( source.matrixWorldInverse ); - this.projectionMatrix.copy( source.projectionMatrix ); + }, - return this; + getWorldDirection: function () { - }, + var quaternion = new Quaternion(); - getWorldDirection: function () { + return function getWorldDirection( optionalTarget ) { - var quaternion = new Quaternion(); + var result = optionalTarget || new Vector3(); - return function getWorldDirection( optionalTarget ) { + this.getWorldQuaternion( quaternion ); - var result = optionalTarget || new Vector3(); + return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); - this.getWorldQuaternion( quaternion ); + }; - return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + }(), - }; + clone: function () { - }(), + return new this.constructor().copy( this ); - clone: function () { + } - return new this.constructor().copy( this ); + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author tschw + */ -} ); + function PerspectiveCamera( fov, aspect, near, far ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author greggman / http://games.greggman.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author tschw - */ + Camera.call( this ); -function PerspectiveCamera( fov, aspect, near, far ) { + this.type = 'PerspectiveCamera'; - Camera.call( this ); + this.fov = fov !== undefined ? fov : 50; + this.zoom = 1; - this.type = 'PerspectiveCamera'; + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + this.focus = 10; - this.fov = fov !== undefined ? fov : 50; - this.zoom = 1; + this.aspect = aspect !== undefined ? aspect : 1; + this.view = null; - this.near = near !== undefined ? near : 0.1; - this.far = far !== undefined ? far : 2000; - this.focus = 10; + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) - this.aspect = aspect !== undefined ? aspect : 1; - this.view = null; + this.updateProjectionMatrix(); - this.filmGauge = 35; // width of the film (default in millimeters) - this.filmOffset = 0; // horizontal film offset (same unit as gauge) + } - this.updateProjectionMatrix(); + PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { -} + constructor: PerspectiveCamera, -PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + isPerspectiveCamera: true, - constructor: PerspectiveCamera, + copy: function ( source ) { - isPerspectiveCamera: true, + Camera.prototype.copy.call( this, source ); - copy: function ( source ) { + this.fov = source.fov; + this.zoom = source.zoom; - Camera.prototype.copy.call( this, source ); + this.near = source.near; + this.far = source.far; + this.focus = source.focus; - this.fov = source.fov; - this.zoom = source.zoom; + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); - this.near = source.near; - this.far = source.far; - this.focus = source.focus; + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; - this.aspect = source.aspect; - this.view = source.view === null ? null : Object.assign( {}, source.view ); + return this; - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; + }, - return this; + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength: function ( focalLength ) { - }, + // see http://www.bobatkins.com/photography/technical/field_of_view.html + var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; - /** - * Sets the FOV by focal length in respect to the current .filmGauge. - * - * The default film gauge is 35, so that the focal length can be specified for - * a 35mm (full frame) camera. - * - * Values for focal length and film gauge must have the same unit. - */ - setFocalLength: function ( focalLength ) { + this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); - // see http://www.bobatkins.com/photography/technical/field_of_view.html - var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + }, - this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength: function () { - }, + var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov ); - /** - * Calculates the focal length from the current .fov and .filmGauge. - */ - getFocalLength: function () { + return 0.5 * this.getFilmHeight() / vExtentSlope; - var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov ); + }, - return 0.5 * this.getFilmHeight() / vExtentSlope; + getEffectiveFOV: function () { - }, + return _Math.RAD2DEG * 2 * Math.atan( + Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); - getEffectiveFOV: function () { + }, - return _Math.RAD2DEG * 2 * Math.atan( - Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); + getFilmWidth: function () { - }, + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); - getFilmWidth: function () { + }, - // film not completely covered in portrait format (aspect < 1) - return this.filmGauge * Math.min( this.aspect, 1 ); + getFilmHeight: function () { - }, + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); - getFilmHeight: function () { + }, - // film not completely covered in landscape format (aspect > 1) - return this.filmGauge / Math.max( this.aspect, 1 ); + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { - }, + this.aspect = fullWidth / fullHeight; - /** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * var w = 1920; - * var h = 1080; - * var fullWidth = w * 3; - * var fullHeight = h * 2; - * - * --A-- - * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */ - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + this.view = { + fullWidth: fullWidth, + fullHeight: fullHeight, + offsetX: x, + offsetY: y, + width: width, + height: height + }; - this.aspect = fullWidth / fullHeight; + this.updateProjectionMatrix(); - this.view = { - fullWidth: fullWidth, - fullHeight: fullHeight, - offsetX: x, - offsetY: y, - width: width, - height: height - }; + }, - this.updateProjectionMatrix(); + clearViewOffset: function () { - }, + this.view = null; + this.updateProjectionMatrix(); - clearViewOffset: function () { + }, - this.view = null; - this.updateProjectionMatrix(); + updateProjectionMatrix: function () { - }, + var near = this.near, + top = near * Math.tan( + _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, + height = 2 * top, + width = this.aspect * height, + left = - 0.5 * width, + view = this.view; - updateProjectionMatrix: function () { + if ( view !== null ) { - var near = this.near, - top = near * Math.tan( - _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, - height = 2 * top, - width = this.aspect * height, - left = - 0.5 * width, - view = this.view; + var fullWidth = view.fullWidth, + fullHeight = view.fullHeight; - if ( view !== null ) { + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; - var fullWidth = view.fullWidth, - fullHeight = view.fullHeight; + } - left += view.offsetX * width / fullWidth; - top -= view.offsetY * height / fullHeight; - width *= view.width / fullWidth; - height *= view.height / fullHeight; + var skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); - } + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); - var skew = this.filmOffset; - if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + }, - this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); + toJSON: function ( meta ) { - }, + var data = Object3D.prototype.toJSON.call( this, meta ); - toJSON: function ( meta ) { + data.object.fov = this.fov; + data.object.zoom = this.zoom; - var data = Object3D.prototype.toJSON.call( this, meta ); + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; - data.object.fov = this.fov; - data.object.zoom = this.zoom; + data.object.aspect = this.aspect; - data.object.near = this.near; - data.object.far = this.far; - data.object.focus = this.focus; + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - data.object.aspect = this.aspect; + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + return data; - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; + } - return data; + } ); - } + /** + * @author alteredq / http://alteredqualia.com/ + * @author arose / http://github.com/arose + */ -} ); + function OrthographicCamera( left, right, top, bottom, near, far ) { -/** - * @author alteredq / http://alteredqualia.com/ - * @author arose / http://github.com/arose - */ + Camera.call( this ); -function OrthographicCamera( left, right, top, bottom, near, far ) { + this.type = 'OrthographicCamera'; - Camera.call( this ); + this.zoom = 1; + this.view = null; - this.type = 'OrthographicCamera'; + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; - this.zoom = 1; - this.view = null; + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; - this.left = left; - this.right = right; - this.top = top; - this.bottom = bottom; + this.updateProjectionMatrix(); - this.near = ( near !== undefined ) ? near : 0.1; - this.far = ( far !== undefined ) ? far : 2000; + } - this.updateProjectionMatrix(); + OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { -} + constructor: OrthographicCamera, -OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + isOrthographicCamera: true, - constructor: OrthographicCamera, + copy: function ( source ) { - isOrthographicCamera: true, + Camera.prototype.copy.call( this, source ); - copy: function ( source ) { + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; - Camera.prototype.copy.call( this, source ); + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; + return this; - this.zoom = source.zoom; - this.view = source.view === null ? null : Object.assign( {}, source.view ); + }, - return this; + setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) { - }, + this.view = { + fullWidth: fullWidth, + fullHeight: fullHeight, + offsetX: x, + offsetY: y, + width: width, + height: height + }; - setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) { + this.updateProjectionMatrix(); - this.view = { - fullWidth: fullWidth, - fullHeight: fullHeight, - offsetX: x, - offsetY: y, - width: width, - height: height - }; + }, - this.updateProjectionMatrix(); + clearViewOffset: function() { - }, + this.view = null; + this.updateProjectionMatrix(); - clearViewOffset: function() { + }, - this.view = null; - this.updateProjectionMatrix(); + updateProjectionMatrix: function () { - }, + var dx = ( this.right - this.left ) / ( 2 * this.zoom ); + var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + var cx = ( this.right + this.left ) / 2; + var cy = ( this.top + this.bottom ) / 2; - updateProjectionMatrix: function () { + var left = cx - dx; + var right = cx + dx; + var top = cy + dy; + var bottom = cy - dy; - var dx = ( this.right - this.left ) / ( 2 * this.zoom ); - var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); - var cx = ( this.right + this.left ) / 2; - var cy = ( this.top + this.bottom ) / 2; + if ( this.view !== null ) { - var left = cx - dx; - var right = cx + dx; - var top = cy + dy; - var bottom = cy - dy; + var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); + var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); + var scaleW = ( this.right - this.left ) / this.view.width; + var scaleH = ( this.top - this.bottom ) / this.view.height; - if ( this.view !== null ) { + left += scaleW * ( this.view.offsetX / zoomW ); + right = left + scaleW * ( this.view.width / zoomW ); + top -= scaleH * ( this.view.offsetY / zoomH ); + bottom = top - scaleH * ( this.view.height / zoomH ); - var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); - var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); - var scaleW = ( this.right - this.left ) / this.view.width; - var scaleH = ( this.top - this.bottom ) / this.view.height; + } - left += scaleW * ( this.view.offsetX / zoomW ); - right = left + scaleW * ( this.view.width / zoomW ); - top -= scaleH * ( this.view.offsetY / zoomH ); - bottom = top - scaleH * ( this.view.height / zoomH ); + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); - } + }, - this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + toJSON: function ( meta ) { - }, + var data = Object3D.prototype.toJSON.call( this, meta ); - toJSON: function ( 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; - var data = Object3D.prototype.toJSON.call( this, meta ); + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - 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; + return data; - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + } - return data; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ -} ); + function WebGLAttributes( gl ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + var buffers = {}; -function WebGLAttributes( gl ) { + function createBuffer( attribute, bufferType ) { - var buffers = {}; + var array = attribute.array; + var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; - function createBuffer( attribute, bufferType ) { + var buffer = gl.createBuffer(); - var array = attribute.array; - var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); - var buffer = gl.createBuffer(); + attribute.onUploadCallback(); - gl.bindBuffer( bufferType, buffer ); - gl.bufferData( bufferType, array, usage ); + var type = gl.FLOAT; - attribute.onUploadCallback(); + if ( array instanceof Float32Array ) { - var type = gl.FLOAT; + type = gl.FLOAT; - if ( array instanceof Float32Array ) { + } else if ( array instanceof Float64Array ) { - type = gl.FLOAT; + console.warn( "Unsupported data buffer format: Float64Array" ); - } else if ( array instanceof Float64Array ) { + } else if ( array instanceof Uint16Array ) { - console.warn( "Unsupported data buffer format: Float64Array" ); + type = gl.UNSIGNED_SHORT; - } else if ( array instanceof Uint16Array ) { + } else if ( array instanceof Int16Array ) { - type = gl.UNSIGNED_SHORT; + type = gl.SHORT; - } else if ( array instanceof Int16Array ) { + } else if ( array instanceof Uint32Array ) { - type = gl.SHORT; + type = gl.UNSIGNED_INT; - } else if ( array instanceof Uint32Array ) { + } else if ( array instanceof Int32Array ) { - type = gl.UNSIGNED_INT; + type = gl.INT; - } else if ( array instanceof Int32Array ) { + } else if ( array instanceof Int8Array ) { - type = gl.INT; + type = gl.BYTE; - } else if ( array instanceof Int8Array ) { + } else if ( array instanceof Uint8Array ) { - type = gl.BYTE; + type = gl.UNSIGNED_BYTE; - } else if ( array instanceof Uint8Array ) { + } - type = gl.UNSIGNED_BYTE; + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version + }; } - return { - buffer: buffer, - type: type, - bytesPerElement: array.BYTES_PER_ELEMENT, - version: attribute.version - }; - - } + function updateBuffer( buffer, attribute, bufferType ) { - function updateBuffer( buffer, attribute, bufferType ) { + var array = attribute.array; + var updateRange = attribute.updateRange; - var array = attribute.array; - var updateRange = attribute.updateRange; + gl.bindBuffer( bufferType, buffer ); - gl.bindBuffer( bufferType, buffer ); + if ( attribute.dynamic === false ) { - if ( attribute.dynamic === false ) { + gl.bufferData( bufferType, array, gl.STATIC_DRAW ); - gl.bufferData( bufferType, array, gl.STATIC_DRAW ); + } else if ( updateRange.count === - 1 ) { - } else if ( updateRange.count === - 1 ) { + // Not using update ranges - // Not using update ranges + gl.bufferSubData( bufferType, 0, array ); - gl.bufferSubData( bufferType, 0, array ); + } else if ( updateRange.count === 0 ) { - } else if ( updateRange.count === 0 ) { + console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); - console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); + } else { - } else { + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); - gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, - array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); + updateRange.count = 0; // reset range - updateRange.count = 0; // reset range + } } - } + // - // + function get( attribute ) { - function get( attribute ) { + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + return buffers[ attribute.uuid ]; - return buffers[ attribute.uuid ]; + } - } + function remove( attribute ) { - function remove( attribute ) { + var data = buffers[ attribute.uuid ]; - var data = buffers[ attribute.uuid ]; + if ( data ) { - if ( data ) { + gl.deleteBuffer( data.buffer ); - gl.deleteBuffer( data.buffer ); + delete buffers[ attribute.uuid ]; - delete buffers[ attribute.uuid ]; + } } - } + function update( attribute, bufferType ) { - function update( attribute, bufferType ) { + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + var data = buffers[ attribute.uuid ]; - var data = buffers[ attribute.uuid ]; + if ( data === undefined ) { - if ( data === undefined ) { + buffers[ attribute.uuid ] = createBuffer( attribute, bufferType ); - buffers[ attribute.uuid ] = createBuffer( attribute, bufferType ); + } else if ( data.version < attribute.version ) { - } else if ( data.version < attribute.version ) { + updateBuffer( data.buffer, attribute, bufferType ); - updateBuffer( data.buffer, attribute, bufferType ); + data.version = attribute.version; - data.version = attribute.version; + } } - } + return { - return { + get: get, + remove: remove, + update: update - get: get, - remove: remove, - update: update + }; - }; + } -} + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function painterSortStable( a, b ) { -function painterSortStable( a, b ) { + if ( a.renderOrder !== b.renderOrder ) { - if ( a.renderOrder !== b.renderOrder ) { + return a.renderOrder - b.renderOrder; - return a.renderOrder - b.renderOrder; + } else if ( a.program && b.program && a.program !== b.program ) { - } else if ( a.program && b.program && a.program !== b.program ) { + return a.program.id - b.program.id; - return a.program.id - b.program.id; + } else if ( a.material.id !== b.material.id ) { - } else if ( a.material.id !== b.material.id ) { + return a.material.id - b.material.id; - return a.material.id - b.material.id; + } else if ( a.z !== b.z ) { - } else if ( a.z !== b.z ) { + return a.z - b.z; - return a.z - b.z; + } else { - } else { + return a.id - b.id; - return a.id - b.id; + } } -} + function reversePainterSortStable( a, b ) { -function reversePainterSortStable( a, b ) { + if ( a.renderOrder !== b.renderOrder ) { - if ( a.renderOrder !== b.renderOrder ) { + return a.renderOrder - b.renderOrder; - return a.renderOrder - b.renderOrder; + } if ( a.z !== b.z ) { - } if ( a.z !== b.z ) { + return b.z - a.z; - return b.z - a.z; + } else { - } else { + return a.id - b.id; - return a.id - b.id; + } } -} + function WebGLRenderList() { -function WebGLRenderList() { + var opaque = []; + var opaqueLastIndex = - 1; - var opaque = []; - var opaqueLastIndex = - 1; + var transparent = []; + var transparentLastIndex = - 1; - var transparent = []; - var transparentLastIndex = - 1; + function init() { - function init() { + opaqueLastIndex = - 1; + transparentLastIndex = - 1; - opaqueLastIndex = - 1; - transparentLastIndex = - 1; + } - } + function push( object, geometry, material, z, group ) { - function push( object, geometry, material, z, group ) { + var array, index; - var array, index; + // allocate the next position in the appropriate array - // allocate the next position in the appropriate array + if ( material.transparent ) { - if ( material.transparent ) { + array = transparent; + index = ++ transparentLastIndex; - array = transparent; - index = ++ transparentLastIndex; + } else { - } else { + array = opaque; + index = ++ opaqueLastIndex; - array = opaque; - index = ++ opaqueLastIndex; + } - } + // recycle existing render item or grow the array - // recycle existing render item or grow the array + var renderItem = array[ index ]; - var renderItem = array[ index ]; + if ( renderItem ) { - if ( renderItem ) { + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.program = material.program; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.program = material.program; - renderItem.renderOrder = object.renderOrder; - renderItem.z = z; - renderItem.group = group; + } else { - } else { + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + program: material.program, + renderOrder: object.renderOrder, + z: z, + group: group + }; - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - program: material.program, - renderOrder: object.renderOrder, - z: z, - group: group - }; + // assert( index === array.length ); + array.push( renderItem ); - // assert( index === array.length ); - array.push( renderItem ); + } } - } + function finish() { - function finish() { + opaque.length = opaqueLastIndex + 1; + transparent.length = transparentLastIndex + 1; - opaque.length = opaqueLastIndex + 1; - transparent.length = transparentLastIndex + 1; + } - } + function sort() { - function sort() { + opaque.sort( painterSortStable ); + transparent.sort( reversePainterSortStable ); - opaque.sort( painterSortStable ); - transparent.sort( reversePainterSortStable ); + } - } + return { + opaque: opaque, + transparent: transparent, - return { - opaque: opaque, - transparent: transparent, + init: init, + push: push, + finish: finish, - init: init, - push: push, - finish: finish, + sort: sort + }; - sort: sort - }; + } -} + function WebGLRenderLists() { -function WebGLRenderLists() { + var lists = {}; - var lists = {}; + function get( scene, camera ) { - function get( scene, camera ) { + var hash = scene.id + ',' + camera.id; + var list = lists[ hash ]; - var hash = scene.id + ',' + camera.id; - var list = lists[ hash ]; + if ( list === undefined ) { - if ( list === undefined ) { + // console.log( 'THREE.WebGLRenderLists:', hash ); - // console.log( 'THREE.WebGLRenderLists:', hash ); + list = new WebGLRenderList(); + lists[ hash ] = list; - list = new WebGLRenderList(); - lists[ hash ] = list; + } + + return list; } - return list; + function dispose() { - } + lists = {}; - function dispose() { + } - lists = {}; + return { + get: get, + dispose: dispose + }; } - return { - get: get, - dispose: dispose - }; - -} + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) { -function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) { + var mode; - var mode; + function setMode( value ) { - function setMode( value ) { + mode = value; - mode = value; + } - } + var type, size; - var type, size; + function setIndex( index ) { - function setIndex( index ) { + if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { - if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { + type = gl.UNSIGNED_INT; + size = 4; - type = gl.UNSIGNED_INT; - size = 4; + } else if ( index.array instanceof Uint16Array ) { - } else if ( index.array instanceof Uint16Array ) { + type = gl.UNSIGNED_SHORT; + size = 2; - type = gl.UNSIGNED_SHORT; - size = 2; + } else { - } else { + type = gl.UNSIGNED_BYTE; + size = 1; - type = gl.UNSIGNED_BYTE; - size = 1; + } } - } + function render( start, count ) { - function render( start, count ) { + gl.drawElements( mode, count, type, start * size ); - gl.drawElements( mode, count, type, start * size ); + infoRender.calls ++; + infoRender.vertices += count; - infoRender.calls ++; - infoRender.vertices += count; + if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; - if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; + } - } + function renderInstances( geometry, start, count ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); - function renderInstances( geometry, start, count ) { + if ( extension === null ) { - var extension = extensions.get( 'ANGLE_instanced_arrays' ); + console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; - if ( extension === null ) { + } - console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; + extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount ); - } + infoRender.calls ++; + infoRender.vertices += count * geometry.maxInstancedCount; + + if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; - extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount ); + } - infoRender.calls ++; - infoRender.vertices += count * geometry.maxInstancedCount; + // - if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; } - // + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.setMode = setMode; - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; + function WebGLBufferRenderer( gl, extensions, infoRender ) { -} + var mode; -/** - * @author mrdoob / http://mrdoob.com/ - */ + function setMode( value ) { -function WebGLBufferRenderer( gl, extensions, infoRender ) { + mode = value; - var mode; + } - function setMode( value ) { + function render( start, count ) { - mode = value; + gl.drawArrays( mode, start, count ); - } + infoRender.calls ++; + infoRender.vertices += count; - function render( start, count ) { + if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; - gl.drawArrays( mode, start, count ); + } - infoRender.calls ++; - infoRender.vertices += count; + function renderInstances( geometry, start, count ) { - if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; + var extension = extensions.get( 'ANGLE_instanced_arrays' ); - } + if ( extension === null ) { - function renderInstances( geometry, start, count ) { + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; - var extension = extensions.get( 'ANGLE_instanced_arrays' ); + } - if ( extension === null ) { + var position = geometry.attributes.position; - console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; + if ( position.isInterleavedBufferAttribute ) { - } + count = position.data.count; - var position = geometry.attributes.position; + extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); - if ( position.isInterleavedBufferAttribute ) { + } else { - count = position.data.count; + extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount ); - extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); + } - } else { + infoRender.calls ++; + infoRender.vertices += count * geometry.maxInstancedCount; - extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount ); + if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; } - infoRender.calls ++; - infoRender.vertices += count * geometry.maxInstancedCount; + // - if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; } - // + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; + function WebGLGeometries( gl, attributes, infoMemory ) { -} + var geometries = {}; + var wireframeAttributes = {}; -/** - * @author mrdoob / http://mrdoob.com/ - */ + function onGeometryDispose( event ) { -function WebGLGeometries( gl, attributes, infoMemory ) { + var geometry = event.target; + var buffergeometry = geometries[ geometry.id ]; - var geometries = {}; - var wireframeAttributes = {}; + if ( buffergeometry.index !== null ) { - function onGeometryDispose( event ) { + attributes.remove( buffergeometry.index ); - var geometry = event.target; - var buffergeometry = geometries[ geometry.id ]; + } - if ( buffergeometry.index !== null ) { + for ( var name in buffergeometry.attributes ) { - attributes.remove( buffergeometry.index ); + attributes.remove( buffergeometry.attributes[ name ] ); - } + } - for ( var name in buffergeometry.attributes ) { + geometry.removeEventListener( 'dispose', onGeometryDispose ); - attributes.remove( buffergeometry.attributes[ name ] ); + delete geometries[ geometry.id ]; - } + // TODO Remove duplicate code - geometry.removeEventListener( 'dispose', onGeometryDispose ); + var attribute = wireframeAttributes[ geometry.id ]; - delete geometries[ geometry.id ]; + if ( attribute ) { - // TODO Remove duplicate code + attributes.remove( attribute ); + delete wireframeAttributes[ geometry.id ]; - var attribute = wireframeAttributes[ geometry.id ]; + } - if ( attribute ) { + attribute = wireframeAttributes[ buffergeometry.id ]; - attributes.remove( attribute ); - delete wireframeAttributes[ geometry.id ]; + if ( attribute ) { - } + attributes.remove( attribute ); + delete wireframeAttributes[ buffergeometry.id ]; - attribute = wireframeAttributes[ buffergeometry.id ]; + } - if ( attribute ) { + // - attributes.remove( attribute ); - delete wireframeAttributes[ buffergeometry.id ]; + infoMemory.geometries --; } - // - - infoMemory.geometries --; + function get( object, geometry ) { - } + var buffergeometry = geometries[ geometry.id ]; - function get( object, geometry ) { + if ( buffergeometry ) return buffergeometry; - var buffergeometry = geometries[ geometry.id ]; + geometry.addEventListener( 'dispose', onGeometryDispose ); - if ( buffergeometry ) return buffergeometry; + if ( geometry.isBufferGeometry ) { - geometry.addEventListener( 'dispose', onGeometryDispose ); + buffergeometry = geometry; - if ( geometry.isBufferGeometry ) { + } else if ( geometry.isGeometry ) { - buffergeometry = geometry; + if ( geometry._bufferGeometry === undefined ) { - } else if ( geometry.isGeometry ) { + geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); - if ( geometry._bufferGeometry === undefined ) { + } - geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); + buffergeometry = geometry._bufferGeometry; } - buffergeometry = geometry._bufferGeometry; + geometries[ geometry.id ] = buffergeometry; - } - - geometries[ geometry.id ] = buffergeometry; + infoMemory.geometries ++; - infoMemory.geometries ++; + return buffergeometry; - return buffergeometry; + } - } + function update( geometry ) { - function update( geometry ) { + var index = geometry.index; + var geometryAttributes = geometry.attributes; - var index = geometry.index; - var geometryAttributes = geometry.attributes; + if ( index !== null ) { - if ( index !== null ) { + attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); - attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + } - } + for ( var name in geometryAttributes ) { - for ( var name in geometryAttributes ) { + attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); - attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); + } - } + // morph targets - // morph targets + var morphAttributes = geometry.morphAttributes; - var morphAttributes = geometry.morphAttributes; + for ( var name in morphAttributes ) { - for ( var name in morphAttributes ) { + var array = morphAttributes[ name ]; - var array = morphAttributes[ name ]; + for ( var i = 0, l = array.length; i < l; i ++ ) { - for ( var i = 0, l = array.length; i < l; i ++ ) { + attributes.update( array[ i ], gl.ARRAY_BUFFER ); - attributes.update( array[ i ], gl.ARRAY_BUFFER ); + } } } - } + function getWireframeAttribute( geometry ) { - function getWireframeAttribute( geometry ) { + var attribute = wireframeAttributes[ geometry.id ]; - var attribute = wireframeAttributes[ geometry.id ]; + if ( attribute ) return attribute; - if ( attribute ) return attribute; + var indices = []; - var indices = []; + var geometryIndex = geometry.index; + var geometryAttributes = geometry.attributes; - var geometryIndex = geometry.index; - var geometryAttributes = geometry.attributes; + // console.time( 'wireframe' ); - // console.time( 'wireframe' ); + if ( geometryIndex !== null ) { - if ( geometryIndex !== null ) { + var array = geometryIndex.array; - var array = geometryIndex.array; + for ( var i = 0, l = array.length; i < l; i += 3 ) { - for ( var i = 0, l = array.length; i < l; i += 3 ) { + var a = array[ i + 0 ]; + var b = array[ i + 1 ]; + var c = array[ i + 2 ]; - var a = array[ i + 0 ]; - var b = array[ i + 1 ]; - var c = array[ i + 2 ]; + indices.push( a, b, b, c, c, a ); - indices.push( a, b, b, c, c, a ); + } - } + } else { - } else { + var array = geometryAttributes.position.array; - var array = geometryAttributes.position.array; + for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { - for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + var a = i + 0; + var b = i + 1; + var c = i + 2; - var a = i + 0; - var b = i + 1; - var c = i + 2; + indices.push( a, b, b, c, c, a ); - indices.push( a, b, b, c, c, a ); + } } - } + // console.timeEnd( 'wireframe' ); - // console.timeEnd( 'wireframe' ); + attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); - attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER ); - attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER ); + wireframeAttributes[ geometry.id ] = attribute; - wireframeAttributes[ geometry.id ] = attribute; + return attribute; - return attribute; + } - } + return { - return { + get: get, + update: update, - get: get, - update: update, + getWireframeAttribute: getWireframeAttribute - getWireframeAttribute: getWireframeAttribute + }; - }; + } -} + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function WebGLLights() { -function WebGLLights() { + var lights = {}; - var lights = {}; + return { - return { + get: function ( light ) { - get: function ( light ) { + if ( lights[ light.id ] !== undefined ) { - if ( lights[ light.id ] !== undefined ) { + return lights[ light.id ]; - return lights[ light.id ]; + } - } + var uniforms; - var uniforms; + switch ( light.type ) { - switch ( light.type ) { + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color(), - case 'DirectionalLight': - uniforms = { - direction: new Vector3(), - color: new Color(), + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; - case 'SpotLight': - uniforms = { - position: new Vector3(), - direction: new Vector3(), - color: new Color(), - distance: 0, - coneCos: 0, - penumbraCos: 0, - decay: 0, - - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; - case 'PointLight': - uniforms = { - position: new Vector3(), - color: new Color(), - distance: 0, - decay: 0, - - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + 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() + // TODO (abelnation): set RectAreaLight shadow uniforms + }; + break; - case 'RectAreaLight': - uniforms = { - color: new Color(), - position: new Vector3(), - halfWidth: new Vector3(), - halfHeight: new Vector3() - // TODO (abelnation): set RectAreaLight shadow uniforms - }; - break; + } + + lights[ light.id ] = uniforms; + + return uniforms; } - lights[ light.id ] = uniforms; + }; - return uniforms; + } - } + /** + * @author mrdoob / http://mrdoob.com/ + */ - }; + function WebGLObjects( gl, geometries, infoRender ) { -} + var updateList = {}; -/** - * @author mrdoob / http://mrdoob.com/ - */ + function update( object ) { -function WebGLObjects( gl, geometries, infoRender ) { + var frame = infoRender.frame; - var updateList = {}; + var geometry = object.geometry; + var buffergeometry = geometries.get( object, geometry ); - function update( object ) { + // Update once per frame - var frame = infoRender.frame; + if ( updateList[ buffergeometry.id ] !== frame ) { - var geometry = object.geometry; - var buffergeometry = geometries.get( object, geometry ); + if ( geometry.isGeometry ) { - // Update once per frame + buffergeometry.updateFromObject( object ); - if ( updateList[ buffergeometry.id ] !== frame ) { + } - if ( geometry.isGeometry ) { + geometries.update( buffergeometry ); - buffergeometry.updateFromObject( object ); + updateList[ buffergeometry.id ] = frame; } - geometries.update( buffergeometry ); - - updateList[ buffergeometry.id ] = frame; + return buffergeometry; } - return buffergeometry; + function clear() { - } + updateList = {}; - function clear() { + } - updateList = {}; + return { - } + update: update, + clear: clear - return { + }; - update: update, - clear: clear + } - }; + /** + * @author mrdoob / http://mrdoob.com/ + */ -} + function addLineNumbers( string ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + var lines = string.split( '\n' ); -function addLineNumbers( string ) { + for ( var i = 0; i < lines.length; i ++ ) { - var lines = string.split( '\n' ); + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; - for ( var i = 0; i < lines.length; i ++ ) { + } - lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + return lines.join( '\n' ); } - return lines.join( '\n' ); + function WebGLShader( gl, type, string ) { -} + var shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); -function WebGLShader( gl, type, string ) { + if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { - var shader = gl.createShader( type ); + console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); - gl.shaderSource( shader, string ); - gl.compileShader( shader ); + } - if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { + if ( gl.getShaderInfoLog( shader ) !== '' ) { - console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); + console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); - } + } - if ( gl.getShaderInfoLog( shader ) !== '' ) { + // --enable-privileged-webgl-extension + // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); + return shader; } - // --enable-privileged-webgl-extension - // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - - return shader; + /** + * @author mrdoob / http://mrdoob.com/ + */ -} + var programIdCount = 0; -/** - * @author mrdoob / http://mrdoob.com/ - */ + 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 ) )' ]; + default: + throw new Error( 'unsupported encoding: ' + encoding ); -var programIdCount = 0; + } -function getEncodingComponents( encoding ) { + } - switch ( encoding ) { + function getTexelDecodingFunction( functionName, 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 ) )' ]; - default: - throw new Error( 'unsupported encoding: ' + encoding ); + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; } -} - -function getTexelDecodingFunction( functionName, encoding ) { + function getTexelEncodingFunction( functionName, encoding ) { - var components = getEncodingComponents( encoding ); - return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; -} - -function getTexelEncodingFunction( functionName, encoding ) { + } - var components = getEncodingComponents( encoding ); - return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; + function getToneMappingFunction( functionName, toneMapping ) { -} + var toneMappingName; -function getToneMappingFunction( functionName, toneMapping ) { + switch ( toneMapping ) { - var toneMappingName; + case LinearToneMapping: + toneMappingName = "Linear"; + break; - switch ( toneMapping ) { + case ReinhardToneMapping: + toneMappingName = "Reinhard"; + break; - case LinearToneMapping: - toneMappingName = "Linear"; - break; + case Uncharted2ToneMapping: + toneMappingName = "Uncharted2"; + break; - case ReinhardToneMapping: - toneMappingName = "Reinhard"; - break; + case CineonToneMapping: + toneMappingName = "OptimizedCineon"; + break; - case Uncharted2ToneMapping: - toneMappingName = "Uncharted2"; - break; + default: + throw new Error( 'unsupported toneMapping: ' + toneMapping ); - case CineonToneMapping: - toneMappingName = "OptimizedCineon"; - break; + } - default: - throw new Error( 'unsupported toneMapping: ' + toneMapping ); + return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; } - return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; + function generateExtensions( extensions, parameters, rendererExtensions ) { -} + extensions = extensions || {}; -function generateExtensions( extensions, parameters, rendererExtensions ) { + var chunks = [ + ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', + ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '' + ]; - extensions = extensions || {}; + return chunks.filter( filterEmptyLine ).join( '\n' ); - var chunks = [ - ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', - ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', - ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', - ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '' - ]; + } - return chunks.filter( filterEmptyLine ).join( '\n' ); + function generateDefines( defines ) { -} + var chunks = []; -function generateDefines( defines ) { + for ( var name in defines ) { - var chunks = []; + var value = defines[ name ]; - for ( var name in defines ) { + if ( value === false ) continue; - var value = defines[ name ]; + chunks.push( '#define ' + name + ' ' + value ); - if ( value === false ) continue; + } - chunks.push( '#define ' + name + ' ' + value ); + return chunks.join( '\n' ); } - return chunks.join( '\n' ); + function fetchAttributeLocations( gl, program, identifiers ) { -} + var attributes = {}; -function fetchAttributeLocations( gl, program, identifiers ) { + var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); - var attributes = {}; + for ( var i = 0; i < n; i ++ ) { - var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + var info = gl.getActiveAttrib( program, i ); + var name = info.name; - for ( var i = 0; i < n; i ++ ) { + // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); - var info = gl.getActiveAttrib( program, i ); - var name = info.name; + attributes[ name ] = gl.getAttribLocation( program, name ); - // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); + } - attributes[ name ] = gl.getAttribLocation( program, name ); + return attributes; } - return attributes; + function filterEmptyLine( string ) { -} + return string !== ''; -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 ); -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 ); + function parseIncludes( string ) { -} + var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm; -function parseIncludes( string ) { + function replace( match, include ) { - var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm; + var replace = ShaderChunk[ include ]; - function replace( match, include ) { + if ( replace === undefined ) { - var replace = ShaderChunk[ include ]; + throw new Error( 'Can not resolve #include <' + include + '>' ); - if ( replace === undefined ) { + } - throw new Error( 'Can not resolve #include <' + include + '>' ); + return parseIncludes( replace ); } - return parseIncludes( replace ); + return string.replace( pattern, replace ); } - return string.replace( pattern, replace ); + function unrollLoops( string ) { -} + var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; -function unrollLoops( string ) { + function replace( match, start, end, snippet ) { - var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + var unroll = ''; - function replace( match, start, end, snippet ) { + for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { - var unroll = ''; + unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); - for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { + } - unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); + return unroll; } - return unroll; + return string.replace( pattern, replace ); } - return string.replace( pattern, replace ); + function WebGLProgram( renderer, code, material, parameters ) { -} - -function WebGLProgram( renderer, code, material, parameters ) { + var gl = renderer.context; - var gl = renderer.context; + var extensions = material.extensions; + var defines = material.defines; - var extensions = material.extensions; - var defines = material.defines; + var vertexShader = material.__webglShader.vertexShader; + var fragmentShader = material.__webglShader.fragmentShader; - var vertexShader = material.__webglShader.vertexShader; - var fragmentShader = material.__webglShader.fragmentShader; + var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; - var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + if ( parameters.shadowMapType === PCFShadowMap ) { - if ( parameters.shadowMapType === PCFShadowMap ) { + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { - } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + } - } + var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; - var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + if ( parameters.envMap ) { - if ( parameters.envMap ) { + switch ( material.envMap.mapping ) { - switch ( material.envMap.mapping ) { + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; - case CubeReflectionMapping: - case CubeRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - break; + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; - case CubeUVReflectionMapping: - case CubeUVRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - break; + case EquirectangularReflectionMapping: + case EquirectangularRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; + break; - case EquirectangularReflectionMapping: - case EquirectangularRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; - break; + case SphericalReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; + break; - case SphericalReflectionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; - break; + } - } + switch ( material.envMap.mapping ) { - switch ( material.envMap.mapping ) { + case CubeRefractionMapping: + case EquirectangularRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; - case CubeRefractionMapping: - case EquirectangularRefractionMapping: - envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; - break; + } - } + switch ( material.combine ) { - switch ( material.combine ) { + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; - case MultiplyOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - break; + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; - case MixOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; - break; + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; - case AddOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; - break; + } } - } + var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + + // console.log( 'building new program ' ); - var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + // - // console.log( 'building new program ' ); + var customExtensions = generateExtensions( extensions, parameters, renderer.extensions ); - // + var customDefines = generateDefines( defines ); - var customExtensions = generateExtensions( extensions, parameters, renderer.extensions ); + // - var customDefines = generateDefines( defines ); + var program = gl.createProgram(); - // + var prefixVertex, prefixFragment; - var program = gl.createProgram(); + if ( material.isRawShaderMaterial ) { - var prefixVertex, prefixFragment; + prefixVertex = [ + + customDefines, - if ( material.isRawShaderMaterial ) { + '\n' - prefixVertex = [ + ].filter( filterEmptyLine ).join( '\n' ); - customDefines, + prefixFragment = [ - '\n' + customExtensions, + customDefines, - ].filter( filterEmptyLine ).join( '\n' ); + '\n' - prefixFragment = [ + ].filter( filterEmptyLine ).join( '\n' ); - customExtensions, - customDefines, + } else { - '\n' + prefixVertex = [ - ].filter( filterEmptyLine ).join( '\n' ); + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', - } else { + '#define SHADER_NAME ' + material.__webglShader.name, - prefixVertex = [ + customDefines, - 'precision ' + parameters.precision + ' float;', - 'precision ' + parameters.precision + ' int;', + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', - '#define SHADER_NAME ' + material.__webglShader.name, + '#define GAMMA_FACTOR ' + gammaFactorDefine, - customDefines, + '#define MAX_BONES ' + parameters.maxBones, + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', - parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + 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.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.vertexColors ? '#define USE_COLOR' : '', - '#define GAMMA_FACTOR ' + gammaFactorDefine, + parameters.flatShading ? '#define FLAT_SHADED' : '', - '#define MAX_BONES ' + parameters.maxBones, - ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', - ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + parameters.skinning ? '#define USE_SKINNING' : '', + parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', - 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.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.vertexColors ? '#define USE_COLOR' : '', + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', - parameters.flatShading ? '#define FLAT_SHADED' : '', + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, - parameters.skinning ? '#define USE_SKINNING' : '', - parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', - parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', - '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', - parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + '#ifdef USE_COLOR', - 'uniform mat4 modelMatrix;', - 'uniform mat4 modelViewMatrix;', - 'uniform mat4 projectionMatrix;', - 'uniform mat4 viewMatrix;', - 'uniform mat3 normalMatrix;', - 'uniform vec3 cameraPosition;', + ' attribute vec3 color;', - 'attribute vec3 position;', - 'attribute vec3 normal;', - 'attribute vec2 uv;', + '#endif', - '#ifdef USE_COLOR', + '#ifdef USE_MORPHTARGETS', - ' attribute vec3 color;', + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', - '#endif', + ' #ifdef USE_MORPHNORMALS', - '#ifdef USE_MORPHTARGETS', + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', - ' attribute vec3 morphTarget0;', - ' attribute vec3 morphTarget1;', - ' attribute vec3 morphTarget2;', - ' attribute vec3 morphTarget3;', + ' #else', - ' #ifdef USE_MORPHNORMALS', + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', - ' attribute vec3 morphNormal0;', - ' attribute vec3 morphNormal1;', - ' attribute vec3 morphNormal2;', - ' attribute vec3 morphNormal3;', + ' #endif', - ' #else', + '#endif', - ' attribute vec3 morphTarget4;', - ' attribute vec3 morphTarget5;', - ' attribute vec3 morphTarget6;', - ' attribute vec3 morphTarget7;', + '#ifdef USE_SKINNING', - ' #endif', + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', - '#endif', + '#endif', - '#ifdef USE_SKINNING', + '\n' - ' attribute vec4 skinIndex;', - ' attribute vec4 skinWeight;', + ].filter( filterEmptyLine ).join( '\n' ); - '#endif', + prefixFragment = [ - '\n' + customExtensions, - ].filter( filterEmptyLine ).join( '\n' ); + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', - prefixFragment = [ + '#define SHADER_NAME ' + material.__webglShader.name, - customExtensions, + customDefines, - 'precision ' + parameters.precision + ' float;', - 'precision ' + parameters.precision + ' int;', + parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', - '#define SHADER_NAME ' + material.__webglShader.name, + '#define GAMMA_FACTOR ' + gammaFactorDefine, - customDefines, + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', - parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', + parameters.map ? '#define USE_MAP' : '', + 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.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', - '#define GAMMA_FACTOR ' + gammaFactorDefine, + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', - ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', - ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + parameters.flatShading ? '#define FLAT_SHADED' : '', - parameters.map ? '#define USE_MAP' : '', - 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.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', - parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + '#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection), - parameters.flatShading ? '#define FLAT_SHADED' : '', + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', + parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', - '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, - '#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection), + parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', - parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', + parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', - parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + ( 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.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', + parameters.dithering ? '#define DITHERING' : '', - 'uniform mat4 viewMatrix;', - 'uniform vec3 cameraPosition;', + ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below + parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '', - ( 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.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '', - parameters.dithering ? '#define DITHERING' : '', + '\n' - ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below - parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', - parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', - parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', - parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '', + ].filter( filterEmptyLine ).join( '\n' ); - parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '', + } - '\n' + vertexShader = parseIncludes( vertexShader); + vertexShader = replaceLightNums( vertexShader, parameters ); - ].filter( filterEmptyLine ).join( '\n' ); + fragmentShader = parseIncludes( fragmentShader); + fragmentShader = replaceLightNums( fragmentShader, parameters ); - } + if ( ! material.isShaderMaterial ) { - vertexShader = parseIncludes( vertexShader, parameters ); - vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); - fragmentShader = parseIncludes( fragmentShader, parameters ); - fragmentShader = replaceLightNums( fragmentShader, parameters ); + } - if ( ! material.isShaderMaterial ) { + var vertexGlsl = prefixVertex + vertexShader; + var fragmentGlsl = prefixFragment + fragmentShader; - vertexShader = unrollLoops( vertexShader ); - fragmentShader = unrollLoops( fragmentShader ); + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); - } + var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); - var vertexGlsl = prefixVertex + vertexShader; - var fragmentGlsl = prefixFragment + fragmentShader; + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); - // console.log( '*VERTEX*', vertexGlsl ); - // console.log( '*FRAGMENT*', fragmentGlsl ); + // Force a particular attribute to index 0. - var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); - var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + if ( material.index0AttributeName !== undefined ) { - gl.attachShader( program, glVertexShader ); - gl.attachShader( program, glFragmentShader ); + gl.bindAttribLocation( program, 0, material.index0AttributeName ); - // Force a particular attribute to index 0. + } else if ( parameters.morphTargets === true ) { - if ( material.index0AttributeName !== undefined ) { + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); - gl.bindAttribLocation( program, 0, material.index0AttributeName ); + } - } else if ( parameters.morphTargets === true ) { + gl.linkProgram( program ); - // programs with morphTargets displace position out of attribute 0 - gl.bindAttribLocation( program, 0, 'position' ); + var programLog = gl.getProgramInfoLog( program ); + var vertexLog = gl.getShaderInfoLog( glVertexShader ); + var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); - } + var runnable = true; + var haveDiagnostics = true; - gl.linkProgram( program ); + // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); + // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); - var programLog = gl.getProgramInfoLog( program ); - var vertexLog = gl.getShaderInfoLog( glVertexShader ); - var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { - var runnable = true; - var haveDiagnostics = true; + runnable = false; - // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); - // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); + console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); - if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + } else if ( programLog !== '' ) { - runnable = false; + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); - console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); + } else if ( vertexLog === '' || fragmentLog === '' ) { - } else if ( programLog !== '' ) { + haveDiagnostics = false; - console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + } - } else if ( vertexLog === '' || fragmentLog === '' ) { + if ( haveDiagnostics ) { - haveDiagnostics = false; + this.diagnostics = { - } + runnable: runnable, + material: material, - if ( haveDiagnostics ) { + programLog: programLog, - this.diagnostics = { + vertexShader: { - runnable: runnable, - material: material, + log: vertexLog, + prefix: prefixVertex - programLog: programLog, + }, - vertexShader: { + fragmentShader: { - log: vertexLog, - prefix: prefixVertex + log: fragmentLog, + prefix: prefixFragment - }, + } - fragmentShader: { + }; - log: fragmentLog, - prefix: prefixFragment + } - } + // clean up - }; + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); - } + // set up caching for uniform locations - // clean up + var cachedUniforms; - gl.deleteShader( glVertexShader ); - gl.deleteShader( glFragmentShader ); + this.getUniforms = function() { - // set up caching for uniform locations + if ( cachedUniforms === undefined ) { - var cachedUniforms; + cachedUniforms = + new WebGLUniforms( gl, program, renderer ); - this.getUniforms = function() { + } - if ( cachedUniforms === undefined ) { + return cachedUniforms; - cachedUniforms = - new WebGLUniforms( gl, program, renderer ); + }; - } + // set up caching for attribute locations - return cachedUniforms; + var cachedAttributes; - }; + this.getAttributes = function() { - // set up caching for attribute locations + if ( cachedAttributes === undefined ) { - var cachedAttributes; + cachedAttributes = fetchAttributeLocations( gl, program ); - this.getAttributes = function() { + } - if ( cachedAttributes === undefined ) { + return cachedAttributes; - cachedAttributes = fetchAttributeLocations( gl, program ); + }; - } + // free resource - return cachedAttributes; + this.destroy = function() { - }; + gl.deleteProgram( program ); + this.program = undefined; - // free resource + }; - this.destroy = function() { + // DEPRECATED - gl.deleteProgram( program ); - this.program = undefined; + Object.defineProperties( this, { - }; + uniforms: { + get: function() { - // DEPRECATED + console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); + return this.getUniforms(); - Object.defineProperties( this, { + } + }, - uniforms: { - get: function() { + attributes: { + get: function() { - console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); - return this.getUniforms(); + console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); + return this.getAttributes(); + } } - }, - attributes: { - get: function() { + } ); - console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); - return this.getAttributes(); - } - } + // - } ); + this.id = programIdCount ++; + this.code = code; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + return this; - // + } - this.id = programIdCount ++; - this.code = code; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; - - return this; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLPrograms( renderer, capabilities ) { - - var programs = []; - - var shaderIDs = { - MeshDepthMaterial: 'depth', - MeshNormalMaterial: 'normal', - MeshBasicMaterial: 'basic', - MeshLambertMaterial: 'lambert', - MeshPhongMaterial: 'phong', - MeshToonMaterial: 'phong', - MeshStandardMaterial: 'physical', - MeshPhysicalMaterial: 'physical', - LineBasicMaterial: 'basic', - LineDashedMaterial: 'dashed', - PointsMaterial: 'points' - }; + /** + * @author mrdoob / http://mrdoob.com/ + */ - var parameterNames = [ - "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", - "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", - "roughnessMap", "metalnessMap", "gradientMap", - "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", - "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", - "maxBones", "useVertexTexture", "morphTargets", "morphNormals", - "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", - "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", - "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', - "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering" - ]; + function WebGLPrograms( renderer, capabilities ) { + + var programs = []; + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'phong', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points' + }; + var parameterNames = [ + "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", + "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", + "roughnessMap", "metalnessMap", "gradientMap", + "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", + "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", + "maxBones", "useVertexTexture", "morphTargets", "morphNormals", + "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", + "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", + "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', + "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering" + ]; - function allocateBones( object ) { - var skeleton = object.skeleton; - var bones = skeleton.bones; + function allocateBones( object ) { - if ( capabilities.floatVertexTextures ) { + var skeleton = object.skeleton; + var bones = skeleton.bones; - return 1024; + if ( capabilities.floatVertexTextures ) { - } else { + return 1024; - // 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) + } else { - var nVertexUniforms = capabilities.maxVertexUniforms; - var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); + // 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) - var maxBones = Math.min( nVertexMatrices, bones.length ); + var nVertexUniforms = capabilities.maxVertexUniforms; + var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); - if ( maxBones < bones.length ) { + var maxBones = Math.min( nVertexMatrices, bones.length ); - console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); - return 0; + if ( maxBones < bones.length ) { - } + console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); + return 0; + + } + + return maxBones; - return maxBones; + } } - } + function getTextureEncodingFromMap( map, gammaOverrideLinear ) { - function getTextureEncodingFromMap( map, gammaOverrideLinear ) { + var encoding; - var encoding; + if ( ! map ) { - if ( ! map ) { + encoding = LinearEncoding; - encoding = LinearEncoding; + } else if ( map.isTexture ) { - } else if ( map.isTexture ) { + encoding = map.encoding; - encoding = map.encoding; + } else if ( map.isWebGLRenderTarget ) { - } else if ( map.isWebGLRenderTarget ) { + console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); + encoding = map.texture.encoding; - console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); - encoding = map.texture.encoding; + } - } + // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. + if ( encoding === LinearEncoding && gammaOverrideLinear ) { - // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. - if ( encoding === LinearEncoding && gammaOverrideLinear ) { + encoding = GammaEncoding; - encoding = GammaEncoding; + } - } + return encoding; - return encoding; + } - } + this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) { - this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) { + var shaderID = shaderIDs[ material.type ]; - var shaderID = shaderIDs[ material.type ]; + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) + var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; + var precision = renderer.getPrecision(); - var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; - var precision = renderer.getPrecision(); + if ( material.precision !== null ) { - if ( material.precision !== null ) { + precision = capabilities.getMaxPrecision( material.precision ); - precision = capabilities.getMaxPrecision( material.precision ); + if ( precision !== material.precision ) { - if ( precision !== material.precision ) { + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); - console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + } } - } + var currentRenderTarget = renderer.getRenderTarget(); - var currentRenderTarget = renderer.getRenderTarget(); + var parameters = { - var parameters = { + shaderID: shaderID, - shaderID: shaderID, + precision: precision, + supportsVertexTextures: capabilities.vertexTextures, + outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), + envMap: !! material.envMap, + envMapMode: material.envMap && material.envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), + envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + displacementMap: !! material.displacementMap, + roughnessMap: !! material.roughnessMap, + metalnessMap: !! material.metalnessMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, - precision: precision, - supportsVertexTextures: capabilities.vertexTextures, - outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), - map: !! material.map, - mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), - envMap: !! material.envMap, - envMapMode: material.envMap && material.envMap.mapping, - envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), - envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), - lightMap: !! material.lightMap, - aoMap: !! material.aoMap, - emissiveMap: !! material.emissiveMap, - emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), - bumpMap: !! material.bumpMap, - normalMap: !! material.normalMap, - displacementMap: !! material.displacementMap, - roughnessMap: !! material.roughnessMap, - metalnessMap: !! material.metalnessMap, - specularMap: !! material.specularMap, - alphaMap: !! material.alphaMap, + gradientMap: !! material.gradientMap, + + combine: material.combine, - gradientMap: !! material.gradientMap, + vertexColors: material.vertexColors, - combine: material.combine, + fog: !! fog, + useFog: material.fog, + fogExp: ( fog && fog.isFogExp2 ), - vertexColors: material.vertexColors, + flatShading: material.shading === FlatShading, - fog: !! fog, - useFog: material.fog, - fogExp: ( fog && fog.isFogExp2 ), + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, - flatShading: material.shading === FlatShading, + skinning: material.skinning && maxBones > 0, + maxBones: maxBones, + useVertexTexture: capabilities.floatVertexTextures, - sizeAttenuation: material.sizeAttenuation, - logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: renderer.maxMorphTargets, + maxMorphNormals: renderer.maxMorphNormals, - skinning: material.skinning && maxBones > 0, - maxBones: maxBones, - useVertexTexture: capabilities.floatVertexTextures, + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, - morphTargets: material.morphTargets, - morphNormals: material.morphNormals, - maxMorphTargets: renderer.maxMorphTargets, - maxMorphNormals: renderer.maxMorphNormals, + numClippingPlanes: nClipPlanes, + numClipIntersection: nClipIntersection, - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numRectAreaLights: lights.rectArea.length, - numHemiLights: lights.hemi.length, + dithering: material.dithering, - numClippingPlanes: nClipPlanes, - numClipIntersection: nClipIntersection, + shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, + shadowMapType: renderer.shadowMap.type, - dithering: material.dithering, + toneMapping: renderer.toneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, - shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, - shadowMapType: renderer.shadowMap.type, + premultipliedAlpha: material.premultipliedAlpha, - toneMapping: renderer.toneMapping, - physicallyCorrectLights: renderer.physicallyCorrectLights, + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, - premultipliedAlpha: material.premultipliedAlpha, + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false - alphaTest: material.alphaTest, - doubleSided: material.side === DoubleSide, - flipSided: material.side === BackSide, + }; - depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false + return parameters; }; - return parameters; - - }; + this.getProgramCode = function ( material, parameters ) { - this.getProgramCode = function ( material, parameters ) { + var array = []; - var array = []; + if ( parameters.shaderID ) { - if ( parameters.shaderID ) { + array.push( parameters.shaderID ); - array.push( parameters.shaderID ); + } else { - } else { + array.push( material.fragmentShader ); + array.push( material.vertexShader ); - array.push( material.fragmentShader ); - array.push( material.vertexShader ); + } - } + if ( material.defines !== undefined ) { - if ( material.defines !== undefined ) { + for ( var name in material.defines ) { - for ( var name in material.defines ) { + array.push( name ); + array.push( material.defines[ name ] ); - array.push( name ); - array.push( material.defines[ name ] ); + } } - } + for ( var i = 0; i < parameterNames.length; i ++ ) { - for ( var i = 0; i < parameterNames.length; i ++ ) { + array.push( parameters[ parameterNames[ i ] ] ); - array.push( parameters[ parameterNames[ i ] ] ); + } - } + return array.join(); - return array.join(); + }; - }; + this.acquireProgram = function ( material, parameters, code ) { - this.acquireProgram = function ( material, parameters, code ) { + var program; - var program; + // Check if code has been already compiled + for ( var p = 0, pl = programs.length; p < pl; p ++ ) { - // Check if code has been already compiled - for ( var p = 0, pl = programs.length; p < pl; p ++ ) { + var programInfo = programs[ p ]; - var programInfo = programs[ p ]; + if ( programInfo.code === code ) { - if ( programInfo.code === code ) { + program = programInfo; + ++ program.usedTimes; - program = programInfo; - ++ program.usedTimes; + break; - break; + } } - } + if ( program === undefined ) { + + program = new WebGLProgram( renderer, code, material, parameters ); + programs.push( program ); - if ( program === undefined ) { + } - program = new WebGLProgram( renderer, code, material, parameters ); - programs.push( program ); + return program; - } + }; - return program; + this.releaseProgram = function ( program ) { - }; + if ( -- program.usedTimes === 0 ) { - this.releaseProgram = function ( program ) { + // Remove from unordered set + var i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); - if ( -- program.usedTimes === 0 ) { + // Free WebGL resources + program.destroy(); - // Remove from unordered set - var i = programs.indexOf( program ); - programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); + } - // Free WebGL resources - program.destroy(); + }; - } + // Exposed for resource monitoring & error feedback via renderer.info: + this.programs = programs; - }; + } - // Exposed for resource monitoring & error feedback via renderer.info: - this.programs = programs; + /** + * @author mrdoob / http://mrdoob.com/ + */ -} + function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, infoMemory ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); -function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, infoMemory ) { + // - var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); + function clampToMaxSize( image, maxSize ) { - // + if ( image.width > maxSize || image.height > maxSize ) { - function clampToMaxSize( image, maxSize ) { + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. - if ( image.width > maxSize || image.height > maxSize ) { + var scale = maxSize / Math.max( image.width, image.height ); - // Warning: Scaling through the canvas will only work with images that use - // premultiplied alpha. + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = Math.floor( image.width * scale ); + canvas.height = Math.floor( image.height * scale ); - var scale = maxSize / Math.max( image.width, image.height ); + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); - var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = Math.floor( image.width * scale ); - canvas.height = Math.floor( image.height * scale ); + console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); - var context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); + return canvas; - console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); + } - return canvas; + return image; } - return image; + function isPowerOfTwo( image ) { - } + return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height ); - function isPowerOfTwo( image ) { + } - return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height ); + function makePowerOfTwo( image ) { - } + if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { - function makePowerOfTwo( image ) { + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = _Math.nearestPowerOfTwo( image.width ); + canvas.height = _Math.nearestPowerOfTwo( image.height ); - if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, canvas.width, canvas.height ); - var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = _Math.nearestPowerOfTwo( image.width ); - canvas.height = _Math.nearestPowerOfTwo( image.height ); + console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); - var context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, canvas.width, canvas.height ); + return canvas; - console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); + } - return canvas; + return image; } - return image; + function textureNeedsPowerOfTwo( texture ) { - } + return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || + ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); - function textureNeedsPowerOfTwo( texture ) { + } - return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || - ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); + // Fallback filters for non-power-of-2 textures - } + function filterFallback( f ) { - // Fallback filters for non-power-of-2 textures + if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { - function filterFallback( f ) { + return _gl.NEAREST; - if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { + } - return _gl.NEAREST; + return _gl.LINEAR; } - return _gl.LINEAR; + // - } + function onTextureDispose( event ) { - // + var texture = event.target; - function onTextureDispose( event ) { + texture.removeEventListener( 'dispose', onTextureDispose ); - var texture = event.target; + deallocateTexture( texture ); - texture.removeEventListener( 'dispose', onTextureDispose ); + infoMemory.textures --; - deallocateTexture( texture ); - infoMemory.textures --; + } + function onRenderTargetDispose( event ) { - } + var renderTarget = event.target; - function onRenderTargetDispose( event ) { + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - var renderTarget = event.target; + deallocateRenderTarget( renderTarget ); - renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + infoMemory.textures --; - deallocateRenderTarget( renderTarget ); + } - infoMemory.textures --; + // - } + function deallocateTexture( texture ) { - // + var textureProperties = properties.get( texture ); - function deallocateTexture( texture ) { + if ( texture.image && textureProperties.__image__webglTextureCube ) { - var textureProperties = properties.get( texture ); + // cube texture - if ( texture.image && textureProperties.__image__webglTextureCube ) { + _gl.deleteTexture( textureProperties.__image__webglTextureCube ); - // cube texture + } else { - _gl.deleteTexture( textureProperties.__image__webglTextureCube ); + // 2D texture - } else { + if ( textureProperties.__webglInit === undefined ) return; - // 2D texture + _gl.deleteTexture( textureProperties.__webglTexture ); - if ( textureProperties.__webglInit === undefined ) return; + } - _gl.deleteTexture( textureProperties.__webglTexture ); + // remove all webgl properties + properties.remove( texture ); } - // remove all webgl properties - properties.remove( texture ); + function deallocateRenderTarget( renderTarget ) { - } + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + if ( ! renderTarget ) return; - function deallocateRenderTarget( renderTarget ) { + if ( textureProperties.__webglTexture !== undefined ) { - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); + _gl.deleteTexture( textureProperties.__webglTexture ); - if ( ! renderTarget ) return; + } - if ( textureProperties.__webglTexture !== undefined ) { + if ( renderTarget.depthTexture ) { - _gl.deleteTexture( textureProperties.__webglTexture ); + renderTarget.depthTexture.dispose(); - } + } - if ( renderTarget.depthTexture ) { + if ( renderTarget.isWebGLRenderTargetCube ) { - renderTarget.depthTexture.dispose(); + for ( var i = 0; i < 6; i ++ ) { - } + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); - if ( renderTarget.isWebGLRenderTargetCube ) { + } - for ( var i = 0; i < 6; i ++ ) { + } else { - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); } - } else { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + properties.remove( renderTarget.texture ); + properties.remove( renderTarget ); } - properties.remove( renderTarget.texture ); - properties.remove( renderTarget ); - - } + // - // + function setTexture2D( texture, slot ) { - function setTexture2D( texture, slot ) { + var textureProperties = properties.get( texture ); - var textureProperties = properties.get( texture ); + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + var image = texture.image; - var image = texture.image; + if ( image === undefined ) { - if ( image === undefined ) { + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); + } else if ( image.complete === false ) { - } else if ( image.complete === false ) { + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); + } else { - } else { + uploadTexture( textureProperties, texture, slot ); + return; - uploadTexture( textureProperties, texture, slot ); - return; + } } - } + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + } - } + function setTextureCube( texture, slot ) { - function setTextureCube( texture, slot ) { + var textureProperties = properties.get( texture ); - var textureProperties = properties.get( texture ); + if ( texture.image.length === 6 ) { - if ( texture.image.length === 6 ) { + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + if ( ! textureProperties.__image__webglTextureCube ) { - if ( ! textureProperties.__image__webglTextureCube ) { + texture.addEventListener( 'dispose', onTextureDispose ); - texture.addEventListener( 'dispose', onTextureDispose ); + textureProperties.__image__webglTextureCube = _gl.createTexture(); - textureProperties.__image__webglTextureCube = _gl.createTexture(); + infoMemory.textures ++; - infoMemory.textures ++; + } - } + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + var isCompressed = ( texture && texture.isCompressedTexture ); + var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); - var isCompressed = ( texture && texture.isCompressedTexture ); - var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + var cubeImage = []; - var cubeImage = []; + for ( var i = 0; i < 6; i ++ ) { - for ( var i = 0; i < 6; i ++ ) { + if ( ! isCompressed && ! isDataTexture ) { - if ( ! isCompressed && ! isDataTexture ) { + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); - cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); + } else { - } else { + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; - cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + } } - } + var image = cubeImage[ 0 ], + isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); - var image = cubeImage[ 0 ], - isPowerOfTwoImage = isPowerOfTwo( image ), - glFormat = paramThreeToGL( texture.format ), - glType = paramThreeToGL( texture.type ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); + for ( var i = 0; i < 6; i ++ ) { - for ( var i = 0; i < 6; i ++ ) { + if ( ! isCompressed ) { + + if ( isDataTexture ) { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); - if ( ! isCompressed ) { + } else { - if ( isDataTexture ) { + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + } } else { - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); + var mipmap, mipmaps = cubeImage[ i ].mipmaps; - } + for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { - } else { + mipmap = mipmaps[ j ]; - var mipmap, mipmaps = cubeImage[ i ].mipmaps; + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { - mipmap = mipmaps[ j ]; + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + } else { - if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" ); - state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + } } else { - console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" ); + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); } - } else { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - } } } - } + if ( texture.generateMipmaps && isPowerOfTwoImage ) { - if ( texture.generateMipmaps && isPowerOfTwoImage ) { + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + } - } + textureProperties.__version = texture.version; - textureProperties.__version = texture.version; + if ( texture.onUpdate ) texture.onUpdate( texture ); - if ( texture.onUpdate ) texture.onUpdate( texture ); + } else { - } else { + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + } } } - } + function setTextureCubeDynamic( texture, slot ) { - function setTextureCubeDynamic( texture, slot ) { + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); + } - } + function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { - function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { + var extension; - var extension; + if ( isPowerOfTwoImage ) { - if ( isPowerOfTwoImage ) { + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); + } else { - } else { + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { - if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); + } - } + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { - 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.', texture ); - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); + } } - } + extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + if ( extension ) { - if ( extension ) { + if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; + if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; - if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; - if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { - 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; - _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); - properties.get( texture ).__currentAnisotropy = texture.anisotropy; + } } } - } + function uploadTexture( textureProperties, texture, slot ) { - function uploadTexture( textureProperties, texture, slot ) { + if ( textureProperties.__webglInit === undefined ) { - if ( textureProperties.__webglInit === undefined ) { + textureProperties.__webglInit = true; - textureProperties.__webglInit = true; + texture.addEventListener( 'dispose', onTextureDispose ); - texture.addEventListener( 'dispose', onTextureDispose ); + textureProperties.__webglTexture = _gl.createTexture(); - textureProperties.__webglTexture = _gl.createTexture(); + infoMemory.textures ++; - infoMemory.textures ++; + } - } + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); - _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); - _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); - var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); + if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { - if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { + image = makePowerOfTwo( image ); - image = makePowerOfTwo( image ); + } - } + var isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); - var isPowerOfTwoImage = isPowerOfTwo( image ), - glFormat = paramThreeToGL( texture.format ), - glType = paramThreeToGL( texture.type ); + setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); - setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); + var mipmap, mipmaps = texture.mipmaps; - var mipmap, mipmaps = texture.mipmaps; + if ( texture.isDepthTexture ) { - if ( texture.isDepthTexture ) { + // populate depth texture with dummy data - // populate depth texture with dummy data + var internalFormat = _gl.DEPTH_COMPONENT; - var internalFormat = _gl.DEPTH_COMPONENT; + if ( texture.type === FloatType ) { - if ( texture.type === FloatType ) { + if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0'); + internalFormat = _gl.DEPTH_COMPONENT32F; - if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0'); - internalFormat = _gl.DEPTH_COMPONENT32F; + } else if ( _isWebGL2 ) { - } else if ( _isWebGL2 ) { + // WebGL 2.0 requires signed internalformat for glTexImage2D + internalFormat = _gl.DEPTH_COMPONENT16; - // WebGL 2.0 requires signed internalformat for glTexImage2D - internalFormat = _gl.DEPTH_COMPONENT16; + } - } + if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) { - if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) { + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { - // 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.' ); - console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); + texture.type = UnsignedShortType; + glType = paramThreeToGL( texture.type ); - texture.type = UnsignedShortType; - glType = paramThreeToGL( texture.type ); + } } - } + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.format === DepthStencilFormat ) { - // Depth stencil textures need the DEPTH_STENCIL internal format - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - if ( texture.format === DepthStencilFormat ) { + internalFormat = _gl.DEPTH_STENCIL; - internalFormat = _gl.DEPTH_STENCIL; + // 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 ) { - // 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.' ); - console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); + texture.type = UnsignedInt248Type; + glType = paramThreeToGL( texture.type ); - texture.type = UnsignedInt248Type; - glType = paramThreeToGL( texture.type ); + } } - } + state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } else if ( texture.isDataTexture ) { - state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); + // 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 - } else if ( texture.isDataTexture ) { + if ( mipmaps.length > 0 && isPowerOfTwoImage ) { - // 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 + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - if ( mipmaps.length > 0 && isPowerOfTwoImage ) { + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isCompressedTexture ) { for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { mipmap = mipmaps[ i ]; - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - } + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - texture.generateMipmaps = false; + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { - } else { + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { - state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); - } + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - } else if ( texture.isCompressedTexture ) { + } - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + } - mipmap = mipmaps[ i ]; + } else { - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + // regular Texture (image, video, canvas) - if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + // 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 - state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + if ( mipmaps.length > 0 && isPowerOfTwoImage ) { - } else { + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); } + texture.generateMipmaps = false; + } else { - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); } } - } else { + if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); - // regular Texture (image, video, canvas) + textureProperties.__version = texture.version; - // 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 ( texture.onUpdate ) texture.onUpdate( texture ); - if ( mipmaps.length > 0 && isPowerOfTwoImage ) { + } - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + // Render targets - mipmap = mipmaps[ i ]; - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { - } + var glFormat = paramThreeToGL( renderTarget.texture.format ); + var glType = paramThreeToGL( renderTarget.texture.type ); + state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget ) { - texture.generateMipmaps = false; + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); } else { - state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); + // FIXME: We don't support !depth !stencil + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); } + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + } - if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { - textureProperties.__version = texture.version; + var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); + if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!'); - if ( texture.onUpdate ) texture.onUpdate( texture ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - } + if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { - // Render targets + throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); - // Setup storage for target texture and bind it to correct framebuffer - function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { + } - var glFormat = paramThreeToGL( renderTarget.texture.format ); - var glType = paramThreeToGL( renderTarget.texture.type ); - state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + // 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 ); - // Setup storage for internal depth/stencil buffers and bind to correct framebuffer - function setupRenderBufferStorage( renderbuffer, renderTarget ) { + var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; - _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + if ( renderTarget.depthTexture.format === DepthFormat ) { - if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { - } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + } else { - } else { + throw new Error('Unknown depthTexture format') - // FIXME: We don't support !depth !stencil - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + } } - _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { - } + var renderTargetProperties = properties.get( renderTarget ); - // Setup resources for a Depth Texture for a FBO (needs an extension) - function setupDepthTexture( framebuffer, renderTarget ) { + var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); - var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); - if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!'); + if ( renderTarget.depthTexture ) { - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets'); - if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); - throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); + } else { - } + if ( isCube ) { - // 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; - } + renderTargetProperties.__webglDepthbuffer = []; - setTexture2D( renderTarget.depthTexture, 0 ); + for ( var i = 0; i < 6; i ++ ) { - var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); - if ( renderTarget.depthTexture.format === DepthFormat ) { + } - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + } else { - } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + } - } else { + } - throw new Error('Unknown depthTexture format') + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); } - } - - // Setup GL resources for a non-texture depth buffer - function setupDepthRenderbuffer( renderTarget ) { + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { - var renderTargetProperties = properties.get( renderTarget ); + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); - var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - if ( renderTarget.depthTexture ) { + textureProperties.__webglTexture = _gl.createTexture(); - if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets'); + infoMemory.textures ++; - setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); - } else { + // Setup framebuffer if ( isCube ) { - renderTargetProperties.__webglDepthbuffer = []; + renderTargetProperties.__webglFramebuffer = []; for ( var i = 0; i < 6; i ++ ) { - _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); - renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); } } else { - _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); } - } + // Setup color buffer - _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + if ( isCube ) { - } + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); - // Set up GL resources for the render target - function setupRenderTarget( renderTarget ) { + for ( var i = 0; i < 6; i ++ ) { - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); - renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + } - textureProperties.__webglTexture = _gl.createTexture(); + if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); - infoMemory.textures ++; + } else { - var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); - var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); - // Setup framebuffer + if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + state.bindTexture( _gl.TEXTURE_2D, null ); - if ( isCube ) { + } - renderTargetProperties.__webglFramebuffer = []; + // Setup depth and stencil buffers - for ( var i = 0; i < 6; i ++ ) { + if ( renderTarget.depthBuffer ) { - renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + setupDepthRenderbuffer( renderTarget ); } - } else { - - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - } - // Setup color buffer + function updateRenderTargetMipmap( renderTarget ) { - if ( isCube ) { + var texture = renderTarget.texture; - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); + if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && + texture.minFilter !== NearestFilter && + texture.minFilter !== LinearFilter ) { - for ( var i = 0; i < 6; i ++ ) { + var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; + var webglTexture = properties.get( texture ).__webglTexture; - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + state.bindTexture( target, webglTexture ); + _gl.generateMipmap( target ); + state.bindTexture( target, null ); } - if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + } - } else { + this.setTexture2D = setTexture2D; + this.setTextureCube = setTextureCube; + this.setTextureCubeDynamic = setTextureCubeDynamic; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); + } - if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); - state.bindTexture( _gl.TEXTURE_2D, null ); - - } + /** + * @author fordacious / fordacious.github.io + */ - // Setup depth and stencil buffers + function WebGLProperties() { - if ( renderTarget.depthBuffer ) { + var properties = {}; - setupDepthRenderbuffer( renderTarget ); + function get( object ) { - } + var uuid = object.uuid; + var map = properties[ uuid ]; - } + if ( map === undefined ) { - function updateRenderTargetMipmap( renderTarget ) { + map = {}; + properties[ uuid ] = map; - var texture = renderTarget.texture; - - if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && - texture.minFilter !== NearestFilter && - texture.minFilter !== LinearFilter ) { - - var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; - var webglTexture = properties.get( texture ).__webglTexture; + } - state.bindTexture( target, webglTexture ); - _gl.generateMipmap( target ); - state.bindTexture( target, null ); + return map; } - } - - this.setTexture2D = setTexture2D; - this.setTextureCube = setTextureCube; - this.setTextureCubeDynamic = setTextureCubeDynamic; - this.setupRenderTarget = setupRenderTarget; - this.updateRenderTargetMipmap = updateRenderTargetMipmap; + function remove( object ) { -} - -/** - * @author fordacious / fordacious.github.io - */ - -function WebGLProperties() { - - var properties = {}; - - function get( object ) { - - var uuid = object.uuid; - var map = properties[ uuid ]; - - if ( map === undefined ) { - - map = {}; - properties[ uuid ] = map; + delete properties[ object.uuid ]; } - return map; + function clear() { - } + properties = {}; - function remove( object ) { + } - delete properties[ object.uuid ]; + return { + get: get, + remove: remove, + clear: clear + }; } - function clear() { + /** + * @author mrdoob / http://mrdoob.com/ + */ - properties = {}; + function WebGLState( gl, extensions, paramThreeToGL ) { - } + function ColorBuffer() { - return { - get: get, - remove: remove, - clear: clear - }; + var locked = false; -} + var color = new Vector4(); + var currentColorMask = null; + var currentColorClear = new Vector4(); -/** - * @author mrdoob / http://mrdoob.com/ - */ + return { -function WebGLState( gl, extensions, paramThreeToGL ) { + setMask: function ( colorMask ) { - function ColorBuffer() { + if ( currentColorMask !== colorMask && ! locked ) { - var locked = false; + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; - var color = new Vector4(); - var currentColorMask = null; - var currentColorClear = new Vector4(); + } - return { + }, - setMask: function ( colorMask ) { + setLocked: function ( lock ) { - if ( currentColorMask !== colorMask && ! locked ) { + locked = lock; - gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - currentColorMask = colorMask; + }, - } + setClear: function ( r, g, b, a, premultipliedAlpha ) { - }, + if ( premultipliedAlpha === true ) { - setLocked: function ( lock ) { + r *= a; g *= a; b *= a; - locked = lock; + } - }, + color.set( r, g, b, a ); - setClear: function ( r, g, b, a, premultipliedAlpha ) { + if ( currentColorClear.equals( color ) === false ) { - if ( premultipliedAlpha === true ) { + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); - r *= a; g *= a; b *= a; + } - } + }, - color.set( r, g, b, a ); + reset: function () { - if ( currentColorClear.equals( color ) === false ) { + locked = false; - gl.clearColor( r, g, b, a ); - currentColorClear.copy( color ); + currentColorMask = null; + currentColorClear.set( 0, 0, 0, 1 ); } - }, - - reset: function () { - - locked = false; + }; - currentColorMask = null; - currentColorClear.set( 0, 0, 0, 1 ); + } - } + function DepthBuffer() { - }; + var locked = false; - } + var currentDepthMask = null; + var currentDepthFunc = null; + var currentDepthClear = null; - function DepthBuffer() { + return { - var locked = false; + setTest: function ( depthTest ) { - var currentDepthMask = null; - var currentDepthFunc = null; - var currentDepthClear = null; + if ( depthTest ) { - return { + enable( gl.DEPTH_TEST ); - setTest: function ( depthTest ) { + } else { - if ( depthTest ) { + disable( gl.DEPTH_TEST ); - enable( gl.DEPTH_TEST ); + } - } else { + }, - disable( gl.DEPTH_TEST ); + setMask: function ( depthMask ) { - } + if ( currentDepthMask !== depthMask && ! locked ) { - }, + gl.depthMask( depthMask ); + currentDepthMask = depthMask; - setMask: function ( depthMask ) { + } - if ( currentDepthMask !== depthMask && ! locked ) { + }, - gl.depthMask( depthMask ); - currentDepthMask = depthMask; + setFunc: function ( depthFunc ) { - } + if ( currentDepthFunc !== depthFunc ) { - }, + if ( depthFunc ) { - setFunc: function ( depthFunc ) { + switch ( depthFunc ) { - if ( currentDepthFunc !== depthFunc ) { + case NeverDepth: - if ( depthFunc ) { + gl.depthFunc( gl.NEVER ); + break; - switch ( depthFunc ) { + case AlwaysDepth: - case NeverDepth: + gl.depthFunc( gl.ALWAYS ); + break; - gl.depthFunc( gl.NEVER ); - break; + case LessDepth: - case AlwaysDepth: + gl.depthFunc( gl.LESS ); + break; - gl.depthFunc( gl.ALWAYS ); - break; + case LessEqualDepth: - case LessDepth: + gl.depthFunc( gl.LEQUAL ); + break; - gl.depthFunc( gl.LESS ); - break; + case EqualDepth: - case LessEqualDepth: + gl.depthFunc( gl.EQUAL ); + break; - gl.depthFunc( gl.LEQUAL ); - break; + case GreaterEqualDepth: - case EqualDepth: + gl.depthFunc( gl.GEQUAL ); + break; - gl.depthFunc( gl.EQUAL ); - break; + case GreaterDepth: - case GreaterEqualDepth: + gl.depthFunc( gl.GREATER ); + break; - gl.depthFunc( gl.GEQUAL ); - break; + case NotEqualDepth: - case GreaterDepth: + gl.depthFunc( gl.NOTEQUAL ); + break; - gl.depthFunc( gl.GREATER ); - break; + default: - case NotEqualDepth: + gl.depthFunc( gl.LEQUAL ); - gl.depthFunc( gl.NOTEQUAL ); - break; + } - default: + } else { - gl.depthFunc( gl.LEQUAL ); + gl.depthFunc( gl.LEQUAL ); } - } else { - - gl.depthFunc( gl.LEQUAL ); + currentDepthFunc = depthFunc; } - currentDepthFunc = depthFunc; + }, - } + setLocked: function ( lock ) { - }, + locked = lock; - setLocked: function ( lock ) { + }, - locked = lock; + setClear: function ( depth ) { - }, + if ( currentDepthClear !== depth ) { - setClear: function ( depth ) { + gl.clearDepth( depth ); + currentDepthClear = depth; - if ( currentDepthClear !== depth ) { + } - gl.clearDepth( depth ); - currentDepthClear = depth; + }, - } + reset: function () { - }, + locked = false; - reset: function () { + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; - locked = false; + } - currentDepthMask = null; - currentDepthFunc = null; - currentDepthClear = null; + }; - } + } - }; + function StencilBuffer() { - } + var locked = false; - function StencilBuffer() { + var currentStencilMask = null; + var currentStencilFunc = null; + var currentStencilRef = null; + var currentStencilFuncMask = null; + var currentStencilFail = null; + var currentStencilZFail = null; + var currentStencilZPass = null; + var currentStencilClear = null; - var locked = false; + return { - var currentStencilMask = null; - var currentStencilFunc = null; - var currentStencilRef = null; - var currentStencilFuncMask = null; - var currentStencilFail = null; - var currentStencilZFail = null; - var currentStencilZPass = null; - var currentStencilClear = null; + setTest: function ( stencilTest ) { - return { + if ( stencilTest ) { - setTest: function ( stencilTest ) { + enable( gl.STENCIL_TEST ); - if ( stencilTest ) { + } else { - enable( gl.STENCIL_TEST ); + disable( gl.STENCIL_TEST ); - } else { + } - disable( gl.STENCIL_TEST ); + }, - } + setMask: function ( stencilMask ) { - }, + if ( currentStencilMask !== stencilMask && ! locked ) { - setMask: function ( stencilMask ) { + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; - if ( currentStencilMask !== stencilMask && ! locked ) { + } - gl.stencilMask( stencilMask ); - currentStencilMask = stencilMask; + }, - } + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { - }, + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { - setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); - if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilFuncMask !== stencilMask ) { + 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 ) { - setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; - gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + } - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; + }, - } + setLocked: function ( lock ) { - }, + locked = lock; - setLocked: function ( lock ) { + }, - locked = lock; + setClear: function ( stencil ) { - }, + if ( currentStencilClear !== stencil ) { - setClear: function ( stencil ) { + gl.clearStencil( stencil ); + currentStencilClear = stencil; - if ( currentStencilClear !== stencil ) { + } - gl.clearStencil( stencil ); - currentStencilClear = stencil; + }, - } + reset: function () { - }, + locked = false; - reset: function () { + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; - locked = false; + } - currentStencilMask = null; - currentStencilFunc = null; - currentStencilRef = null; - currentStencilFuncMask = null; - currentStencilFail = null; - currentStencilZFail = null; - currentStencilZPass = null; - currentStencilClear = null; + }; - } + } - }; + // - } + var colorBuffer = new ColorBuffer(); + var depthBuffer = new DepthBuffer(); + var stencilBuffer = new StencilBuffer(); - // + var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var newAttributes = new Uint8Array( maxVertexAttributes ); + var enabledAttributes = new Uint8Array( maxVertexAttributes ); + var attributeDivisors = new Uint8Array( maxVertexAttributes ); - var colorBuffer = new ColorBuffer(); - var depthBuffer = new DepthBuffer(); - var stencilBuffer = new StencilBuffer(); + var capabilities = {}; - var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); - var newAttributes = new Uint8Array( maxVertexAttributes ); - var enabledAttributes = new Uint8Array( maxVertexAttributes ); - var attributeDivisors = new Uint8Array( maxVertexAttributes ); + var compressedTextureFormats = null; - var capabilities = {}; + var currentBlending = null; + var currentBlendEquation = null; + var currentBlendSrc = null; + var currentBlendDst = null; + var currentBlendEquationAlpha = null; + var currentBlendSrcAlpha = null; + var currentBlendDstAlpha = null; + var currentPremultipledAlpha = false; - var compressedTextureFormats = null; + var currentFlipSided = null; + var currentCullFace = null; - var currentBlending = null; - var currentBlendEquation = null; - var currentBlendSrc = null; - var currentBlendDst = null; - var currentBlendEquationAlpha = null; - var currentBlendSrcAlpha = null; - var currentBlendDstAlpha = null; - var currentPremultipledAlpha = false; + var currentLineWidth = null; - var currentFlipSided = null; - var currentCullFace = null; + var currentPolygonOffsetFactor = null; + var currentPolygonOffsetUnits = null; - var currentLineWidth = null; + var currentScissorTest = null; - var currentPolygonOffsetFactor = null; - var currentPolygonOffsetUnits = null; + var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); - var currentScissorTest = null; + var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] ); + var lineWidthAvailable = parseFloat( version ) >= 1.0; - var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + var currentTextureSlot = null; + var currentBoundTextures = {}; - var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] ); - var lineWidthAvailable = parseFloat( version ) >= 1.0; + var currentScissor = new Vector4(); + var currentViewport = new Vector4(); - var currentTextureSlot = null; - var currentBoundTextures = {}; + function createTexture( type, target, count ) { - var currentScissor = new Vector4(); - var currentViewport = new Vector4(); + var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + var texture = gl.createTexture(); - function createTexture( type, target, count ) { + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); - var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. - var texture = gl.createTexture(); + for ( var i = 0; i < count; i ++ ) { - gl.bindTexture( type, texture ); - gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); - gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); - for ( var i = 0; i < count; i ++ ) { + } - gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + return texture; } - return texture; + var emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); - } + // - var emptyTextures = {}; - emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); - emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + function init() { - // + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); - function init() { + enable( gl.DEPTH_TEST ); + depthBuffer.setFunc( LessEqualDepth ); - colorBuffer.setClear( 0, 0, 0, 1 ); - depthBuffer.setClear( 1 ); - stencilBuffer.setClear( 0 ); + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); - enable( gl.DEPTH_TEST ); - depthBuffer.setFunc( LessEqualDepth ); + enable( gl.BLEND ); + setBlending( NormalBlending ); - setFlipSided( false ); - setCullFace( CullFaceBack ); - enable( gl.CULL_FACE ); + } - enable( gl.BLEND ); - setBlending( NormalBlending ); + function initAttributes() { - } + for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { - function initAttributes() { + newAttributes[ i ] = 0; - for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { - - newAttributes[ i ] = 0; + } } - } + function enableAttribute( attribute ) { - function enableAttribute( attribute ) { + newAttributes[ attribute ] = 1; - newAttributes[ attribute ] = 1; + if ( enabledAttributes[ attribute ] === 0 ) { - if ( enabledAttributes[ attribute ] === 0 ) { + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; + } - } + if ( attributeDivisors[ attribute ] !== 0 ) { - if ( attributeDivisors[ attribute ] !== 0 ) { + var extension = extensions.get( 'ANGLE_instanced_arrays' ); - var extension = extensions.get( 'ANGLE_instanced_arrays' ); + extension.vertexAttribDivisorANGLE( attribute, 0 ); + attributeDivisors[ attribute ] = 0; - extension.vertexAttribDivisorANGLE( attribute, 0 ); - attributeDivisors[ attribute ] = 0; + } } - } + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { - function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + newAttributes[ attribute ] = 1; - newAttributes[ attribute ] = 1; + if ( enabledAttributes[ attribute ] === 0 ) { - if ( enabledAttributes[ attribute ] === 0 ) { + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; + } - } + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { - if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + var extension = extensions.get( 'ANGLE_instanced_arrays' ); - var extension = extensions.get( 'ANGLE_instanced_arrays' ); + extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; - extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); - attributeDivisors[ attribute ] = meshPerAttribute; + } } - } + function disableUnusedAttributes() { - function disableUnusedAttributes() { + for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { - for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { - if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; + } } } - } + function enable( id ) { - function enable( id ) { + if ( capabilities[ id ] !== true ) { - if ( capabilities[ id ] !== true ) { + gl.enable( id ); + capabilities[ id ] = true; - gl.enable( id ); - capabilities[ id ] = true; + } } - } + function disable( id ) { - function disable( id ) { + if ( capabilities[ id ] !== false ) { - if ( capabilities[ id ] !== false ) { + gl.disable( id ); + capabilities[ id ] = false; - gl.disable( id ); - capabilities[ id ] = false; + } } - } + function getCompressedTextureFormats() { - function getCompressedTextureFormats() { + if ( compressedTextureFormats === null ) { - if ( compressedTextureFormats === null ) { + compressedTextureFormats = []; - compressedTextureFormats = []; + if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || + extensions.get( 'WEBGL_compressed_texture_s3tc' ) || + extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { - if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || - extensions.get( 'WEBGL_compressed_texture_s3tc' ) || - extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { + var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); - var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); + for ( var i = 0; i < formats.length; i ++ ) { - for ( var i = 0; i < formats.length; i ++ ) { + compressedTextureFormats.push( formats[ i ] ); - compressedTextureFormats.push( formats[ i ] ); + } } } - } + return compressedTextureFormats; - return compressedTextureFormats; + } - } + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { - function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + if ( blending !== NoBlending ) { - if ( blending !== NoBlending ) { + enable( gl.BLEND ); - enable( gl.BLEND ); + } else { - } else { + disable( gl.BLEND ); - disable( gl.BLEND ); + } - } + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { - if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + if ( blending === AdditiveBlending ) { - if ( blending === AdditiveBlending ) { + if ( premultipliedAlpha ) { - if ( premultipliedAlpha ) { + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); + } else { - } else { + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + } - } + } else if ( blending === SubtractiveBlending ) { - } else if ( blending === SubtractiveBlending ) { + if ( premultipliedAlpha ) { - if ( premultipliedAlpha ) { + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); + } else { - } else { + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); + } - } + } else if ( blending === MultiplyBlending ) { - } else if ( blending === MultiplyBlending ) { + if ( premultipliedAlpha ) { - if ( premultipliedAlpha ) { + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + } else { - } else { + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + } - } + } else { - } else { + if ( premultipliedAlpha ) { - if ( premultipliedAlpha ) { + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + } else { - } else { + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + } } - } + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; - currentBlending = blending; - currentPremultipledAlpha = premultipliedAlpha; + } - } + if ( blending === CustomBlending ) { - if ( blending === CustomBlending ) { + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { - if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) ); - gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) ); + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; + } - } + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { - if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) ); - gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) ); + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; + } - } + } else { - } else { + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; - currentBlendEquation = null; - currentBlendSrc = null; - currentBlendDst = null; - currentBlendEquationAlpha = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; + } } - } + function setMaterial( material ) { - function setMaterial( material ) { + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); - material.side === DoubleSide - ? disable( gl.CULL_FACE ) - : enable( gl.CULL_FACE ); + setFlipSided( material.side === BackSide ); - setFlipSided( material.side === BackSide ); + material.transparent === true + ? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ) + : setBlending( NoBlending ); - material.transparent === true - ? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ) - : setBlending( NoBlending ); + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); - depthBuffer.setFunc( material.depthFunc ); - depthBuffer.setTest( material.depthTest ); - depthBuffer.setMask( material.depthWrite ); - colorBuffer.setMask( material.colorWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + } - } + // - // + function setFlipSided( flipSided ) { - function setFlipSided( flipSided ) { + if ( currentFlipSided !== flipSided ) { - if ( currentFlipSided !== flipSided ) { + if ( flipSided ) { - if ( flipSided ) { + gl.frontFace( gl.CW ); - gl.frontFace( gl.CW ); + } else { - } else { + gl.frontFace( gl.CCW ); - gl.frontFace( gl.CCW ); + } - } + currentFlipSided = flipSided; - currentFlipSided = flipSided; + } } - } + function setCullFace( cullFace ) { - function setCullFace( cullFace ) { + if ( cullFace !== CullFaceNone ) { - if ( cullFace !== CullFaceNone ) { + enable( gl.CULL_FACE ); - enable( gl.CULL_FACE ); + if ( cullFace !== currentCullFace ) { - if ( cullFace !== currentCullFace ) { + if ( cullFace === CullFaceBack ) { - if ( cullFace === CullFaceBack ) { + gl.cullFace( gl.BACK ); - gl.cullFace( gl.BACK ); + } else if ( cullFace === CullFaceFront ) { - } else if ( cullFace === CullFaceFront ) { + gl.cullFace( gl.FRONT ); - gl.cullFace( gl.FRONT ); + } else { - } else { + gl.cullFace( gl.FRONT_AND_BACK ); - gl.cullFace( gl.FRONT_AND_BACK ); + } } - } + } else { - } else { + disable( gl.CULL_FACE ); + + } - disable( gl.CULL_FACE ); + currentCullFace = cullFace; } - currentCullFace = cullFace; - - } + function setLineWidth( width ) { - function setLineWidth( width ) { + if ( width !== currentLineWidth ) { - if ( width !== currentLineWidth ) { + if ( lineWidthAvailable ) gl.lineWidth( width ); - if ( lineWidthAvailable ) gl.lineWidth( width ); + currentLineWidth = width; - currentLineWidth = width; + } } - } + function setPolygonOffset( polygonOffset, factor, units ) { - function setPolygonOffset( polygonOffset, factor, units ) { + if ( polygonOffset ) { - if ( polygonOffset ) { + enable( gl.POLYGON_OFFSET_FILL ); - enable( gl.POLYGON_OFFSET_FILL ); + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { - if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + gl.polygonOffset( factor, units ); - gl.polygonOffset( factor, units ); + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; + } - } + } else { - } else { + disable( gl.POLYGON_OFFSET_FILL ); - disable( gl.POLYGON_OFFSET_FILL ); + } } - } + function getScissorTest() { - function getScissorTest() { + return currentScissorTest; - return currentScissorTest; + } - } + function setScissorTest( scissorTest ) { - function setScissorTest( scissorTest ) { + currentScissorTest = scissorTest; - currentScissorTest = scissorTest; + if ( scissorTest ) { - if ( scissorTest ) { + enable( gl.SCISSOR_TEST ); - enable( gl.SCISSOR_TEST ); + } else { - } else { + disable( gl.SCISSOR_TEST ); - disable( gl.SCISSOR_TEST ); + } } - } + // texture - // texture + function activeTexture( webglSlot ) { - function activeTexture( webglSlot ) { + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; - if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + if ( currentTextureSlot !== webglSlot ) { - if ( currentTextureSlot !== webglSlot ) { + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; + } } - } + function bindTexture( webglType, webglTexture ) { - function bindTexture( webglType, webglTexture ) { + if ( currentTextureSlot === null ) { - if ( currentTextureSlot === null ) { + activeTexture(); - activeTexture(); + } - } + var boundTexture = currentBoundTextures[ currentTextureSlot ]; - var boundTexture = currentBoundTextures[ currentTextureSlot ]; + if ( boundTexture === undefined ) { - if ( boundTexture === undefined ) { + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ currentTextureSlot ] = boundTexture; - boundTexture = { type: undefined, texture: undefined }; - currentBoundTextures[ currentTextureSlot ] = boundTexture; + } - } + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); - gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + boundTexture.type = webglType; + boundTexture.texture = webglTexture; - boundTexture.type = webglType; - boundTexture.texture = webglTexture; + } } - } + function compressedTexImage2D() { - function compressedTexImage2D() { + try { - try { + gl.compressedTexImage2D.apply( gl, arguments ); - gl.compressedTexImage2D.apply( gl, arguments ); + } catch ( error ) { - } catch ( error ) { + console.error( error ); - console.error( error ); + } } - } + function texImage2D() { - function texImage2D() { + try { - try { + gl.texImage2D.apply( gl, arguments ); - gl.texImage2D.apply( gl, arguments ); + } catch ( error ) { - } catch ( error ) { + console.error( error ); - console.error( error ); + } } - } + // - // + function scissor( scissor ) { - function scissor( scissor ) { + if ( currentScissor.equals( scissor ) === false ) { - if ( currentScissor.equals( scissor ) === false ) { + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); - gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); - currentScissor.copy( scissor ); + } } - } + function viewport( viewport ) { - function viewport( viewport ) { + if ( currentViewport.equals( viewport ) === false ) { - if ( currentViewport.equals( viewport ) === false ) { + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); - gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); - currentViewport.copy( viewport ); + } } - } + // - // + function reset() { - function reset() { + for ( var i = 0; i < enabledAttributes.length; i ++ ) { - for ( var i = 0; i < enabledAttributes.length; i ++ ) { + if ( enabledAttributes[ i ] === 1 ) { - if ( enabledAttributes[ i ] === 1 ) { + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; + } } - } + capabilities = {}; - capabilities = {}; + compressedTextureFormats = null; - compressedTextureFormats = null; + currentTextureSlot = null; + currentBoundTextures = {}; - currentTextureSlot = null; - currentBoundTextures = {}; + currentBlending = null; - currentBlending = null; + currentFlipSided = null; + currentCullFace = null; - currentFlipSided = null; - currentCullFace = null; + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); - colorBuffer.reset(); - depthBuffer.reset(); - stencilBuffer.reset(); + } - } + return { - return { + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, - buffers: { - color: colorBuffer, - depth: depthBuffer, - stencil: stencilBuffer - }, + init: init, + initAttributes: initAttributes, + enableAttribute: enableAttribute, + enableAttributeAndDivisor: enableAttributeAndDivisor, + disableUnusedAttributes: disableUnusedAttributes, + enable: enable, + disable: disable, + getCompressedTextureFormats: getCompressedTextureFormats, - init: init, - initAttributes: initAttributes, - enableAttribute: enableAttribute, - enableAttributeAndDivisor: enableAttributeAndDivisor, - disableUnusedAttributes: disableUnusedAttributes, - enable: enable, - disable: disable, - getCompressedTextureFormats: getCompressedTextureFormats, + setBlending: setBlending, + setMaterial: setMaterial, - setBlending: setBlending, - setMaterial: setMaterial, + setFlipSided: setFlipSided, + setCullFace: setCullFace, - setFlipSided: setFlipSided, - setCullFace: setCullFace, + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, - setLineWidth: setLineWidth, - setPolygonOffset: setPolygonOffset, + getScissorTest: getScissorTest, + setScissorTest: setScissorTest, - getScissorTest: getScissorTest, - setScissorTest: setScissorTest, + activeTexture: activeTexture, + bindTexture: bindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, - activeTexture: activeTexture, - bindTexture: bindTexture, - compressedTexImage2D: compressedTexImage2D, - texImage2D: texImage2D, + scissor: scissor, + viewport: viewport, - scissor: scissor, - viewport: viewport, + reset: reset - reset: reset + }; - }; + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ -} + function WebGLCapabilities( gl, extensions, parameters ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + var maxAnisotropy; -function WebGLCapabilities( gl, extensions, parameters ) { + function getMaxAnisotropy() { - var maxAnisotropy; + if ( maxAnisotropy !== undefined ) return maxAnisotropy; - function getMaxAnisotropy() { + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - if ( maxAnisotropy !== undefined ) return maxAnisotropy; + if ( extension !== null ) { - var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); - if ( extension !== null ) { + } else { - maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + maxAnisotropy = 0; - } else { + } - maxAnisotropy = 0; + return maxAnisotropy; } - return maxAnisotropy; + function getMaxPrecision( precision ) { - } + if ( precision === 'highp' ) { - function getMaxPrecision( precision ) { + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { - if ( precision === 'highp' ) { + return 'highp'; - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + } - return 'highp'; + precision = 'mediump'; } - precision = 'mediump'; - - } + if ( precision === 'mediump' ) { - if ( precision === 'mediump' ) { + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + return 'mediump'; - return 'mediump'; + } } + return 'lowp'; + } - return 'lowp'; + var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + var maxPrecision = getMaxPrecision( precision ); - } + if ( maxPrecision !== precision ) { - var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; - var maxPrecision = getMaxPrecision( precision ); + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; - if ( maxPrecision !== precision ) { + } - console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); - precision = maxPrecision; + var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' ); - } + var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); - var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' ); + var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); - var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); - var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); - var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); - var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + var vertexTextures = maxVertexTextures > 0; + var floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); + var floatVertexTextures = vertexTextures && floatFragmentTextures; - var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); - var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); - var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); - var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + return { - var vertexTextures = maxVertexTextures > 0; - var floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); - var floatVertexTextures = vertexTextures && floatFragmentTextures; + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, - return { + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, - getMaxAnisotropy: getMaxAnisotropy, - getMaxPrecision: getMaxPrecision, + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, - precision: precision, - logarithmicDepthBuffer: logarithmicDepthBuffer, + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, - maxTextures: maxTextures, - maxVertexTextures: maxVertexTextures, - maxTextureSize: maxTextureSize, - maxCubemapSize: maxCubemapSize, + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures - maxAttributes: maxAttributes, - maxVertexUniforms: maxVertexUniforms, - maxVaryings: maxVaryings, - maxFragmentUniforms: maxFragmentUniforms, + }; - vertexTextures: vertexTextures, - floatFragmentTextures: floatFragmentTextures, - floatVertexTextures: floatVertexTextures + } - }; + /** + * @author mrdoob / http://mrdoob.com/ + */ -} + function WebGLExtensions( gl ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + var extensions = {}; -function WebGLExtensions( gl ) { + return { - var extensions = {}; + get: function ( name ) { - return { + if ( extensions[ name ] !== undefined ) { - get: function ( name ) { + return extensions[ name ]; - if ( extensions[ name ] !== undefined ) { + } - return extensions[ name ]; + var extension; - } + switch ( name ) { - var extension; + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; - switch ( name ) { + 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_depth_texture': - extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); - 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 '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_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + 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_etc1': + extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); + 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 ); - case 'WEBGL_compressed_texture_etc1': - extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); - break; + } - default: - extension = gl.getExtension( name ); + if ( extension === null ) { - } + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); - if ( extension === null ) { + } - console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + extensions[ name ] = extension; - } + return extension; - extensions[ name ] = extension; + } - return extension; + }; - } + } - }; + /** + * @author tschw + */ -} + function WebGLClipping() { -/** - * @author tschw - */ + var scope = this, -function WebGLClipping() { + globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false, - var scope = this, + plane = new Plane(), + viewNormalMatrix = new Matrix3(), - globalState = null, - numGlobalPlanes = 0, - localClippingEnabled = false, - renderingShadows = false, + uniform = { value: null, needsUpdate: false }; - plane = new Plane(), - viewNormalMatrix = new Matrix3(), + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; - uniform = { value: null, needsUpdate: false }; + this.init = function( planes, enableLocalClipping, camera ) { - this.uniform = uniform; - this.numPlanes = 0; - this.numIntersection = 0; + var enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; - this.init = function( planes, enableLocalClipping, camera ) { + localClippingEnabled = enableLocalClipping; - var 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; + globalState = projectPlanes( planes, camera, 0 ); + numGlobalPlanes = planes.length; - localClippingEnabled = enableLocalClipping; + return enabled; - globalState = projectPlanes( planes, camera, 0 ); - numGlobalPlanes = planes.length; + }; - return enabled; + this.beginShadows = function() { - }; + renderingShadows = true; + projectPlanes( null ); - this.beginShadows = function() { + }; - renderingShadows = true; - projectPlanes( null ); + this.endShadows = function() { - }; + renderingShadows = false; + resetGlobalState(); - this.endShadows = function() { + }; - renderingShadows = false; - resetGlobalState(); + this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { - }; + if ( ! localClippingEnabled || + planes === null || planes.length === 0 || + renderingShadows && ! clipShadows ) { + // there's no local clipping - this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { + if ( renderingShadows ) { + // there's no global clipping - if ( ! localClippingEnabled || - planes === null || planes.length === 0 || - renderingShadows && ! clipShadows ) { - // there's no local clipping + projectPlanes( null ); - if ( renderingShadows ) { - // there's no global clipping + } else { - projectPlanes( null ); + resetGlobalState(); + } } else { - resetGlobalState(); - } + var nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4, - } else { + dstArray = cache.clippingState || null; - var nGlobal = renderingShadows ? 0 : numGlobalPlanes, - lGlobal = nGlobal * 4, + uniform.value = dstArray; // ensure unique state - dstArray = cache.clippingState || null; + dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); - uniform.value = dstArray; // ensure unique state + for ( var i = 0; i !== lGlobal; ++ i ) { - dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); + dstArray[ i ] = globalState[ i ]; - for ( var i = 0; i !== lGlobal; ++ i ) { + } - dstArray[ i ] = globalState[ i ]; + cache.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; } - cache.clippingState = dstArray; - this.numIntersection = clipIntersection ? this.numPlanes : 0; - this.numPlanes += nGlobal; - } + }; + function resetGlobalState() { - }; + if ( uniform.value !== globalState ) { - function resetGlobalState() { + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; - if ( uniform.value !== globalState ) { + } - uniform.value = globalState; - uniform.needsUpdate = numGlobalPlanes > 0; + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; } - scope.numPlanes = numGlobalPlanes; - scope.numIntersection = 0; + function projectPlanes( planes, camera, dstOffset, skipTransform ) { - } + var nPlanes = planes !== null ? planes.length : 0, + dstArray = null; - function projectPlanes( planes, camera, dstOffset, skipTransform ) { + if ( nPlanes !== 0 ) { - var nPlanes = planes !== null ? planes.length : 0, - dstArray = null; + dstArray = uniform.value; - if ( nPlanes !== 0 ) { + if ( skipTransform !== true || dstArray === null ) { - dstArray = uniform.value; + var flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; - if ( skipTransform !== true || dstArray === null ) { + viewNormalMatrix.getNormalMatrix( viewMatrix ); - var flatSize = dstOffset + nPlanes * 4, - viewMatrix = camera.matrixWorldInverse; + if ( dstArray === null || dstArray.length < flatSize ) { - viewNormalMatrix.getNormalMatrix( viewMatrix ); + dstArray = new Float32Array( flatSize ); - if ( dstArray === null || dstArray.length < flatSize ) { + } - dstArray = new Float32Array( flatSize ); + for ( var i = 0, i4 = dstOffset; + i !== nPlanes; ++ i, i4 += 4 ) { - } + plane.copy( planes[ i ] ). + applyMatrix4( viewMatrix, viewNormalMatrix ); - for ( var i = 0, i4 = dstOffset; - i !== nPlanes; ++ i, i4 += 4 ) { + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; - plane.copy( planes[ i ] ). - applyMatrix4( viewMatrix, viewNormalMatrix ); - - plane.normal.toArray( dstArray, i4 ); - dstArray[ i4 + 3 ] = plane.constant; + } } + uniform.value = dstArray; + uniform.needsUpdate = true; + } - uniform.value = dstArray; - uniform.needsUpdate = true; + scope.numPlanes = nPlanes; + + return dstArray; } - scope.numPlanes = nPlanes; - - return dstArray; - } -} + // import { Sphere } from '../math/Sphere'; + /** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + * @author tschw + */ -// import { Sphere } from '../math/Sphere'; -/** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - * @author tschw - */ + function WebGLRenderer( parameters ) { -function WebGLRenderer( parameters ) { + console.log( 'THREE.WebGLRenderer', REVISION ); - console.log( 'THREE.WebGLRenderer', REVISION ); + parameters = parameters || {}; - parameters = parameters || {}; + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), + _context = parameters.context !== undefined ? parameters.context : null, - var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), - _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; - _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; + var lights = []; - var lights = []; + var currentRenderList = null; - var currentRenderList = null; + var morphInfluences = new Float32Array( 8 ); - var morphInfluences = new Float32Array( 8 ); + var sprites = []; + var lensFlares = []; - var sprites = []; - var lensFlares = []; + // public properties - // public properties + this.domElement = _canvas; + this.context = null; - this.domElement = _canvas; - this.context = null; + // clearing - // clearing + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; + // scene graph - // scene graph + this.sortObjects = true; - this.sortObjects = true; + // user-defined clipping - // user-defined clipping + this.clippingPlanes = []; + this.localClippingEnabled = false; - this.clippingPlanes = []; - this.localClippingEnabled = false; + // physically based shading - // physically based shading + this.gammaFactor = 2.0; // for backwards compatibility + this.gammaInput = false; + this.gammaOutput = false; - this.gammaFactor = 2.0; // for backwards compatibility - this.gammaInput = false; - this.gammaOutput = false; + // physical lights - // physical lights + this.physicallyCorrectLights = false; - this.physicallyCorrectLights = false; + // tone mapping - // tone mapping + this.toneMapping = LinearToneMapping; + this.toneMappingExposure = 1.0; + this.toneMappingWhitePoint = 1.0; - this.toneMapping = LinearToneMapping; - this.toneMappingExposure = 1.0; - this.toneMappingWhitePoint = 1.0; + // morphs - // morphs + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; - this.maxMorphTargets = 8; - this.maxMorphNormals = 4; + // internal properties - // internal properties + var _this = this, - var _this = this, + // internal state cache - // internal state cache + _currentProgram = null, + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryProgram = '', + _currentCamera = null, - _currentProgram = null, - _currentRenderTarget = null, - _currentFramebuffer = null, - _currentMaterialId = - 1, - _currentGeometryProgram = '', - _currentCamera = null, + _currentScissor = new Vector4(), + _currentScissorTest = null, - _currentScissor = new Vector4(), - _currentScissorTest = null, + _currentViewport = new Vector4(), - _currentViewport = new Vector4(), + // - // + _usedTextureUnits = 0, - _usedTextureUnits = 0, + // - // + _clearColor = new Color( 0x000000 ), + _clearAlpha = 0, - _clearColor = new Color( 0x000000 ), - _clearAlpha = 0, + _width = _canvas.width, + _height = _canvas.height, - _width = _canvas.width, - _height = _canvas.height, + _pixelRatio = 1, - _pixelRatio = 1, + _scissor = new Vector4( 0, 0, _width, _height ), + _scissorTest = false, - _scissor = new Vector4( 0, 0, _width, _height ), - _scissorTest = false, + _viewport = new Vector4( 0, 0, _width, _height ), - _viewport = new Vector4( 0, 0, _width, _height ), + // frustum - // frustum + _frustum = new Frustum(), - _frustum = new Frustum(), + // clipping - // clipping + _clipping = new WebGLClipping(), + _clippingEnabled = false, + _localClippingEnabled = false, - _clipping = new WebGLClipping(), - _clippingEnabled = false, - _localClippingEnabled = false, + // camera matrices cache - // camera matrices cache + _projScreenMatrix = new Matrix4(), - _projScreenMatrix = new Matrix4(), + _vector3 = new Vector3(), + _matrix4 = new Matrix4(), + _matrix42 = new Matrix4(), - _vector3 = new Vector3(), - _matrix4 = new Matrix4(), - _matrix42 = new Matrix4(), + // light arrays cache - // light arrays cache + _lights = { - _lights = { + hash: '', - hash: '', + ambient: [ 0, 0, 0 ], + directional: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadowMap: [], + spotShadowMatrix: [], + rectArea: [], + point: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [], - ambient: [ 0, 0, 0 ], - directional: [], - directionalShadowMap: [], - directionalShadowMatrix: [], - spot: [], - spotShadowMap: [], - spotShadowMatrix: [], - rectArea: [], - point: [], - pointShadowMap: [], - pointShadowMatrix: [], - hemi: [], + shadows: [] - shadows: [] + }, - }, + // info - // info + _infoMemory = { + geometries: 0, + textures: 0 + }, - _infoMemory = { - geometries: 0, - textures: 0 - }, + _infoRender = { - _infoRender = { + frame: 0, + calls: 0, + vertices: 0, + faces: 0, + points: 0 - frame: 0, - calls: 0, - vertices: 0, - faces: 0, - points: 0 + }; - }; + this.info = { - this.info = { + render: _infoRender, + memory: _infoMemory, + programs: null - render: _infoRender, - memory: _infoMemory, - programs: null + }; - }; + // initialize - // initialize + var _gl; - var _gl; + try { - try { + var contextAttributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer + }; - var contextAttributes = { - alpha: _alpha, - depth: _depth, - stencil: _stencil, - antialias: _antialias, - premultipliedAlpha: _premultipliedAlpha, - preserveDrawingBuffer: _preserveDrawingBuffer - }; + _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); - _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); + if ( _gl === null ) { - if ( _gl === null ) { + if ( _canvas.getContext( 'webgl' ) !== null ) { - if ( _canvas.getContext( 'webgl' ) !== null ) { + throw 'Error creating WebGL context with your selected attributes.'; - throw 'Error creating WebGL context with your selected attributes.'; + } else { - } else { + throw 'Error creating WebGL context.'; - throw 'Error creating WebGL context.'; + } } - } + // Some experimental-webgl implementations do not have getShaderPrecisionFormat - // Some experimental-webgl implementations do not have getShaderPrecisionFormat + if ( _gl.getShaderPrecisionFormat === undefined ) { - if ( _gl.getShaderPrecisionFormat === undefined ) { + _gl.getShaderPrecisionFormat = function () { - _gl.getShaderPrecisionFormat = function () { + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; - return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + }; - }; + } - } + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); - _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + } catch ( error ) { - } catch ( error ) { + console.error( 'THREE.WebGLRenderer: ' + error ); - console.error( 'THREE.WebGLRenderer: ' + error ); + } - } + var extensions = new WebGLExtensions( _gl ); - var extensions = new WebGLExtensions( _gl ); + extensions.get( 'WEBGL_depth_texture' ); + extensions.get( 'OES_texture_float' ); + extensions.get( 'OES_texture_float_linear' ); + extensions.get( 'OES_texture_half_float' ); + extensions.get( 'OES_texture_half_float_linear' ); + extensions.get( 'OES_standard_derivatives' ); + extensions.get( 'ANGLE_instanced_arrays' ); - extensions.get( 'WEBGL_depth_texture' ); - extensions.get( 'OES_texture_float' ); - extensions.get( 'OES_texture_float_linear' ); - extensions.get( 'OES_texture_half_float' ); - extensions.get( 'OES_texture_half_float_linear' ); - extensions.get( 'OES_standard_derivatives' ); - extensions.get( 'ANGLE_instanced_arrays' ); + if ( extensions.get( 'OES_element_index_uint' ) ) { - if ( extensions.get( 'OES_element_index_uint' ) ) { + BufferGeometry.MaxIndex = 4294967296; - BufferGeometry.MaxIndex = 4294967296; + } - } + var capabilities = new WebGLCapabilities( _gl, extensions, parameters ); - var capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + var state = new WebGLState( _gl, extensions, paramThreeToGL ); - var state = new WebGLState( _gl, extensions, paramThreeToGL ); + var properties = new WebGLProperties(); + var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, _infoMemory ); + var attributes = new WebGLAttributes( _gl ); + var geometries = new WebGLGeometries( _gl, attributes, _infoMemory ); + var objects = new WebGLObjects( _gl, geometries, _infoRender ); + var programCache = new WebGLPrograms( this, capabilities ); + var lightCache = new WebGLLights(); + var renderLists = new WebGLRenderLists(); - var properties = new WebGLProperties(); - var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, _infoMemory ); - var attributes = new WebGLAttributes( _gl ); - var geometries = new WebGLGeometries( _gl, attributes, _infoMemory ); - var objects = new WebGLObjects( _gl, geometries, _infoRender ); - var programCache = new WebGLPrograms( this, capabilities ); - var lightCache = new WebGLLights(); - var renderLists = new WebGLRenderLists(); + this.info.programs = programCache.programs; - this.info.programs = programCache.programs; + var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); + var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); - var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); - var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); + // - // + var backgroundPlaneCamera, backgroundPlaneMesh; + var backgroundBoxCamera, backgroundBoxMesh; - var backgroundPlaneCamera, backgroundPlaneMesh; - var backgroundBoxCamera, backgroundBoxMesh; + // - // + function getTargetPixelRatio() { - function getTargetPixelRatio() { + return _currentRenderTarget === null ? _pixelRatio : 1; - return _currentRenderTarget === null ? _pixelRatio : 1; + } - } + function setDefaultGLState() { - function setDefaultGLState() { + state.init(); - state.init(); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); - state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); + } - } + function resetGLState() { - function resetGLState() { + _currentProgram = null; + _currentCamera = null; - _currentProgram = null; - _currentCamera = null; + _currentGeometryProgram = ''; + _currentMaterialId = - 1; - _currentGeometryProgram = ''; - _currentMaterialId = - 1; + state.reset(); - state.reset(); + } - } + setDefaultGLState(); - setDefaultGLState(); + this.context = _gl; + this.capabilities = capabilities; + this.extensions = extensions; + this.properties = properties; + this.state = state; - this.context = _gl; - this.capabilities = capabilities; - this.extensions = extensions; - this.properties = properties; - this.state = state; + // shadow map - // shadow map + var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities ); - var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities ); + this.shadowMap = shadowMap; - this.shadowMap = shadowMap; + // Plugins - // Plugins + var spritePlugin = new SpritePlugin( this, sprites ); + var lensFlarePlugin = new LensFlarePlugin( this, lensFlares ); - var spritePlugin = new SpritePlugin( this, sprites ); - var lensFlarePlugin = new LensFlarePlugin( this, lensFlares ); + // API - // API + this.getContext = function () { - this.getContext = function () { + return _gl; - return _gl; + }; - }; + this.getContextAttributes = function () { - this.getContextAttributes = function () { + return _gl.getContextAttributes(); - return _gl.getContextAttributes(); + }; - }; + this.forceContextLoss = function () { - this.forceContextLoss = function () { + var extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); - var extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.loseContext(); + }; - }; + this.getMaxAnisotropy = function () { - this.getMaxAnisotropy = function () { + return capabilities.getMaxAnisotropy(); - return capabilities.getMaxAnisotropy(); + }; - }; + this.getPrecision = function () { - this.getPrecision = function () { + return capabilities.precision; - return capabilities.precision; + }; - }; + this.getPixelRatio = function () { - this.getPixelRatio = function () { + return _pixelRatio; - return _pixelRatio; + }; - }; + this.setPixelRatio = function ( value ) { - this.setPixelRatio = function ( value ) { + if ( value === undefined ) return; - if ( value === undefined ) return; + _pixelRatio = value; - _pixelRatio = value; + this.setSize( _viewport.z, _viewport.w, false ); - this.setSize( _viewport.z, _viewport.w, false ); + }; - }; + this.getSize = function () { - this.getSize = function () { + return { + width: _width, + height: _height + }; - return { - width: _width, - height: _height }; - }; + this.setSize = function ( width, height, updateStyle ) { - this.setSize = function ( width, height, updateStyle ) { + _width = width; + _height = height; - _width = width; - _height = height; + _canvas.width = width * _pixelRatio; + _canvas.height = height * _pixelRatio; - _canvas.width = width * _pixelRatio; - _canvas.height = height * _pixelRatio; + if ( updateStyle !== false ) { - if ( updateStyle !== false ) { + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; - _canvas.style.width = width + 'px'; - _canvas.style.height = height + 'px'; + } - } + this.setViewport( 0, 0, width, height ); - this.setViewport( 0, 0, width, height ); + }; - }; + this.setViewport = function ( x, y, width, height ) { - this.setViewport = function ( x, y, width, height ) { + state.viewport( _viewport.set( x, y, width, height ) ); - state.viewport( _viewport.set( x, y, width, height ) ); + }; - }; + this.setScissor = function ( x, y, width, height ) { - this.setScissor = function ( x, y, width, height ) { + state.scissor( _scissor.set( x, y, width, height ) ); - state.scissor( _scissor.set( x, y, width, height ) ); + }; - }; + this.setScissorTest = function ( boolean ) { - this.setScissorTest = function ( boolean ) { + state.setScissorTest( _scissorTest = boolean ); - state.setScissorTest( _scissorTest = boolean ); + }; - }; + // Clearing - // Clearing + this.getClearColor = function () { - this.getClearColor = function () { + return _clearColor; - return _clearColor; + }; - }; + this.setClearColor = function ( color, alpha ) { - this.setClearColor = function ( color, alpha ) { + _clearColor.set( color ); - _clearColor.set( color ); + _clearAlpha = alpha !== undefined ? alpha : 1; - _clearAlpha = alpha !== undefined ? alpha : 1; + state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); - state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); + }; - }; + this.getClearAlpha = function () { - this.getClearAlpha = function () { + return _clearAlpha; - return _clearAlpha; + }; - }; + this.setClearAlpha = function ( alpha ) { - this.setClearAlpha = function ( alpha ) { + _clearAlpha = alpha; - _clearAlpha = alpha; + state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); - state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); + }; - }; + this.clear = function ( color, depth, stencil ) { - this.clear = function ( color, depth, stencil ) { + var bits = 0; - var bits = 0; + if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; - if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; - if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; - if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + _gl.clear( bits ); - _gl.clear( bits ); + }; - }; + this.clearColor = function () { - this.clearColor = function () { + this.clear( true, false, false ); - this.clear( true, false, false ); + }; - }; + this.clearDepth = function () { - this.clearDepth = function () { + this.clear( false, true, false ); - this.clear( false, true, false ); + }; - }; + this.clearStencil = function () { - this.clearStencil = function () { + this.clear( false, false, true ); - this.clear( false, false, true ); + }; - }; + this.clearTarget = function ( renderTarget, color, depth, stencil ) { - this.clearTarget = function ( renderTarget, color, depth, stencil ) { + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); - this.setRenderTarget( renderTarget ); - this.clear( color, depth, stencil ); + }; - }; + // Reset - // Reset + this.resetGLState = resetGLState; - this.resetGLState = resetGLState; + this.dispose = function () { - this.dispose = function () { + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); - _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + renderLists.dispose(); - renderLists.dispose(); + }; - }; + // Events - // Events + function onContextLost( event ) { - function onContextLost( event ) { + event.preventDefault(); - event.preventDefault(); + resetGLState(); + setDefaultGLState(); - resetGLState(); - setDefaultGLState(); + properties.clear(); + objects.clear(); - properties.clear(); - objects.clear(); + } - } + function onMaterialDispose( event ) { - function onMaterialDispose( event ) { + var material = event.target; - var material = event.target; + material.removeEventListener( 'dispose', onMaterialDispose ); - material.removeEventListener( 'dispose', onMaterialDispose ); + deallocateMaterial( material ); - deallocateMaterial( material ); + } - } + // Buffer deallocation - // Buffer deallocation + function deallocateMaterial( material ) { - function deallocateMaterial( material ) { + releaseMaterialProgramReference( material ); - releaseMaterialProgramReference( material ); + properties.remove( material ); - properties.remove( material ); + } - } + function releaseMaterialProgramReference( material ) { - function releaseMaterialProgramReference( material ) { + var programInfo = properties.get( material ).program; - var programInfo = properties.get( material ).program; + material.program = undefined; - material.program = undefined; + if ( programInfo !== undefined ) { - if ( programInfo !== undefined ) { + programCache.releaseProgram( programInfo ); - programCache.releaseProgram( programInfo ); + } } - } + // Buffer rendering - // Buffer rendering + function renderObjectImmediate( object, program, material ) { - function renderObjectImmediate( object, program, material ) { + object.render( function ( object ) { - object.render( function ( object ) { + _this.renderBufferImmediate( object, program, material ); - _this.renderBufferImmediate( object, program, material ); + } ); - } ); + } - } + this.renderBufferImmediate = function ( object, program, material ) { - this.renderBufferImmediate = function ( object, program, material ) { + state.initAttributes(); - state.initAttributes(); + var buffers = properties.get( object ); - var 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(); - 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(); + var programAttributes = program.getAttributes(); - var programAttributes = program.getAttributes(); + if ( object.hasPositions ) { - if ( object.hasPositions ) { + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + state.enableAttribute( programAttributes.position ); + _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 ); - state.enableAttribute( programAttributes.position ); - _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 ); + } - } + if ( object.hasNormals ) { - if ( object.hasNormals ) { + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); + if ( ! material.isMeshPhongMaterial && + ! material.isMeshStandardMaterial && + ! material.isMeshNormalMaterial && + material.shading === FlatShading ) { - if ( ! material.isMeshPhongMaterial && - ! material.isMeshStandardMaterial && - ! material.isMeshNormalMaterial && - material.shading === FlatShading ) { + for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { - for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { + var array = object.normalArray; - var array = object.normalArray; + var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; + var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; + var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; - var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; - var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; - var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; + array[ i + 0 ] = nx; + array[ i + 1 ] = ny; + array[ i + 2 ] = nz; - array[ i + 0 ] = nx; - array[ i + 1 ] = ny; - array[ i + 2 ] = nz; + array[ i + 3 ] = nx; + array[ i + 4 ] = ny; + array[ i + 5 ] = nz; - array[ i + 3 ] = nx; - array[ i + 4 ] = ny; - array[ i + 5 ] = nz; + array[ i + 6 ] = nx; + array[ i + 7 ] = ny; + array[ i + 8 ] = nz; - array[ i + 6 ] = nx; - array[ i + 7 ] = ny; - array[ i + 8 ] = nz; + } } - } + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + state.enableAttribute( programAttributes.normal ); - state.enableAttribute( programAttributes.normal ); + _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 ); - _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + } - } + if ( object.hasUvs && material.map ) { - if ( object.hasUvs && material.map ) { + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + state.enableAttribute( programAttributes.uv ); - state.enableAttribute( programAttributes.uv ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); - _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + } - } + if ( object.hasColors && material.vertexColors !== NoColors ) { - if ( object.hasColors && material.vertexColors !== NoColors ) { + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + state.enableAttribute( programAttributes.color ); - state.enableAttribute( programAttributes.color ); + _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 ); - _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 ); + } - } + state.disableUnusedAttributes(); - state.disableUnusedAttributes(); + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); - _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + object.count = 0; - object.count = 0; + }; - }; + function absNumericalSort( a, b ) { - function absNumericalSort( a, b ) { + return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); - return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); + } - } + this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { - this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { + state.setMaterial( material ); - state.setMaterial( material ); + var program = setProgram( camera, fog, material, object ); + var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true ); - var program = setProgram( camera, fog, material, object ); - var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true ); + var updateBuffers = false; - var updateBuffers = false; + if ( geometryProgram !== _currentGeometryProgram ) { - if ( geometryProgram !== _currentGeometryProgram ) { + _currentGeometryProgram = geometryProgram; + updateBuffers = true; - _currentGeometryProgram = geometryProgram; - updateBuffers = true; + } - } + // morph targets - // morph targets + var morphTargetInfluences = object.morphTargetInfluences; - var morphTargetInfluences = object.morphTargetInfluences; + if ( morphTargetInfluences !== undefined ) { - if ( morphTargetInfluences !== undefined ) { + // TODO Remove allocations - // TODO Remove allocations + var activeInfluences = []; - var activeInfluences = []; + for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { - for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { + var influence = morphTargetInfluences[ i ]; + activeInfluences.push( [ influence, i ] ); - var influence = morphTargetInfluences[ i ]; - activeInfluences.push( [ influence, i ] ); + } - } + activeInfluences.sort( absNumericalSort ); - activeInfluences.sort( absNumericalSort ); + if ( activeInfluences.length > 8 ) { - if ( activeInfluences.length > 8 ) { + activeInfluences.length = 8; - activeInfluences.length = 8; + } - } + var morphAttributes = geometry.morphAttributes; - var morphAttributes = geometry.morphAttributes; + for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { - for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { + var influence = activeInfluences[ i ]; + morphInfluences[ i ] = influence[ 0 ]; - var influence = activeInfluences[ i ]; - morphInfluences[ i ] = influence[ 0 ]; + if ( influence[ 0 ] !== 0 ) { - if ( influence[ 0 ] !== 0 ) { + var index = influence[ 1 ]; - var index = influence[ 1 ]; + if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] ); + if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] ); - if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] ); - if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] ); + } else { - } else { + if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); + if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); - if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); - if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); + } } - } + for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) { - for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) { + morphInfluences[ i ] = 0.0; - morphInfluences[ i ] = 0.0; + } - } + program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences ); - program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences ); + updateBuffers = true; - updateBuffers = true; + } - } + // - // + var index = geometry.index; + var position = geometry.attributes.position; + var rangeFactor = 1; - var index = geometry.index; - var position = geometry.attributes.position; - var rangeFactor = 1; + if ( material.wireframe === true ) { - if ( material.wireframe === true ) { + index = geometries.getWireframeAttribute( geometry ); + rangeFactor = 2; - index = geometries.getWireframeAttribute( geometry ); - rangeFactor = 2; + } - } + var renderer = bufferRenderer; - var renderer = bufferRenderer; + if ( index !== null ) { - if ( index !== null ) { + renderer = indexedBufferRenderer; + renderer.setIndex( index ); - renderer = indexedBufferRenderer; - renderer.setIndex( index ); + } - } + if ( updateBuffers ) { - if ( updateBuffers ) { + setupVertexAttributes( material, program, geometry ); - setupVertexAttributes( material, program, geometry ); + if ( index !== null ) { - if ( index !== null ) { + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); + } } - } + // - // + var dataCount = 0; - var dataCount = 0; + if ( index !== null ) { - if ( index !== null ) { + dataCount = index.count; - dataCount = index.count; + } else if ( position !== undefined ) { - } else if ( position !== undefined ) { + dataCount = position.count; - dataCount = position.count; + } - } + var rangeStart = geometry.drawRange.start * rangeFactor; + var rangeCount = geometry.drawRange.count * rangeFactor; - var rangeStart = geometry.drawRange.start * rangeFactor; - var rangeCount = geometry.drawRange.count * rangeFactor; + var groupStart = group !== null ? group.start * rangeFactor : 0; + var groupCount = group !== null ? group.count * rangeFactor : Infinity; - var groupStart = group !== null ? group.start * rangeFactor : 0; - var groupCount = group !== null ? group.count * rangeFactor : Infinity; + var drawStart = Math.max( rangeStart, groupStart ); + var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; - var drawStart = Math.max( rangeStart, groupStart ); - var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); - var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); + if ( drawCount === 0 ) return; - if ( drawCount === 0 ) return; + // - // + if ( object.isMesh ) { - if ( object.isMesh ) { + if ( material.wireframe === true ) { - if ( material.wireframe === true ) { + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); - state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); - renderer.setMode( _gl.LINES ); + } else { - } else { + switch ( object.drawMode ) { - switch ( object.drawMode ) { + case TrianglesDrawMode: + renderer.setMode( _gl.TRIANGLES ); + break; - case TrianglesDrawMode: - renderer.setMode( _gl.TRIANGLES ); - break; + case TriangleStripDrawMode: + renderer.setMode( _gl.TRIANGLE_STRIP ); + break; - case TriangleStripDrawMode: - renderer.setMode( _gl.TRIANGLE_STRIP ); - break; + case TriangleFanDrawMode: + renderer.setMode( _gl.TRIANGLE_FAN ); + break; - case TriangleFanDrawMode: - renderer.setMode( _gl.TRIANGLE_FAN ); - break; + } } - } + } else if ( object.isLine ) { - } else if ( object.isLine ) { + var lineWidth = material.linewidth; - var lineWidth = material.linewidth; + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material - if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + state.setLineWidth( lineWidth * getTargetPixelRatio() ); - state.setLineWidth( lineWidth * getTargetPixelRatio() ); + if ( object.isLineSegments ) { - if ( object.isLineSegments ) { + renderer.setMode( _gl.LINES ); - renderer.setMode( _gl.LINES ); + } else if ( object.isLineLoop ) { - } else if ( object.isLineLoop ) { + renderer.setMode( _gl.LINE_LOOP ); - renderer.setMode( _gl.LINE_LOOP ); + } else { - } else { + renderer.setMode( _gl.LINE_STRIP ); + + } - renderer.setMode( _gl.LINE_STRIP ); + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); } - } else if ( object.isPoints ) { + if ( geometry && geometry.isInstancedBufferGeometry ) { - renderer.setMode( _gl.POINTS ); + if ( geometry.maxInstancedCount > 0 ) { - } + renderer.renderInstances( geometry, drawStart, drawCount ); - if ( geometry && geometry.isInstancedBufferGeometry ) { + } - if ( geometry.maxInstancedCount > 0 ) { + } else { - renderer.renderInstances( geometry, drawStart, drawCount ); + renderer.render( drawStart, drawCount ); } - } else { + }; - renderer.render( drawStart, drawCount ); + function setupVertexAttributes( material, program, geometry, startIndex ) { - } + if ( geometry && geometry.isInstancedBufferGeometry ) { - }; + if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { - function setupVertexAttributes( material, program, geometry, startIndex ) { + console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; - if ( geometry && geometry.isInstancedBufferGeometry ) { + } - if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { + } - console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; + if ( startIndex === undefined ) startIndex = 0; - } + state.initAttributes(); - } + var geometryAttributes = geometry.attributes; - if ( startIndex === undefined ) startIndex = 0; + var programAttributes = program.getAttributes(); - state.initAttributes(); + var materialDefaultAttributeValues = material.defaultAttributeValues; - var geometryAttributes = geometry.attributes; + for ( var name in programAttributes ) { - var programAttributes = program.getAttributes(); + var programAttribute = programAttributes[ name ]; - var materialDefaultAttributeValues = material.defaultAttributeValues; + if ( programAttribute >= 0 ) { - for ( var name in programAttributes ) { + var geometryAttribute = geometryAttributes[ name ]; - var programAttribute = programAttributes[ name ]; + if ( geometryAttribute !== undefined ) { - if ( programAttribute >= 0 ) { + var normalized = geometryAttribute.normalized; + var size = geometryAttribute.itemSize; - var geometryAttribute = geometryAttributes[ name ]; + var attributeProperties = attributes.get( geometryAttribute ); - if ( geometryAttribute !== undefined ) { + var buffer = attributeProperties.buffer; + var type = attributeProperties.type; + var bytesPerElement = attributeProperties.bytesPerElement; - var normalized = geometryAttribute.normalized; - var size = geometryAttribute.itemSize; + if ( geometryAttribute.isInterleavedBufferAttribute ) { - var attributeProperties = attributes.get( geometryAttribute ); + var data = geometryAttribute.data; + var stride = data.stride; + var offset = geometryAttribute.offset; - var buffer = attributeProperties.buffer; - var type = attributeProperties.type; - var bytesPerElement = attributeProperties.bytesPerElement; + if ( data && data.isInstancedInterleavedBuffer ) { - if ( geometryAttribute.isInterleavedBufferAttribute ) { + state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); - var data = geometryAttribute.data; - var stride = data.stride; - var offset = geometryAttribute.offset; + if ( geometry.maxInstancedCount === undefined ) { - if ( data && data.isInstancedInterleavedBuffer ) { + geometry.maxInstancedCount = data.meshPerAttribute * data.count; - state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); + } - if ( geometry.maxInstancedCount === undefined ) { + } else { - geometry.maxInstancedCount = data.meshPerAttribute * data.count; + state.enableAttribute( programAttribute ); } - } else { + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement ); - state.enableAttribute( programAttribute ); + } else { - } + if ( geometryAttribute.isInstancedBufferAttribute ) { - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); - _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement ); + state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); - } else { + if ( geometry.maxInstancedCount === undefined ) { - if ( geometryAttribute.isInstancedBufferAttribute ) { + geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; - state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); + } - if ( geometry.maxInstancedCount === undefined ) { + } else { - geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + state.enableAttribute( programAttribute ); } - } else { - - state.enableAttribute( programAttribute ); + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement ); } - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); - _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement ); + } else if ( materialDefaultAttributeValues !== undefined ) { - } - - } else if ( materialDefaultAttributeValues !== undefined ) { + var value = materialDefaultAttributeValues[ name ]; - var value = materialDefaultAttributeValues[ name ]; + if ( value !== undefined ) { - if ( value !== undefined ) { + switch ( value.length ) { - switch ( value.length ) { + case 2: + _gl.vertexAttrib2fv( programAttribute, value ); + break; - case 2: - _gl.vertexAttrib2fv( programAttribute, value ); - break; + case 3: + _gl.vertexAttrib3fv( programAttribute, value ); + break; - case 3: - _gl.vertexAttrib3fv( programAttribute, value ); - break; + case 4: + _gl.vertexAttrib4fv( programAttribute, value ); + break; - case 4: - _gl.vertexAttrib4fv( programAttribute, value ); - break; + default: + _gl.vertexAttrib1fv( programAttribute, value ); - default: - _gl.vertexAttrib1fv( programAttribute, value ); + } } @@ -21298,395 +20868,395 @@ function WebGLRenderer( parameters ) { } - } + state.disableUnusedAttributes(); - state.disableUnusedAttributes(); + } - } + // Compile - // Compile + this.compile = function ( scene, camera ) { - this.compile = function ( scene, camera ) { + lights = []; - lights = []; + scene.traverse( function ( object ) { - scene.traverse( function ( object ) { + if ( object.isLight ) { - if ( object.isLight ) { + lights.push( object ); - lights.push( object ); + } - } + } ); - } ); + setupLights( lights, camera ); - setupLights( lights, camera ); + scene.traverse( function ( object ) { - scene.traverse( function ( object ) { + if ( object.material ) { - if ( object.material ) { + if ( Array.isArray( object.material ) ) { - if ( Array.isArray( object.material ) ) { + for ( var i = 0; i < object.material.length; i ++ ) { - for ( var i = 0; i < object.material.length; i ++ ) { + initMaterial( object.material[ i ], scene.fog, object ); - initMaterial( object.material[ i ], scene.fog, object ); + } - } + } else { - } else { + initMaterial( object.material, scene.fog, object ); - initMaterial( object.material, scene.fog, object ); + } } - } + } ); - } ); + }; - }; + // Rendering - // Rendering + this.render = function ( scene, camera, renderTarget, forceClear ) { - this.render = function ( scene, camera, renderTarget, forceClear ) { + if ( camera !== undefined && camera.isCamera !== true ) { - if ( camera !== undefined && camera.isCamera !== true ) { + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; - console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; + } - } + // reset caching for this frame - // reset caching for this frame + _currentGeometryProgram = ''; + _currentMaterialId = - 1; + _currentCamera = null; - _currentGeometryProgram = ''; - _currentMaterialId = - 1; - _currentCamera = null; + // update scene graph - // update scene graph + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + // update camera matrices and frustum - // update camera matrices and frustum + camera.onBeforeRender( _this ); - camera.onBeforeRender( _this ); + if ( camera.parent === null ) camera.updateMatrixWorld(); - if ( camera.parent === null ) camera.updateMatrixWorld(); + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); + lights.length = 0; + sprites.length = 0; + lensFlares.length = 0; - lights.length = 0; - sprites.length = 0; - lensFlares.length = 0; + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); - _localClippingEnabled = this.localClippingEnabled; - _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + currentRenderList = renderLists.get( scene, camera ); + currentRenderList.init(); - currentRenderList = renderLists.get( scene, camera ); - currentRenderList.init(); + projectObject( scene, camera, _this.sortObjects ); - projectObject( scene, camera, _this.sortObjects ); + currentRenderList.finish(); - currentRenderList.finish(); + if ( _this.sortObjects === true ) { - if ( _this.sortObjects === true ) { + currentRenderList.sort(); - currentRenderList.sort(); + } - } + // - // + if ( _clippingEnabled ) _clipping.beginShadows(); - if ( _clippingEnabled ) _clipping.beginShadows(); + setupShadows( lights ); - setupShadows( lights ); + shadowMap.render( scene, camera ); - shadowMap.render( scene, camera ); + setupLights( lights, camera ); - setupLights( lights, camera ); + if ( _clippingEnabled ) _clipping.endShadows(); - if ( _clippingEnabled ) _clipping.endShadows(); + // - // + _infoRender.frame ++; + _infoRender.calls = 0; + _infoRender.vertices = 0; + _infoRender.faces = 0; + _infoRender.points = 0; - _infoRender.frame ++; - _infoRender.calls = 0; - _infoRender.vertices = 0; - _infoRender.faces = 0; - _infoRender.points = 0; + if ( renderTarget === undefined ) { - if ( renderTarget === undefined ) { + renderTarget = null; - renderTarget = null; + } - } + this.setRenderTarget( renderTarget ); - this.setRenderTarget( renderTarget ); + // - // + var background = scene.background; - var background = scene.background; + if ( background === null ) { - if ( background === null ) { + state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); - state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); + } else if ( background && background.isColor ) { - } else if ( background && background.isColor ) { + state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha ); + forceClear = true; - state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha ); - forceClear = true; + } - } + if ( this.autoClear || forceClear ) { - if ( this.autoClear || forceClear ) { + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); - this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + } - } + if ( background && background.isCubeTexture ) { - if ( background && background.isCubeTexture ) { + if ( backgroundBoxCamera === undefined ) { - if ( backgroundBoxCamera === undefined ) { + backgroundBoxCamera = new PerspectiveCamera(); - backgroundBoxCamera = new PerspectiveCamera(); + backgroundBoxMesh = new Mesh( + new BoxBufferGeometry( 5, 5, 5 ), + new ShaderMaterial( { + uniforms: ShaderLib.cube.uniforms, + vertexShader: ShaderLib.cube.vertexShader, + fragmentShader: ShaderLib.cube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); - backgroundBoxMesh = new Mesh( - new BoxBufferGeometry( 5, 5, 5 ), - new ShaderMaterial( { - uniforms: ShaderLib.cube.uniforms, - vertexShader: ShaderLib.cube.vertexShader, - fragmentShader: ShaderLib.cube.fragmentShader, - side: BackSide, - depthTest: false, - depthWrite: false, - fog: false - } ) - ); + } - } + backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix ); - backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix ); + backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld ); + backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld ); - backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld ); - backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld ); + backgroundBoxMesh.material.uniforms[ "tCube" ].value = background; + backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld ); - backgroundBoxMesh.material.uniforms[ "tCube" ].value = background; - backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld ); + objects.update( backgroundBoxMesh ); - objects.update( backgroundBoxMesh ); + _this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null ); - _this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null ); + } else if ( background && background.isTexture ) { - } else if ( background && background.isTexture ) { + if ( backgroundPlaneCamera === undefined ) { - if ( backgroundPlaneCamera === undefined ) { + backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); - backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + backgroundPlaneMesh = new Mesh( + new PlaneBufferGeometry( 2, 2 ), + new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) + ); - backgroundPlaneMesh = new Mesh( - new PlaneBufferGeometry( 2, 2 ), - new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) - ); + } - } + backgroundPlaneMesh.material.map = background; - backgroundPlaneMesh.material.map = background; + objects.update( backgroundPlaneMesh ); - objects.update( backgroundPlaneMesh ); + _this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null ); - _this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null ); + } - } + // - // + var opaqueObjects = currentRenderList.opaque; + var transparentObjects = currentRenderList.transparent; - var opaqueObjects = currentRenderList.opaque; - var transparentObjects = currentRenderList.transparent; + if ( scene.overrideMaterial ) { - if ( scene.overrideMaterial ) { + var overrideMaterial = scene.overrideMaterial; - var overrideMaterial = scene.overrideMaterial; + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); + } else { - } else { + // opaque pass (front-to-back order) - // opaque pass (front-to-back order) + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); + // transparent pass (back-to-front order) - // transparent pass (back-to-front order) + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); + } - } + // custom render plugins (post pass) - // custom render plugins (post pass) + spritePlugin.render( scene, camera ); + lensFlarePlugin.render( scene, camera, _currentViewport ); - spritePlugin.render( scene, camera ); - lensFlarePlugin.render( scene, camera, _currentViewport ); + // Generate mipmap if we're using any kind of mipmap filtering - // Generate mipmap if we're using any kind of mipmap filtering + if ( renderTarget ) { - if ( renderTarget ) { + textures.updateRenderTargetMipmap( renderTarget ); - textures.updateRenderTargetMipmap( renderTarget ); + } - } + // Ensure depth buffer writing is enabled so it can be cleared on next render - // 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.buffers.depth.setTest( true ); - state.buffers.depth.setMask( true ); - state.buffers.color.setMask( true ); + if ( camera.isArrayCamera && camera.enabled ) { - if ( camera.isArrayCamera && camera.enabled ) { + _this.setScissorTest( false ); - _this.setScissorTest( false ); + } - } + camera.onAfterRender( _this ); - camera.onAfterRender( _this ); + // _gl.finish(); - // _gl.finish(); + }; - }; + /* + // TODO Duplicated code (Frustum) - /* - // TODO Duplicated code (Frustum) + var _sphere = new Sphere(); - var _sphere = new Sphere(); + function isObjectViewable( object ) { - function isObjectViewable( object ) { + var geometry = object.geometry; - var geometry = object.geometry; + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); - if ( geometry.boundingSphere === null ) - geometry.computeBoundingSphere(); + _sphere.copy( geometry.boundingSphere ). + applyMatrix4( object.matrixWorld ); - _sphere.copy( geometry.boundingSphere ). - applyMatrix4( object.matrixWorld ); + return isSphereViewable( _sphere ); - return isSphereViewable( _sphere ); + } - } + function isSpriteViewable( sprite ) { - function isSpriteViewable( sprite ) { + _sphere.center.set( 0, 0, 0 ); + _sphere.radius = 0.7071067811865476; + _sphere.applyMatrix4( sprite.matrixWorld ); - _sphere.center.set( 0, 0, 0 ); - _sphere.radius = 0.7071067811865476; - _sphere.applyMatrix4( sprite.matrixWorld ); + return isSphereViewable( _sphere ); - return isSphereViewable( _sphere ); + } - } + function isSphereViewable( sphere ) { - function isSphereViewable( sphere ) { + if ( ! _frustum.intersectsSphere( sphere ) ) return false; - if ( ! _frustum.intersectsSphere( sphere ) ) return false; + var numPlanes = _clipping.numPlanes; - var numPlanes = _clipping.numPlanes; + if ( numPlanes === 0 ) return true; - if ( numPlanes === 0 ) return true; + var planes = _this.clippingPlanes, - var planes = _this.clippingPlanes, + center = sphere.center, + negRad = - sphere.radius, + i = 0; - center = sphere.center, - negRad = - sphere.radius, - i = 0; + do { - do { + // out when deeper than radius in the negative halfspace + if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; - // out when deeper than radius in the negative halfspace - if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; + } while ( ++ i !== numPlanes ); - } while ( ++ i !== numPlanes ); + return true; - return true; + } + */ - } - */ + function projectObject( object, camera, sortObjects ) { - function projectObject( object, camera, sortObjects ) { + if ( ! object.visible ) return; - if ( ! object.visible ) return; + var visible = object.layers.test( camera.layers ); - var visible = object.layers.test( camera.layers ); + if ( visible ) { - if ( visible ) { + if ( object.isLight ) { - if ( object.isLight ) { + lights.push( object ); - lights.push( object ); + } else if ( object.isSprite ) { - } else if ( object.isSprite ) { + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { - if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + sprites.push( object ); - sprites.push( object ); + } - } + } else if ( object.isLensFlare ) { - } else if ( object.isLensFlare ) { + lensFlares.push( object ); - lensFlares.push( object ); + } else if ( object.isImmediateRenderObject ) { - } else if ( object.isImmediateRenderObject ) { + if ( sortObjects ) { - if ( sortObjects ) { + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); + } - } + currentRenderList.push( object, null, object.material, _vector3.z, null ); - currentRenderList.push( object, null, object.material, _vector3.z, null ); + } else if ( object.isMesh || object.isLine || object.isPoints ) { - } else if ( object.isMesh || object.isLine || object.isPoints ) { + if ( object.isSkinnedMesh ) { - if ( object.isSkinnedMesh ) { + object.skeleton.update(); - object.skeleton.update(); + } - } + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { - if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + if ( sortObjects ) { - if ( sortObjects ) { + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); + } - } + var geometry = objects.update( object ); + var material = object.material; - var geometry = objects.update( object ); - var material = object.material; + if ( Array.isArray( material ) ) { - if ( Array.isArray( material ) ) { + var groups = geometry.groups; - var groups = geometry.groups; + for ( var i = 0, l = groups.length; i < l; i ++ ) { - for ( var i = 0, l = groups.length; i < l; i ++ ) { + var group = groups[ i ]; + var groupMaterial = material[ group.materialIndex ]; - var group = groups[ i ]; - var groupMaterial = material[ group.materialIndex ]; + if ( groupMaterial && groupMaterial.visible ) { - if ( groupMaterial && groupMaterial.visible ) { + currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group ); - currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group ); + } } - } + } else if ( material.visible ) { - } else if ( material.visible ) { + currentRenderList.push( object, geometry, material, _vector3.z, null ); - currentRenderList.push( object, geometry, material, _vector3.z, null ); + } } @@ -21694,2007 +21264,2007 @@ function WebGLRenderer( parameters ) { } - } + var children = object.children; - var children = object.children; + for ( var i = 0, l = children.length; i < l; i ++ ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + projectObject( children[ i ], camera, sortObjects ); - projectObject( children[ i ], camera, sortObjects ); + } } - } + function renderObjects( renderList, scene, camera, overrideMaterial ) { - function renderObjects( renderList, scene, camera, overrideMaterial ) { + for ( var i = 0, l = renderList.length; i < l; i ++ ) { - for ( var i = 0, l = renderList.length; i < l; i ++ ) { + var renderItem = renderList[ i ]; - var renderItem = renderList[ i ]; + var object = renderItem.object; + var geometry = renderItem.geometry; + var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; + var group = renderItem.group; - var object = renderItem.object; - var geometry = renderItem.geometry; - var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; - var group = renderItem.group; + object.onBeforeRender( _this, scene, camera, geometry, material, group ); - object.onBeforeRender( _this, scene, camera, geometry, material, group ); + if ( camera.isArrayCamera && camera.enabled ) { - if ( camera.isArrayCamera && camera.enabled ) { + var cameras = camera.cameras; - var cameras = camera.cameras; + for ( var j = 0, jl = cameras.length; j < jl; j ++ ) { - for ( var j = 0, jl = cameras.length; j < jl; j ++ ) { + var camera2 = cameras[ j ]; + var bounds = camera2.bounds; - var camera2 = cameras[ j ]; - var bounds = camera2.bounds; + _this.setViewport( + bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio, + bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio + ); + _this.setScissor( + bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio, + bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio + ); + _this.setScissorTest( true ); - _this.setViewport( - bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio, - bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio - ); - _this.setScissor( - bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio, - bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio - ); - _this.setScissorTest( true ); + renderObject( object, scene, camera2, geometry, material, group ); - renderObject( object, scene, camera2, geometry, material, group ); + } - } + } else { - } else { + renderObject( object, scene, camera, geometry, material, group ); - renderObject( object, scene, camera, geometry, material, group ); + } - } + object.onAfterRender( _this, scene, camera, geometry, material, group ); - object.onAfterRender( _this, scene, camera, geometry, material, group ); + } } - } + function renderObject( object, scene, camera, geometry, material, group ) { - function renderObject( object, scene, camera, geometry, material, group ) { + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); - object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + if ( object.isImmediateRenderObject ) { - if ( object.isImmediateRenderObject ) { + state.setMaterial( material ); - state.setMaterial( material ); + var program = setProgram( camera, scene.fog, material, object ); - var program = setProgram( camera, scene.fog, material, object ); + _currentGeometryProgram = ''; - _currentGeometryProgram = ''; + renderObjectImmediate( object, program, material ); - renderObjectImmediate( object, program, material ); + } else { - } else { + _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group ); - _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group ); + } } - } + function initMaterial( material, fog, object ) { - function initMaterial( material, fog, object ) { + var materialProperties = properties.get( material ); - var materialProperties = properties.get( material ); + var parameters = programCache.getParameters( + material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object ); - var parameters = programCache.getParameters( - material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object ); + var code = programCache.getProgramCode( material, parameters ); - var code = programCache.getProgramCode( material, parameters ); + var program = materialProperties.program; + var programChange = true; - var program = materialProperties.program; - var programChange = true; + if ( program === undefined ) { - if ( program === undefined ) { + // new material + material.addEventListener( 'dispose', onMaterialDispose ); - // new material - material.addEventListener( 'dispose', onMaterialDispose ); + } else if ( program.code !== code ) { - } else if ( program.code !== code ) { + // changed glsl or parameters + releaseMaterialProgramReference( material ); - // changed glsl or parameters - releaseMaterialProgramReference( material ); + } else if ( parameters.shaderID !== undefined ) { - } else if ( parameters.shaderID !== undefined ) { + // same glsl and uniform list + return; - // same glsl and uniform list - return; + } else { - } else { + // only rebuild uniform list + programChange = false; - // only rebuild uniform list - programChange = false; + } - } + if ( programChange ) { - if ( programChange ) { + if ( parameters.shaderID ) { - if ( parameters.shaderID ) { + var shader = ShaderLib[ parameters.shaderID ]; - var shader = ShaderLib[ parameters.shaderID ]; + materialProperties.__webglShader = { + name: material.type, + uniforms: UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + }; - materialProperties.__webglShader = { - name: material.type, - uniforms: UniformsUtils.clone( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader - }; + } else { - } else { + materialProperties.__webglShader = { + name: material.type, + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + }; - materialProperties.__webglShader = { - name: material.type, - uniforms: material.uniforms, - vertexShader: material.vertexShader, - fragmentShader: material.fragmentShader - }; + } - } + material.__webglShader = materialProperties.__webglShader; - material.__webglShader = materialProperties.__webglShader; + program = programCache.acquireProgram( material, parameters, code ); - program = programCache.acquireProgram( material, parameters, code ); + materialProperties.program = program; + material.program = program; - materialProperties.program = program; - material.program = program; + } - } + var programAttributes = program.getAttributes(); - var programAttributes = program.getAttributes(); + if ( material.morphTargets ) { - if ( material.morphTargets ) { + material.numSupportedMorphTargets = 0; - material.numSupportedMorphTargets = 0; + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { - for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { - if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { + material.numSupportedMorphTargets ++; - material.numSupportedMorphTargets ++; + } } } - } + if ( material.morphNormals ) { - if ( material.morphNormals ) { + material.numSupportedMorphNormals = 0; - material.numSupportedMorphNormals = 0; + for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { - for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { + if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { - if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { + material.numSupportedMorphNormals ++; - material.numSupportedMorphNormals ++; + } } } - } + var uniforms = materialProperties.__webglShader.uniforms; - var uniforms = materialProperties.__webglShader.uniforms; + if ( ! material.isShaderMaterial && + ! material.isRawShaderMaterial || + material.clipping === true ) { - if ( ! material.isShaderMaterial && - ! material.isRawShaderMaterial || - material.clipping === true ) { + materialProperties.numClippingPlanes = _clipping.numPlanes; + materialProperties.numIntersection = _clipping.numIntersection; + uniforms.clippingPlanes = _clipping.uniform; - materialProperties.numClippingPlanes = _clipping.numPlanes; - materialProperties.numIntersection = _clipping.numIntersection; - uniforms.clippingPlanes = _clipping.uniform; + } - } + materialProperties.fog = fog; - materialProperties.fog = fog; + // store the light setup it was created for - // store the light setup it was created for + materialProperties.lightsHash = _lights.hash; - materialProperties.lightsHash = _lights.hash; + if ( material.lights ) { - if ( material.lights ) { + // wire up the material to this renderer's lighting state - // wire up the material to this renderer's lighting state + uniforms.ambientLightColor.value = _lights.ambient; + uniforms.directionalLights.value = _lights.directional; + uniforms.spotLights.value = _lights.spot; + uniforms.rectAreaLights.value = _lights.rectArea; + uniforms.pointLights.value = _lights.point; + uniforms.hemisphereLights.value = _lights.hemi; - uniforms.ambientLightColor.value = _lights.ambient; - uniforms.directionalLights.value = _lights.directional; - uniforms.spotLights.value = _lights.spot; - uniforms.rectAreaLights.value = _lights.rectArea; - uniforms.pointLights.value = _lights.point; - uniforms.hemisphereLights.value = _lights.hemi; + uniforms.directionalShadowMap.value = _lights.directionalShadowMap; + uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix; + uniforms.spotShadowMap.value = _lights.spotShadowMap; + uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix; + uniforms.pointShadowMap.value = _lights.pointShadowMap; + uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms - uniforms.directionalShadowMap.value = _lights.directionalShadowMap; - uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix; - uniforms.spotShadowMap.value = _lights.spotShadowMap; - uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix; - uniforms.pointShadowMap.value = _lights.pointShadowMap; - uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix; - // TODO (abelnation): add area lights shadow info to uniforms + } - } + var progUniforms = materialProperties.program.getUniforms(), + uniformsList = + WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); - var progUniforms = materialProperties.program.getUniforms(), - uniformsList = - WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + materialProperties.uniformsList = uniformsList; - materialProperties.uniformsList = uniformsList; + } - } + function setProgram( camera, fog, material, object ) { - function setProgram( camera, fog, material, object ) { + _usedTextureUnits = 0; - _usedTextureUnits = 0; + var materialProperties = properties.get( material ); - var materialProperties = properties.get( material ); + if ( _clippingEnabled ) { - if ( _clippingEnabled ) { + if ( _localClippingEnabled || camera !== _currentCamera ) { - if ( _localClippingEnabled || camera !== _currentCamera ) { + var useCache = + camera === _currentCamera && + material.id === _currentMaterialId; - var 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.clippingPlanes, material.clipIntersection, material.clipShadows, + camera, materialProperties, useCache ); - // we might want to call this function with some ClippingGroup - // object instead of the material, once it becomes feasible - // (#8465, #8379) - _clipping.setState( - material.clippingPlanes, material.clipIntersection, material.clipShadows, - camera, materialProperties, useCache ); + } } - } + if ( material.needsUpdate === false ) { - if ( material.needsUpdate === false ) { + if ( materialProperties.program === undefined ) { - if ( materialProperties.program === undefined ) { + material.needsUpdate = true; - material.needsUpdate = true; + } else if ( material.fog && materialProperties.fog !== fog ) { - } else if ( material.fog && materialProperties.fog !== fog ) { + material.needsUpdate = true; - material.needsUpdate = true; + } else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) { - } else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) { + material.needsUpdate = true; - material.needsUpdate = true; + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== _clipping.numPlanes || + materialProperties.numIntersection !== _clipping.numIntersection ) ) { - } else if ( materialProperties.numClippingPlanes !== undefined && - ( materialProperties.numClippingPlanes !== _clipping.numPlanes || - materialProperties.numIntersection !== _clipping.numIntersection ) ) { + material.needsUpdate = true; - material.needsUpdate = true; + } } - } + if ( material.needsUpdate ) { - if ( material.needsUpdate ) { + initMaterial( material, fog, object ); + material.needsUpdate = false; - initMaterial( material, fog, object ); - material.needsUpdate = false; + } - } + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; - var refreshProgram = false; - var refreshMaterial = false; - var refreshLights = false; + var program = materialProperties.program, + p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.__webglShader.uniforms; - var program = materialProperties.program, - p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.__webglShader.uniforms; + if ( program.id !== _currentProgram ) { - if ( program.id !== _currentProgram ) { + _gl.useProgram( program.program ); + _currentProgram = program.id; - _gl.useProgram( program.program ); - _currentProgram = program.id; + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; + } - } + if ( material.id !== _currentMaterialId ) { - if ( material.id !== _currentMaterialId ) { + _currentMaterialId = material.id; - _currentMaterialId = material.id; + refreshMaterial = true; - refreshMaterial = true; + } - } + if ( refreshProgram || camera !== _currentCamera ) { - if ( refreshProgram || camera !== _currentCamera ) { + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); - p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); + if ( capabilities.logarithmicDepthBuffer ) { - if ( capabilities.logarithmicDepthBuffer ) { + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); - p_uniforms.setValue( _gl, 'logDepthBufFC', - 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + } - } + if ( camera !== _currentCamera ) { - if ( camera !== _currentCamera ) { + _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: - // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done - refreshMaterial = true; // set to true on material change - refreshLights = true; // remains set until update done + } - } + // load material specific uniforms + // (shader material also gets them for the sake of genericity) - // load material specific uniforms - // (shader material also gets them for the sake of genericity) + if ( material.isShaderMaterial || + material.isMeshPhongMaterial || + material.isMeshStandardMaterial || + material.envMap ) { - if ( material.isShaderMaterial || - material.isMeshPhongMaterial || - material.isMeshStandardMaterial || - material.envMap ) { + var uCamPos = p_uniforms.map.cameraPosition; - var uCamPos = p_uniforms.map.cameraPosition; + if ( uCamPos !== undefined ) { - if ( uCamPos !== undefined ) { + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); - uCamPos.setValue( _gl, - _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + } } - } + if ( material.isMeshPhongMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.skinning ) { + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); - if ( material.isMeshPhongMaterial || - material.isMeshLambertMaterial || - material.isMeshBasicMaterial || - material.isMeshStandardMaterial || - material.isShaderMaterial || - material.skinning ) { + } - p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); } - p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); - p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); - - } + // skinning uniforms must be set even if material didn't change + // auto-setting of texture unit for bone texture must go before other textures + // not sure why, but otherwise weird things happen - // skinning uniforms must be set even if material didn't change - // auto-setting of texture unit for bone texture must go before other textures - // not sure why, but otherwise weird things happen + if ( material.skinning ) { - if ( material.skinning ) { + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); - p_uniforms.setOptional( _gl, object, 'bindMatrix' ); - p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + var skeleton = object.skeleton; - var skeleton = object.skeleton; + if ( skeleton ) { - if ( skeleton ) { + var bones = skeleton.bones; - var bones = skeleton.bones; + if ( capabilities.floatVertexTextures ) { - if ( capabilities.floatVertexTextures ) { + if ( skeleton.boneTexture === undefined ) { - if ( skeleton.boneTexture === undefined ) { + // 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) - // 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) + var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix + size = _Math.nextPowerOfTwo( Math.ceil( size ) ); + size = Math.max( size, 4 ); - var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix - size = _Math.nextPowerOfTwo( Math.ceil( size ) ); - size = Math.max( size, 4 ); + var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( skeleton.boneMatrices ); // copy current values - var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel - boneMatrices.set( skeleton.boneMatrices ); // copy current values + var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); - var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + skeleton.boneMatrices = boneMatrices; + skeleton.boneTexture = boneTexture; + skeleton.boneTextureSize = size; - skeleton.boneMatrices = boneMatrices; - skeleton.boneTexture = boneTexture; - skeleton.boneTextureSize = size; + } - } + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture ); + p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); - p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture ); - p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); + } else { - } else { + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); - p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); + } } } - } + if ( refreshMaterial ) { - if ( refreshMaterial ) { + if ( material.lights ) { - if ( material.lights ) { + // the current material requires lighting info - // 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 - // 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 ); - markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + } - } + // refresh uniforms common to several materials - // refresh uniforms common to several materials + if ( fog && material.fog ) { - if ( fog && material.fog ) { + refreshUniformsFog( m_uniforms, fog ); - refreshUniformsFog( m_uniforms, fog ); + } - } + if ( material.isMeshBasicMaterial || + material.isMeshLambertMaterial || + material.isMeshPhongMaterial || + material.isMeshStandardMaterial || + material.isMeshNormalMaterial || + material.isMeshDepthMaterial ) { - if ( material.isMeshBasicMaterial || - material.isMeshLambertMaterial || - material.isMeshPhongMaterial || - material.isMeshStandardMaterial || - material.isMeshNormalMaterial || - material.isMeshDepthMaterial ) { + refreshUniformsCommon( m_uniforms, material ); - refreshUniformsCommon( m_uniforms, material ); + } - } + // refresh single material specific uniforms - // refresh single material specific uniforms + if ( material.isLineBasicMaterial ) { - if ( material.isLineBasicMaterial ) { + refreshUniformsLine( m_uniforms, material ); - refreshUniformsLine( m_uniforms, material ); + } else if ( material.isLineDashedMaterial ) { - } else if ( material.isLineDashedMaterial ) { + refreshUniformsLine( m_uniforms, material ); + refreshUniformsDash( m_uniforms, material ); - refreshUniformsLine( m_uniforms, material ); - refreshUniformsDash( m_uniforms, material ); + } else if ( material.isPointsMaterial ) { - } else if ( material.isPointsMaterial ) { + refreshUniformsPoints( m_uniforms, material ); - refreshUniformsPoints( m_uniforms, material ); + } else if ( material.isMeshLambertMaterial ) { - } else if ( material.isMeshLambertMaterial ) { + refreshUniformsLambert( m_uniforms, material ); - refreshUniformsLambert( m_uniforms, material ); + } else if ( material.isMeshToonMaterial ) { - } else if ( material.isMeshToonMaterial ) { + refreshUniformsToon( m_uniforms, material ); - refreshUniformsToon( m_uniforms, material ); + } else if ( material.isMeshPhongMaterial ) { - } else if ( material.isMeshPhongMaterial ) { + refreshUniformsPhong( m_uniforms, material ); - refreshUniformsPhong( m_uniforms, material ); + } else if ( material.isMeshPhysicalMaterial ) { - } else if ( material.isMeshPhysicalMaterial ) { + refreshUniformsPhysical( m_uniforms, material ); - refreshUniformsPhysical( m_uniforms, material ); + } else if ( material.isMeshStandardMaterial ) { - } else if ( material.isMeshStandardMaterial ) { + refreshUniformsStandard( m_uniforms, material ); - refreshUniformsStandard( m_uniforms, material ); + } else if ( material.isMeshDepthMaterial ) { - } else if ( material.isMeshDepthMaterial ) { + if ( material.displacementMap ) { - if ( material.displacementMap ) { + m_uniforms.displacementMap.value = material.displacementMap; + m_uniforms.displacementScale.value = material.displacementScale; + m_uniforms.displacementBias.value = material.displacementBias; - m_uniforms.displacementMap.value = material.displacementMap; - m_uniforms.displacementScale.value = material.displacementScale; - m_uniforms.displacementBias.value = material.displacementBias; + } - } + } else if ( material.isMeshNormalMaterial ) { - } else if ( material.isMeshNormalMaterial ) { + refreshUniformsNormal( m_uniforms, material ); - refreshUniformsNormal( m_uniforms, material ); + } - } + // RectAreaLight Texture + // TODO (mrdoob): Find a nicer implementation - // RectAreaLight Texture - // TODO (mrdoob): Find a nicer implementation + if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE; + if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE; - if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE; - if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE; + WebGLUniforms.upload( + _gl, materialProperties.uniformsList, m_uniforms, _this ); - WebGLUniforms.upload( - _gl, materialProperties.uniformsList, m_uniforms, _this ); + } - } + // common matrices - // common matrices + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); - p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); - p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + return program; - return program; + } - } + // Uniforms (refresh uniforms objects) - // Uniforms (refresh uniforms objects) + function refreshUniformsCommon( uniforms, material ) { - function refreshUniformsCommon( uniforms, material ) { + uniforms.opacity.value = material.opacity; - uniforms.opacity.value = material.opacity; + uniforms.diffuse.value = material.color; - uniforms.diffuse.value = material.color; + if ( material.emissive ) { - if ( material.emissive ) { + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); - uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + } - } + uniforms.map.value = material.map; + uniforms.specularMap.value = material.specularMap; + uniforms.alphaMap.value = material.alphaMap; - uniforms.map.value = material.map; - uniforms.specularMap.value = material.specularMap; - uniforms.alphaMap.value = material.alphaMap; + if ( material.lightMap ) { - if ( material.lightMap ) { + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; + } - } + if ( material.aoMap ) { - if ( material.aoMap ) { + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; + } - } + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. normal map + // 4. bump map + // 5. alpha map + // 6. emissive map - // uv repeat and offset setting priorities - // 1. color map - // 2. specular map - // 3. normal map - // 4. bump map - // 5. alpha map - // 6. emissive map + var uvScaleMap; - var uvScaleMap; + if ( material.map ) { - if ( material.map ) { + uvScaleMap = material.map; - uvScaleMap = material.map; + } else if ( material.specularMap ) { - } else if ( material.specularMap ) { + uvScaleMap = material.specularMap; - uvScaleMap = material.specularMap; + } else if ( material.displacementMap ) { - } else if ( material.displacementMap ) { + uvScaleMap = material.displacementMap; - uvScaleMap = material.displacementMap; + } else if ( material.normalMap ) { - } else if ( material.normalMap ) { + uvScaleMap = material.normalMap; - uvScaleMap = material.normalMap; + } else if ( material.bumpMap ) { - } else if ( material.bumpMap ) { + uvScaleMap = material.bumpMap; - uvScaleMap = material.bumpMap; + } else if ( material.roughnessMap ) { - } else if ( material.roughnessMap ) { + uvScaleMap = material.roughnessMap; - uvScaleMap = material.roughnessMap; + } else if ( material.metalnessMap ) { - } else if ( material.metalnessMap ) { + uvScaleMap = material.metalnessMap; - uvScaleMap = material.metalnessMap; + } else if ( material.alphaMap ) { - } else if ( material.alphaMap ) { + uvScaleMap = material.alphaMap; - uvScaleMap = material.alphaMap; + } else if ( material.emissiveMap ) { - } else if ( material.emissiveMap ) { + uvScaleMap = material.emissiveMap; - uvScaleMap = material.emissiveMap; + } - } + if ( uvScaleMap !== undefined ) { - if ( uvScaleMap !== undefined ) { + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { - // backwards compatibility - if ( uvScaleMap.isWebGLRenderTarget ) { + uvScaleMap = uvScaleMap.texture; - uvScaleMap = uvScaleMap.texture; + } - } + var offset = uvScaleMap.offset; + var repeat = uvScaleMap.repeat; - var offset = uvScaleMap.offset; - var repeat = uvScaleMap.repeat; + uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); - uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); + } - } + uniforms.envMap.value = material.envMap; - uniforms.envMap.value = material.envMap; + // don't flip CubeTexture envMaps, flip everything else: + // WebGLRenderTargetCube will be flipped for backwards compatibility + // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture + // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future + uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1; - // don't flip CubeTexture envMaps, flip everything else: - // WebGLRenderTargetCube will be flipped for backwards compatibility - // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture - // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future - uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1; + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; - uniforms.reflectivity.value = material.reflectivity; - uniforms.refractionRatio.value = material.refractionRatio; + } - } + function refreshUniformsLine( uniforms, material ) { - function refreshUniformsLine( uniforms, material ) { + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; + } - } + function refreshUniformsDash( uniforms, material ) { - function refreshUniformsDash( uniforms, material ) { + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; + } - } + function refreshUniformsPoints( uniforms, material ) { - function refreshUniformsPoints( uniforms, material ) { + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * _pixelRatio; + uniforms.scale.value = _height * 0.5; - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * _pixelRatio; - uniforms.scale.value = _height * 0.5; + uniforms.map.value = material.map; - uniforms.map.value = material.map; + if ( material.map !== null ) { - if ( material.map !== null ) { + var offset = material.map.offset; + var repeat = material.map.repeat; - var offset = material.map.offset; - var repeat = material.map.repeat; + uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); - uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); + } } - } + function refreshUniformsFog( uniforms, fog ) { - function refreshUniformsFog( uniforms, fog ) { + uniforms.fogColor.value = fog.color; - uniforms.fogColor.value = fog.color; + if ( fog.isFog ) { - if ( fog.isFog ) { + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; + } else if ( fog.isFogExp2 ) { - } else if ( fog.isFogExp2 ) { + uniforms.fogDensity.value = fog.density; - uniforms.fogDensity.value = fog.density; + } } - } + function refreshUniformsLambert( uniforms, material ) { - function refreshUniformsLambert( uniforms, material ) { + if ( material.emissiveMap ) { - if ( material.emissiveMap ) { + uniforms.emissiveMap.value = material.emissiveMap; - uniforms.emissiveMap.value = material.emissiveMap; + } } - } + function refreshUniformsPhong( uniforms, material ) { - function refreshUniformsPhong( uniforms, material ) { + uniforms.specular.value = material.specular; + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) - uniforms.specular.value = material.specular; - uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + if ( material.emissiveMap ) { - if ( material.emissiveMap ) { + uniforms.emissiveMap.value = material.emissiveMap; - uniforms.emissiveMap.value = material.emissiveMap; + } - } + if ( material.bumpMap ) { - if ( material.bumpMap ) { + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; + } - } + if ( material.normalMap ) { - if ( material.normalMap ) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); + } - } + if ( material.displacementMap ) { - if ( material.displacementMap ) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; + } } - } + function refreshUniformsToon( uniforms, material ) { - function refreshUniformsToon( uniforms, material ) { + refreshUniformsPhong( uniforms, material ); - refreshUniformsPhong( uniforms, material ); + if ( material.gradientMap ) { - if ( material.gradientMap ) { + uniforms.gradientMap.value = material.gradientMap; - uniforms.gradientMap.value = material.gradientMap; + } } - } + function refreshUniformsStandard( uniforms, material ) { - function refreshUniformsStandard( uniforms, material ) { + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; - uniforms.roughness.value = material.roughness; - uniforms.metalness.value = material.metalness; + if ( material.roughnessMap ) { - if ( material.roughnessMap ) { + uniforms.roughnessMap.value = material.roughnessMap; - uniforms.roughnessMap.value = material.roughnessMap; + } - } + if ( material.metalnessMap ) { - if ( material.metalnessMap ) { + uniforms.metalnessMap.value = material.metalnessMap; - uniforms.metalnessMap.value = material.metalnessMap; + } - } + if ( material.emissiveMap ) { - if ( material.emissiveMap ) { + uniforms.emissiveMap.value = material.emissiveMap; - uniforms.emissiveMap.value = material.emissiveMap; + } - } + if ( material.bumpMap ) { - if ( material.bumpMap ) { + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; + } - } + if ( material.normalMap ) { - if ( material.normalMap ) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); + } - } + if ( material.displacementMap ) { - if ( material.displacementMap ) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; + } - } + if ( material.envMap ) { - if ( material.envMap ) { + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; - //uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value = material.envMapIntensity; + } } - } + function refreshUniformsPhysical( uniforms, material ) { - function refreshUniformsPhysical( uniforms, material ) { + uniforms.clearCoat.value = material.clearCoat; + uniforms.clearCoatRoughness.value = material.clearCoatRoughness; - uniforms.clearCoat.value = material.clearCoat; - uniforms.clearCoatRoughness.value = material.clearCoatRoughness; + refreshUniformsStandard( uniforms, material ); - refreshUniformsStandard( uniforms, material ); + } - } + function refreshUniformsNormal( uniforms, material ) { - function refreshUniformsNormal( uniforms, material ) { + if ( material.bumpMap ) { - if ( material.bumpMap ) { + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; + } - } + if ( material.normalMap ) { - if ( material.normalMap ) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); + } - } + if ( material.displacementMap ) { - if ( material.displacementMap ) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; + } } - } + // If uniforms are marked as clean, they don't need to be loaded to the GPU. - // If uniforms are marked as clean, they don't need to be loaded to the GPU. + function markUniformsLightsNeedsUpdate( uniforms, value ) { - function markUniformsLightsNeedsUpdate( uniforms, value ) { + uniforms.ambientLightColor.needsUpdate = value; - uniforms.ambientLightColor.needsUpdate = value; + uniforms.directionalLights.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; - uniforms.directionalLights.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; - uniforms.spotLights.needsUpdate = value; - uniforms.rectAreaLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; + } - } + // Lighting - // Lighting + function setupShadows( lights ) { - function setupShadows( lights ) { + var lightShadowsLength = 0; - var lightShadowsLength = 0; + for ( var i = 0, l = lights.length; i < l; i ++ ) { - for ( var i = 0, l = lights.length; i < l; i ++ ) { + var light = lights[ i ]; - var light = lights[ i ]; + if ( light.castShadow ) { - if ( light.castShadow ) { + _lights.shadows[ lightShadowsLength ] = light; + lightShadowsLength ++; - _lights.shadows[ lightShadowsLength ] = light; - lightShadowsLength ++; + } } - } + _lights.shadows.length = lightShadowsLength; - _lights.shadows.length = lightShadowsLength; + } - } + function setupLights( lights, camera ) { - function setupLights( lights, camera ) { + var l, ll, light, shadow, + r = 0, g = 0, b = 0, + color, + intensity, + distance, + shadowMap, - var l, ll, light, shadow, - r = 0, g = 0, b = 0, - color, - intensity, - distance, - shadowMap, + viewMatrix = camera.matrixWorldInverse, - viewMatrix = camera.matrixWorldInverse, + directionalLength = 0, + pointLength = 0, + spotLength = 0, + rectAreaLength = 0, + hemiLength = 0; - directionalLength = 0, - pointLength = 0, - spotLength = 0, - rectAreaLength = 0, - hemiLength = 0; + for ( l = 0, ll = lights.length; l < ll; l ++ ) { - for ( l = 0, ll = lights.length; l < ll; l ++ ) { + light = lights[ l ]; - light = lights[ l ]; + color = light.color; + intensity = light.intensity; + distance = light.distance; - color = light.color; - intensity = light.intensity; - distance = light.distance; + shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; - shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + if ( light.isAmbientLight ) { - if ( light.isAmbientLight ) { + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; - r += color.r * intensity; - g += color.g * intensity; - b += color.b * intensity; + } else if ( light.isDirectionalLight ) { - } else if ( light.isDirectionalLight ) { + var uniforms = lightCache.get( light ); - var uniforms = lightCache.get( light ); + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + _vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( _vector3 ); + uniforms.direction.transformDirection( viewMatrix ); - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - _vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( _vector3 ); - uniforms.direction.transformDirection( viewMatrix ); + uniforms.shadow = light.castShadow; - uniforms.shadow = light.castShadow; + if ( light.castShadow ) { - if ( light.castShadow ) { + shadow = light.shadow; - shadow = light.shadow; + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; - uniforms.shadowBias = shadow.bias; - uniforms.shadowRadius = shadow.radius; - uniforms.shadowMapSize = shadow.mapSize; + } - } + _lights.directionalShadowMap[ directionalLength ] = shadowMap; + _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + _lights.directional[ directionalLength ] = uniforms; - _lights.directionalShadowMap[ directionalLength ] = shadowMap; - _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; - _lights.directional[ directionalLength ] = uniforms; + directionalLength ++; - directionalLength ++; + } else if ( light.isSpotLight ) { - } else if ( light.isSpotLight ) { + var uniforms = lightCache.get( light ); - var uniforms = lightCache.get( light ); + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; - uniforms.color.copy( color ).multiplyScalar( intensity ); - uniforms.distance = distance; + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + _vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( _vector3 ); + uniforms.direction.transformDirection( viewMatrix ); - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - _vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( _vector3 ); - uniforms.direction.transformDirection( viewMatrix ); + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; - uniforms.coneCos = Math.cos( light.angle ); - uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); - uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + uniforms.shadow = light.castShadow; - uniforms.shadow = light.castShadow; + if ( light.castShadow ) { - if ( light.castShadow ) { + shadow = light.shadow; - shadow = light.shadow; + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; - uniforms.shadowBias = shadow.bias; - uniforms.shadowRadius = shadow.radius; - uniforms.shadowMapSize = shadow.mapSize; + } - } + _lights.spotShadowMap[ spotLength ] = shadowMap; + _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + _lights.spot[ spotLength ] = uniforms; - _lights.spotShadowMap[ spotLength ] = shadowMap; - _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; - _lights.spot[ spotLength ] = uniforms; + spotLength ++; - spotLength ++; + } else if ( light.isRectAreaLight ) { - } else if ( light.isRectAreaLight ) { + var uniforms = lightCache.get( light ); - var uniforms = lightCache.get( light ); + // (a) intensity controls irradiance of entire light + uniforms.color + .copy( color ) + .multiplyScalar( intensity / ( light.width * light.height ) ); - // (a) intensity controls irradiance of entire light - uniforms.color - .copy( color ) - .multiplyScalar( intensity / ( light.width * light.height ) ); + // (b) intensity controls the radiance per light area + // uniforms.color.copy( color ).multiplyScalar( intensity ); - // (b) intensity controls the radiance per light area - // uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); - 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 ); - // 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.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 ); - uniforms.halfWidth.applyMatrix4( _matrix42 ); - uniforms.halfHeight.applyMatrix4( _matrix42 ); + // TODO (abelnation): RectAreaLight distance? + // uniforms.distance = distance; - // TODO (abelnation): RectAreaLight distance? - // uniforms.distance = distance; + _lights.rectArea[ rectAreaLength ] = uniforms; - _lights.rectArea[ rectAreaLength ] = uniforms; + rectAreaLength ++; - rectAreaLength ++; + } else if ( light.isPointLight ) { - } else if ( light.isPointLight ) { + var uniforms = lightCache.get( light ); - var uniforms = lightCache.get( light ); + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.distance = light.distance; - uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + uniforms.shadow = light.castShadow; - uniforms.shadow = light.castShadow; + if ( light.castShadow ) { - if ( light.castShadow ) { + shadow = light.shadow; - shadow = light.shadow; + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; - uniforms.shadowBias = shadow.bias; - uniforms.shadowRadius = shadow.radius; - uniforms.shadowMapSize = shadow.mapSize; + } - } + _lights.pointShadowMap[ pointLength ] = shadowMap; + _lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + _lights.point[ pointLength ] = uniforms; - _lights.pointShadowMap[ pointLength ] = shadowMap; - _lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix; - _lights.point[ pointLength ] = uniforms; + pointLength ++; - pointLength ++; + } else if ( light.isHemisphereLight ) { - } else if ( light.isHemisphereLight ) { + var uniforms = lightCache.get( light ); - var uniforms = lightCache.get( light ); + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + uniforms.direction.normalize(); - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - uniforms.direction.transformDirection( viewMatrix ); - uniforms.direction.normalize(); + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); - uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); - uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + _lights.hemi[ hemiLength ] = uniforms; - _lights.hemi[ hemiLength ] = uniforms; + hemiLength ++; - hemiLength ++; + } } - } + _lights.ambient[ 0 ] = r; + _lights.ambient[ 1 ] = g; + _lights.ambient[ 2 ] = b; + + _lights.directional.length = directionalLength; + _lights.spot.length = spotLength; + _lights.rectArea.length = rectAreaLength; + _lights.point.length = pointLength; + _lights.hemi.length = hemiLength; - _lights.ambient[ 0 ] = r; - _lights.ambient[ 1 ] = g; - _lights.ambient[ 2 ] = b; + // TODO (sam-g-steel) why aren't we using join + _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length; - _lights.directional.length = directionalLength; - _lights.spot.length = spotLength; - _lights.rectArea.length = rectAreaLength; - _lights.point.length = pointLength; - _lights.hemi.length = hemiLength; + } - // TODO (sam-g-steel) why aren't we using join - _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length; + // GL state setting - } + this.setFaceCulling = function ( cullFace, frontFaceDirection ) { - // GL state setting + state.setCullFace( cullFace ); + state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW ); - this.setFaceCulling = function ( cullFace, frontFaceDirection ) { + }; - state.setCullFace( cullFace ); - state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW ); + // Textures - }; + function allocTextureUnit() { - // Textures + var textureUnit = _usedTextureUnits; - function allocTextureUnit() { + if ( textureUnit >= capabilities.maxTextures ) { - var textureUnit = _usedTextureUnits; + console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); - if ( textureUnit >= capabilities.maxTextures ) { + } - console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + _usedTextureUnits += 1; - } + return textureUnit; - _usedTextureUnits += 1; + } - return textureUnit; + this.allocTextureUnit = allocTextureUnit; - } + // this.setTexture2D = setTexture2D; + this.setTexture2D = ( function () { - this.allocTextureUnit = allocTextureUnit; + var warned = false; - // this.setTexture2D = setTexture2D; - this.setTexture2D = ( function () { + // backwards compatibility: peel texture.texture + return function setTexture2D( texture, slot ) { - var warned = false; + if ( texture && texture.isWebGLRenderTarget ) { - // backwards compatibility: peel texture.texture - return function setTexture2D( texture, slot ) { + if ( ! warned ) { - if ( texture && texture.isWebGLRenderTarget ) { + console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); + warned = true; - if ( ! warned ) { + } - console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); - warned = true; + texture = texture.texture; } - texture = texture.texture; + textures.setTexture2D( texture, slot ); - } + }; - textures.setTexture2D( texture, slot ); + }() ); - }; + this.setTexture = ( function () { - }() ); + var warned = false; - this.setTexture = ( function () { + return function setTexture( texture, slot ) { - var warned = false; + if ( ! warned ) { - return function setTexture( texture, slot ) { + console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); + warned = true; - if ( ! warned ) { + } - console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); - warned = true; + textures.setTexture2D( texture, slot ); - } + }; - textures.setTexture2D( texture, slot ); + }() ); - }; + this.setTextureCube = ( function () { - }() ); + var warned = false; - this.setTextureCube = ( function () { + return function setTextureCube( texture, slot ) { - var warned = false; + // backwards compatibility: peel texture.texture + if ( texture && texture.isWebGLRenderTargetCube ) { - return function setTextureCube( texture, slot ) { + if ( ! warned ) { - // backwards compatibility: peel texture.texture - if ( texture && texture.isWebGLRenderTargetCube ) { + console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); + warned = true; - if ( ! warned ) { + } - console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); - warned = true; + texture = texture.texture; } - texture = texture.texture; + // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture + // TODO: unify these code paths + if ( ( texture && texture.isCubeTexture ) || + ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { - } + // CompressedTexture can have Array in image :/ - // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture - // TODO: unify these code paths - if ( ( texture && texture.isCubeTexture ) || - ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { + // this function alone should take care of cube textures + textures.setTextureCube( texture, slot ); - // CompressedTexture can have Array in image :/ + } else { - // this function alone should take care of cube textures - textures.setTextureCube( texture, slot ); + // assumed: texture property of THREE.WebGLRenderTargetCube - } else { + textures.setTextureCubeDynamic( texture, slot ); - // assumed: texture property of THREE.WebGLRenderTargetCube + } - textures.setTextureCubeDynamic( texture, slot ); + }; - } + }() ); - }; + this.getRenderTarget = function () { - }() ); + return _currentRenderTarget; - this.getRenderTarget = function () { + }; - return _currentRenderTarget; + this.setRenderTarget = function ( renderTarget ) { - }; + _currentRenderTarget = renderTarget; - this.setRenderTarget = function ( renderTarget ) { + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { - _currentRenderTarget = renderTarget; + textures.setupRenderTarget( renderTarget ); - if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { + } - textures.setupRenderTarget( renderTarget ); + var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); + var framebuffer; - } + if ( renderTarget ) { - var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); - var framebuffer; + var renderTargetProperties = properties.get( renderTarget ); - if ( renderTarget ) { + if ( isCube ) { - var renderTargetProperties = properties.get( renderTarget ); + framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; - if ( isCube ) { + } else { - framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; + framebuffer = renderTargetProperties.__webglFramebuffer; - } else { + } - framebuffer = renderTargetProperties.__webglFramebuffer; + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; - } + _currentViewport.copy( renderTarget.viewport ); - _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; - - _currentViewport.copy( renderTarget.viewport ); + } else { - } else { + framebuffer = null; - framebuffer = null; + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); + _currentScissorTest = _scissorTest; - _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); - _currentScissorTest = _scissorTest; + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); - _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); + } - } + if ( _currentFramebuffer !== framebuffer ) { - if ( _currentFramebuffer !== framebuffer ) { + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _currentFramebuffer = framebuffer; - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _currentFramebuffer = framebuffer; + } - } + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); - state.scissor( _currentScissor ); - state.setScissorTest( _currentScissorTest ); + state.viewport( _currentViewport ); - state.viewport( _currentViewport ); + if ( isCube ) { - if ( isCube ) { + var textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); - var textureProperties = properties.get( renderTarget.texture ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); + } - } + }; - }; + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { - this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { + if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) { - if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) { + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - return; + } - } + var framebuffer = properties.get( renderTarget ).__webglFramebuffer; - var framebuffer = properties.get( renderTarget ).__webglFramebuffer; + if ( framebuffer ) { - if ( framebuffer ) { + var restore = false; - var restore = false; + if ( framebuffer !== _currentFramebuffer ) { - if ( framebuffer !== _currentFramebuffer ) { + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + restore = true; - restore = true; + } - } + try { - try { + var texture = renderTarget.texture; + var textureFormat = texture.format; + var textureType = texture.type; - var texture = renderTarget.texture; - var textureFormat = texture.format; - var textureType = texture.type; + if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { - if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); - return; + } - } + if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513) + ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox + ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { - if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513) - ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox - ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); - return; + } - } + if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { - if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) - // 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 ) ) ) { - if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + _gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer ); - _gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer ); + } - } + } else { - } else { + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + } - } + } finally { - } finally { + if ( restore ) { - if ( restore ) { + _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); + } } } - } + }; - }; + // Map three.js constants to WebGL constants - // Map three.js constants to WebGL constants + function paramThreeToGL( p ) { - function paramThreeToGL( p ) { + var extension; - var extension; + if ( p === RepeatWrapping ) return _gl.REPEAT; + if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE; + if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT; - if ( p === RepeatWrapping ) return _gl.REPEAT; - if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE; - if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT; + if ( p === NearestFilter ) return _gl.NEAREST; + if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST; + if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR; - if ( p === NearestFilter ) return _gl.NEAREST; - if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST; - if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR; + if ( p === LinearFilter ) return _gl.LINEAR; + if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST; + if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR; - if ( p === LinearFilter ) return _gl.LINEAR; - if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST; - if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR; + if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5; - if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE; - if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4; - if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1; - if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5; + if ( p === ByteType ) return _gl.BYTE; + if ( p === ShortType ) return _gl.SHORT; + if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT; + if ( p === IntType ) return _gl.INT; + if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT; + if ( p === FloatType ) return _gl.FLOAT; - if ( p === ByteType ) return _gl.BYTE; - if ( p === ShortType ) return _gl.SHORT; - if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT; - if ( p === IntType ) return _gl.INT; - if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT; - if ( p === FloatType ) return _gl.FLOAT; + if ( p === HalfFloatType ) { - if ( p === HalfFloatType ) { + extension = extensions.get( 'OES_texture_half_float' ); - extension = extensions.get( 'OES_texture_half_float' ); + if ( extension !== null ) return extension.HALF_FLOAT_OES; - if ( extension !== null ) return extension.HALF_FLOAT_OES; + } - } + if ( p === AlphaFormat ) return _gl.ALPHA; + if ( p === RGBFormat ) return _gl.RGB; + if ( p === RGBAFormat ) return _gl.RGBA; + if ( p === LuminanceFormat ) return _gl.LUMINANCE; + if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA; + if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL; - if ( p === AlphaFormat ) return _gl.ALPHA; - if ( p === RGBFormat ) return _gl.RGB; - if ( p === RGBAFormat ) return _gl.RGBA; - if ( p === LuminanceFormat ) return _gl.LUMINANCE; - if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA; - if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT; - if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL; + if ( p === AddEquation ) return _gl.FUNC_ADD; + if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT; + if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT; - if ( p === AddEquation ) return _gl.FUNC_ADD; - if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT; - if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT; + if ( p === ZeroFactor ) return _gl.ZERO; + if ( p === OneFactor ) return _gl.ONE; + if ( p === SrcColorFactor ) return _gl.SRC_COLOR; + if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR; + if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA; + if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA; + if ( p === DstAlphaFactor ) return _gl.DST_ALPHA; + if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA; - if ( p === ZeroFactor ) return _gl.ZERO; - if ( p === OneFactor ) return _gl.ONE; - if ( p === SrcColorFactor ) return _gl.SRC_COLOR; - if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR; - if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA; - if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA; - if ( p === DstAlphaFactor ) return _gl.DST_ALPHA; - if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA; + if ( p === DstColorFactor ) return _gl.DST_COLOR; + if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR; + if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE; - if ( p === DstColorFactor ) return _gl.DST_COLOR; - if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR; - if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE; + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || + p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { - 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' ); - extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + if ( extension !== null ) { - 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; - 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; + } } - } + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || + p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { - 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' ); - extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + if ( extension !== null ) { - 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; - 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; + } } - } + if ( p === RGB_ETC1_Format ) { - if ( p === RGB_ETC1_Format ) { + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); - extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; - if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + } - } + if ( p === MinEquation || p === MaxEquation ) { - if ( p === MinEquation || p === MaxEquation ) { + extension = extensions.get( 'EXT_blend_minmax' ); - extension = extensions.get( 'EXT_blend_minmax' ); + if ( extension !== null ) { - if ( extension !== null ) { + if ( p === MinEquation ) return extension.MIN_EXT; + if ( p === MaxEquation ) return extension.MAX_EXT; - if ( p === MinEquation ) return extension.MIN_EXT; - if ( p === MaxEquation ) return extension.MAX_EXT; + } } - } + if ( p === UnsignedInt248Type ) { - if ( p === UnsignedInt248Type ) { + extension = extensions.get( 'WEBGL_depth_texture' ); - extension = extensions.get( 'WEBGL_depth_texture' ); + if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; - if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; + } - } + return 0; - return 0; + } } -} + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + function FogExp2 ( color, density ) { -function FogExp2 ( color, density ) { + this.name = ''; - this.name = ''; + this.color = new Color( color ); + this.density = ( density !== undefined ) ? density : 0.00025; - this.color = new Color( color ); - this.density = ( density !== undefined ) ? density : 0.00025; + } -} + FogExp2.prototype.isFogExp2 = true; -FogExp2.prototype.isFogExp2 = true; + FogExp2.prototype.clone = function () { -FogExp2.prototype.clone = function () { + return new FogExp2( this.color.getHex(), this.density ); - return new FogExp2( this.color.getHex(), this.density ); + }; -}; + FogExp2.prototype.toJSON = function ( meta ) { -FogExp2.prototype.toJSON = function ( meta ) { + return { + type: 'FogExp2', + color: this.color.getHex(), + density: this.density + }; - return { - type: 'FogExp2', - color: this.color.getHex(), - density: this.density }; -}; + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + function Fog ( color, near, far ) { -function Fog ( color, near, far ) { + this.name = ''; - this.name = ''; + this.color = new Color( color ); - this.color = new Color( color ); + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; - this.near = ( near !== undefined ) ? near : 1; - this.far = ( far !== undefined ) ? far : 1000; + } -} + Fog.prototype.isFog = true; -Fog.prototype.isFog = true; + Fog.prototype.clone = function () { -Fog.prototype.clone = function () { + return new Fog( this.color.getHex(), this.near, this.far ); - return new Fog( this.color.getHex(), this.near, this.far ); + }; -}; + Fog.prototype.toJSON = function ( meta ) { -Fog.prototype.toJSON = function ( meta ) { + return { + type: 'Fog', + color: this.color.getHex(), + near: this.near, + far: this.far + }; - return { - type: 'Fog', - color: this.color.getHex(), - near: this.near, - far: this.far }; -}; + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function Scene () { -function Scene () { + Object3D.call( this ); - Object3D.call( this ); + this.type = 'Scene'; - this.type = 'Scene'; + this.background = null; + this.fog = null; + this.overrideMaterial = null; - this.background = null; - this.fog = null; - this.overrideMaterial = null; + this.autoUpdate = true; // checked by the renderer - this.autoUpdate = true; // checked by the renderer + } -} + Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { -Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { + constructor: Scene, - constructor: Scene, + copy: function ( source, recursive ) { - copy: function ( source, recursive ) { + Object3D.prototype.copy.call( this, source, recursive ); - Object3D.prototype.copy.call( this, source, recursive ); + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); - if ( source.background !== null ) this.background = source.background.clone(); - if ( source.fog !== null ) this.fog = source.fog.clone(); - if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; - this.autoUpdate = source.autoUpdate; - this.matrixAutoUpdate = source.matrixAutoUpdate; + return this; - return this; + }, - }, + toJSON: function ( meta ) { - toJSON: function ( meta ) { + var data = Object3D.prototype.toJSON.call( this, meta ); - var data = Object3D.prototype.toJSON.call( this, meta ); + if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); - if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); - if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + return data; - return data; + } - } + } ); -} ); + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + function LensFlare( texture, size, distance, blending, color ) { -function LensFlare( texture, size, distance, blending, color ) { + Object3D.call( this ); - Object3D.call( this ); + this.lensFlares = []; - this.lensFlares = []; + this.positionScreen = new Vector3(); + this.customUpdateCallback = undefined; - this.positionScreen = new Vector3(); - this.customUpdateCallback = undefined; + if ( texture !== undefined ) { - if ( texture !== undefined ) { + this.add( texture, size, distance, blending, color ); - this.add( texture, size, distance, blending, color ); + } } -} + LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), { -LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), { + constructor: LensFlare, - constructor: LensFlare, + isLensFlare: true, - isLensFlare: true, + copy: function ( source ) { - copy: function ( source ) { + Object3D.prototype.copy.call( this, source ); - Object3D.prototype.copy.call( this, source ); + this.positionScreen.copy( source.positionScreen ); + this.customUpdateCallback = source.customUpdateCallback; - this.positionScreen.copy( source.positionScreen ); - this.customUpdateCallback = source.customUpdateCallback; + for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { - for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { - - this.lensFlares.push( source.lensFlares[ i ] ); - - } - - return this; + this.lensFlares.push( source.lensFlares[ i ] ); - }, + } - add: function ( texture, size, distance, blending, color, opacity ) { + return this; - if ( size === undefined ) size = - 1; - if ( distance === undefined ) distance = 0; - if ( opacity === undefined ) opacity = 1; - if ( color === undefined ) color = new Color( 0xffffff ); - if ( blending === undefined ) blending = NormalBlending; + }, - distance = Math.min( distance, Math.max( 0, distance ) ); + add: function ( texture, size, distance, blending, color, opacity ) { + + if ( size === undefined ) size = - 1; + if ( distance === undefined ) distance = 0; + if ( opacity === undefined ) opacity = 1; + if ( color === undefined ) color = new Color( 0xffffff ); + if ( blending === undefined ) blending = NormalBlending; + + distance = Math.min( distance, Math.max( 0, distance ) ); + + this.lensFlares.push( { + texture: texture, // THREE.Texture + size: size, // size in pixels (-1 = use texture.width) + distance: distance, // distance (0-1) from light source (0=at light source) + x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back + scale: 1, // scale + rotation: 0, // rotation + opacity: opacity, // opacity + color: color, // color + blending: blending // blending + } ); - this.lensFlares.push( { - texture: texture, // THREE.Texture - size: size, // size in pixels (-1 = use texture.width) - distance: distance, // distance (0-1) from light source (0=at light source) - x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back - scale: 1, // scale - rotation: 0, // rotation - opacity: opacity, // opacity - color: color, // color - blending: blending // blending - } ); + }, - }, + /* + * Update lens flares update positions on all flares based on the screen position + * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. + */ - /* - * Update lens flares update positions on all flares based on the screen position - * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. - */ + updateLensFlares: function () { - updateLensFlares: function () { + var f, fl = this.lensFlares.length; + var flare; + var vecX = - this.positionScreen.x * 2; + var vecY = - this.positionScreen.y * 2; - var f, fl = this.lensFlares.length; - var flare; - var vecX = - this.positionScreen.x * 2; - var vecY = - this.positionScreen.y * 2; + for ( f = 0; f < fl; f ++ ) { - for ( f = 0; f < fl; f ++ ) { + flare = this.lensFlares[ f ]; - flare = this.lensFlares[ f ]; + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; - flare.x = this.positionScreen.x + vecX * flare.distance; - flare.y = this.positionScreen.y + vecY * flare.distance; + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; - flare.wantedRotation = flare.x * Math.PI * 0.25; - flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + } } - } + } ); -} ); + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * uvOffset: new THREE.Vector2(), + * uvScale: new THREE.Vector2() + * } + */ -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * uvOffset: new THREE.Vector2(), - * uvScale: new THREE.Vector2() - * } - */ + function SpriteMaterial( parameters ) { -function SpriteMaterial( parameters ) { + Material.call( this ); - Material.call( this ); + this.type = 'SpriteMaterial'; - this.type = 'SpriteMaterial'; + this.color = new Color( 0xffffff ); + this.map = null; - this.color = new Color( 0xffffff ); - this.map = null; + this.rotation = 0; - this.rotation = 0; + this.fog = false; + this.lights = false; - this.fog = false; - this.lights = false; + this.setValues( parameters ); - this.setValues( parameters ); + } -} + SpriteMaterial.prototype = Object.create( Material.prototype ); + SpriteMaterial.prototype.constructor = SpriteMaterial; + SpriteMaterial.prototype.isSpriteMaterial = true; -SpriteMaterial.prototype = Object.create( Material.prototype ); -SpriteMaterial.prototype.constructor = SpriteMaterial; -SpriteMaterial.prototype.isSpriteMaterial = true; + SpriteMaterial.prototype.copy = function ( source ) { -SpriteMaterial.prototype.copy = function ( source ) { + Material.prototype.copy.call( this, source ); - Material.prototype.copy.call( this, source ); + this.color.copy( source.color ); + this.map = source.map; - this.color.copy( source.color ); - this.map = source.map; + this.rotation = source.rotation; - this.rotation = source.rotation; + return this; - return this; + }; -}; + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + function Sprite( material ) { -function Sprite( material ) { + Object3D.call( this ); - Object3D.call( this ); + this.type = 'Sprite'; - this.type = 'Sprite'; + this.material = ( material !== undefined ) ? material : new SpriteMaterial(); - this.material = ( material !== undefined ) ? material : new SpriteMaterial(); + } -} + Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { -Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { + constructor: Sprite, - constructor: Sprite, + isSprite: true, - isSprite: true, + raycast: ( function () { - raycast: ( function () { + var intersectPoint = new Vector3(); + var worldPosition = new Vector3(); + var worldScale = new Vector3(); - var intersectPoint = new Vector3(); - var worldPosition = new Vector3(); - var worldScale = new Vector3(); + return function raycast( raycaster, intersects ) { - return function raycast( raycaster, intersects ) { + worldPosition.setFromMatrixPosition( this.matrixWorld ); + raycaster.ray.closestPointToPoint( worldPosition, intersectPoint ); - worldPosition.setFromMatrixPosition( this.matrixWorld ); - raycaster.ray.closestPointToPoint( worldPosition, intersectPoint ); + worldScale.setFromMatrixScale( this.matrixWorld ); + var guessSizeSq = worldScale.x * worldScale.y / 4; - worldScale.setFromMatrixScale( this.matrixWorld ); - var guessSizeSq = worldScale.x * worldScale.y / 4; + if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return; - if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return; + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + if ( distance < raycaster.near || distance > raycaster.far ) return; - if ( distance < raycaster.near || distance > raycaster.far ) return; + intersects.push( { - intersects.push( { + distance: distance, + point: intersectPoint.clone(), + face: null, + object: this - distance: distance, - point: intersectPoint.clone(), - face: null, - object: this + } ); - } ); + }; - }; + }() ), - }() ), + clone: function () { - clone: function () { + return new this.constructor( this.material ).copy( this ); - return new this.constructor( this.material ).copy( this ); + } - } + } ); -} ); + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + function LOD() { -function LOD() { + Object3D.call( this ); - Object3D.call( this ); + this.type = 'LOD'; - this.type = 'LOD'; + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); - Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - } - } ); + } -} + LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { -LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { + constructor: LOD, - constructor: LOD, + copy: function ( source ) { - copy: function ( source ) { + Object3D.prototype.copy.call( this, source, false ); - Object3D.prototype.copy.call( this, source, false ); + var levels = source.levels; - var levels = source.levels; + for ( var i = 0, l = levels.length; i < l; i ++ ) { - for ( var i = 0, l = levels.length; i < l; i ++ ) { + var level = levels[ i ]; - var level = levels[ i ]; + this.addLevel( level.object.clone(), level.distance ); - this.addLevel( level.object.clone(), level.distance ); + } - } + return this; - return this; + }, - }, + addLevel: function ( object, distance ) { - addLevel: function ( object, distance ) { + if ( distance === undefined ) distance = 0; - if ( distance === undefined ) distance = 0; + distance = Math.abs( distance ); - distance = Math.abs( distance ); + var levels = this.levels; - var levels = this.levels; + for ( var l = 0; l < levels.length; l ++ ) { - for ( var l = 0; l < levels.length; l ++ ) { + if ( distance < levels[ l ].distance ) { - if ( distance < levels[ l ].distance ) { + break; - break; + } } - } + levels.splice( l, 0, { distance: distance, object: object } ); - levels.splice( l, 0, { distance: distance, object: object } ); + this.add( object ); - this.add( object ); + }, - }, + getObjectForDistance: function ( distance ) { - getObjectForDistance: function ( distance ) { + var levels = this.levels; - var levels = this.levels; + for ( var i = 1, l = levels.length; i < l; i ++ ) { - for ( var i = 1, l = levels.length; i < l; i ++ ) { + if ( distance < levels[ i ].distance ) { - if ( distance < levels[ i ].distance ) { + break; - break; + } } - } + return levels[ i - 1 ].object; - return levels[ i - 1 ].object; + }, - }, + raycast: ( function () { - raycast: ( function () { + var matrixPosition = new Vector3(); - var matrixPosition = new Vector3(); + return function raycast( raycaster, intersects ) { - return function raycast( raycaster, intersects ) { + matrixPosition.setFromMatrixPosition( this.matrixWorld ); - matrixPosition.setFromMatrixPosition( this.matrixWorld ); + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); - var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); - this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + }; - }; + }() ), - }() ), + update: function () { - update: function () { + var v1 = new Vector3(); + var v2 = new Vector3(); - var v1 = new Vector3(); - var v2 = new Vector3(); + return function update( camera ) { - return function update( camera ) { + var levels = this.levels; - var levels = this.levels; + if ( levels.length > 1 ) { - if ( levels.length > 1 ) { + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); - v1.setFromMatrixPosition( camera.matrixWorld ); - v2.setFromMatrixPosition( this.matrixWorld ); + var distance = v1.distanceTo( v2 ); - var distance = v1.distanceTo( v2 ); + levels[ 0 ].object.visible = true; - levels[ 0 ].object.visible = true; + for ( var i = 1, l = levels.length; i < l; i ++ ) { - for ( var i = 1, l = levels.length; i < l; i ++ ) { + if ( distance >= levels[ i ].distance ) { - if ( distance >= levels[ i ].distance ) { + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; - levels[ i - 1 ].object.visible = false; - levels[ i ].object.visible = true; + } else { - } else { + break; - break; + } } - } + for ( ; i < l; i ++ ) { - for ( ; i < l; i ++ ) { + levels[ i ].object.visible = false; - levels[ i ].object.visible = false; + } } - } + }; - }; + }(), - }(), + toJSON: function ( meta ) { - toJSON: function ( meta ) { + var data = Object3D.prototype.toJSON.call( this, meta ); - var data = Object3D.prototype.toJSON.call( this, meta ); + data.object.levels = []; - data.object.levels = []; + var levels = this.levels; - var levels = this.levels; + for ( var i = 0, l = levels.length; i < l; i ++ ) { - for ( var i = 0, l = levels.length; i < l; i ++ ) { + var level = levels[ i ]; - var level = levels[ i ]; + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); - data.object.levels.push( { - object: level.object.uuid, - distance: level.distance - } ); + } - } + return data; - return data; + } - } + } ); -} ); + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author michael guerrero / http://realitymeltdown.com + * @author ikerr / http://verold.com + */ -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author michael guerrero / http://realitymeltdown.com - * @author ikerr / http://verold.com - */ + function Skeleton( bones, boneInverses ) { -function Skeleton( bones, boneInverses ) { + // copy the bone array - // copy the bone array + bones = bones || []; - bones = bones || []; + this.bones = bones.slice( 0 ); + this.boneMatrices = new Float32Array( this.bones.length * 16 ); - this.bones = bones.slice( 0 ); - this.boneMatrices = new Float32Array( this.bones.length * 16 ); + // use the supplied bone inverses or calculate the inverses - // use the supplied bone inverses or calculate the inverses + if ( boneInverses === undefined ) { - if ( boneInverses === undefined ) { + this.calculateInverses(); - this.calculateInverses(); + } else { - } else { + if ( this.bones.length === boneInverses.length ) { - if ( this.bones.length === boneInverses.length ) { + this.boneInverses = boneInverses.slice( 0 ); - this.boneInverses = boneInverses.slice( 0 ); + } else { - } else { + console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); - console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); + this.boneInverses = []; - this.boneInverses = []; + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + this.boneInverses.push( new Matrix4() ); - this.boneInverses.push( new Matrix4() ); + } } @@ -23702,505 +23272,537 @@ function Skeleton( bones, boneInverses ) { } -} + Object.assign( Skeleton.prototype, { -Object.assign( Skeleton.prototype, { + calculateInverses: function () { - calculateInverses: function () { + this.boneInverses = []; - this.boneInverses = []; + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + var inverse = new Matrix4(); - var inverse = new Matrix4(); + if ( this.bones[ i ] ) { - if ( this.bones[ i ] ) { + inverse.getInverse( this.bones[ i ].matrixWorld ); - inverse.getInverse( this.bones[ i ].matrixWorld ); + } - } + this.boneInverses.push( inverse ); - this.boneInverses.push( inverse ); + } - } + }, - }, + pose: function () { - pose: function () { + var bone, i, il; - var bone, i, il; + // recover the bind-time world matrices - // recover the bind-time world matrices + for ( i = 0, il = this.bones.length; i < il; i ++ ) { - for ( i = 0, il = this.bones.length; i < il; i ++ ) { + bone = this.bones[ i ]; - bone = this.bones[ i ]; + if ( bone ) { - if ( bone ) { + bone.matrixWorld.getInverse( this.boneInverses[ i ] ); - bone.matrixWorld.getInverse( this.boneInverses[ i ] ); + } } - } + // compute the local matrices, positions, rotations and scales - // compute the local matrices, positions, rotations and scales + for ( i = 0, il = this.bones.length; i < il; i ++ ) { - for ( i = 0, il = this.bones.length; i < il; i ++ ) { + bone = this.bones[ i ]; - bone = this.bones[ i ]; + if ( bone ) { - if ( bone ) { + if ( bone.parent && bone.parent.isBone ) { - if ( bone.parent && bone.parent.isBone ) { + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); - bone.matrix.getInverse( bone.parent.matrixWorld ); - bone.matrix.multiply( bone.matrixWorld ); + } else { - } else { + bone.matrix.copy( bone.matrixWorld ); - bone.matrix.copy( bone.matrixWorld ); + } - } + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + } } - } + }, - }, + update: ( function () { - update: ( function () { + var offsetMatrix = new Matrix4(); + var identityMatrix = new Matrix4(); - var offsetMatrix = new Matrix4(); - var identityMatrix = new Matrix4(); + return function update() { - return function update() { + var bones = this.bones; + var boneInverses = this.boneInverses; + var boneMatrices = this.boneMatrices; + var boneTexture = this.boneTexture; - var bones = this.bones; - var boneInverses = this.boneInverses; - var boneMatrices = this.boneMatrices; - var boneTexture = this.boneTexture; + // flatten bone matrices to array - // flatten bone matrices to array + for ( var i = 0, il = bones.length; i < il; i ++ ) { - for ( var i = 0, il = bones.length; i < il; i ++ ) { + // compute the offset between the current and the original transform - // compute the offset between the current and the original transform + var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; - var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; + offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + offsetMatrix.toArray( boneMatrices, i * 16 ); - offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); - offsetMatrix.toArray( boneMatrices, i * 16 ); + } - } + if ( boneTexture !== undefined ) { - if ( boneTexture !== undefined ) { + boneTexture.needsUpdate = true; - boneTexture.needsUpdate = true; + } - } + }; - }; + } )(), - } )(), + clone: function () { - clone: function () { + return new Skeleton( this.bones, this.boneInverses ); - return new Skeleton( this.bones, this.boneInverses ); + } - } + } ); -} ); + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */ + function Bone() { -function Bone() { + Object3D.call( this ); - Object3D.call( this ); + this.type = 'Bone'; - this.type = 'Bone'; + } -} + Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { -Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { + constructor: Bone, - constructor: Bone, + isBone: true - isBone: true + } ); -} ); + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */ + function SkinnedMesh( geometry, material ) { -function SkinnedMesh( geometry, material ) { + Mesh.call( this, geometry, material ); - Mesh.call( this, geometry, material ); + this.type = 'SkinnedMesh'; - this.type = 'SkinnedMesh'; + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); - this.bindMode = 'attached'; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); + var bones = this.initBones(); + var skeleton = new Skeleton( bones ); - var bones = this.initBones(); - var skeleton = new Skeleton( bones ); + this.bind( skeleton, this.matrixWorld ); - this.bind( skeleton, this.matrixWorld ); + this.normalizeSkinWeights(); - this.normalizeSkinWeights(); + } -} + SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { -SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + constructor: SkinnedMesh, - constructor: SkinnedMesh, + isSkinnedMesh: true, - isSkinnedMesh: true, + initBones: function () { - initBones: function () { + var bones = [], bone, gbone; + var i, il; - var bones = [], bone, gbone; - var i, il; + if ( this.geometry && this.geometry.bones !== undefined ) { - if ( this.geometry && this.geometry.bones !== undefined ) { + // first, create array of 'Bone' objects from geometry data - // first, create array of 'Bone' objects from geometry data + for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { - for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { + gbone = this.geometry.bones[ i ]; - gbone = this.geometry.bones[ i ]; + // create new 'Bone' object - // create new 'Bone' object + bone = new Bone(); + bones.push( bone ); - bone = new Bone(); - bones.push( bone ); + // apply values - // apply values + bone.name = gbone.name; + bone.position.fromArray( gbone.pos ); + bone.quaternion.fromArray( gbone.rotq ); + if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); - bone.name = gbone.name; - bone.position.fromArray( gbone.pos ); - bone.quaternion.fromArray( gbone.rotq ); - if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); + } - } + // second, create bone hierarchy - // second, create bone hierarchy + for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { - for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { + gbone = this.geometry.bones[ i ]; - gbone = this.geometry.bones[ i ]; + if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { - if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { + // subsequent bones in the hierarchy - // subsequent bones in the hierarchy + bones[ gbone.parent ].add( bones[ i ] ); - bones[ gbone.parent ].add( bones[ i ] ); + } else { - } else { + // topmost bone, immediate child of the skinned mesh - // topmost bone, immediate child of the skinned mesh + this.add( bones[ i ] ); - this.add( bones[ i ] ); + } } } - } + // now the bones are part of the scene graph and children of the skinned mesh. + // let's update the corresponding matrices - // now the bones are part of the scene graph and children of the skinned mesh. - // let's update the corresponding matrices + this.updateMatrixWorld( true ); - this.updateMatrixWorld( true ); + return bones; - return bones; + }, - }, + bind: function ( skeleton, bindMatrix ) { - bind: function ( skeleton, bindMatrix ) { + this.skeleton = skeleton; - this.skeleton = skeleton; + if ( bindMatrix === undefined ) { - if ( bindMatrix === undefined ) { + this.updateMatrixWorld( true ); - this.updateMatrixWorld( true ); + this.skeleton.calculateInverses(); - this.skeleton.calculateInverses(); + bindMatrix = this.matrixWorld; - bindMatrix = this.matrixWorld; + } - } + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.getInverse( bindMatrix ); - this.bindMatrix.copy( bindMatrix ); - this.bindMatrixInverse.getInverse( bindMatrix ); + }, - }, + pose: function () { - pose: function () { + this.skeleton.pose(); - this.skeleton.pose(); + }, - }, + normalizeSkinWeights: function () { - normalizeSkinWeights: function () { + var scale, i; - var scale, i; + if ( this.geometry && this.geometry.isGeometry ) { - if ( this.geometry && this.geometry.isGeometry ) { + for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { - for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { + var sw = this.geometry.skinWeights[ i ]; - var sw = this.geometry.skinWeights[ i ]; + scale = 1.0 / sw.lengthManhattan(); - scale = 1.0 / sw.lengthManhattan(); + if ( scale !== Infinity ) { - if ( scale !== Infinity ) { + sw.multiplyScalar( scale ); - sw.multiplyScalar( scale ); + } else { - } else { + sw.set( 1, 0, 0, 0 ); // do something reasonable - sw.set( 1, 0, 0, 0 ); // do something reasonable + } } - } + } else if ( this.geometry && this.geometry.isBufferGeometry ) { - } else if ( this.geometry && this.geometry.isBufferGeometry ) { + var vec = new Vector4(); - var vec = new Vector4(); + var skinWeight = this.geometry.attributes.skinWeight; - var skinWeight = this.geometry.attributes.skinWeight; + for ( i = 0; i < skinWeight.count; i ++ ) { - for ( i = 0; i < skinWeight.count; i ++ ) { + vec.x = skinWeight.getX( i ); + vec.y = skinWeight.getY( i ); + vec.z = skinWeight.getZ( i ); + vec.w = skinWeight.getW( i ); - vec.x = skinWeight.getX( i ); - vec.y = skinWeight.getY( i ); - vec.z = skinWeight.getZ( i ); - vec.w = skinWeight.getW( i ); + scale = 1.0 / vec.lengthManhattan(); - scale = 1.0 / vec.lengthManhattan(); + if ( scale !== Infinity ) { - if ( scale !== Infinity ) { + vec.multiplyScalar( scale ); - vec.multiplyScalar( scale ); + } else { - } else { + vec.set( 1, 0, 0, 0 ); // do something reasonable - vec.set( 1, 0, 0, 0 ); // do something reasonable + } - } + skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); - skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); + } } - } + }, - }, + updateMatrixWorld: function ( force ) { - updateMatrixWorld: function ( force ) { + Mesh.prototype.updateMatrixWorld.call( this, force ); - Mesh.prototype.updateMatrixWorld.call( this, force ); + if ( this.bindMode === 'attached' ) { - if ( this.bindMode === 'attached' ) { + this.bindMatrixInverse.getInverse( this.matrixWorld ); - this.bindMatrixInverse.getInverse( this.matrixWorld ); + } else if ( this.bindMode === 'detached' ) { - } else if ( this.bindMode === 'detached' ) { + this.bindMatrixInverse.getInverse( this.bindMatrix ); - this.bindMatrixInverse.getInverse( this.bindMatrix ); + } else { - } else { + console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + }, - console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); } - }, + } ); - clone: function () { + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ - return new this.constructor( this.geometry, this.material ).copy( this ); + function LineBasicMaterial( parameters ) { - } + Material.call( this ); -} ); + this.type = 'LineBasicMaterial'; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round" - * } - */ + this.color = new Color( 0xffffff ); -function LineBasicMaterial( parameters ) { + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; - Material.call( this ); + this.lights = false; - this.type = 'LineBasicMaterial'; + this.setValues( parameters ); - this.color = new Color( 0xffffff ); + } - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; + LineBasicMaterial.prototype = Object.create( Material.prototype ); + LineBasicMaterial.prototype.constructor = LineBasicMaterial; - this.lights = false; + LineBasicMaterial.prototype.isLineBasicMaterial = true; - this.setValues( parameters ); + LineBasicMaterial.prototype.copy = function ( source ) { -} + Material.prototype.copy.call( this, source ); -LineBasicMaterial.prototype = Object.create( Material.prototype ); -LineBasicMaterial.prototype.constructor = LineBasicMaterial; + this.color.copy( source.color ); -LineBasicMaterial.prototype.isLineBasicMaterial = true; + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; -LineBasicMaterial.prototype.copy = function ( source ) { + return this; - Material.prototype.copy.call( this, source ); + }; - this.color.copy( source.color ); + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; + function Line( geometry, material, mode ) { - return this; + if ( mode === 1 ) { -}; + console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); + return new LineSegments( geometry, material ); -/** - * @author mrdoob / http://mrdoob.com/ - */ + } -function Line( geometry, material, mode ) { + Object3D.call( this ); - if ( mode === 1 ) { + this.type = 'Line'; - console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); - return new LineSegments( geometry, material ); + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); } - Object3D.call( this ); + Line.prototype = Object.assign( Object.create( Object3D.prototype ), { - this.type = 'Line'; + constructor: Line, - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); + isLine: true, -} + raycast: ( function () { -Line.prototype = Object.assign( Object.create( Object3D.prototype ), { + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - constructor: Line, + return function raycast( raycaster, intersects ) { - isLine: true, + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; - raycast: ( function () { + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + // Checking boundingSphere distance to ray - return function raycast( raycaster, intersects ) { + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - var precision = raycaster.linePrecision; - var precisionSq = precision * precision; + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // - // Checking boundingSphere distance to ray + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + var vStart = new Vector3(); + var vEnd = new Vector3(); + var interSegment = new Vector3(); + var interRay = new Vector3(); + var step = (this && this.isLineSegments) ? 2 : 1; - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + if ( geometry.isBufferGeometry ) { - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; - // + if ( index !== null ) { - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + var indices = index.array; - var vStart = new Vector3(); - var vEnd = new Vector3(); - var interSegment = new Vector3(); - var interRay = new Vector3(); - var step = (this && this.isLineSegments) ? 2 : 1; + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { - if ( geometry.isBufferGeometry ) { + var a = indices[ i ]; + var b = indices[ i + 1 ]; - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); - if ( index !== null ) { + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - var indices = index.array; + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var 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 { + + for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { + + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var 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 + + } ); + + } + + } - for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + } else if ( geometry.isGeometry ) { - var a = indices[ i ]; - var b = indices[ i + 1 ]; + var vertices = geometry.vertices; + var nbVertices = vertices.length; - vStart.fromArray( positions, a * 3 ); - vEnd.fromArray( positions, b * 3 ); + for ( var i = 0; i < nbVertices - 1; i += step ) { - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - - if ( distSq > precisionSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var 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 { - - for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { - - vStart.fromArray( positions, 3 * i ); - vEnd.fromArray( positions, 3 * i + 3 ); - - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); if ( distSq > precisionSq ) continue; @@ -24227,520 +23829,488 @@ Line.prototype = Object.assign( Object.create( Object3D.prototype ), { } - } else if ( geometry.isGeometry ) { - - var vertices = geometry.vertices; - var nbVertices = vertices.length; - - for ( var i = 0; i < nbVertices - 1; i += step ) { - - var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); - - if ( distSq > precisionSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var 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 + clone: function () { - } ); + return new this.constructor( this.geometry, this.material ).copy( this ); - } + } - } + } ); - }; + /** + * @author mrdoob / http://mrdoob.com/ + */ - }() ), + function LineSegments( geometry, material ) { - clone: function () { + Line.call( this, geometry, material ); - return new this.constructor( this.geometry, this.material ).copy( this ); + this.type = 'LineSegments'; } -} ); + LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { -/** - * @author mrdoob / http://mrdoob.com/ - */ + constructor: LineSegments, -function LineSegments( geometry, material ) { + isLineSegments: true - Line.call( this, geometry, material ); + } ); - this.type = 'LineSegments'; + /** + * @author mgreter / http://github.com/mgreter + */ -} + function LineLoop( geometry, material ) { -LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { + Line.call( this, geometry, material ); - constructor: LineSegments, + this.type = 'LineLoop'; - isLineSegments: true + } -} ); + LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { -/** - * @author mgreter / http://github.com/mgreter - */ + constructor: LineLoop, -function LineLoop( geometry, material ) { + isLineLoop: true, - Line.call( this, geometry, material ); + } ); - this.type = 'LineLoop'; + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * } + */ -} + function PointsMaterial( parameters ) { -LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { + Material.call( this ); - constructor: LineLoop, + this.type = 'PointsMaterial'; - isLineLoop: true, + this.color = new Color( 0xffffff ); -} ); + this.map = null; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * size: , - * sizeAttenuation: - * } - */ + this.size = 1; + this.sizeAttenuation = true; -function PointsMaterial( parameters ) { + this.lights = false; - Material.call( this ); + this.setValues( parameters ); - this.type = 'PointsMaterial'; + } - this.color = new Color( 0xffffff ); + PointsMaterial.prototype = Object.create( Material.prototype ); + PointsMaterial.prototype.constructor = PointsMaterial; - this.map = null; + PointsMaterial.prototype.isPointsMaterial = true; - this.size = 1; - this.sizeAttenuation = true; + PointsMaterial.prototype.copy = function ( source ) { - this.lights = false; + Material.prototype.copy.call( this, source ); - this.setValues( parameters ); + this.color.copy( source.color ); -} + this.map = source.map; -PointsMaterial.prototype = Object.create( Material.prototype ); -PointsMaterial.prototype.constructor = PointsMaterial; + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; -PointsMaterial.prototype.isPointsMaterial = true; + return this; -PointsMaterial.prototype.copy = function ( source ) { + }; - Material.prototype.copy.call( this, source ); + /** + * @author alteredq / http://alteredqualia.com/ + */ - this.color.copy( source.color ); + function Points( geometry, material ) { - this.map = source.map; + Object3D.call( this ); - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; + this.type = 'Points'; - return this; + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); -}; + } -/** - * @author alteredq / http://alteredqualia.com/ - */ + Points.prototype = Object.assign( Object.create( Object3D.prototype ), { -function Points( geometry, material ) { + constructor: Points, - Object3D.call( this ); + isPoints: true, - this.type = 'Points'; + raycast: ( function () { - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); -} + return function raycast( raycaster, intersects ) { -Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; - constructor: Points, + // Checking boundingSphere distance to ray - isPoints: true, + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - raycast: ( function () { + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + sphere.radius += threshold; - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - return function raycast( raycaster, intersects ) { + // - var object = this; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - var threshold = raycaster.params.Points.threshold; + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - // Checking boundingSphere distance to ray + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + var position = new Vector3(); - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + function testPoint( point, index ) { - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); - sphere.radius += threshold; + var rayPointDistanceSq = ray.distanceSqToPoint( point ); - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + if ( rayPointDistanceSq < localThresholdSq ) { - // + var intersectPoint = ray.closestPointToPoint( point ); + intersectPoint.applyMatrix4( matrixWorld ); - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - var localThresholdSq = localThreshold * localThreshold; - var position = new Vector3(); + if ( distance < raycaster.near || distance > raycaster.far ) return; - function testPoint( point, index ) { + intersects.push( { - var rayPointDistanceSq = ray.distanceSqToPoint( point ); + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint.clone(), + index: index, + face: null, + object: object - if ( rayPointDistanceSq < localThresholdSq ) { + } ); - var intersectPoint = ray.closestPointToPoint( point ); - intersectPoint.applyMatrix4( matrixWorld ); + } - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + } - if ( distance < raycaster.near || distance > raycaster.far ) return; + if ( geometry.isBufferGeometry ) { - intersects.push( { + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint.clone(), - index: index, - face: null, - object: object + if ( index !== null ) { - } ); + var indices = index.array; - } + for ( var i = 0, il = indices.length; i < il; i ++ ) { - } + var a = indices[ i ]; - if ( geometry.isBufferGeometry ) { + position.fromArray( positions, a * 3 ); - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; + testPoint( position, a ); - if ( index !== null ) { + } - var indices = index.array; + } else { - for ( var i = 0, il = indices.length; i < il; i ++ ) { + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { - var a = indices[ i ]; + position.fromArray( positions, i * 3 ); - position.fromArray( positions, a * 3 ); + testPoint( position, i ); - testPoint( position, a ); + } } } else { - for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + var vertices = geometry.vertices; - position.fromArray( positions, i * 3 ); + for ( var i = 0, l = vertices.length; i < l; i ++ ) { - testPoint( position, i ); + testPoint( vertices[ i ], i ); } } - } else { + }; - var vertices = geometry.vertices; + }() ), - for ( var i = 0, l = vertices.length; i < l; i ++ ) { + clone: function () { - testPoint( vertices[ i ], i ); + return new this.constructor( this.geometry, this.material ).copy( this ); - } + } - } + } ); - }; + /** + * @author mrdoob / http://mrdoob.com/ + */ - }() ), + function Group() { - clone: function () { + Object3D.call( this ); - return new this.constructor( this.geometry, this.material ).copy( this ); + this.type = 'Group'; } -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function Group() { - - Object3D.call( this ); - - this.type = 'Group'; - -} + Group.prototype = Object.assign( Object.create( Object3D.prototype ), { -Group.prototype = Object.assign( Object.create( Object3D.prototype ), { + constructor: Group - constructor: Group + } ); -} ); + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { -function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + this.generateMipmaps = false; - this.generateMipmaps = false; + var scope = this; - var scope = this; + function update() { - function update() { + requestAnimationFrame( update ); - requestAnimationFrame( update ); + if ( video.readyState >= video.HAVE_CURRENT_DATA ) { - if ( video.readyState >= video.HAVE_CURRENT_DATA ) { + scope.needsUpdate = true; - scope.needsUpdate = true; + } } - } + update(); - update(); + } -} + VideoTexture.prototype = Object.create( Texture.prototype ); + VideoTexture.prototype.constructor = VideoTexture; -VideoTexture.prototype = Object.create( Texture.prototype ); -VideoTexture.prototype.constructor = VideoTexture; + /** + * @author alteredq / http://alteredqualia.com/ + */ -/** - * @author alteredq / http://alteredqualia.com/ - */ + function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { -function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; - this.image = { width: width, height: height }; - this.mipmaps = mipmaps; + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) - // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) + this.flipY = false; - this.flipY = false; + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files - // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files + this.generateMipmaps = false; - this.generateMipmaps = false; + } -} + CompressedTexture.prototype = Object.create( Texture.prototype ); + CompressedTexture.prototype.constructor = CompressedTexture; -CompressedTexture.prototype = Object.create( Texture.prototype ); -CompressedTexture.prototype.constructor = CompressedTexture; + CompressedTexture.prototype.isCompressedTexture = true; -CompressedTexture.prototype.isCompressedTexture = true; + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { -function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + this.needsUpdate = true; - this.needsUpdate = true; + } -} + CanvasTexture.prototype = Object.create( Texture.prototype ); + CanvasTexture.prototype.constructor = CanvasTexture; -CanvasTexture.prototype = Object.create( Texture.prototype ); -CanvasTexture.prototype.constructor = CanvasTexture; + /** + * @author Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */ -/** - * @author Matt DesLauriers / @mattdesl - * @author atix / arthursilber.de - */ + function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { -function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { + format = format !== undefined ? format : DepthFormat; - format = format !== undefined ? format : DepthFormat; + if ( format !== DepthFormat && format !== DepthStencilFormat ) { - if ( format !== DepthFormat && format !== DepthStencilFormat ) { + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ) - throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ) + } - } + if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; + if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; - if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; - if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + this.image = { width: width, height: height }; - this.image = { width: width, height: height }; + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + this.flipY = false; + this.generateMipmaps = false; - this.flipY = false; - this.generateMipmaps = false; + } -} + DepthTexture.prototype = Object.create( Texture.prototype ); + DepthTexture.prototype.constructor = DepthTexture; + DepthTexture.prototype.isDepthTexture = true; -DepthTexture.prototype = Object.create( Texture.prototype ); -DepthTexture.prototype.constructor = DepthTexture; -DepthTexture.prototype.isDepthTexture = true; + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ + function WireframeGeometry( geometry ) { -function WireframeGeometry( geometry ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'WireframeGeometry'; - this.type = 'WireframeGeometry'; + // buffer - // buffer + var vertices = []; - var vertices = []; + // helper variables - // helper variables + var i, j, l, o, ol; + var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + var vertex; - var i, j, l, o, ol; - var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; - var vertex; + // different logic for Geometry and BufferGeometry - // different logic for Geometry and BufferGeometry + if ( geometry && geometry.isGeometry ) { - if ( geometry && geometry.isGeometry ) { + // create a data structure that contains all edges without duplicates - // create a data structure that contains all edges without duplicates + var faces = geometry.faces; - var faces = geometry.faces; + for ( i = 0, l = faces.length; i < l; i ++ ) { - for ( i = 0, l = faces.length; i < l; i ++ ) { + var face = faces[ i ]; - var face = faces[ i ]; + for ( j = 0; j < 3; j ++ ) { - for ( j = 0; j < 3; j ++ ) { + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); - edge1 = face[ keys[ j ] ]; - edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); + key = edge[ 0 ] + ',' + edge[ 1 ]; - key = edge[ 0 ] + ',' + edge[ 1 ]; + if ( edges[ key ] === undefined ) { - if ( edges[ key ] === undefined ) { + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + } } } - } + // generate vertices - // generate vertices + for ( key in edges ) { - for ( key in edges ) { + e = edges[ key ]; - e = edges[ key ]; + vertex = geometry.vertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex = geometry.vertices[ e.index1 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + vertex = geometry.vertices[ e.index2 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex = geometry.vertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + } - } + } else if ( geometry && geometry.isBufferGeometry ) { - } else if ( geometry && geometry.isBufferGeometry ) { + var position, indices, groups; + var group, start, count; + var index1, index2; - var position, indices, groups; - var group, start, count; - var index1, index2; + vertex = new Vector3(); - vertex = new Vector3(); + if ( geometry.index !== null ) { - if ( geometry.index !== null ) { + // indexed BufferGeometry - // indexed BufferGeometry + position = geometry.attributes.position; + indices = geometry.index; + groups = geometry.groups; - position = geometry.attributes.position; - indices = geometry.index; - groups = geometry.groups; + if ( groups.length === 0 ) { - if ( groups.length === 0 ) { + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; - groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + } - } + // create a data structure that contains all eges without duplicates - // create a data structure that contains all eges without duplicates + for ( o = 0, ol = groups.length; o < ol; ++ o ) { - for ( o = 0, ol = groups.length; o < ol; ++ o ) { + group = groups[ o ]; - group = groups[ o ]; + start = group.start; + count = group.count; - start = group.start; - count = group.count; + for ( i = start, l = ( start + count ); i < l; i += 3 ) { - for ( i = start, l = ( start + count ); i < l; i += 3 ) { + for ( j = 0; j < 3; j ++ ) { - for ( j = 0; j < 3; j ++ ) { + edge1 = indices.getX( i + j ); + edge2 = indices.getX( i + ( j + 1 ) % 3 ); + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); - edge1 = indices.getX( i + j ); - edge2 = indices.getX( i + ( j + 1 ) % 3 ); - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); + key = edge[ 0 ] + ',' + edge[ 1 ]; - key = edge[ 0 ] + ',' + edge[ 1 ]; + if ( edges[ key ] === undefined ) { - if ( edges[ key ] === undefined ) { + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + } } @@ -24748,42 +24318,42 @@ function WireframeGeometry( geometry ) { } - } + // generate vertices - // generate vertices + for ( key in edges ) { - for ( key in edges ) { + e = edges[ key ]; - e = edges[ key ]; + vertex.fromBufferAttribute( position, e.index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex.fromBufferAttribute( position, e.index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + vertex.fromBufferAttribute( position, e.index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex.fromBufferAttribute( position, e.index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + } - } + } else { - } else { + // non-indexed BufferGeometry - // non-indexed BufferGeometry + position = geometry.attributes.position; - position = geometry.attributes.position; + for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { - for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + for ( j = 0; j < 3; j ++ ) { - for ( j = 0; j < 3; j ++ ) { + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) - // three edges per triangle, an edge is represented as (index1, index2) - // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + index1 = 3 * i + j; + vertex.fromBufferAttribute( position, index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - index1 = 3 * i + j; - vertex.fromBufferAttribute( position, index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + index2 = 3 * i + ( ( j + 1 ) % 3 ); + vertex.fromBufferAttribute( position, index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - index2 = 3 * i + ( ( j + 1 ) % 3 ); - vertex.fromBufferAttribute( position, index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + } } @@ -24791,321 +24361,321 @@ function WireframeGeometry( geometry ) { } - } + // build geometry - // build geometry + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + } -} + WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); + WireframeGeometry.prototype.constructor = WireframeGeometry; -WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); -WireframeGeometry.prototype.constructor = WireframeGeometry; + /** + * @author zz85 / https://github.com/zz85 + * @author Mugen87 / https://github.com/Mugen87 + * + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + */ -/** - * @author zz85 / https://github.com/zz85 - * @author Mugen87 / https://github.com/Mugen87 - * - * Parametric Surfaces Geometry - * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 - */ + // ParametricGeometry -// ParametricGeometry + function ParametricGeometry( func, slices, stacks ) { -function ParametricGeometry( func, slices, stacks ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'ParametricGeometry'; - this.type = 'ParametricGeometry'; + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; + this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); + this.mergeVertices(); - this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); - this.mergeVertices(); + } -} + ParametricGeometry.prototype = Object.create( Geometry.prototype ); + ParametricGeometry.prototype.constructor = ParametricGeometry; -ParametricGeometry.prototype = Object.create( Geometry.prototype ); -ParametricGeometry.prototype.constructor = ParametricGeometry; + // ParametricBufferGeometry -// ParametricBufferGeometry + function ParametricBufferGeometry( func, slices, stacks ) { -function ParametricBufferGeometry( func, slices, stacks ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'ParametricBufferGeometry'; - this.type = 'ParametricBufferGeometry'; + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; + // buffers - // buffers + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var EPS = 0.00001; - var EPS = 0.00001; + var normal = new Vector3(); - var normal = new Vector3(); + var p0 = new Vector3(), p1 = new Vector3(); + var pu = new Vector3(), pv = new Vector3(); - var p0 = new Vector3(), p1 = new Vector3(); - var pu = new Vector3(), pv = new Vector3(); + var i, j; - var i, j; + // generate vertices, normals and uvs - // generate vertices, normals and uvs + var sliceCount = slices + 1; - var sliceCount = slices + 1; + for ( i = 0; i <= stacks; i ++ ) { - for ( i = 0; i <= stacks; i ++ ) { + var v = i / stacks; - var v = i / stacks; + for ( j = 0; j <= slices; j ++ ) { - for ( j = 0; j <= slices; j ++ ) { + var u = j / slices; - var u = j / slices; + // vertex - // vertex + p0 = func( u, v, p0 ); + vertices.push( p0.x, p0.y, p0.z ); - p0 = func( u, v, p0 ); - vertices.push( p0.x, p0.y, p0.z ); + // normal - // normal + // approximate tangent vectors via finite differences - // approximate tangent vectors via finite differences + if ( u - EPS >= 0 ) { - if ( u - EPS >= 0 ) { + p1 = func( u - EPS, v, p1 ); + pu.subVectors( p0, p1 ); - p1 = func( u - EPS, v, p1 ); - pu.subVectors( p0, p1 ); + } else { - } else { + p1 = func( u + EPS, v, p1 ); + pu.subVectors( p1, p0 ); - p1 = func( u + EPS, v, p1 ); - pu.subVectors( p1, p0 ); + } - } + if ( v - EPS >= 0 ) { - if ( v - EPS >= 0 ) { + p1 = func( u, v - EPS, p1 ); + pv.subVectors( p0, p1 ); - p1 = func( u, v - EPS, p1 ); - pv.subVectors( p0, p1 ); + } else { - } else { + p1 = func( u, v + EPS, p1 ); + pv.subVectors( p1, p0 ); - p1 = func( u, v + EPS, p1 ); - pv.subVectors( p1, p0 ); + } - } + // cross product of tangent vectors returns surface normal - // cross product of tangent vectors returns surface normal + normal.crossVectors( pu, pv ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - normal.crossVectors( pu, pv ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + // uv - // uv + uvs.push( u, v ); - uvs.push( u, v ); + } } - } + // generate indices - // generate indices + for ( i = 0; i < stacks; i ++ ) { - for ( i = 0; i < stacks; i ++ ) { + for ( j = 0; j < slices; j ++ ) { - for ( j = 0; j < slices; j ++ ) { + var a = i * sliceCount + j; + var b = i * sliceCount + j + 1; + var c = ( i + 1 ) * sliceCount + j + 1; + var d = ( i + 1 ) * sliceCount + j; - var a = i * sliceCount + j; - var b = i * sliceCount + j + 1; - var c = ( i + 1 ) * sliceCount + j + 1; - var d = ( i + 1 ) * sliceCount + j; + // faces one and two - // faces one and two + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } -} + ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; -ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; + /** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author clockworkgeek / https://github.com/clockworkgeek - * @author timothypratley / https://github.com/timothypratley - * @author WestLangley / http://github.com/WestLangley - * @author Mugen87 / https://github.com/Mugen87 - */ + // PolyhedronGeometry -// PolyhedronGeometry + function PolyhedronGeometry( vertices, indices, radius, detail ) { -function PolyhedronGeometry( vertices, indices, radius, detail ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'PolyhedronGeometry'; - this.type = 'PolyhedronGeometry'; + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; + this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); + this.mergeVertices(); - this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); - this.mergeVertices(); + } -} + PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); + PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; -PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); -PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; + // PolyhedronBufferGeometry -// PolyhedronBufferGeometry + function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { -function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'PolyhedronBufferGeometry'; - this.type = 'PolyhedronBufferGeometry'; + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; + radius = radius || 1; + detail = detail || 0; - radius = radius || 1; - detail = detail || 0; + // default buffer data - // default buffer data + var vertexBuffer = []; + var uvBuffer = []; - var vertexBuffer = []; - var uvBuffer = []; + // the subdivision creates the vertex buffer data - // the subdivision creates the vertex buffer data + subdivide( detail ); - subdivide( detail ); + // all vertices should lie on a conceptual sphere with a given radius - // all vertices should lie on a conceptual sphere with a given radius + appplyRadius( radius ); - appplyRadius( radius ); + // finally, create the uv data - // finally, create the uv data + generateUVs(); - generateUVs(); + // build non-indexed geometry - // build non-indexed geometry + this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + this.normalizeNormals(); - this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); - this.normalizeNormals(); + // helper functions - // helper functions + function subdivide( detail ) { - function subdivide( detail ) { + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); + // iterate over all faces and apply a subdivison with the given detail value - // iterate over all faces and apply a subdivison with the given detail value + for ( var i = 0; i < indices.length; i += 3 ) { - for ( var i = 0; i < indices.length; i += 3 ) { + // get the vertices of the face - // get the vertices of the face + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); - getVertexByIndex( indices[ i + 0 ], a ); - getVertexByIndex( indices[ i + 1 ], b ); - getVertexByIndex( indices[ i + 2 ], c ); + // perform subdivision - // perform subdivision + subdivideFace( a, b, c, detail ); - subdivideFace( a, b, c, detail ); + } } - } + function subdivideFace( a, b, c, detail ) { - function subdivideFace( a, b, c, detail ) { + var cols = Math.pow( 2, detail ); - var cols = Math.pow( 2, detail ); + // we use this multidimensional array as a data structure for creating the subdivision - // we use this multidimensional array as a data structure for creating the subdivision + var v = []; - var v = []; + var i, j; - var i, j; + // construct all of the vertices for this subdivision - // construct all of the vertices for this subdivision + for ( i = 0; i <= cols; i ++ ) { - for ( i = 0; i <= cols; i ++ ) { + v[ i ] = []; - v[ i ] = []; + var aj = a.clone().lerp( c, i / cols ); + var bj = b.clone().lerp( c, i / cols ); - var aj = a.clone().lerp( c, i / cols ); - var bj = b.clone().lerp( c, i / cols ); + var rows = cols - i; - var rows = cols - i; + for ( j = 0; j <= rows; j ++ ) { - for ( j = 0; j <= rows; j ++ ) { + if ( j === 0 && i === cols ) { - if ( j === 0 && i === cols ) { + v[ i ][ j ] = aj; - v[ i ][ j ] = aj; + } else { - } else { + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); - v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + } } } - } + // construct all of the faces - // construct all of the faces + for ( i = 0; i < cols; i ++ ) { - for ( i = 0; i < cols; i ++ ) { + for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { - for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + var k = Math.floor( j / 2 ); - var k = Math.floor( j / 2 ); + if ( j % 2 === 0 ) { - if ( j % 2 === 0 ) { + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k ] ); + } else { - } else { + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); + } } @@ -25113,617 +24683,617 @@ function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { } - } + function appplyRadius( radius ) { - function appplyRadius( radius ) { + var vertex = new Vector3(); - var vertex = new Vector3(); + // iterate over the entire buffer and apply the radius to each vertex - // iterate over the entire buffer and apply the radius to each vertex + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; + vertex.normalize().multiplyScalar( radius ); - vertex.normalize().multiplyScalar( radius ); + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; - vertexBuffer[ i + 0 ] = vertex.x; - vertexBuffer[ i + 1 ] = vertex.y; - vertexBuffer[ i + 2 ] = vertex.z; + } } - } + function generateUVs() { - function generateUVs() { + var vertex = new Vector3(); - var vertex = new Vector3(); + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; + var u = azimuth( vertex ) / 2 / Math.PI + 0.5; + var v = inclination( vertex ) / Math.PI + 0.5; + uvBuffer.push( u, 1 - v ); - var u = azimuth( vertex ) / 2 / Math.PI + 0.5; - var v = inclination( vertex ) / Math.PI + 0.5; - uvBuffer.push( u, 1 - v ); + } - } + correctUVs(); - correctUVs(); + correctSeam(); - correctSeam(); + } - } + function correctSeam() { - function correctSeam() { + // handle case when face straddles the seam, see #3269 - // handle case when face straddles the seam, see #3269 + for ( var i = 0; i < uvBuffer.length; i += 6 ) { - for ( var i = 0; i < uvBuffer.length; i += 6 ) { + // uv data of a single face - // uv data of a single face + var x0 = uvBuffer[ i + 0 ]; + var x1 = uvBuffer[ i + 2 ]; + var x2 = uvBuffer[ i + 4 ]; - var x0 = uvBuffer[ i + 0 ]; - var x1 = uvBuffer[ i + 2 ]; - var x2 = uvBuffer[ i + 4 ]; + var max = Math.max( x0, x1, x2 ); + var min = Math.min( x0, x1, x2 ); - var max = Math.max( x0, x1, x2 ); - var min = Math.min( x0, x1, x2 ); + // 0.9 is somewhat arbitrary - // 0.9 is somewhat arbitrary + if ( max > 0.9 && min < 0.1 ) { - if ( max > 0.9 && min < 0.1 ) { + if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; + if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; + if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; - if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; - if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; - if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; + } } } - } + function pushVertex( vertex ) { - function pushVertex( vertex ) { + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); - vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + } - } + function getVertexByIndex( index, vertex ) { - function getVertexByIndex( index, vertex ) { + var stride = index * 3; - var stride = index * 3; + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; - vertex.x = vertices[ stride + 0 ]; - vertex.y = vertices[ stride + 1 ]; - vertex.z = vertices[ stride + 2 ]; + } - } + function correctUVs() { - function correctUVs() { + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); + var centroid = new Vector3(); - var centroid = new Vector3(); + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); - var uvA = new Vector2(); - var uvB = new Vector2(); - var uvC = new Vector2(); + for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { - for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { + a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); + b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); + c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); - a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); - b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); - c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); + uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); + uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); + uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); - uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); - uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); - uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); + centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); - centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + var azi = azimuth( centroid ); - var azi = azimuth( centroid ); + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); - correctUV( uvA, j + 0, a, azi ); - correctUV( uvB, j + 2, b, azi ); - correctUV( uvC, j + 4, c, azi ); + } } - } + function correctUV( uv, stride, vector, azimuth ) { - function correctUV( uv, stride, vector, azimuth ) { + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + uvBuffer[ stride ] = uv.x - 1; - uvBuffer[ stride ] = uv.x - 1; + } - } + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; - uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + } } - } + // Angle around the Y axis, counter-clockwise when looking from above. - // Angle around the Y axis, counter-clockwise when looking from above. + function azimuth( vector ) { - function azimuth( vector ) { + return Math.atan2( vector.z, - vector.x ); - return Math.atan2( vector.z, - vector.x ); + } - } + // Angle above the XZ plane. - // Angle above the XZ plane. + function inclination( vector ) { - function inclination( vector ) { + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + } } -} + PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; -PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; + /** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ + // TetrahedronGeometry -// TetrahedronGeometry + function TetrahedronGeometry( radius, detail ) { -function TetrahedronGeometry( radius, detail ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'TetrahedronGeometry'; - this.type = 'TetrahedronGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; - this.parameters = { - radius: radius, - detail: detail - }; + this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); - this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); + } -} + TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); + TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; -TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); -TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; + // TetrahedronBufferGeometry -// TetrahedronBufferGeometry + function TetrahedronBufferGeometry( radius, detail ) { -function TetrahedronBufferGeometry( radius, detail ) { + var vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; - var vertices = [ - 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 - ]; + var indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; - var indices = [ - 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 - ]; + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + this.type = 'TetrahedronBufferGeometry'; - this.type = 'TetrahedronBufferGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; - this.parameters = { - radius: radius, - detail: detail - }; + } -} + TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); + TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; -TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; + /** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ + // OctahedronGeometry -// OctahedronGeometry + function OctahedronGeometry( radius, detail ) { -function OctahedronGeometry( radius, detail ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'OctahedronGeometry'; - this.type = 'OctahedronGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; - this.parameters = { - radius: radius, - detail: detail - }; + this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); - this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); + } -} + OctahedronGeometry.prototype = Object.create( Geometry.prototype ); + OctahedronGeometry.prototype.constructor = OctahedronGeometry; -OctahedronGeometry.prototype = Object.create( Geometry.prototype ); -OctahedronGeometry.prototype.constructor = OctahedronGeometry; + // OctahedronBufferGeometry -// OctahedronBufferGeometry + function OctahedronBufferGeometry( radius, detail ) { -function OctahedronBufferGeometry( radius, detail ) { + var vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1 + ]; - var vertices = [ - 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1 - ]; + var indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 + ]; - var indices = [ - 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 - ]; + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + this.type = 'OctahedronBufferGeometry'; - this.type = 'OctahedronBufferGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; - this.parameters = { - radius: radius, - detail: detail - }; + } -} + OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); + OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; -OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; + /** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ + // IcosahedronGeometry -// IcosahedronGeometry + function IcosahedronGeometry( radius, detail ) { -function IcosahedronGeometry( radius, detail ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'IcosahedronGeometry'; - this.type = 'IcosahedronGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; - this.parameters = { - radius: radius, - detail: detail - }; + this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); - this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); + } -} + IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); + IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; -IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); -IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; + // IcosahedronBufferGeometry -// IcosahedronBufferGeometry + function IcosahedronBufferGeometry( radius, detail ) { -function IcosahedronBufferGeometry( radius, detail ) { + var t = ( 1 + Math.sqrt( 5 ) ) / 2; - var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; - var vertices = [ - - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, - 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, - t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 - ]; + var indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; - var indices = [ - 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, - 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, - 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, - 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 - ]; + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + this.type = 'IcosahedronBufferGeometry'; - this.type = 'IcosahedronBufferGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; - this.parameters = { - radius: radius, - detail: detail - }; + } -} + IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); + IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; -IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; + /** + * @author Abe Pazos / https://hamoid.com + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author Abe Pazos / https://hamoid.com - * @author Mugen87 / https://github.com/Mugen87 - */ + // DodecahedronGeometry -// DodecahedronGeometry + function DodecahedronGeometry( radius, detail ) { -function DodecahedronGeometry( radius, detail ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'DodecahedronGeometry'; - this.type = 'DodecahedronGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; - this.parameters = { - radius: radius, - detail: detail - }; + this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); - this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); + } -} + DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); + DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; -DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); -DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; + // DodecahedronBufferGeometry -// DodecahedronBufferGeometry + function DodecahedronBufferGeometry( radius, detail ) { -function DodecahedronBufferGeometry( radius, detail ) { + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - var r = 1 / t; + var vertices = [ - var vertices = [ + // (±1, ±1, ±1) + - 1, - 1, - 1, - 1, - 1, 1, + - 1, 1, - 1, - 1, 1, 1, + 1, - 1, - 1, 1, - 1, 1, + 1, 1, - 1, 1, 1, 1, - // (±1, ±1, ±1) - - 1, - 1, - 1, - 1, - 1, 1, - - 1, 1, - 1, - 1, 1, 1, - 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, 1, 1, 1, + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, - // (0, ±1/φ, ±φ) - 0, - r, - t, 0, - r, t, - 0, r, - t, 0, r, t, + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, - // (±1/φ, ±φ, 0) - - r, - t, 0, - r, t, 0, - r, - t, 0, r, t, 0, + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; - // (±φ, 0, ±1/φ) - - t, 0, - r, t, 0, - r, - - t, 0, r, t, 0, r - ]; + var indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; - var indices = [ - 3, 11, 7, 3, 7, 15, 3, 15, 13, - 7, 19, 17, 7, 17, 6, 7, 6, 15, - 17, 4, 8, 17, 8, 10, 17, 10, 6, - 8, 0, 16, 8, 16, 2, 8, 2, 10, - 0, 12, 1, 0, 1, 18, 0, 18, 16, - 6, 10, 2, 6, 2, 13, 6, 13, 15, - 2, 16, 18, 2, 18, 3, 2, 3, 13, - 18, 1, 9, 18, 9, 11, 18, 11, 3, - 4, 14, 12, 4, 12, 0, 4, 0, 8, - 11, 9, 5, 11, 5, 19, 11, 19, 7, - 19, 5, 14, 19, 14, 4, 19, 4, 17, - 1, 12, 14, 1, 14, 5, 1, 5, 9 - ]; + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + this.type = 'DodecahedronBufferGeometry'; - this.type = 'DodecahedronBufferGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; - this.parameters = { - radius: radius, - detail: detail - }; + } -} + DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); + DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; -DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; + /** + * @author oosmoxiecode / https://github.com/oosmoxiecode + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * @author Mugen87 / https://github.com/Mugen87 + * + */ -/** - * @author oosmoxiecode / https://github.com/oosmoxiecode - * @author WestLangley / https://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * @author miningold / https://github.com/miningold - * @author jonobr1 / https://github.com/jonobr1 - * @author Mugen87 / https://github.com/Mugen87 - * - */ + // TubeGeometry -// TubeGeometry + function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { -function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'TubeGeometry'; - this.type = 'TubeGeometry'; + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; + if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); - if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); + var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); - var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); + // expose internals - // expose internals + this.tangents = bufferGeometry.tangents; + this.normals = bufferGeometry.normals; + this.binormals = bufferGeometry.binormals; - this.tangents = bufferGeometry.tangents; - this.normals = bufferGeometry.normals; - this.binormals = bufferGeometry.binormals; + // create geometry - // create geometry + this.fromBufferGeometry( bufferGeometry ); + this.mergeVertices(); - this.fromBufferGeometry( bufferGeometry ); - this.mergeVertices(); + } -} + TubeGeometry.prototype = Object.create( Geometry.prototype ); + TubeGeometry.prototype.constructor = TubeGeometry; -TubeGeometry.prototype = Object.create( Geometry.prototype ); -TubeGeometry.prototype.constructor = TubeGeometry; + // TubeBufferGeometry -// TubeBufferGeometry + function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { -function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'TubeBufferGeometry'; - this.type = 'TubeBufferGeometry'; + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; + tubularSegments = tubularSegments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; - tubularSegments = tubularSegments || 64; - radius = radius || 1; - radialSegments = radialSegments || 8; - closed = closed || false; + var frames = path.computeFrenetFrames( tubularSegments, closed ); - var frames = path.computeFrenetFrames( tubularSegments, closed ); + // expose internals - // expose internals + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; - this.tangents = frames.tangents; - this.normals = frames.normals; - this.binormals = frames.binormals; + // helper variables - // helper variables + var vertex = new Vector3(); + var normal = new Vector3(); + var uv = new Vector2(); - var vertex = new Vector3(); - var normal = new Vector3(); - var uv = new Vector2(); + var i, j; - var i, j; + // buffer - // buffer + var vertices = []; + var normals = []; + var uvs = []; + var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - var indices = []; + // create buffer data - // create buffer data + generateBufferData(); - generateBufferData(); + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // functions - // functions + function generateBufferData() { - function generateBufferData() { + for ( i = 0; i < tubularSegments; i ++ ) { - for ( i = 0; i < tubularSegments; i ++ ) { + generateSegment( i ); - generateSegment( i ); + } - } + // if the geometry is not closed, generate the last row of vertices and normals + // at the regular position on the given path + // + // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - // if the geometry is not closed, generate the last row of vertices and normals - // at the regular position on the given path - // - // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) + generateSegment( ( closed === false ) ? tubularSegments : 0 ); - generateSegment( ( closed === false ) ? tubularSegments : 0 ); + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries + generateUVs(); - generateUVs(); + // finally create faces - // finally create faces + generateIndices(); - generateIndices(); + } - } + function generateSegment( i ) { - function generateSegment( i ) { + // we use getPointAt to sample evenly distributed points from the given path - // we use getPointAt to sample evenly distributed points from the given path + var P = path.getPointAt( i / tubularSegments ); - var P = path.getPointAt( i / tubularSegments ); + // retrieve corresponding normal and binormal - // retrieve corresponding normal and binormal + var N = frames.normals[ i ]; + var B = frames.binormals[ i ]; - var N = frames.normals[ i ]; - var B = frames.binormals[ i ]; + // generate normals and vertices for the current segment - // generate normals and vertices for the current segment + for ( j = 0; j <= radialSegments; j ++ ) { - for ( j = 0; j <= radialSegments; j ++ ) { + var v = j / radialSegments * Math.PI * 2; - var v = j / radialSegments * Math.PI * 2; + var sin = Math.sin( v ); + var cos = - Math.cos( v ); - var sin = Math.sin( v ); - var cos = - Math.cos( v ); + // normal - // normal + normal.x = ( cos * N.x + sin * B.x ); + normal.y = ( cos * N.y + sin * B.y ); + normal.z = ( cos * N.z + sin * B.z ); + normal.normalize(); - normal.x = ( cos * N.x + sin * B.x ); - normal.y = ( cos * N.y + sin * B.y ); - normal.z = ( cos * N.z + sin * B.z ); - normal.normalize(); + normals.push( normal.x, normal.y, normal.z ); - normals.push( normal.x, normal.y, normal.z ); + // vertex - // vertex + vertex.x = P.x + radius * normal.x; + vertex.y = P.y + radius * normal.y; + vertex.z = P.z + radius * normal.z; - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; + vertices.push( vertex.x, vertex.y, vertex.z ); - vertices.push( vertex.x, vertex.y, vertex.z ); + } } - } + function generateIndices() { - function generateIndices() { + for ( j = 1; j <= tubularSegments; j ++ ) { - for ( j = 1; j <= tubularSegments; j ++ ) { + for ( i = 1; i <= radialSegments; i ++ ) { - for ( i = 1; i <= radialSegments; i ++ ) { + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - var b = ( radialSegments + 1 ) * j + ( i - 1 ); - var c = ( radialSegments + 1 ) * j + i; - var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } } - } + function generateUVs() { - function generateUVs() { + for ( i = 0; i <= tubularSegments; i ++ ) { - for ( i = 0; i <= tubularSegments; i ++ ) { + for ( j = 0; j <= radialSegments; j ++ ) { - for ( j = 0; j <= radialSegments; j ++ ) { + uv.x = i / tubularSegments; + uv.y = j / radialSegments; - uv.x = i / tubularSegments; - uv.y = j / radialSegments; + uvs.push( uv.x, uv.y ); - uvs.push( uv.x, uv.y ); + } } @@ -25731,1351 +25301,1339 @@ function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, clos } -} + TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; -TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; + /** + * @author oosmoxiecode + * @author Mugen87 / https://github.com/Mugen87 + * + * based on http://www.blackpawn.com/texts/pqtorus/ + */ -/** - * @author oosmoxiecode - * @author Mugen87 / https://github.com/Mugen87 - * - * based on http://www.blackpawn.com/texts/pqtorus/ - */ + // TorusKnotGeometry -// TorusKnotGeometry + function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { -function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'TorusKnotGeometry'; - this.type = 'TorusKnotGeometry'; + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; + if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); - if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); - this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); - this.mergeVertices(); + } -} + TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); + TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; -TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); -TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; + // TorusKnotBufferGeometry -// TorusKnotBufferGeometry + function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { -function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'TorusKnotBufferGeometry'; - this.type = 'TorusKnotBufferGeometry'; + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; + radius = radius || 100; + tube = tube || 40; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; - radius = radius || 100; - tube = tube || 40; - tubularSegments = Math.floor( tubularSegments ) || 64; - radialSegments = Math.floor( radialSegments ) || 8; - p = p || 2; - q = q || 3; + // buffers - // buffers + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // helper variables - // helper variables + var i, j; - var i, j; + var vertex = new Vector3(); + var normal = new Vector3(); - var vertex = new Vector3(); - var normal = new Vector3(); + var P1 = new Vector3(); + var P2 = new Vector3(); - var P1 = new Vector3(); - var P2 = new Vector3(); + var B = new Vector3(); + var T = new Vector3(); + var N = new Vector3(); - var B = new Vector3(); - var T = new Vector3(); - var N = new Vector3(); + // generate vertices, normals and uvs - // generate vertices, normals and uvs + for ( i = 0; i <= tubularSegments; ++ i ) { - for ( i = 0; i <= tubularSegments; ++ i ) { + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement - // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + var u = i / tubularSegments * p * Math.PI * 2; - var u = i / tubularSegments * p * Math.PI * 2; + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - calculatePositionOnCurve( u, p, q, radius, P1 ); - calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + // calculate orthonormal basis - // calculate orthonormal basis + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); + // normalize B, N. T can be ignored, we don't use it - // normalize B, N. T can be ignored, we don't use it + B.normalize(); + N.normalize(); - B.normalize(); - N.normalize(); + for ( j = 0; j <= radialSegments; ++ j ) { - for ( j = 0; j <= radialSegments; ++ j ) { + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + var v = j / radialSegments * Math.PI * 2; + var cx = - tube * Math.cos( v ); + var cy = tube * Math.sin( v ); - var v = j / radialSegments * Math.PI * 2; - var cx = - tube * Math.cos( v ); - var cy = tube * Math.sin( v ); + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve - // now calculate the final vertex position. - // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); - vertex.x = P1.x + ( cx * N.x + cy * B.x ); - vertex.y = P1.y + ( cx * N.y + cy * B.y ); - vertex.z = P1.z + ( cx * N.z + cy * B.z ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertices.push( vertex.x, vertex.y, vertex.z ); + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + normal.subVectors( vertex, P1 ).normalize(); - normal.subVectors( vertex, P1 ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - normals.push( normal.x, normal.y, normal.z ); + // uv - // uv + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); + } } - } + // generate indices - // generate indices + for ( j = 1; j <= tubularSegments; j ++ ) { - for ( j = 1; j <= tubularSegments; j ++ ) { + for ( i = 1; i <= radialSegments; i ++ ) { - for ( i = 1; i <= radialSegments; i ++ ) { + // indices - // indices + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - var b = ( radialSegments + 1 ) * j + ( i - 1 ); - var c = ( radialSegments + 1 ) * j + i; - var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // this function calculates the current position on the torus curve - // this function calculates the current position on the torus curve + function calculatePositionOnCurve( u, p, q, radius, position ) { - function calculatePositionOnCurve( u, p, q, radius, position ) { + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = q / p * u; + var cs = Math.cos( quOverP ); - var cu = Math.cos( u ); - var su = Math.sin( u ); - var quOverP = q / p * u; - var cs = Math.cos( quOverP ); + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; - position.x = radius * ( 2 + cs ) * 0.5 * cu; - position.y = radius * ( 2 + cs ) * su * 0.5; - position.z = radius * Math.sin( quOverP ) * 0.5; + } } -} + TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; -TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + /** + * @author oosmoxiecode + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author oosmoxiecode - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ + // TorusGeometry -// TorusGeometry + function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { -function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'TorusGeometry'; - this.type = 'TorusGeometry'; + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; + this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + this.mergeVertices(); - this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); - this.mergeVertices(); + } -} + TorusGeometry.prototype = Object.create( Geometry.prototype ); + TorusGeometry.prototype.constructor = TorusGeometry; -TorusGeometry.prototype = Object.create( Geometry.prototype ); -TorusGeometry.prototype.constructor = TorusGeometry; + // TorusBufferGeometry -// TorusBufferGeometry + function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { -function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'TorusBufferGeometry'; - this.type = 'TorusBufferGeometry'; + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; + radius = radius || 100; + tube = tube || 40; + radialSegments = Math.floor( radialSegments ) || 8; + tubularSegments = Math.floor( tubularSegments ) || 6; + arc = arc || Math.PI * 2; - radius = radius || 100; - tube = tube || 40; - radialSegments = Math.floor( radialSegments ) || 8; - tubularSegments = Math.floor( tubularSegments ) || 6; - arc = arc || Math.PI * 2; + // buffers - // buffers + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // helper variables - // helper variables + var center = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); - var center = new Vector3(); - var vertex = new Vector3(); - var normal = new Vector3(); + var j, i; - var j, i; + // generate vertices, normals and uvs - // generate vertices, normals and uvs + for ( j = 0; j <= radialSegments; j ++ ) { - for ( j = 0; j <= radialSegments; j ++ ) { + for ( i = 0; i <= tubularSegments; i ++ ) { - for ( i = 0; i <= tubularSegments; i ++ ) { + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; - var u = i / tubularSegments * arc; - var v = j / radialSegments * Math.PI * 2; + // vertex - // vertex + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); - vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); - vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); - vertex.z = tube * Math.sin( v ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertices.push( vertex.x, vertex.y, vertex.z ); + // normal - // normal + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + normal.subVectors( vertex, center ).normalize(); - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - normal.subVectors( vertex, center ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - normals.push( normal.x, normal.y, normal.z ); + // uv - // uv + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); + } } - } + // generate indices - // generate indices + for ( j = 1; j <= radialSegments; j ++ ) { - for ( j = 1; j <= radialSegments; j ++ ) { + for ( i = 1; i <= tubularSegments; i ++ ) { - for ( i = 1; i <= tubularSegments; i ++ ) { + // indices - // indices + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; - var a = ( tubularSegments + 1 ) * j + i - 1; - var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; - var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; - var d = ( tubularSegments + 1 ) * j + i; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } + + TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; -} + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ -TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + var ShapeUtils = { -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - */ + // calculate area of the contour polygon -var ShapeUtils = { + area: function ( contour ) { - // calculate area of the contour polygon + var n = contour.length; + var a = 0.0; - area: function ( contour ) { + for ( var p = n - 1, q = 0; q < n; p = q ++ ) { - var n = contour.length; - var a = 0.0; + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; - for ( var p = n - 1, q = 0; q < n; p = q ++ ) { + } - a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + return a * 0.5; - } + }, - return a * 0.5; + triangulate: ( function () { - }, + /** + * This code is a quick port of code written in C++ which was submitted to + * flipcode.com by John W. Ratcliff // July 22, 2000 + * See original code and more information here: + * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml + * + * ported to actionscript by Zevan Rosser + * www.actionsnippet.com + * + * ported to javascript by Joshua Koo + * http://www.lab4games.net/zz85/blog + * + */ - triangulate: ( function () { + function snip( contour, u, v, w, n, verts ) { - /** - * This code is a quick port of code written in C++ which was submitted to - * flipcode.com by John W. Ratcliff // July 22, 2000 - * See original code and more information here: - * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml - * - * ported to actionscript by Zevan Rosser - * www.actionsnippet.com - * - * ported to javascript by Joshua Koo - * http://www.lab4games.net/zz85/blog - * - */ + var p; + var ax, ay, bx, by; + var cx, cy, px, py; - function snip( contour, u, v, w, n, verts ) { + ax = contour[ verts[ u ] ].x; + ay = contour[ verts[ u ] ].y; - var p; - var ax, ay, bx, by; - var cx, cy, px, py; + bx = contour[ verts[ v ] ].x; + by = contour[ verts[ v ] ].y; - ax = contour[ verts[ u ] ].x; - ay = contour[ verts[ u ] ].y; + cx = contour[ verts[ w ] ].x; + cy = contour[ verts[ w ] ].y; - bx = contour[ verts[ v ] ].x; - by = contour[ verts[ v ] ].y; + if ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false; - cx = contour[ verts[ w ] ].x; - cy = contour[ verts[ w ] ].y; + var aX, aY, bX, bY, cX, cY; + var apx, apy, bpx, bpy, cpx, cpy; + var cCROSSap, bCROSScp, aCROSSbp; - if ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false; + aX = cx - bx; aY = cy - by; + bX = ax - cx; bY = ay - cy; + cX = bx - ax; cY = by - ay; - var aX, aY, bX, bY, cX, cY; - var apx, apy, bpx, bpy, cpx, cpy; - var cCROSSap, bCROSScp, aCROSSbp; + for ( p = 0; p < n; p ++ ) { - aX = cx - bx; aY = cy - by; - bX = ax - cx; bY = ay - cy; - cX = bx - ax; cY = by - ay; + px = contour[ verts[ p ] ].x; + py = contour[ verts[ p ] ].y; - for ( p = 0; p < n; p ++ ) { + if ( ( ( px === ax ) && ( py === ay ) ) || + ( ( px === bx ) && ( py === by ) ) || + ( ( px === cx ) && ( py === cy ) ) ) continue; - px = contour[ verts[ p ] ].x; - py = contour[ verts[ p ] ].y; + apx = px - ax; apy = py - ay; + bpx = px - bx; bpy = py - by; + cpx = px - cx; cpy = py - cy; - if ( ( ( px === ax ) && ( py === ay ) ) || - ( ( px === bx ) && ( py === by ) ) || - ( ( px === cx ) && ( py === cy ) ) ) continue; + // see if p is inside triangle abc - apx = px - ax; apy = py - ay; - bpx = px - bx; bpy = py - by; - cpx = px - cx; cpy = py - cy; + aCROSSbp = aX * bpy - aY * bpx; + cCROSSap = cX * apy - cY * apx; + bCROSScp = bX * cpy - bY * cpx; - // see if p is inside triangle abc + if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; - aCROSSbp = aX * bpy - aY * bpx; - cCROSSap = cX * apy - cY * apx; - bCROSScp = bX * cpy - bY * cpx; + } - if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; + return true; } - return true; - - } + // takes in an contour array and returns - // takes in an contour array and returns + return function triangulate( contour, indices ) { - return function triangulate( contour, indices ) { + var n = contour.length; - var n = contour.length; + if ( n < 3 ) return null; - if ( n < 3 ) return null; + var result = [], + verts = [], + vertIndices = []; - var result = [], - verts = [], - vertIndices = []; + /* we want a counter-clockwise polygon in verts */ - /* we want a counter-clockwise polygon in verts */ + var u, v, w; - var u, v, w; + if ( ShapeUtils.area( contour ) > 0.0 ) { - if ( ShapeUtils.area( contour ) > 0.0 ) { + for ( v = 0; v < n; v ++ ) verts[ v ] = v; - for ( v = 0; v < n; v ++ ) verts[ v ] = v; + } else { - } else { + for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v; - for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v; + } - } + var nv = n; - var nv = n; + /* remove nv - 2 vertices, creating 1 triangle every time */ - /* remove nv - 2 vertices, creating 1 triangle every time */ + var count = 2 * nv; /* error detection */ - var count = 2 * nv; /* error detection */ + for ( v = nv - 1; nv > 2; ) { - for ( v = nv - 1; nv > 2; ) { + /* if we loop, it is probably a non-simple polygon */ - /* if we loop, it is probably a non-simple polygon */ + if ( ( count -- ) <= 0 ) { - if ( ( count -- ) <= 0 ) { + //** Triangulate: ERROR - probable bad polygon! - //** Triangulate: ERROR - probable bad polygon! + //throw ( "Warning, unable to triangulate polygon!" ); + //return null; + // Sometimes warning is fine, especially polygons are triangulated in reverse. + console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); - //throw ( "Warning, unable to triangulate polygon!" ); - //return null; - // Sometimes warning is fine, especially polygons are triangulated in reverse. - console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); + if ( indices ) return vertIndices; + return result; - if ( indices ) return vertIndices; - return result; + } - } + /* three consecutive vertices in current polygon, */ - /* three consecutive vertices in current polygon, */ + u = v; if ( nv <= u ) u = 0; /* previous */ + v = u + 1; if ( nv <= v ) v = 0; /* new v */ + w = v + 1; if ( nv <= w ) w = 0; /* next */ - u = v; if ( nv <= u ) u = 0; /* previous */ - v = u + 1; if ( nv <= v ) v = 0; /* new v */ - w = v + 1; if ( nv <= w ) w = 0; /* next */ + if ( snip( contour, u, v, w, nv, verts ) ) { - if ( snip( contour, u, v, w, nv, verts ) ) { + var a, b, c, s, t; - var a, b, c, s, t; + /* true names of the vertices */ - /* true names of the vertices */ + a = verts[ u ]; + b = verts[ v ]; + c = verts[ w ]; - a = verts[ u ]; - b = verts[ v ]; - c = verts[ w ]; + /* output Triangle */ - /* output Triangle */ + result.push( [ contour[ a ], + contour[ b ], + contour[ c ] ] ); - result.push( [ contour[ a ], - contour[ b ], - contour[ c ] ] ); + vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); - vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); + /* remove v from the remaining polygon */ - /* remove v from the remaining polygon */ + for ( s = v, t = v + 1; t < nv; s ++, t ++ ) { - for ( s = v, t = v + 1; t < nv; s ++, t ++ ) { + verts[ s ] = verts[ t ]; - verts[ s ] = verts[ t ]; + } - } + nv --; - nv --; + /* reset error detection counter */ - /* reset error detection counter */ + count = 2 * nv; - count = 2 * nv; + } } - } + if ( indices ) return vertIndices; + return result; - if ( indices ) return vertIndices; - return result; + } - } + } )(), - } )(), + triangulateShape: function ( contour, holes ) { - triangulateShape: function ( contour, holes ) { + function removeDupEndPts(points) { - function removeDupEndPts(points) { + var l = points.length; - var l = points.length; + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { - if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + points.pop(); - points.pop(); + } } - } + removeDupEndPts( contour ); + holes.forEach( removeDupEndPts ); - removeDupEndPts( contour ); - holes.forEach( removeDupEndPts ); + function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { - function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { + // inOtherPt needs to be collinear to the inSegment + if ( inSegPt1.x !== inSegPt2.x ) { - // inOtherPt needs to be collinear to the inSegment - if ( inSegPt1.x !== inSegPt2.x ) { + if ( inSegPt1.x < inSegPt2.x ) { - if ( inSegPt1.x < inSegPt2.x ) { + return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) ); - return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) ); + } else { - } else { + return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) ); - return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) ); + } - } + } else { - } else { + if ( inSegPt1.y < inSegPt2.y ) { - if ( inSegPt1.y < inSegPt2.y ) { + return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) ); - return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) ); + } else { - } else { + return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) ); - return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) ); + } } } - } + function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) { - function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) { + var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y; + var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y; - var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y; - var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y; + var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x; + var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y; - var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x; - var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y; + var limit = seg1dy * seg2dx - seg1dx * seg2dy; + var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy; - var limit = seg1dy * seg2dx - seg1dx * seg2dy; - var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy; + if ( Math.abs( limit ) > Number.EPSILON ) { - if ( Math.abs( limit ) > Number.EPSILON ) { + // not parallel - // not parallel + var perpSeg2; + if ( limit > 0 ) { - var perpSeg2; - if ( limit > 0 ) { + if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return []; + perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; + if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return []; - if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return []; - perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; - if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return []; + } else { - } else { + if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return []; + perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; + if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return []; - if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return []; - perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; - if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return []; + } - } + // i.e. to reduce rounding errors + // intersection at endpoint of segment#1? + if ( perpSeg2 === 0 ) { - // i.e. to reduce rounding errors - // intersection at endpoint of segment#1? - if ( perpSeg2 === 0 ) { + if ( ( inExcludeAdjacentSegs ) && + ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; + return [ inSeg1Pt1 ]; - if ( ( inExcludeAdjacentSegs ) && - ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; - return [ inSeg1Pt1 ]; + } + if ( perpSeg2 === limit ) { - } - if ( perpSeg2 === limit ) { + if ( ( inExcludeAdjacentSegs ) && + ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; + return [ inSeg1Pt2 ]; - if ( ( inExcludeAdjacentSegs ) && - ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; - return [ inSeg1Pt2 ]; + } + // intersection at endpoint of segment#2? + if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ]; + if ( perpSeg1 === limit ) return [ inSeg2Pt2 ]; - } - // intersection at endpoint of segment#2? - if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ]; - if ( perpSeg1 === limit ) return [ inSeg2Pt2 ]; + // return real intersection point + var factorSeg1 = perpSeg2 / limit; + return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx, + y: inSeg1Pt1.y + factorSeg1 * seg1dy } ]; - // return real intersection point - var factorSeg1 = perpSeg2 / limit; - return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx, - y: inSeg1Pt1.y + factorSeg1 * seg1dy } ]; + } else { - } else { + // parallel or collinear + if ( ( perpSeg1 !== 0 ) || + ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; - // parallel or collinear - if ( ( perpSeg1 !== 0 ) || - ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; + // they are collinear or degenerate + var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? + var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point? + // both segments are points + if ( seg1Pt && seg2Pt ) { - // they are collinear or degenerate - var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? - var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point? - // both segments are points - if ( seg1Pt && seg2Pt ) { + if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) || + ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points + return [ inSeg1Pt1 ]; // they are the same point - if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) || - ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points - return [ inSeg1Pt1 ]; // they are the same point + } + // segment#1 is a single point + if ( seg1Pt ) { - } - // segment#1 is a single point - if ( seg1Pt ) { + if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2 + return [ inSeg1Pt1 ]; - if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2 - return [ inSeg1Pt1 ]; + } + // segment#2 is a single point + if ( seg2Pt ) { - } - // segment#2 is a single point - if ( seg2Pt ) { + if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1 + return [ inSeg2Pt1 ]; - if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1 - return [ inSeg2Pt1 ]; + } - } + // they are collinear segments, which might overlap + var seg1min, seg1max, seg1minVal, seg1maxVal; + var seg2min, seg2max, seg2minVal, seg2maxVal; + if ( seg1dx !== 0 ) { - // they are collinear segments, which might overlap - var seg1min, seg1max, seg1minVal, seg1maxVal; - var seg2min, seg2max, seg2minVal, seg2maxVal; - if ( seg1dx !== 0 ) { + // the segments are NOT on a vertical line + if ( inSeg1Pt1.x < inSeg1Pt2.x ) { - // the segments are NOT on a vertical line - if ( inSeg1Pt1.x < inSeg1Pt2.x ) { + seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x; + seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x; - seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x; - seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x; + } else { - } else { + seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x; + seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x; - seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x; - seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x; + } + if ( inSeg2Pt1.x < inSeg2Pt2.x ) { - } - if ( inSeg2Pt1.x < inSeg2Pt2.x ) { + seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x; + seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x; - seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x; - seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x; + } else { - } else { + seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x; + seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x; - seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x; - seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x; + } - } + } else { - } else { + // the segments are on a vertical line + if ( inSeg1Pt1.y < inSeg1Pt2.y ) { - // the segments are on a vertical line - if ( inSeg1Pt1.y < inSeg1Pt2.y ) { + seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y; + seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y; - seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y; - seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y; + } else { - } else { + seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y; + seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y; - seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y; - seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y; + } + if ( inSeg2Pt1.y < inSeg2Pt2.y ) { - } - if ( inSeg2Pt1.y < inSeg2Pt2.y ) { + seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y; + seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y; - seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y; - seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y; + } else { - } else { + seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y; + seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y; - seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y; - seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y; + } } + if ( seg1minVal <= seg2minVal ) { - } - if ( seg1minVal <= seg2minVal ) { + if ( seg1maxVal < seg2minVal ) return []; + if ( seg1maxVal === seg2minVal ) { - if ( seg1maxVal < seg2minVal ) return []; - if ( seg1maxVal === seg2minVal ) { + if ( inExcludeAdjacentSegs ) return []; + return [ seg2min ]; - if ( inExcludeAdjacentSegs ) return []; - return [ seg2min ]; + } + if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ]; + return [ seg2min, seg2max ]; - } - if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ]; - return [ seg2min, seg2max ]; + } else { - } else { + if ( seg1minVal > seg2maxVal ) return []; + if ( seg1minVal === seg2maxVal ) { - if ( seg1minVal > seg2maxVal ) return []; - if ( seg1minVal === seg2maxVal ) { + if ( inExcludeAdjacentSegs ) return []; + return [ seg1min ]; - if ( inExcludeAdjacentSegs ) return []; - return [ seg1min ]; + } + if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ]; + return [ seg1min, seg2max ]; } - if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ]; - return [ seg1min, seg2max ]; } } - } + function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) { - function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) { + // The order of legs is important - // The order of legs is important + // translation of all points, so that Vertex is at (0,0) + var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y; + var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y; + var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y; - // translation of all points, so that Vertex is at (0,0) - var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y; - var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y; - var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y; + // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg. + var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX; + var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX; - // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg. - var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX; - var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX; + if ( Math.abs( from2toAngle ) > Number.EPSILON ) { - if ( Math.abs( from2toAngle ) > Number.EPSILON ) { + // angle != 180 deg. - // angle != 180 deg. + var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX; + // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle ); - var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX; - // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle ); + if ( from2toAngle > 0 ) { - if ( from2toAngle > 0 ) { + // main angle < 180 deg. + return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) ); - // main angle < 180 deg. - return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) ); + } else { - } else { + // main angle > 180 deg. + return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) ); - // main angle > 180 deg. - return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) ); + } - } + } else { - } else { + // angle == 180 deg. + // console.log( "from2to: 180 deg., from2other: " + from2otherAngle ); + return ( from2otherAngle > 0 ); - // angle == 180 deg. - // console.log( "from2to: 180 deg., from2other: " + from2otherAngle ); - return ( from2otherAngle > 0 ); + } } - } + function removeHoles( contour, holes ) { - function removeHoles( contour, holes ) { + var shape = contour.concat(); // work on this shape + var hole; - var shape = contour.concat(); // work on this shape - var hole; + function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) { - function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) { + // Check if hole point lies within angle around shape point + var lastShapeIdx = shape.length - 1; - // Check if hole point lies within angle around shape point - var lastShapeIdx = shape.length - 1; + var prevShapeIdx = inShapeIdx - 1; + if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx; - var prevShapeIdx = inShapeIdx - 1; - if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx; + var nextShapeIdx = inShapeIdx + 1; + if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0; - var nextShapeIdx = inShapeIdx + 1; - if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0; + var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] ); + if ( ! insideAngle ) { - var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] ); - if ( ! insideAngle ) { + // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y ); + return false; - // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y ); - return false; + } - } + // Check if shape point lies within angle around hole point + var lastHoleIdx = hole.length - 1; - // Check if shape point lies within angle around hole point - var lastHoleIdx = hole.length - 1; + var prevHoleIdx = inHoleIdx - 1; + if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx; - var prevHoleIdx = inHoleIdx - 1; - if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx; + var nextHoleIdx = inHoleIdx + 1; + if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0; - var nextHoleIdx = inHoleIdx + 1; - if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0; + insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] ); + if ( ! insideAngle ) { - insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] ); - if ( ! insideAngle ) { + // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y ); + return false; - // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y ); - return false; + } + + return true; } - return true; + function intersectsShapeEdge( inShapePt, inHolePt ) { - } + // checks for intersections with shape edges + var sIdx, nextIdx, intersection; + for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) { - function intersectsShapeEdge( inShapePt, inHolePt ) { + nextIdx = sIdx + 1; nextIdx %= shape.length; + intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true ); + if ( intersection.length > 0 ) return true; - // checks for intersections with shape edges - var sIdx, nextIdx, intersection; - for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) { + } - nextIdx = sIdx + 1; nextIdx %= shape.length; - intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true ); - if ( intersection.length > 0 ) return true; + return false; } - return false; - - } + var indepHoles = []; - var indepHoles = []; + function intersectsHoleEdge( inShapePt, inHolePt ) { - function intersectsHoleEdge( inShapePt, inHolePt ) { + // checks for intersections with hole edges + var ihIdx, chkHole, + hIdx, nextIdx, intersection; + for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) { - // checks for intersections with hole edges - var ihIdx, chkHole, - hIdx, nextIdx, intersection; - for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) { + chkHole = holes[ indepHoles[ ihIdx ]]; + for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) { - chkHole = holes[ indepHoles[ ihIdx ]]; - for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) { + nextIdx = hIdx + 1; nextIdx %= chkHole.length; + intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true ); + if ( intersection.length > 0 ) return true; - nextIdx = hIdx + 1; nextIdx %= chkHole.length; - intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true ); - if ( intersection.length > 0 ) return true; + } } + return false; } - return false; - } + var holeIndex, shapeIndex, + shapePt, holePt, + holeIdx, cutKey, failedCuts = [], + tmpShape1, tmpShape2, + tmpHole1, tmpHole2; - var holeIndex, shapeIndex, - shapePt, holePt, - holeIdx, cutKey, failedCuts = [], - tmpShape1, tmpShape2, - tmpHole1, tmpHole2; + for ( var h = 0, hl = holes.length; h < hl; h ++ ) { - for ( var h = 0, hl = holes.length; h < hl; h ++ ) { + indepHoles.push( h ); - indepHoles.push( h ); + } - } + var minShapeIndex = 0; + var counter = indepHoles.length * 2; + while ( indepHoles.length > 0 ) { - var minShapeIndex = 0; - var counter = indepHoles.length * 2; - while ( indepHoles.length > 0 ) { + counter --; + if ( counter < 0 ) { - counter --; - if ( counter < 0 ) { + console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" ); + break; - console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" ); - break; + } - } + // search for shape-vertex and hole-vertex, + // which can be connected without intersections + for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) { - // search for shape-vertex and hole-vertex, - // which can be connected without intersections - for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) { + shapePt = shape[ shapeIndex ]; + holeIndex = - 1; - shapePt = shape[ shapeIndex ]; - holeIndex = - 1; + // search for hole which can be reached without intersections + for ( var h = 0; h < indepHoles.length; h ++ ) { - // search for hole which can be reached without intersections - for ( var h = 0; h < indepHoles.length; h ++ ) { + holeIdx = indepHoles[ h ]; - holeIdx = indepHoles[ h ]; + // prevent multiple checks + cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx; + if ( failedCuts[ cutKey ] !== undefined ) continue; - // prevent multiple checks - cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx; - if ( failedCuts[ cutKey ] !== undefined ) continue; + hole = holes[ holeIdx ]; + for ( var h2 = 0; h2 < hole.length; h2 ++ ) { - hole = holes[ holeIdx ]; - for ( var h2 = 0; h2 < hole.length; h2 ++ ) { + holePt = hole[ h2 ]; + if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue; + if ( intersectsShapeEdge( shapePt, holePt ) ) continue; + if ( intersectsHoleEdge( shapePt, holePt ) ) continue; - holePt = hole[ h2 ]; - if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue; - if ( intersectsShapeEdge( shapePt, holePt ) ) continue; - if ( intersectsHoleEdge( shapePt, holePt ) ) continue; + holeIndex = h2; + indepHoles.splice( h, 1 ); - holeIndex = h2; - indepHoles.splice( h, 1 ); + tmpShape1 = shape.slice( 0, shapeIndex + 1 ); + tmpShape2 = shape.slice( shapeIndex ); + tmpHole1 = hole.slice( holeIndex ); + tmpHole2 = hole.slice( 0, holeIndex + 1 ); - tmpShape1 = shape.slice( 0, shapeIndex + 1 ); - tmpShape2 = shape.slice( shapeIndex ); - tmpHole1 = hole.slice( holeIndex ); - tmpHole2 = hole.slice( 0, holeIndex + 1 ); + shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); - shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); + minShapeIndex = shapeIndex; - minShapeIndex = shapeIndex; + // Debug only, to show the selected cuts + // glob_CutLines.push( [ shapePt, holePt ] ); - // Debug only, to show the selected cuts - // glob_CutLines.push( [ shapePt, holePt ] ); + break; - break; + } + if ( holeIndex >= 0 ) break; // hole-vertex found + + failedCuts[ cutKey ] = true; // remember failure } if ( holeIndex >= 0 ) break; // hole-vertex found - failedCuts[ cutKey ] = true; // remember failure - } - if ( holeIndex >= 0 ) break; // hole-vertex found } + return shape; /* shape with no holes */ + } - return shape; /* shape with no holes */ - } + var i, il, f, face, + key, index, + allPointsMap = {}; + // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. - var i, il, f, face, - key, index, - allPointsMap = {}; + var allpoints = contour.concat(); - // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. + for ( var h = 0, hl = holes.length; h < hl; h ++ ) { - var allpoints = contour.concat(); + Array.prototype.push.apply( allpoints, holes[ h ] ); - for ( var h = 0, hl = holes.length; h < hl; h ++ ) { + } - Array.prototype.push.apply( allpoints, holes[ h ] ); + //console.log( "allpoints",allpoints, allpoints.length ); - } + // prepare all points map - //console.log( "allpoints",allpoints, allpoints.length ); + for ( i = 0, il = allpoints.length; i < il; i ++ ) { - // prepare all points map + key = allpoints[ i ].x + ":" + allpoints[ i ].y; - for ( i = 0, il = allpoints.length; i < il; i ++ ) { + if ( allPointsMap[ key ] !== undefined ) { - key = allpoints[ i ].x + ":" + allpoints[ i ].y; + console.warn( "THREE.ShapeUtils: Duplicate point", key, i ); - if ( allPointsMap[ key ] !== undefined ) { + } - console.warn( "THREE.ShapeUtils: Duplicate point", key, i ); + allPointsMap[ key ] = i; } - allPointsMap[ key ] = i; - - } + // remove holes by cutting paths to holes and adding them to the shape + var shapeWithoutHoles = removeHoles( contour, holes ); - // remove holes by cutting paths to holes and adding them to the shape - var shapeWithoutHoles = removeHoles( contour, holes ); + var triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape + //console.log( "triangles",triangles, triangles.length ); - var triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape - //console.log( "triangles",triangles, triangles.length ); + // check all face vertices against all points map - // check all face vertices against all points map + for ( i = 0, il = triangles.length; i < il; i ++ ) { - for ( i = 0, il = triangles.length; i < il; i ++ ) { + face = triangles[ i ]; - face = triangles[ i ]; + for ( f = 0; f < 3; f ++ ) { - for ( f = 0; f < 3; f ++ ) { + key = face[ f ].x + ":" + face[ f ].y; - key = face[ f ].x + ":" + face[ f ].y; + index = allPointsMap[ key ]; - index = allPointsMap[ key ]; + if ( index !== undefined ) { - if ( index !== undefined ) { + face[ f ] = index; - face[ f ] = index; + } } } - } - - return triangles.concat(); + return triangles.concat(); - }, + }, - isClockWise: function ( pts ) { + isClockWise: function ( pts ) { - return ShapeUtils.area( pts ) < 0; + return ShapeUtils.area( pts ) < 0; - } + } -}; - -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - * Creates extruded geometry from a path shape. - * - * parameters = { - * - * curveSegments: , // number of points on the curves - * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too - * amount: , // Depth to extrude the shape - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into the original shape bevel goes - * bevelSize: , // how far from shape outline is bevel - * bevelSegments: , // number of bevel layers - * - * extrudePath: // curve to extrude shape along - * frames: // containing arrays of tangents, normals, binormals - * - * UVGenerator: // object that provides UV generator functions - * - * } - */ - -// ExtrudeGeometry - -function ExtrudeGeometry( shapes, options ) { - - Geometry.call( this ); - - this.type = 'ExtrudeGeometry'; - - this.parameters = { - shapes: shapes, - options: options }; - this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); - this.mergeVertices(); + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * amount: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * frames: // containing arrays of tangents, normals, binormals + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ -} + // ExtrudeGeometry -ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); -ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; + function ExtrudeGeometry( shapes, options ) { -// ExtrudeBufferGeometry + Geometry.call( this ); -function ExtrudeBufferGeometry( shapes, options ) { + this.type = 'ExtrudeGeometry'; - if ( typeof ( shapes ) === "undefined" ) { + this.parameters = { + shapes: shapes, + options: options + }; - shapes = []; - return; + this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); + this.mergeVertices(); } - BufferGeometry.call( this ); + ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); + ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; - this.type = 'ExtrudeBufferGeometry'; + // ExtrudeBufferGeometry - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + function ExtrudeBufferGeometry( shapes, options ) { - this.addShapeList( shapes, options ); + if ( typeof ( shapes ) === "undefined" ) { - this.computeVertexNormals(); + shapes = []; + return; - // can't really use automatic vertex normals - // as then front and back sides get smoothed too - // should do separate smoothing just for sides + } - //this.computeVertexNormals(); + BufferGeometry.call( this ); - //console.log( "took", ( Date.now() - startTime ) ); + this.type = 'ExtrudeBufferGeometry'; -} + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; -ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; + this.addShapeList( shapes, options ); -ExtrudeBufferGeometry.prototype.getArrays = function () { + this.computeVertexNormals(); - var positionAttribute = this.getAttribute( "position" ); - var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : []; + // can't really use automatic vertex normals + // as then front and back sides get smoothed too + // should do separate smoothing just for sides - var uvAttribute = this.getAttribute( "uv" ); - var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : []; + //this.computeVertexNormals(); - var IndexAttribute = this.index; - var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : []; + //console.log( "took", ( Date.now() - startTime ) ); - return { - position: verticesArray, - uv: uvArray, - index: indicesArray - }; + } -}; + ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; -ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) { + ExtrudeBufferGeometry.prototype.getArrays = function () { - var sl = shapes.length; - options.arrays = this.getArrays(); + var positionAttribute = this.getAttribute( "position" ); + var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : []; - for ( var s = 0; s < sl; s ++ ) { + var uvAttribute = this.getAttribute( "uv" ); + var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : []; - var shape = shapes[ s ]; - this.addShape( shape, options ); + var IndexAttribute = this.index; + var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : []; - } + return { + position: verticesArray, + uv: uvArray, + index: indicesArray + }; - this.setIndex( options.arrays.index ); - this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) ); + }; -}; + ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) { -ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) { + var sl = shapes.length; + options.arrays = this.getArrays(); - var arrays = options.arrays ? options.arrays : this.getArrays(); - var verticesArray = arrays.position; - var indicesArray = arrays.index; - var uvArray = arrays.uv; + for ( var s = 0; s < sl; s ++ ) { - var placeholder = []; + var shape = shapes[ s ]; + this.addShape( shape, options ); + } - var amount = options.amount !== undefined ? options.amount : 100; + this.setIndex( options.arrays.index ); + this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) ); - var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 - var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 - var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + }; - var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false + ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) { - var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + var arrays = options.arrays ? options.arrays : this.getArrays(); + var verticesArray = arrays.position; + var indicesArray = arrays.index; + var uvArray = arrays.uv; - var steps = options.steps !== undefined ? options.steps : 1; + var placeholder = []; - var extrudePath = options.extrudePath; - var extrudePts, extrudeByPath = false; - // Use default WorldUVGenerator if no UV generators are specified. - var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator; + var amount = options.amount !== undefined ? options.amount : 100; - var splineTube, binormal, normal, position2; - if ( extrudePath ) { + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; - extrudePts = extrudePath.getSpacedPoints( steps ); + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - // SETUP TNB variables + var steps = options.steps !== undefined ? options.steps : 1; - // TODO1 - have a .isClosed in spline? + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; - splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false ); + // Use default WorldUVGenerator if no UV generators are specified. + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator; - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + var splineTube, binormal, normal, position2; + if ( extrudePath ) { - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); + extrudePts = extrudePath.getSpacedPoints( steps ); - } + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion - // Safeguards if bevels are not enabled + // SETUP TNB variables - if ( ! bevelEnabled ) { + // TODO1 - have a .isClosed in spline? - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; + splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false ); - } + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - // Variables initialization + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); - var ahole, h, hl; // looping of holes - var scope = this; + } - var shapePoints = shape.extractPoints( curveSegments ); + // Safeguards if bevels are not enabled - var vertices = shapePoints.shape; - var holes = shapePoints.holes; + if ( ! bevelEnabled ) { - var reverse = ! ShapeUtils.isClockWise( vertices ); + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; - if ( reverse ) { + } - vertices = vertices.reverse(); + // Variables initialization - // Maybe we should also check if holes are in the opposite direction, just to be safe ... + var ahole, h, hl; // looping of holes + var scope = this; - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + var shapePoints = shape.extractPoints( curveSegments ); - ahole = holes[ h ]; + var vertices = shapePoints.shape; + var holes = shapePoints.holes; - if ( ShapeUtils.isClockWise( ahole ) ) { + var reverse = ! ShapeUtils.isClockWise( vertices ); - holes[ h ] = ahole.reverse(); + if ( reverse ) { - } + vertices = vertices.reverse(); - } + // Maybe we should also check if holes are in the opposite direction, just to be safe ... - reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - } + ahole = holes[ h ]; + if ( ShapeUtils.isClockWise( ahole ) ) { - var faces = ShapeUtils.triangulateShape( vertices, holes ); + holes[ h ] = ahole.reverse(); - /* Vertices */ + } - var contour = vertices; // vertices has all points but contour has only points of circumference + } - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! - ahole = holes[ h ]; + } - vertices = vertices.concat( ahole ); - } + var faces = ShapeUtils.triangulateShape( vertices, holes ); + /* Vertices */ - function scalePt2( pt, vec, size ) { + var contour = vertices; // vertices has all points but contour has only points of circumference - if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - return vec.clone().multiplyScalar( size ).add( pt ); + ahole = holes[ h ]; - } + vertices = vertices.concat( ahole ); - var b, bs, t, z, - vert, vlen = vertices.length, - face, flen = faces.length; + } - // Find directions for point movement + function scalePt2( pt, vec, size ) { + if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); - function getBevelVec( inPt, inPrev, inNext ) { + return vec.clone().multiplyScalar( size ).add( pt ); - // computes for inPt the corresponding point inPt' on a new contour - // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two - // adjacent edges of inPt at a distance of 1 unit on the left side. + } - var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length; - // good reading for geometry algorithms (here: line-line intersection) - // http://geomalgorithms.com/a05-_intersect-1.html - var v_prev_x = inPt.x - inPrev.x, - v_prev_y = inPt.y - inPrev.y; - var v_next_x = inNext.x - inPt.x, - v_next_y = inNext.y - inPt.y; + // Find directions for point movement - var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - // check for collinear edges - var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + function getBevelVec( inPt, inPrev, inNext ) { - if ( Math.abs( collinear0 ) > Number.EPSILON ) { + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. - // not collinear + var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt - // length of vectors for normalizing + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html - var v_prev_len = Math.sqrt( v_prev_lensq ); - var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + var v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + var v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; - // shift adjacent points by unit vectors to the left + var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); - var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + // check for collinear edges + var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); - var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + if ( Math.abs( collinear0 ) > Number.EPSILON ) { - // scaling factor for v_prev to intersection point + // not collinear - var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / - ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + // length of vectors for normalizing - // vector from inPt to intersection point + var v_prev_len = Math.sqrt( v_prev_lensq ); + var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); - v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + // shift adjacent points by unit vectors to the left - // Don't normalize!, otherwise sharp corners become ugly - // but prevent crazy spikes - var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); - if ( v_trans_lensq <= 2 ) { + var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); - return new Vector2( v_trans_x, v_trans_y ); + var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - } else { + // scaling factor for v_prev to intersection point - shrink_by = Math.sqrt( v_trans_lensq / 2 ); + var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - } + // vector from inPt to intersection point - } else { + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - // handle special case of collinear edges + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { - var direction_eq = false; // assumes: opposite - if ( v_prev_x > Number.EPSILON ) { + return new Vector2( v_trans_x, v_trans_y ); - if ( v_next_x > Number.EPSILON ) { + } else { - direction_eq = true; + shrink_by = Math.sqrt( v_trans_lensq / 2 ); } } else { - if ( v_prev_x < - Number.EPSILON ) { + // handle special case of collinear edges - if ( v_next_x < - Number.EPSILON ) { + var direction_eq = false; // assumes: opposite + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { direction_eq = true; @@ -27083,213 +26641,225 @@ ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) { } else { - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + if ( v_prev_x < - Number.EPSILON ) { - direction_eq = true; + if ( v_next_x < - Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + + direction_eq = true; + + } } } - } + if ( direction_eq ) { - if ( direction_eq ) { + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); - // console.log("Warning: lines are a straight sequence"); - v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; - shrink_by = Math.sqrt( v_prev_lensq ); + } else { - } else { + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; - shrink_by = Math.sqrt( v_prev_lensq / 2 ); + } } + return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + } - return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); - } + var contourMovements = []; + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - var contourMovements = []; + if ( j === il ) j = 0; + if ( k === il ) k = 0; - for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) - if ( j === il ) j = 0; - if ( k === il ) k = 0; + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) + } - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + var holesMovements = [], + oneHoleMovements, verticesMovements = contourMovements.concat(); - } + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - var holesMovements = [], - oneHoleMovements, verticesMovements = contourMovements.concat(); + ahole = holes[ h ]; - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + oneHoleMovements = []; - ahole = holes[ h ]; + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - oneHoleMovements = []; + if ( j === il ) j = 0; + if ( k === il ) k = 0; - for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - if ( j === il ) j = 0; - if ( k === il ) k = 0; + } - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); } - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - - } + // Loop bevelSegments, 1 for the front, 1 for the back - // Loop bevelSegments, 1 for the front, 1 for the back + for ( b = 0; b < bevelSegments; b ++ ) { - for ( b = 0; b < bevelSegments; b ++ ) { + //for ( b = bevelSegments; b > 0; b -- ) { - //for ( b = bevelSegments; b > 0; b -- ) { + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); + // contract shape - // contract shape + for ( i = 0, il = contour.length; i < il; i ++ ) { - for ( i = 0, il = contour.length; i < il; i ++ ) { + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, - z ); - v( vert.x, vert.y, - z ); + } - } + // expand holes - // expand holes + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; + for ( i = 0, il = ahole.length; i < il; i ++ ) { - for ( i = 0, il = ahole.length; i < il; i ++ ) { + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + v( vert.x, vert.y, - z ); - v( vert.x, vert.y, - z ); + } } } - } + bs = bevelSize; - bs = bevelSize; + // Back facing vertices - // Back facing vertices + for ( i = 0; i < vlen; i ++ ) { - for ( i = 0; i < vlen; i ++ ) { + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + if ( ! extrudeByPath ) { - if ( ! extrudeByPath ) { + v( vert.x, vert.y, 0 ); - v( vert.x, vert.y, 0 ); + } else { - } else { + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + v( position2.x, position2.y, position2.z ); - v( position2.x, position2.y, position2.z ); + } } - } + // Add stepped vertices... + // Including front facing vertices - // Add stepped vertices... - // Including front facing vertices + var s; - var s; + for ( s = 1; s <= steps; s ++ ) { - for ( s = 1; s <= steps; s ++ ) { + for ( i = 0; i < vlen; i ++ ) { - for ( i = 0; i < vlen; i ++ ) { + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + if ( ! extrudeByPath ) { - if ( ! extrudeByPath ) { + v( vert.x, vert.y, amount / steps * s ); - v( vert.x, vert.y, amount / steps * s ); + } else { - } else { + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + v( position2.x, position2.y, position2.z ); - v( position2.x, position2.y, position2.z ); + } } } - } + // Add bevel segments planes - // Add bevel segments planes + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( b = bevelSegments - 1; b >= 0; b -- ) { + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); + // contract shape - // contract shape + for ( i = 0, il = contour.length; i < il; i ++ ) { - for ( i = 0, il = contour.length; i < il; i ++ ) { + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, amount + z ); + } - } + // expand holes - // expand holes + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; + for ( i = 0, il = ahole.length; i < il; i ++ ) { - for ( i = 0, il = ahole.length; i < il; i ++ ) { + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + if ( ! extrudeByPath ) { - if ( ! extrudeByPath ) { + v( vert.x, vert.y, amount + z ); - v( vert.x, vert.y, amount + z ); + } else { - } else { + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + } } @@ -27297,4480 +26867,4480 @@ ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) { } - } + /* Faces */ - /* Faces */ + // Top and bottom faces - // Top and bottom faces + buildLidFaces(); - buildLidFaces(); + // Sides faces - // Sides faces + buildSideFaces(); - buildSideFaces(); + ///// Internal functions - ///// Internal functions + function buildLidFaces() { - function buildLidFaces() { + var start = verticesArray.length/3; - var start = verticesArray.length/3; + if ( bevelEnabled ) { - if ( bevelEnabled ) { + var layer = 0; // steps + 1 + var offset = vlen * layer; - var layer = 0; // steps + 1 - var offset = vlen * layer; + // Bottom faces - // Bottom faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); - face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + } - } + layer = steps + bevelSegments * 2; + offset = vlen * layer; - layer = steps + bevelSegments * 2; - offset = vlen * layer; + // Top faces - // Top faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + } - } + } else { - } else { + // Bottom faces - // Bottom faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + } - } + // Top faces - // Top faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + } } + scope.addGroup( start, verticesArray.length/3 -start, options.material !== undefined ? options.material : 0); + } - scope.addGroup( start, verticesArray.length/3 -start, options.material !== undefined ? options.material : 0); + // Create faces for the z-sides of the shape - } + function buildSideFaces() { - // Create faces for the z-sides of the shape + var start = verticesArray.length/3; + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; - function buildSideFaces() { + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - var start = verticesArray.length/3; - var layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + //, true + layeroffset += ahole.length; - ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); + } + + + scope.addGroup( start, verticesArray.length/3 -start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1); - //, true - layeroffset += ahole.length; } + function sidewalls( contour, layeroffset ) { - scope.addGroup( start, verticesArray.length/3 -start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1); + var j, k; + i = contour.length; + while ( -- i >= 0 ) { - } + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; - function sidewalls( contour, layeroffset ) { + //console.log('b', i,j, i-1, k,vertices.length); - var j, k; - i = contour.length; + var s = 0, + sl = steps + bevelSegments * 2; - while ( -- i >= 0 ) { + for ( s = 0; s < sl; s ++ ) { - j = i; - k = i - 1; - if ( k < 0 ) k = contour.length - 1; + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); - //console.log('b', i,j, i-1, k,vertices.length); + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; - var s = 0, - sl = steps + bevelSegments * 2; + f4( a, b, c, d); - for ( s = 0; s < sl; s ++ ) { + } - var slen1 = vlen * s; - var slen2 = vlen * ( s + 1 ); + } - var a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; + } - f4( a, b, c, d, contour, s, sl, j, k ); + function v( x, y, z ) { - } + placeholder.push( x ); + placeholder.push( y ); + placeholder.push( z ); } - } - function v( x, y, z ) { + function f3( a, b, c ) { - placeholder.push( x ); - placeholder.push( y ); - placeholder.push( z ); + addVertex( a ); + addVertex( b ); + addVertex( c ); - } + var nextIndex = verticesArray.length / 3; + var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); - function f3( a, b, c ) { + } - addVertex( a ); - addVertex( b ); - addVertex( c ); + function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { - var nextIndex = verticesArray.length / 3; - var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + addVertex( a ); + addVertex( b ); + addVertex( d ); - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); + addVertex( b ); + addVertex( c ); + addVertex( d ); - } - function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { + var nextIndex = verticesArray.length / 3; + var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - addVertex( a ); - addVertex( b ); - addVertex( d ); + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 3 ] ); - addVertex( b ); - addVertex( c ); - addVertex( d ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + addUV( uvs[ 3 ] ); + } - var nextIndex = verticesArray.length / 3; - var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + function addVertex( index ) { - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 3 ] ); + indicesArray.push( verticesArray.length / 3 ); + verticesArray.push( placeholder[ index * 3 + 0 ] ); + verticesArray.push( placeholder[ index * 3 + 1 ] ); + verticesArray.push( placeholder[ index * 3 + 2 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - addUV( uvs[ 3 ] ); + } - } - function addVertex( index ) { + function addUV( vector2 ) { - indicesArray.push( verticesArray.length / 3 ); - verticesArray.push( placeholder[ index * 3 + 0 ] ); - verticesArray.push( placeholder[ index * 3 + 1 ] ); - verticesArray.push( placeholder[ index * 3 + 2 ] ); + uvArray.push( vector2.x ); + uvArray.push( vector2.y ); - } + } + if ( ! options.arrays ) { - function addUV( vector2 ) { + this.setIndex( indicesArray ); + this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) ); - uvArray.push( vector2.x ); - uvArray.push( vector2.y ); + } - } + }; - if ( ! options.arrays ) { + ExtrudeGeometry.WorldUVGenerator = { - this.setIndex( indicesArray ); - this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) ); + generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { - } + var a_x = vertices[ indexA * 3 ]; + var a_y = vertices[ indexA * 3 + 1 ]; + var b_x = vertices[ indexB * 3 ]; + var b_y = vertices[ indexB * 3 + 1 ]; + var c_x = vertices[ indexC * 3 ]; + var c_y = vertices[ indexC * 3 + 1 ]; + + return [ + new Vector2( a_x, a_y ), + new Vector2( b_x, b_y ), + new Vector2( c_x, c_y ) + ]; -}; + }, -ExtrudeGeometry.WorldUVGenerator = { + generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { + + var a_x = vertices[ indexA * 3 ]; + var a_y = vertices[ indexA * 3 + 1 ]; + var a_z = vertices[ indexA * 3 + 2 ]; + var b_x = vertices[ indexB * 3 ]; + var b_y = vertices[ indexB * 3 + 1 ]; + var b_z = vertices[ indexB * 3 + 2 ]; + var c_x = vertices[ indexC * 3 ]; + var c_y = vertices[ indexC * 3 + 1 ]; + var c_z = vertices[ indexC * 3 + 2 ]; + var d_x = vertices[ indexD * 3 ]; + var d_y = vertices[ indexD * 3 + 1 ]; + var d_z = vertices[ indexD * 3 + 2 ]; + + if ( Math.abs( a_y - b_y ) < 0.01 ) { + + return [ + new Vector2( a_x, 1 - a_z ), + new Vector2( b_x, 1 - b_z ), + new Vector2( c_x, 1 - c_z ), + new Vector2( d_x, 1 - d_z ) + ]; - generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { + } else { - var a_x = vertices[ indexA * 3 ]; - var a_y = vertices[ indexA * 3 + 1 ]; - var b_x = vertices[ indexB * 3 ]; - var b_y = vertices[ indexB * 3 + 1 ]; - var c_x = vertices[ indexC * 3 ]; - var c_y = vertices[ indexC * 3 + 1 ]; + return [ + new Vector2( a_y, 1 - a_z ), + new Vector2( b_y, 1 - b_z ), + new Vector2( c_y, 1 - c_z ), + new Vector2( d_y, 1 - d_z ) + ]; - return [ - new Vector2( a_x, a_y ), - new Vector2( b_x, b_y ), - new Vector2( c_x, c_y ) - ]; + } - }, + } + }; - generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * Text = 3D Text + * + * parameters = { + * font: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: // how far from text outline is bevel + * } + */ - var a_x = vertices[ indexA * 3 ]; - var a_y = vertices[ indexA * 3 + 1 ]; - var a_z = vertices[ indexA * 3 + 2 ]; - var b_x = vertices[ indexB * 3 ]; - var b_y = vertices[ indexB * 3 + 1 ]; - var b_z = vertices[ indexB * 3 + 2 ]; - var c_x = vertices[ indexC * 3 ]; - var c_y = vertices[ indexC * 3 + 1 ]; - var c_z = vertices[ indexC * 3 + 2 ]; - var d_x = vertices[ indexD * 3 ]; - var d_y = vertices[ indexD * 3 + 1 ]; - var d_z = vertices[ indexD * 3 + 2 ]; + // TextGeometry - if ( Math.abs( a_y - b_y ) < 0.01 ) { + function TextGeometry( text, parameters ) { - return [ - new Vector2( a_x, 1 - a_z ), - new Vector2( b_x, 1 - b_z ), - new Vector2( c_x, 1 - c_z ), - new Vector2( d_x, 1 - d_z ) - ]; + Geometry.call( this ); - } else { + this.type = 'TextGeometry'; - return [ - new Vector2( a_y, 1 - a_z ), - new Vector2( b_y, 1 - b_z ), - new Vector2( c_y, 1 - c_z ), - new Vector2( d_y, 1 - d_z ) - ]; + this.parameters = { + text: text, + parameters: parameters + }; - } + this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); + this.mergeVertices(); } -}; - -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author alteredq / http://alteredqualia.com/ - * - * Text = 3D Text - * - * parameters = { - * font: , // font - * - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: // how far from text outline is bevel - * } - */ - -// TextGeometry - -function TextGeometry( text, parameters ) { - - Geometry.call( this ); - - this.type = 'TextGeometry'; - - this.parameters = { - text: text, - parameters: parameters - }; - this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); - this.mergeVertices(); + TextGeometry.prototype = Object.create( Geometry.prototype ); + TextGeometry.prototype.constructor = TextGeometry; -} + // TextBufferGeometry -TextGeometry.prototype = Object.create( Geometry.prototype ); -TextGeometry.prototype.constructor = TextGeometry; + function TextBufferGeometry( text, parameters ) { -// TextBufferGeometry + parameters = parameters || {}; -function TextBufferGeometry( text, parameters ) { + var font = parameters.font; - parameters = parameters || {}; + if ( ( font && font.isFont ) === false ) { - var font = parameters.font; + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new Geometry(); - if ( ( font && font.isFont ) === false ) { + } - console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); - return new Geometry(); + var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); - } + // translate parameters to ExtrudeGeometry API - var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); + parameters.amount = parameters.height !== undefined ? parameters.height : 50; - // translate parameters to ExtrudeGeometry API + // defaults - parameters.amount = parameters.height !== undefined ? parameters.height : 50; + if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; + if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; + if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; - // defaults + ExtrudeBufferGeometry.call( this, shapes, parameters ); - if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; - if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; - if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + this.type = 'TextBufferGeometry'; - ExtrudeBufferGeometry.call( this, shapes, parameters ); + } - this.type = 'TextBufferGeometry'; + TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); + TextBufferGeometry.prototype.constructor = TextBufferGeometry; -} + /** + * @author mrdoob / http://mrdoob.com/ + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + */ -TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); -TextBufferGeometry.prototype.constructor = TextBufferGeometry; + // SphereGeometry -/** - * @author mrdoob / http://mrdoob.com/ - * @author benaadams / https://twitter.com/ben_a_adams - * @author Mugen87 / https://github.com/Mugen87 - */ + function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { -// SphereGeometry + Geometry.call( this ); -function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + this.type = 'SphereGeometry'; - Geometry.call( this ); + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - this.type = 'SphereGeometry'; + this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + this.mergeVertices(); - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + } - this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); - this.mergeVertices(); + SphereGeometry.prototype = Object.create( Geometry.prototype ); + SphereGeometry.prototype.constructor = SphereGeometry; -} + // SphereBufferGeometry -SphereGeometry.prototype = Object.create( Geometry.prototype ); -SphereGeometry.prototype.constructor = SphereGeometry; + function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { -// SphereBufferGeometry + BufferGeometry.call( this ); -function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + this.type = 'SphereBufferGeometry'; - BufferGeometry.call( this ); + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - this.type = 'SphereBufferGeometry'; + radius = radius || 50; - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); - radius = radius || 50; + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; - widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; - phiStart = phiStart !== undefined ? phiStart : 0; - phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + var thetaEnd = thetaStart + thetaLength; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + var ix, iy; - var thetaEnd = thetaStart + thetaLength; + var index = 0; + var grid = []; - var ix, iy; + var vertex = new Vector3(); + var normal = new Vector3(); - var index = 0; - var grid = []; + // buffers - var vertex = new Vector3(); - var normal = new Vector3(); + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // buffers + // generate vertices, normals and uvs - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + for ( iy = 0; iy <= heightSegments; iy ++ ) { - // generate vertices, normals and uvs + var verticesRow = []; - for ( iy = 0; iy <= heightSegments; iy ++ ) { + var v = iy / heightSegments; - var verticesRow = []; + for ( ix = 0; ix <= widthSegments; ix ++ ) { - var v = iy / heightSegments; + var u = ix / widthSegments; - for ( ix = 0; ix <= widthSegments; ix ++ ) { + // vertex - var u = ix / widthSegments; + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - // vertex + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); - vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + // normal - vertices.push( vertex.x, vertex.y, vertex.z ); + normal.set( vertex.x, vertex.y, vertex.z ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - // normal + // uv - normal.set( vertex.x, vertex.y, vertex.z ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + uvs.push( u, 1 - v ); - // uv + verticesRow.push( index ++ ); - uvs.push( u, 1 - v ); + } - verticesRow.push( index ++ ); + grid.push( verticesRow ); } - grid.push( verticesRow ); - - } + // indices - // indices + for ( iy = 0; iy < heightSegments; iy ++ ) { - for ( iy = 0; iy < heightSegments; iy ++ ) { + for ( ix = 0; ix < widthSegments; ix ++ ) { - for ( ix = 0; ix < widthSegments; ix ++ ) { + var a = grid[ iy ][ ix + 1 ]; + var b = grid[ iy ][ ix ]; + var c = grid[ iy + 1 ][ ix ]; + var d = grid[ iy + 1 ][ ix + 1 ]; - var a = grid[ iy ][ ix + 1 ]; - var b = grid[ iy ][ ix ]; - var c = grid[ iy + 1 ][ ix ]; - var d = grid[ iy + 1 ][ ix + 1 ]; + if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); - if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); - if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } -} + SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; -SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + /** + * @author Kaleb Murphy + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author Kaleb Murphy - * @author Mugen87 / https://github.com/Mugen87 - */ + // RingGeometry -// RingGeometry + function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { -function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'RingGeometry'; - this.type = 'RingGeometry'; + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + this.mergeVertices(); - this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); - this.mergeVertices(); + } -} + RingGeometry.prototype = Object.create( Geometry.prototype ); + RingGeometry.prototype.constructor = RingGeometry; -RingGeometry.prototype = Object.create( Geometry.prototype ); -RingGeometry.prototype.constructor = RingGeometry; + // RingBufferGeometry -// RingBufferGeometry + function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { -function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'RingBufferGeometry'; - this.type = 'RingBufferGeometry'; + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + innerRadius = innerRadius || 20; + outerRadius = outerRadius || 50; - innerRadius = innerRadius || 20; - outerRadius = outerRadius || 50; + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; - thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; - phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; + // buffers - // buffers + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // some helper variables - // some helper variables + var segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new Vector3(); + var uv = new Vector2(); + var j, i; - var segment; - var radius = innerRadius; - var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - var vertex = new Vector3(); - var uv = new Vector2(); - var j, i; + // generate vertices, normals and uvs - // generate vertices, normals and uvs + for ( j = 0; j <= phiSegments; j ++ ) { - for ( j = 0; j <= phiSegments; j ++ ) { + for ( i = 0; i <= thetaSegments; i ++ ) { - for ( i = 0; i <= thetaSegments; i ++ ) { + // values are generate from the inside of the ring to the outside - // values are generate from the inside of the ring to the outside + segment = thetaStart + i / thetaSegments * thetaLength; - segment = thetaStart + i / thetaSegments * thetaLength; + // vertex - // vertex + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertices.push( vertex.x, vertex.y, vertex.z ); + // normal - // normal + normals.push( 0, 0, 1 ); - normals.push( 0, 0, 1 ); + // uv - // uv + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; + uvs.push( uv.x, uv.y ); - uvs.push( uv.x, uv.y ); + } - } + // increase the radius for next row of vertices - // increase the radius for next row of vertices + radius += radiusStep; - radius += radiusStep; + } - } + // indices - // indices + for ( j = 0; j < phiSegments; j ++ ) { - for ( j = 0; j < phiSegments; j ++ ) { + var thetaSegmentLevel = j * ( thetaSegments + 1 ); - var thetaSegmentLevel = j * ( thetaSegments + 1 ); + for ( i = 0; i < thetaSegments; i ++ ) { - for ( i = 0; i < thetaSegments; i ++ ) { + segment = i + thetaSegmentLevel; - segment = i + thetaSegmentLevel; + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; - var a = segment; - var b = segment + thetaSegments + 1; - var c = segment + thetaSegments + 2; - var d = segment + 1; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } -} + RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + RingBufferGeometry.prototype.constructor = RingBufferGeometry; -RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -RingBufferGeometry.prototype.constructor = RingBufferGeometry; + /** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://clara.io + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author astrodud / http://astrodud.isgreat.org/ - * @author zz85 / https://github.com/zz85 - * @author bhouston / http://clara.io - * @author Mugen87 / https://github.com/Mugen87 - */ + // LatheGeometry -// LatheGeometry + function LatheGeometry( points, segments, phiStart, phiLength ) { -function LatheGeometry( points, segments, phiStart, phiLength ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'LatheGeometry'; - this.type = 'LatheGeometry'; + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); - this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); - this.mergeVertices(); + } -} + LatheGeometry.prototype = Object.create( Geometry.prototype ); + LatheGeometry.prototype.constructor = LatheGeometry; -LatheGeometry.prototype = Object.create( Geometry.prototype ); -LatheGeometry.prototype.constructor = LatheGeometry; + // LatheBufferGeometry -// LatheBufferGeometry + function LatheBufferGeometry( points, segments, phiStart, phiLength ) { -function LatheBufferGeometry( points, segments, phiStart, phiLength ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'LatheBufferGeometry'; - this.type = 'LatheBufferGeometry'; + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; - segments = Math.floor( segments ) || 12; - phiStart = phiStart || 0; - phiLength = phiLength || Math.PI * 2; + // clamp phiLength so it's in range of [ 0, 2PI ] - // clamp phiLength so it's in range of [ 0, 2PI ] + phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); - phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); + // buffers - // buffers + var indices = []; + var vertices = []; + var uvs = []; - var indices = []; - var vertices = []; - var uvs = []; + // helper variables - // helper variables + var base; + var inverseSegments = 1.0 / segments; + var vertex = new Vector3(); + var uv = new Vector2(); + var i, j; - var base; - var inverseSegments = 1.0 / segments; - var vertex = new Vector3(); - var uv = new Vector2(); - var i, j; + // generate vertices and uvs - // generate vertices and uvs + for ( i = 0; i <= segments; i ++ ) { - for ( i = 0; i <= segments; i ++ ) { + var phi = phiStart + i * inverseSegments * phiLength; - var phi = phiStart + i * inverseSegments * phiLength; + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); - var sin = Math.sin( phi ); - var cos = Math.cos( phi ); + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { - for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + // vertex - // vertex + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; + vertices.push( vertex.x, vertex.y, vertex.z ); - vertices.push( vertex.x, vertex.y, vertex.z ); + // uv - // uv + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); + uvs.push( uv.x, uv.y ); - uvs.push( uv.x, uv.y ); + } } - } + // indices - // indices + for ( i = 0; i < segments; i ++ ) { - for ( i = 0; i < segments; i ++ ) { + for ( j = 0; j < ( points.length - 1 ); j ++ ) { - for ( j = 0; j < ( points.length - 1 ); j ++ ) { + base = j + i * points.length; - base = j + i * points.length; + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; - var a = base; - var b = base + points.length; - var c = base + points.length + 1; - var d = base + 1; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // generate normals - // generate normals + this.computeVertexNormals(); - this.computeVertexNormals(); + // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). - // if the geometry is closed, we need to average the normals along the seam. - // because the corresponding vertices are identical (but still have different UVs). + if ( phiLength === Math.PI * 2 ) { - if ( phiLength === Math.PI * 2 ) { + var normals = this.attributes.normal.array; + var n1 = new Vector3(); + var n2 = new Vector3(); + var n = new Vector3(); - var normals = this.attributes.normal.array; - var n1 = new Vector3(); - var n2 = new Vector3(); - var n = new Vector3(); + // this is the buffer offset for the last line of vertices - // this is the buffer offset for the last line of vertices + base = segments * points.length * 3; - base = segments * points.length * 3; + for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { - for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + // select the normal of the vertex in the first line - // select the normal of the vertex in the first line + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; - n1.x = normals[ j + 0 ]; - n1.y = normals[ j + 1 ]; - n1.z = normals[ j + 2 ]; + // select the normal of the vertex in the last line - // select the normal of the vertex in the last line + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; - n2.x = normals[ base + j + 0 ]; - n2.y = normals[ base + j + 1 ]; - n2.z = normals[ base + j + 2 ]; + // average normals - // average normals + n.addVectors( n1, n2 ).normalize(); - n.addVectors( n1, n2 ).normalize(); + // assign the new values to both normals - // assign the new values to both normals + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; - normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; - normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; - normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + } } } -} + LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; -LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + /** + * @author jonobr1 / http://jonobr1.com + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author jonobr1 / http://jonobr1.com - * @author Mugen87 / https://github.com/Mugen87 - */ + // ShapeGeometry -// ShapeGeometry + function ShapeGeometry( shapes, curveSegments ) { -function ShapeGeometry( shapes, curveSegments ) { + Geometry.call( this ); - Geometry.call( this ); + this.type = 'ShapeGeometry'; - this.type = 'ShapeGeometry'; + if ( typeof curveSegments === 'object' ) { - if ( typeof curveSegments === 'object' ) { + console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); - console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); + curveSegments = curveSegments.curveSegments; - curveSegments = curveSegments.curveSegments; + } - } + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; + this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); + this.mergeVertices(); - this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); - this.mergeVertices(); + } -} + ShapeGeometry.prototype = Object.create( Geometry.prototype ); + ShapeGeometry.prototype.constructor = ShapeGeometry; -ShapeGeometry.prototype = Object.create( Geometry.prototype ); -ShapeGeometry.prototype.constructor = ShapeGeometry; + // ShapeBufferGeometry -// ShapeBufferGeometry + function ShapeBufferGeometry( shapes, curveSegments ) { -function ShapeBufferGeometry( shapes, curveSegments ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'ShapeBufferGeometry'; - this.type = 'ShapeBufferGeometry'; + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; + curveSegments = curveSegments || 12; - curveSegments = curveSegments || 12; + // buffers - // buffers + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // helper variables - // helper variables + var groupStart = 0; + var groupCount = 0; - var groupStart = 0; - var groupCount = 0; + // allow single and array values for "shapes" parameter - // allow single and array values for "shapes" parameter + if ( Array.isArray( shapes ) === false ) { - if ( Array.isArray( shapes ) === false ) { + addShape( shapes ); - addShape( shapes ); + } else { - } else { + for ( var i = 0; i < shapes.length; i ++ ) { - for ( var i = 0; i < shapes.length; i ++ ) { + addShape( shapes[ i ] ); - addShape( shapes[ i ] ); + this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support - this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support + groupStart += groupCount; + groupCount = 0; - groupStart += groupCount; - groupCount = 0; + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // helper functions - // helper functions + function addShape( shape ) { - function addShape( shape ) { + var i, l, shapeHole; - var i, l, shapeHole; + var indexOffset = vertices.length / 3; + var points = shape.extractPoints( curveSegments ); - var indexOffset = vertices.length / 3; - var points = shape.extractPoints( curveSegments ); + var shapeVertices = points.shape; + var shapeHoles = points.holes; - var shapeVertices = points.shape; - var shapeHoles = points.holes; + // check direction of vertices - // check direction of vertices + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { - if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + shapeVertices = shapeVertices.reverse(); - shapeVertices = shapeVertices.reverse(); + // also check if holes are in the opposite direction - // also check if holes are in the opposite direction + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + shapeHole = shapeHoles[ i ]; - shapeHole = shapeHoles[ i ]; + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { - if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + shapeHoles[ i ] = shapeHole.reverse(); - shapeHoles[ i ] = shapeHole.reverse(); + } } } - } + var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); - var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + // join vertices of inner and outer paths to a single array - // join vertices of inner and outer paths to a single array + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); - shapeHole = shapeHoles[ i ]; - shapeVertices = shapeVertices.concat( shapeHole ); + } - } + // vertices, normals, uvs - // vertices, normals, uvs + for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { - for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { + var vertex = shapeVertices[ i ]; - var vertex = shapeVertices[ i ]; + vertices.push( vertex.x, vertex.y, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( vertex.x, vertex.y ); // world uvs - vertices.push( vertex.x, vertex.y, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( vertex.x, vertex.y ); // world uvs + } - } + // incides - // incides + for ( i = 0, l = faces.length; i < l; i ++ ) { - for ( i = 0, l = faces.length; i < l; i ++ ) { + var face = faces[ i ]; - var face = faces[ i ]; + var a = face[ 0 ] + indexOffset; + var b = face[ 1 ] + indexOffset; + var c = face[ 2 ] + indexOffset; - var a = face[ 0 ] + indexOffset; - var b = face[ 1 ] + indexOffset; - var c = face[ 2 ] + indexOffset; + indices.push( a, b, c ); + groupCount += 3; - indices.push( a, b, c ); - groupCount += 3; + } } } -} + ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; -ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; + /** + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ -/** - * @author WestLangley / http://github.com/WestLangley - * @author Mugen87 / https://github.com/Mugen87 - */ + function EdgesGeometry( geometry, thresholdAngle ) { -function EdgesGeometry( geometry, thresholdAngle ) { + BufferGeometry.call( this ); - BufferGeometry.call( this ); + this.type = 'EdgesGeometry'; - this.type = 'EdgesGeometry'; + this.parameters = { + thresholdAngle: thresholdAngle + }; - this.parameters = { - thresholdAngle: thresholdAngle - }; + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; - thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + // buffer - // buffer + var vertices = []; - var vertices = []; + // helper variables - // helper variables + var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); + var edge = [ 0, 0 ], edges = {}, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; - var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); - var edge = [ 0, 0 ], edges = {}, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; + // prepare source geometry - // prepare source geometry + var geometry2; - var geometry2; + if ( geometry.isBufferGeometry ) { - if ( geometry.isBufferGeometry ) { + geometry2 = new Geometry(); + geometry2.fromBufferGeometry( geometry ); - geometry2 = new Geometry(); - geometry2.fromBufferGeometry( geometry ); + } else { - } else { + geometry2 = geometry.clone(); - geometry2 = geometry.clone(); + } - } + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); - geometry2.mergeVertices(); - geometry2.computeFaceNormals(); + var sourceVertices = geometry2.vertices; + var faces = geometry2.faces; - var sourceVertices = geometry2.vertices; - var faces = geometry2.faces; + // now create a data structure where each entry represents an edge with its adjoining faces - // now create a data structure where each entry represents an edge with its adjoining faces + for ( var i = 0, l = faces.length; i < l; i ++ ) { - for ( var i = 0, l = faces.length; i < l; i ++ ) { + var face = faces[ i ]; - var face = faces[ i ]; + for ( var j = 0; j < 3; j ++ ) { - for ( var j = 0; j < 3; j ++ ) { + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); + edge[ 1 ] = Math.max( edge1, edge2 ); - edge1 = face[ keys[ j ] ]; - edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); - edge[ 1 ] = Math.max( edge1, edge2 ); + key = edge[ 0 ] + ',' + edge[ 1 ]; - key = edge[ 0 ] + ',' + edge[ 1 ]; + if ( edges[ key ] === undefined ) { - if ( edges[ key ] === undefined ) { + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; + } else { - } else { + edges[ key ].face2 = i; - edges[ key ].face2 = i; + } } } - } + // generate vertices - // generate vertices + for ( key in edges ) { - for ( key in edges ) { + var e = edges[ key ]; - var e = edges[ key ]; + // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. - // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. + if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { - if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { + var vertex = sourceVertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); - var vertex = sourceVertices[ e.index1 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + vertex = sourceVertices[ e.index2 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex = sourceVertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + } } + // build geometry + + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + } - // build geometry + EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); + EdgesGeometry.prototype.constructor = EdgesGeometry; - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ -} + // CylinderGeometry -EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); -EdgesGeometry.prototype.constructor = EdgesGeometry; + function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ + Geometry.call( this ); -// CylinderGeometry + this.type = 'CylinderGeometry'; -function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - Geometry.call( this ); + this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); - this.type = 'CylinderGeometry'; + } - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + CylinderGeometry.prototype = Object.create( Geometry.prototype ); + CylinderGeometry.prototype.constructor = CylinderGeometry; - this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); - this.mergeVertices(); + // CylinderBufferGeometry -} + function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { -CylinderGeometry.prototype = Object.create( Geometry.prototype ); -CylinderGeometry.prototype.constructor = CylinderGeometry; + BufferGeometry.call( this ); -// CylinderBufferGeometry + this.type = 'CylinderBufferGeometry'; -function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - BufferGeometry.call( this ); + var scope = this; - this.type = 'CylinderBufferGeometry'; + radiusTop = radiusTop !== undefined ? radiusTop : 20; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; + height = height !== undefined ? height : 100; - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + radialSegments = Math.floor( radialSegments ) || 8; + heightSegments = Math.floor( heightSegments ) || 1; - var scope = this; + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0.0; + thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI; - radiusTop = radiusTop !== undefined ? radiusTop : 20; - radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; - height = height !== undefined ? height : 100; + // buffers - radialSegments = Math.floor( radialSegments ) || 8; - heightSegments = Math.floor( heightSegments ) || 1; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - openEnded = openEnded !== undefined ? openEnded : false; - thetaStart = thetaStart !== undefined ? thetaStart : 0.0; - thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI; + // helper variables - // buffers + var index = 0; + var indexArray = []; + var halfHeight = height / 2; + var groupStart = 0; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // generate geometry - // helper variables + generateTorso(); - var index = 0; - var indexArray = []; - var halfHeight = height / 2; - var groupStart = 0; + if ( openEnded === false ) { - // generate geometry + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); - generateTorso(); + } - if ( openEnded === false ) { + // build geometry - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - } + function generateTorso() { - // build geometry + var x, y; + var normal = new Vector3(); + var vertex = new Vector3(); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + var groupCount = 0; - function generateTorso() { + // this will be used to calculate the normal + var slope = ( radiusBottom - radiusTop ) / height; - var x, y; - var normal = new Vector3(); - var vertex = new Vector3(); + // generate vertices, normals and uvs - var groupCount = 0; + for ( y = 0; y <= heightSegments; y ++ ) { - // this will be used to calculate the normal - var slope = ( radiusBottom - radiusTop ) / height; + var indexRow = []; - // generate vertices, normals and uvs + var v = y / heightSegments; - for ( y = 0; y <= heightSegments; y ++ ) { + // calculate the radius of the current row - var indexRow = []; + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; - var v = y / heightSegments; + for ( x = 0; x <= radialSegments; x ++ ) { - // calculate the radius of the current row + var u = x / radialSegments; - var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + var theta = u * thetaLength + thetaStart; - for ( x = 0; x <= radialSegments; x ++ ) { + var sinTheta = Math.sin( theta ); + var cosTheta = Math.cos( theta ); - var u = x / radialSegments; + // vertex - var theta = u * thetaLength + thetaStart; + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); - var sinTheta = Math.sin( theta ); - var cosTheta = Math.cos( theta ); + // normal - // vertex + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - vertex.x = radius * sinTheta; - vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); + // uv - // normal + uvs.push( u, 1 - v ); - normal.set( sinTheta, slope, cosTheta ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + // save index of vertex in respective row - // uv + indexRow.push( index ++ ); - uvs.push( u, 1 - v ); + } - // save index of vertex in respective row + // now save vertices of the row in our index array - indexRow.push( index ++ ); + indexArray.push( indexRow ); } - // now save vertices of the row in our index array + // generate indices - indexArray.push( indexRow ); + for ( x = 0; x < radialSegments; x ++ ) { - } + for ( y = 0; y < heightSegments; y ++ ) { - // generate indices + // we use the index array to access the correct indices - for ( x = 0; x < radialSegments; x ++ ) { + var a = indexArray[ y ][ x ]; + var b = indexArray[ y + 1 ][ x ]; + var c = indexArray[ y + 1 ][ x + 1 ]; + var d = indexArray[ y ][ x + 1 ]; - for ( y = 0; y < heightSegments; y ++ ) { + // faces - // we use the index array to access the correct indices + indices.push( a, b, d ); + indices.push( b, c, d ); - var a = indexArray[ y ][ x ]; - var b = indexArray[ y + 1 ][ x ]; - var c = indexArray[ y + 1 ][ x + 1 ]; - var d = indexArray[ y ][ x + 1 ]; + // update group counter - // faces + groupCount += 6; - indices.push( a, b, d ); - indices.push( b, c, d ); + } + + } - // update group counter + // add a group to the geometry. this will ensure multi material support - groupCount += 6; + scope.addGroup( groupStart, groupCount, 0 ); - } + // calculate new start value for groups + + groupStart += groupCount; } - // add a group to the geometry. this will ensure multi material support + function generateCap( top ) { - scope.addGroup( groupStart, groupCount, 0 ); + var x, centerIndexStart, centerIndexEnd; - // calculate new start value for groups + var uv = new Vector2(); + var vertex = new Vector3(); - groupStart += groupCount; + var groupCount = 0; - } + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; - function generateCap( top ) { + // save the index of the first center vertex + centerIndexStart = index; - var x, centerIndexStart, centerIndexEnd; + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment - var uv = new Vector2(); - var vertex = new Vector3(); + for ( x = 1; x <= radialSegments; x ++ ) { - var groupCount = 0; + // vertex - var radius = ( top === true ) ? radiusTop : radiusBottom; - var sign = ( top === true ) ? 1 : - 1; + vertices.push( 0, halfHeight * sign, 0 ); - // save the index of the first center vertex - centerIndexStart = index; + // normal - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment + normals.push( 0, sign, 0 ); - for ( x = 1; x <= radialSegments; x ++ ) { + // uv - // vertex + uvs.push( 0.5, 0.5 ); - vertices.push( 0, halfHeight * sign, 0 ); + // increase index - // normal + index ++; - normals.push( 0, sign, 0 ); + } - // uv + // save the index of the last center vertex - uvs.push( 0.5, 0.5 ); + centerIndexEnd = index; - // increase index + // now we generate the surrounding vertices, normals and uvs - index ++; + for ( x = 0; x <= radialSegments; x ++ ) { - } + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; - // save the index of the last center vertex + var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); - centerIndexEnd = index; + // vertex - // now we generate the surrounding vertices, normals and uvs + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); - for ( x = 0; x <= radialSegments; x ++ ) { + // normal - var u = x / radialSegments; - var theta = u * thetaLength + thetaStart; + normals.push( 0, sign, 0 ); - var cosTheta = Math.cos( theta ); - var sinTheta = Math.sin( theta ); + // uv - // vertex + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); + // increase index - // normal + index ++; - normals.push( 0, sign, 0 ); + } - // uv + // generate indices - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.push( uv.x, uv.y ); + for ( x = 0; x < radialSegments; x ++ ) { - // increase index + var c = centerIndexStart + x; + var i = centerIndexEnd + x; - index ++; + if ( top === true ) { - } + // face top - // generate indices + indices.push( i, i + 1, c ); - for ( x = 0; x < radialSegments; x ++ ) { + } else { - var c = centerIndexStart + x; - var i = centerIndexEnd + x; + // face bottom - if ( top === true ) { + indices.push( i + 1, i, c ); - // face top + } - indices.push( i, i + 1, c ); + groupCount += 3; - } else { + } - // face bottom + // add a group to the geometry. this will ensure multi material support - indices.push( i + 1, i, c ); + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - } + // calculate new start value for groups - groupCount += 3; + groupStart += groupCount; } - // add a group to the geometry. this will ensure multi material support + } + + CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + + /** + * @author abelnation / http://github.com/abelnation + */ + + // ConeGeometry - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - // calculate new start value for groups + CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - groupStart += groupCount; + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; } -} + ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); + ConeGeometry.prototype.constructor = ConeGeometry; -CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + // ConeBufferGeometry -/** - * @author abelnation / http://github.com/abelnation - */ + function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { -// ConeGeometry + CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); -function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + this.type = 'ConeBufferGeometry'; - CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } - this.type = 'ConeGeometry'; + ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); + ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + /** + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + * @author hughes + */ -} + // CircleGeometry -ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); -ConeGeometry.prototype.constructor = ConeGeometry; + function CircleGeometry( radius, segments, thetaStart, thetaLength ) { -// ConeBufferGeometry + Geometry.call( this ); -function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + this.type = 'CircleGeometry'; - CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - this.type = 'ConeBufferGeometry'; + this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + this.mergeVertices(); - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + } -} + CircleGeometry.prototype = Object.create( Geometry.prototype ); + CircleGeometry.prototype.constructor = CircleGeometry; -ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); -ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + // CircleBufferGeometry -/** - * @author benaadams / https://twitter.com/ben_a_adams - * @author Mugen87 / https://github.com/Mugen87 - * @author hughes - */ + function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { -// CircleGeometry + BufferGeometry.call( this ); -function CircleGeometry( radius, segments, thetaStart, thetaLength ) { + this.type = 'CircleBufferGeometry'; - Geometry.call( this ); + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - this.type = 'CircleGeometry'; + radius = radius || 50; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); - this.mergeVertices(); + // buffers -} + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; -CircleGeometry.prototype = Object.create( Geometry.prototype ); -CircleGeometry.prototype.constructor = CircleGeometry; + // helper variables -// CircleBufferGeometry + var i, s; + var vertex = new Vector3(); + var uv = new Vector2(); -function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { + // center point - BufferGeometry.call( this ); + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); - this.type = 'CircleBufferGeometry'; + for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + var segment = thetaStart + s / segments * thetaLength; - radius = radius || 50; - segments = segments !== undefined ? Math.max( 3, segments ) : 8; + // vertex - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); - // buffers + vertices.push( vertex.x, vertex.y, vertex.z ); - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // normal - // helper variables + normals.push( 0, 0, 1 ); - var i, s; - var vertex = new Vector3(); - var uv = new Vector2(); + // uvs - // center point + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; - vertices.push( 0, 0, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( 0.5, 0.5 ); + uvs.push( uv.x, uv.y ); - for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { + } - var segment = thetaStart + s / segments * thetaLength; + // indices - // vertex + for ( i = 1; i <= segments; i ++ ) { - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); + indices.push( i, i + 1, 0 ); + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + + + + var Geometries = Object.freeze({ + WireframeGeometry: WireframeGeometry, + ParametricGeometry: ParametricGeometry, + ParametricBufferGeometry: ParametricBufferGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TetrahedronBufferGeometry: TetrahedronBufferGeometry, + OctahedronGeometry: OctahedronGeometry, + OctahedronBufferGeometry: OctahedronBufferGeometry, + IcosahedronGeometry: IcosahedronGeometry, + IcosahedronBufferGeometry: IcosahedronBufferGeometry, + DodecahedronGeometry: DodecahedronGeometry, + DodecahedronBufferGeometry: DodecahedronBufferGeometry, + PolyhedronGeometry: PolyhedronGeometry, + PolyhedronBufferGeometry: PolyhedronBufferGeometry, + TubeGeometry: TubeGeometry, + TubeBufferGeometry: TubeBufferGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TorusKnotBufferGeometry: TorusKnotBufferGeometry, + TorusGeometry: TorusGeometry, + TorusBufferGeometry: TorusBufferGeometry, + TextGeometry: TextGeometry, + TextBufferGeometry: TextBufferGeometry, + SphereGeometry: SphereGeometry, + SphereBufferGeometry: SphereBufferGeometry, + RingGeometry: RingGeometry, + RingBufferGeometry: RingBufferGeometry, + PlaneGeometry: PlaneGeometry, + PlaneBufferGeometry: PlaneBufferGeometry, + LatheGeometry: LatheGeometry, + LatheBufferGeometry: LatheBufferGeometry, + ShapeGeometry: ShapeGeometry, + ShapeBufferGeometry: ShapeBufferGeometry, + ExtrudeGeometry: ExtrudeGeometry, + ExtrudeBufferGeometry: ExtrudeBufferGeometry, + EdgesGeometry: EdgesGeometry, + ConeGeometry: ConeGeometry, + ConeBufferGeometry: ConeBufferGeometry, + CylinderGeometry: CylinderGeometry, + CylinderBufferGeometry: CylinderBufferGeometry, + CircleGeometry: CircleGeometry, + CircleBufferGeometry: CircleBufferGeometry, + BoxGeometry: BoxGeometry, + BoxBufferGeometry: BoxBufferGeometry + }); - vertices.push( vertex.x, vertex.y, vertex.z ); + /** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * opacity: + * } + */ - // normal + function ShadowMaterial( parameters ) { - normals.push( 0, 0, 1 ); + ShaderMaterial.call( this, { + uniforms: UniformsUtils.merge( [ + UniformsLib.lights, + { + opacity: { value: 1.0 } + } + ] ), + vertexShader: ShaderChunk[ 'shadow_vert' ], + fragmentShader: ShaderChunk[ 'shadow_frag' ] + } ); - // uvs + this.lights = true; + this.transparent = true; - uv.x = ( vertices[ i ] / radius + 1 ) / 2; - uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + Object.defineProperties( this, { + opacity: { + enumerable: true, + get: function () { + return this.uniforms.opacity.value; + }, + set: function ( value ) { + this.uniforms.opacity.value = value; + } + } + } ); - uvs.push( uv.x, uv.y ); + this.setValues( parameters ); } - // indices + ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype ); + ShadowMaterial.prototype.constructor = ShadowMaterial; - for ( i = 1; i <= segments; i ++ ) { + ShadowMaterial.prototype.isShadowMaterial = true; - indices.push( i, i + 1, 0 ); + /** + * @author mrdoob / http://mrdoob.com/ + */ - } + function RawShaderMaterial( parameters ) { - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - -} - -CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; - - - -var Geometries = Object.freeze({ - WireframeGeometry: WireframeGeometry, - ParametricGeometry: ParametricGeometry, - ParametricBufferGeometry: ParametricBufferGeometry, - TetrahedronGeometry: TetrahedronGeometry, - TetrahedronBufferGeometry: TetrahedronBufferGeometry, - OctahedronGeometry: OctahedronGeometry, - OctahedronBufferGeometry: OctahedronBufferGeometry, - IcosahedronGeometry: IcosahedronGeometry, - IcosahedronBufferGeometry: IcosahedronBufferGeometry, - DodecahedronGeometry: DodecahedronGeometry, - DodecahedronBufferGeometry: DodecahedronBufferGeometry, - PolyhedronGeometry: PolyhedronGeometry, - PolyhedronBufferGeometry: PolyhedronBufferGeometry, - TubeGeometry: TubeGeometry, - TubeBufferGeometry: TubeBufferGeometry, - TorusKnotGeometry: TorusKnotGeometry, - TorusKnotBufferGeometry: TorusKnotBufferGeometry, - TorusGeometry: TorusGeometry, - TorusBufferGeometry: TorusBufferGeometry, - TextGeometry: TextGeometry, - TextBufferGeometry: TextBufferGeometry, - SphereGeometry: SphereGeometry, - SphereBufferGeometry: SphereBufferGeometry, - RingGeometry: RingGeometry, - RingBufferGeometry: RingBufferGeometry, - PlaneGeometry: PlaneGeometry, - PlaneBufferGeometry: PlaneBufferGeometry, - LatheGeometry: LatheGeometry, - LatheBufferGeometry: LatheBufferGeometry, - ShapeGeometry: ShapeGeometry, - ShapeBufferGeometry: ShapeBufferGeometry, - ExtrudeGeometry: ExtrudeGeometry, - ExtrudeBufferGeometry: ExtrudeBufferGeometry, - EdgesGeometry: EdgesGeometry, - ConeGeometry: ConeGeometry, - ConeBufferGeometry: ConeBufferGeometry, - CylinderGeometry: CylinderGeometry, - CylinderBufferGeometry: CylinderBufferGeometry, - CircleGeometry: CircleGeometry, - CircleBufferGeometry: CircleBufferGeometry, - BoxGeometry: BoxGeometry, - BoxBufferGeometry: BoxBufferGeometry -}); - -/** - * @author mrdoob / http://mrdoob.com/ - * - * parameters = { - * opacity: - * } - */ - -function ShadowMaterial( parameters ) { - - ShaderMaterial.call( this, { - uniforms: UniformsUtils.merge( [ - UniformsLib.lights, - { - opacity: { value: 1.0 } - } - ] ), - vertexShader: ShaderChunk[ 'shadow_vert' ], - fragmentShader: ShaderChunk[ 'shadow_frag' ] - } ); + ShaderMaterial.call( this, parameters ); - this.lights = true; - this.transparent = true; + this.type = 'RawShaderMaterial'; - Object.defineProperties( this, { - opacity: { - enumerable: true, - get: function () { - return this.uniforms.opacity.value; - }, - set: function ( value ) { - this.uniforms.opacity.value = value; - } - } - } ); + } + + RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); + RawShaderMaterial.prototype.constructor = RawShaderMaterial; + + RawShaderMaterial.prototype.isRawShaderMaterial = true; + + /** + * @author WestLangley / http://github.com/WestLangley + * + * 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( ), + * 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: + * } + */ - this.setValues( parameters ); - -} - -ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype ); -ShadowMaterial.prototype.constructor = ShadowMaterial; - -ShadowMaterial.prototype.isShadowMaterial = true; - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function RawShaderMaterial( parameters ) { - - ShaderMaterial.call( this, parameters ); - - this.type = 'RawShaderMaterial'; - -} - -RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); -RawShaderMaterial.prototype.constructor = RawShaderMaterial; - -RawShaderMaterial.prototype.isRawShaderMaterial = true; - -/** - * @author WestLangley / http://github.com/WestLangley - * - * 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( ), - * 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: - * } - */ + function MeshStandardMaterial( parameters ) { -function MeshStandardMaterial( parameters ) { + Material.call( this ); - Material.call( this ); + this.defines = { 'STANDARD': '' }; - this.defines = { 'STANDARD': '' }; + this.type = 'MeshStandardMaterial'; - this.type = 'MeshStandardMaterial'; + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; - this.color = new Color( 0xffffff ); // diffuse - this.roughness = 0.5; - this.metalness = 0.5; + this.map = null; - this.map = null; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.bumpMap = null; + this.bumpScale = 1; - this.bumpMap = null; - this.bumpScale = 1; + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); - this.normalMap = null; - this.normalScale = new Vector2( 1, 1 ); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.roughnessMap = null; - this.roughnessMap = null; + this.metalnessMap = null; - this.metalnessMap = null; + this.alphaMap = null; - this.alphaMap = null; + this.envMap = null; + this.envMapIntensity = 1.0; - this.envMap = null; - this.envMapIntensity = 1.0; + this.refractionRatio = 0.98; - this.refractionRatio = 0.98; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.setValues( parameters ); - this.setValues( parameters ); + } -} + MeshStandardMaterial.prototype = Object.create( Material.prototype ); + MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; -MeshStandardMaterial.prototype = Object.create( Material.prototype ); -MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + MeshStandardMaterial.prototype.isMeshStandardMaterial = true; -MeshStandardMaterial.prototype.isMeshStandardMaterial = true; + MeshStandardMaterial.prototype.copy = function ( source ) { -MeshStandardMaterial.prototype.copy = function ( source ) { + Material.prototype.copy.call( this, source ); - Material.prototype.copy.call( this, source ); + this.defines = { 'STANDARD': '' }; - this.defines = { 'STANDARD': '' }; + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; - this.color.copy( source.color ); - this.roughness = source.roughness; - this.metalness = source.metalness; + this.map = source.map; - this.map = source.map; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; + this.roughnessMap = source.roughnessMap; - this.roughnessMap = source.roughnessMap; + this.metalnessMap = source.metalnessMap; - this.metalnessMap = source.metalnessMap; + this.alphaMap = source.alphaMap; - this.alphaMap = source.alphaMap; + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; - this.envMap = source.envMap; - this.envMapIntensity = source.envMapIntensity; + this.refractionRatio = source.refractionRatio; - this.refractionRatio = source.refractionRatio; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; - 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.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + return this; - return this; + }; -}; + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * reflectivity: + * } + */ -/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * reflectivity: - * } - */ + function MeshPhysicalMaterial( parameters ) { -function MeshPhysicalMaterial( parameters ) { + MeshStandardMaterial.call( this ); - MeshStandardMaterial.call( this ); + this.defines = { 'PHYSICAL': '' }; - this.defines = { 'PHYSICAL': '' }; + this.type = 'MeshPhysicalMaterial'; - this.type = 'MeshPhysicalMaterial'; + this.reflectivity = 0.5; // maps to F0 = 0.04 - this.reflectivity = 0.5; // maps to F0 = 0.04 + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; - this.clearCoat = 0.0; - this.clearCoatRoughness = 0.0; + this.setValues( parameters ); - this.setValues( parameters ); + } -} + MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); + MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; -MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); -MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; -MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + MeshPhysicalMaterial.prototype.copy = function ( source ) { -MeshPhysicalMaterial.prototype.copy = function ( source ) { + MeshStandardMaterial.prototype.copy.call( this, source ); - MeshStandardMaterial.prototype.copy.call( this, source ); + this.defines = { 'PHYSICAL': '' }; - this.defines = { 'PHYSICAL': '' }; + this.reflectivity = source.reflectivity; - this.reflectivity = source.reflectivity; + this.clearCoat = source.clearCoat; + this.clearCoatRoughness = source.clearCoatRoughness; - this.clearCoat = source.clearCoat; - this.clearCoatRoughness = source.clearCoatRoughness; + return this; - return this; + }; -}; + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * 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( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * specular: , - * shininess: , - * 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( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + function MeshPhongMaterial( parameters ) { -function MeshPhongMaterial( parameters ) { + Material.call( this ); - Material.call( this ); + this.type = 'MeshPhongMaterial'; - this.type = 'MeshPhongMaterial'; + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; - this.color = new Color( 0xffffff ); // diffuse - this.specular = new Color( 0x111111 ); - this.shininess = 30; + this.map = null; - this.map = null; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.bumpMap = null; + this.bumpScale = 1; - this.bumpMap = null; - this.bumpScale = 1; + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); - this.normalMap = null; - this.normalScale = new Vector2( 1, 1 ); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.specularMap = null; - this.specularMap = null; + this.alphaMap = null; - this.alphaMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; - 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.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.setValues( parameters ); - this.setValues( parameters ); + } -} + MeshPhongMaterial.prototype = Object.create( Material.prototype ); + MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; -MeshPhongMaterial.prototype = Object.create( Material.prototype ); -MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + MeshPhongMaterial.prototype.isMeshPhongMaterial = true; -MeshPhongMaterial.prototype.isMeshPhongMaterial = true; + MeshPhongMaterial.prototype.copy = function ( source ) { -MeshPhongMaterial.prototype.copy = function ( source ) { + Material.prototype.copy.call( this, source ); - Material.prototype.copy.call( this, source ); + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; + this.map = source.map; - this.map = source.map; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; + this.specularMap = source.specularMap; - this.specularMap = source.specularMap; + this.alphaMap = source.alphaMap; - this.alphaMap = source.alphaMap; + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; - 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.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.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + return this; - return this; + }; -}; + /** + * @author takahirox / http://github.com/takahirox + * + * parameters = { + * gradientMap: new THREE.Texture( ) + * } + */ -/** - * @author takahirox / http://github.com/takahirox - * - * parameters = { - * gradientMap: new THREE.Texture( ) - * } - */ + function MeshToonMaterial( parameters ) { -function MeshToonMaterial( parameters ) { + MeshPhongMaterial.call( this ); - MeshPhongMaterial.call( this ); + this.defines = { 'TOON': '' }; - this.defines = { 'TOON': '' }; + this.type = 'MeshToonMaterial'; - this.type = 'MeshToonMaterial'; + this.gradientMap = null; - this.gradientMap = null; + this.setValues( parameters ); - this.setValues( parameters ); + } -} + MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); + MeshToonMaterial.prototype.constructor = MeshToonMaterial; -MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); -MeshToonMaterial.prototype.constructor = MeshToonMaterial; + MeshToonMaterial.prototype.isMeshToonMaterial = true; -MeshToonMaterial.prototype.isMeshToonMaterial = true; + MeshToonMaterial.prototype.copy = function ( source ) { -MeshToonMaterial.prototype.copy = function ( source ) { + MeshPhongMaterial.prototype.copy.call( this, source ); - MeshPhongMaterial.prototype.copy.call( this, source ); + this.gradientMap = source.gradientMap; - this.gradientMap = source.gradientMap; + return this; - return this; + }; -}; + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * opacity: , + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * opacity: , - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + function MeshNormalMaterial( parameters ) { -function MeshNormalMaterial( parameters ) { + Material.call( this, parameters ); - Material.call( this, parameters ); + this.type = 'MeshNormalMaterial'; - this.type = 'MeshNormalMaterial'; + this.bumpMap = null; + this.bumpScale = 1; - this.bumpMap = null; - this.bumpScale = 1; + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); - this.normalMap = null; - this.normalScale = new Vector2( 1, 1 ); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.wireframe = false; + this.wireframeLinewidth = 1; - this.wireframe = false; - this.wireframeLinewidth = 1; + this.fog = false; + this.lights = false; - this.fog = false; - this.lights = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.setValues( parameters ); - this.setValues( parameters ); + } -} + MeshNormalMaterial.prototype = Object.create( Material.prototype ); + MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; -MeshNormalMaterial.prototype = Object.create( Material.prototype ); -MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; + MeshNormalMaterial.prototype.isMeshNormalMaterial = true; -MeshNormalMaterial.prototype.isMeshNormalMaterial = true; + MeshNormalMaterial.prototype.copy = function ( source ) { -MeshNormalMaterial.prototype.copy = function ( source ) { + Material.prototype.copy.call( this, source ); - Material.prototype.copy.call( this, source ); + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + return this; - return this; + }; -}; + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + function MeshLambertMaterial( parameters ) { -function MeshLambertMaterial( parameters ) { + Material.call( this ); - Material.call( this ); + this.type = 'MeshLambertMaterial'; - this.type = 'MeshLambertMaterial'; + this.color = new Color( 0xffffff ); // diffuse - this.color = new Color( 0xffffff ); // diffuse + this.map = null; - this.map = null; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.specularMap = null; - this.specularMap = null; + this.alphaMap = null; - this.alphaMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; - 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.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.setValues( parameters ); - this.setValues( parameters ); + } -} + MeshLambertMaterial.prototype = Object.create( Material.prototype ); + MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; -MeshLambertMaterial.prototype = Object.create( Material.prototype ); -MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; + MeshLambertMaterial.prototype.isMeshLambertMaterial = true; -MeshLambertMaterial.prototype.isMeshLambertMaterial = true; + MeshLambertMaterial.prototype.copy = function ( source ) { -MeshLambertMaterial.prototype.copy = function ( source ) { + Material.prototype.copy.call( this, source ); - Material.prototype.copy.call( this, source ); + this.color.copy( source.color ); - this.color.copy( source.color ); + this.map = source.map; - this.map = source.map; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; + this.specularMap = source.specularMap; - this.specularMap = source.specularMap; + this.alphaMap = source.alphaMap; - this.alphaMap = source.alphaMap; + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; - 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.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.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + return this; - return this; + }; -}; + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */ -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * - * scale: , - * dashSize: , - * gapSize: - * } - */ + function LineDashedMaterial( parameters ) { -function LineDashedMaterial( parameters ) { + Material.call( this ); - Material.call( this ); + this.type = 'LineDashedMaterial'; - this.type = 'LineDashedMaterial'; + this.color = new Color( 0xffffff ); - this.color = new Color( 0xffffff ); + this.linewidth = 1; - this.linewidth = 1; + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; + this.lights = false; - this.lights = false; + this.setValues( parameters ); - this.setValues( parameters ); + } -} + LineDashedMaterial.prototype = Object.create( Material.prototype ); + LineDashedMaterial.prototype.constructor = LineDashedMaterial; -LineDashedMaterial.prototype = Object.create( Material.prototype ); -LineDashedMaterial.prototype.constructor = LineDashedMaterial; + LineDashedMaterial.prototype.isLineDashedMaterial = true; -LineDashedMaterial.prototype.isLineDashedMaterial = true; + LineDashedMaterial.prototype.copy = function ( source ) { -LineDashedMaterial.prototype.copy = function ( source ) { + Material.prototype.copy.call( this, source ); - Material.prototype.copy.call( this, source ); + this.color.copy( source.color ); - this.color.copy( source.color ); + this.linewidth = source.linewidth; - this.linewidth = source.linewidth; + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; + return this; - return this; + }; -}; + var Materials = Object.freeze({ + ShadowMaterial: ShadowMaterial, + SpriteMaterial: SpriteMaterial, + RawShaderMaterial: RawShaderMaterial, + ShaderMaterial: ShaderMaterial, + PointsMaterial: PointsMaterial, + MeshPhysicalMaterial: MeshPhysicalMaterial, + MeshStandardMaterial: MeshStandardMaterial, + MeshPhongMaterial: MeshPhongMaterial, + MeshToonMaterial: MeshToonMaterial, + MeshNormalMaterial: MeshNormalMaterial, + MeshLambertMaterial: MeshLambertMaterial, + MeshDepthMaterial: MeshDepthMaterial, + MeshBasicMaterial: MeshBasicMaterial, + LineDashedMaterial: LineDashedMaterial, + LineBasicMaterial: LineBasicMaterial, + Material: Material + }); -var Materials = Object.freeze({ - ShadowMaterial: ShadowMaterial, - SpriteMaterial: SpriteMaterial, - RawShaderMaterial: RawShaderMaterial, - ShaderMaterial: ShaderMaterial, - PointsMaterial: PointsMaterial, - MeshPhysicalMaterial: MeshPhysicalMaterial, - MeshStandardMaterial: MeshStandardMaterial, - MeshPhongMaterial: MeshPhongMaterial, - MeshToonMaterial: MeshToonMaterial, - MeshNormalMaterial: MeshNormalMaterial, - MeshLambertMaterial: MeshLambertMaterial, - MeshDepthMaterial: MeshDepthMaterial, - MeshBasicMaterial: MeshBasicMaterial, - LineDashedMaterial: LineDashedMaterial, - LineBasicMaterial: LineBasicMaterial, - Material: Material -}); + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + var Cache = { -var Cache = { + enabled: false, - enabled: false, + files: {}, - files: {}, + add: function ( key, file ) { - add: function ( key, file ) { + if ( this.enabled === false ) return; - if ( this.enabled === false ) return; + // console.log( 'THREE.Cache', 'Adding key:', key ); - // console.log( 'THREE.Cache', 'Adding key:', key ); + this.files[ key ] = file; - this.files[ key ] = file; + }, - }, + get: function ( key ) { - get: function ( key ) { + if ( this.enabled === false ) return; - if ( this.enabled === false ) return; + // console.log( 'THREE.Cache', 'Checking key:', key ); - // console.log( 'THREE.Cache', 'Checking key:', key ); + return this.files[ key ]; - return this.files[ key ]; + }, - }, + remove: function ( key ) { - remove: function ( key ) { + delete this.files[ key ]; - delete this.files[ key ]; + }, - }, + clear: function () { - clear: function () { + this.files = {}; - this.files = {}; + } - } + }; -}; + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function LoadingManager( onLoad, onProgress, onError ) { -function LoadingManager( onLoad, onProgress, onError ) { + var scope = this; - var scope = this; + var isLoading = false, itemsLoaded = 0, itemsTotal = 0; - var isLoading = false, itemsLoaded = 0, itemsTotal = 0; + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; - this.onStart = undefined; - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; + this.itemStart = function ( url ) { - this.itemStart = function ( url ) { + itemsTotal ++; - itemsTotal ++; + if ( isLoading === false ) { - if ( isLoading === false ) { + if ( scope.onStart !== undefined ) { - if ( scope.onStart !== undefined ) { + scope.onStart( url, itemsLoaded, itemsTotal ); - scope.onStart( url, itemsLoaded, itemsTotal ); + } } - } + isLoading = true; - isLoading = true; + }; - }; + this.itemEnd = function ( url ) { - this.itemEnd = function ( url ) { + itemsLoaded ++; - itemsLoaded ++; + if ( scope.onProgress !== undefined ) { - if ( scope.onProgress !== undefined ) { + scope.onProgress( url, itemsLoaded, itemsTotal ); - scope.onProgress( url, itemsLoaded, itemsTotal ); + } - } + if ( itemsLoaded === itemsTotal ) { - if ( itemsLoaded === itemsTotal ) { + isLoading = false; - isLoading = false; + if ( scope.onLoad !== undefined ) { - if ( scope.onLoad !== undefined ) { + scope.onLoad(); - scope.onLoad(); + } } - } + }; - }; + this.itemError = function ( url ) { - this.itemError = function ( url ) { + if ( scope.onError !== undefined ) { - if ( scope.onError !== undefined ) { + scope.onError( url ); - scope.onError( url ); + } - } + }; - }; + } -} + var DefaultLoadingManager = new LoadingManager(); -var DefaultLoadingManager = new LoadingManager(); + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function FileLoader( manager ) { -function FileLoader( manager ) { + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + } -} + Object.assign( FileLoader.prototype, { -Object.assign( FileLoader.prototype, { + load: function ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + if ( url === undefined ) url = ''; - if ( url === undefined ) url = ''; + if ( this.path !== undefined ) url = this.path + url; - if ( this.path !== undefined ) url = this.path + url; + var scope = this; - var scope = this; + var cached = Cache.get( url ); - var cached = Cache.get( url ); + if ( cached !== undefined ) { - if ( cached !== undefined ) { + scope.manager.itemStart( url ); - scope.manager.itemStart( url ); + setTimeout( function () { - setTimeout( function () { + if ( onLoad ) onLoad( cached ); - if ( onLoad ) onLoad( cached ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + }, 0 ); - }, 0 ); + return cached; - return cached; + } - } + // Check for data: URI + var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; + var dataUriRegexResult = url.match( dataUriRegex ); - // Check for data: URI - var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; - var dataUriRegexResult = url.match( dataUriRegex ); + // Safari can not handle Data URIs through XMLHttpRequest so process manually + if ( dataUriRegexResult ) { - // Safari can not handle Data URIs through XMLHttpRequest so process manually - if ( dataUriRegexResult ) { + var mimeType = dataUriRegexResult[ 1 ]; + var isBase64 = !! dataUriRegexResult[ 2 ]; + var data = dataUriRegexResult[ 3 ]; - var mimeType = dataUriRegexResult[ 1 ]; - var isBase64 = !! dataUriRegexResult[ 2 ]; - var data = dataUriRegexResult[ 3 ]; + data = window.decodeURIComponent( data ); - data = window.decodeURIComponent( data ); + if ( isBase64 ) data = window.atob( data ); - if ( isBase64 ) data = window.atob( data ); + try { - try { + var response; + var responseType = ( this.responseType || '' ).toLowerCase(); - var response; - var responseType = ( this.responseType || '' ).toLowerCase(); + switch ( responseType ) { - switch ( responseType ) { + case 'arraybuffer': + case 'blob': - case 'arraybuffer': - case 'blob': + response = new ArrayBuffer( data.length ); - response = new ArrayBuffer( data.length ); + var view = new Uint8Array( response ); - var view = new Uint8Array( response ); + for ( var i = 0; i < data.length; i ++ ) { - for ( var i = 0; i < data.length; i ++ ) { + view[ i ] = data.charCodeAt( i ); - view[ i ] = data.charCodeAt( i ); + } - } + if ( responseType === 'blob' ) { - if ( responseType === 'blob' ) { + response = new Blob( [ response ], { type: mimeType } ); - response = new Blob( [ response ], { type: mimeType } ); + } - } + break; - break; + case 'document': - case 'document': + var parser = new DOMParser(); + response = parser.parseFromString( data, mimeType ); - var parser = new DOMParser(); - response = parser.parseFromString( data, mimeType ); + break; - break; + case 'json': - case 'json': + response = JSON.parse( data ); - response = JSON.parse( data ); + break; - break; + default: // 'text' or other - default: // 'text' or other + response = data; - response = data; + break; - break; + } - } + // Wait for next browser tick + window.setTimeout( function () { - // Wait for next browser tick - window.setTimeout( function () { + if ( onLoad ) onLoad( response ); - if ( onLoad ) onLoad( response ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + }, 0 ); - }, 0 ); + } catch ( error ) { - } catch ( error ) { + // Wait for next browser tick + window.setTimeout( function () { - // Wait for next browser tick - window.setTimeout( function () { + if ( onError ) onError( error ); - if ( onError ) onError( error ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + }, 0 ); - }, 0 ); + } - } + } else { - } else { + var request = new XMLHttpRequest(); + request.open( 'GET', url, true ); - var request = new XMLHttpRequest(); - request.open( 'GET', url, true ); + request.addEventListener( 'load', function ( event ) { - request.addEventListener( 'load', function ( event ) { + var response = event.target.response; - var response = event.target.response; + Cache.add( url, response ); - Cache.add( url, response ); + if ( this.status === 200 ) { - if ( this.status === 200 ) { + if ( onLoad ) onLoad( response ); - if ( onLoad ) onLoad( response ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + } else if ( this.status === 0 ) { - } else if ( this.status === 0 ) { + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. - // Some browsers return HTTP Status 0 when using non-http protocol - // e.g. 'file://' or 'data://'. Handle as success. + console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); - console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + if ( onLoad ) onLoad( response ); - if ( onLoad ) onLoad( response ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + } else { - } else { + if ( onError ) onError( event ); - if ( onError ) onError( event ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + } - } + }, false ); - }, false ); + if ( onProgress !== undefined ) { - if ( onProgress !== undefined ) { + request.addEventListener( 'progress', function ( event ) { - request.addEventListener( 'progress', function ( event ) { + onProgress( event ); - onProgress( event ); + }, false ); - }, false ); + } - } + request.addEventListener( 'error', function ( event ) { - request.addEventListener( 'error', function ( event ) { + if ( onError ) onError( event ); - if ( onError ) onError( event ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + }, false ); - }, false ); + if ( this.responseType !== undefined ) request.responseType = this.responseType; + if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; - 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' ); - if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); + for ( var header in this.requestHeader ) { - for ( var header in this.requestHeader ) { + request.setRequestHeader( header, this.requestHeader[ header ] ); - request.setRequestHeader( header, this.requestHeader[ header ] ); + } - } + request.send( null ); - request.send( null ); + } - } + scope.manager.itemStart( url ); - scope.manager.itemStart( url ); + return request; - return request; + }, - }, + setPath: function ( value ) { - setPath: function ( value ) { + this.path = value; + return this; - this.path = value; - return this; + }, - }, + setResponseType: function ( value ) { - setResponseType: function ( value ) { + this.responseType = value; + return this; - this.responseType = value; - return this; + }, - }, + setWithCredentials: function ( value ) { - setWithCredentials: function ( value ) { + this.withCredentials = value; + return this; - this.withCredentials = value; - return this; + }, - }, + setMimeType: function ( value ) { - setMimeType: function ( value ) { + this.mimeType = value; + return this; - this.mimeType = value; - return this; + }, - }, + setRequestHeader: function ( value ) { - setRequestHeader: function ( value ) { + this.requestHeader = value; + return this; - this.requestHeader = value; - return this; + } - } + } ); -} ); + /** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + */ -/** - * @author mrdoob / http://mrdoob.com/ - * - * Abstract Base class to block based textures loader (dds, pvr, ...) - */ + function CompressedTextureLoader( manager ) { -function CompressedTextureLoader( manager ) { + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + // override in sub classes + this._parser = null; - // override in sub classes - this._parser = null; + } -} + Object.assign( CompressedTextureLoader.prototype, { -Object.assign( CompressedTextureLoader.prototype, { + load: function ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + var scope = this; - var scope = this; + var images = []; - var images = []; + var texture = new CompressedTexture(); + texture.image = images; - var texture = new CompressedTexture(); - texture.image = images; + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); - var loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); + function loadTexture( i ) { - function loadTexture( i ) { + loader.load( url[ i ], function ( buffer ) { - loader.load( url[ i ], function ( buffer ) { + var texDatas = scope._parser( buffer, true ); - var texDatas = scope._parser( buffer, true ); + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; - images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; + loaded += 1; - loaded += 1; + if ( loaded === 6 ) { - if ( loaded === 6 ) { + if ( texDatas.mipmapCount === 1 ) + texture.minFilter = LinearFilter; - if ( texDatas.mipmapCount === 1 ) - texture.minFilter = LinearFilter; + texture.format = texDatas.format; + texture.needsUpdate = true; - texture.format = texDatas.format; - texture.needsUpdate = true; + if ( onLoad ) onLoad( texture ); - if ( onLoad ) onLoad( texture ); + } - } + }, onProgress, onError ); - }, onProgress, onError ); + } - } + if ( Array.isArray( url ) ) { - if ( Array.isArray( url ) ) { + var loaded = 0; - var loaded = 0; + for ( var i = 0, il = url.length; i < il; ++ i ) { - for ( var i = 0, il = url.length; i < il; ++ i ) { + loadTexture( i ); - loadTexture( i ); + } - } + } else { - } else { + // compressed cubemap texture stored in a single DDS file - // compressed cubemap texture stored in a single DDS file + loader.load( url, function ( buffer ) { - loader.load( url, function ( buffer ) { + var texDatas = scope._parser( buffer, true ); - var texDatas = scope._parser( buffer, true ); + if ( texDatas.isCubemap ) { - if ( texDatas.isCubemap ) { + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; - var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + for ( var f = 0; f < faces; f ++ ) { - for ( var f = 0; f < faces; f ++ ) { + images[ f ] = { mipmaps : [] }; - images[ f ] = { mipmaps : [] }; + for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { - for ( var 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; - 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; + } } + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + } - } else { + if ( texDatas.mipmapCount === 1 ) { - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; + texture.minFilter = LinearFilter; - } + } - if ( texDatas.mipmapCount === 1 ) { + texture.format = texDatas.format; + texture.needsUpdate = true; - texture.minFilter = LinearFilter; + if ( onLoad ) onLoad( texture ); - } + }, onProgress, onError ); - texture.format = texDatas.format; - texture.needsUpdate = true; + } - if ( onLoad ) onLoad( texture ); + return texture; - }, onProgress, onError ); + }, + + setPath: function ( value ) { + + this.path = value; + return this; } - return texture; + } ); + + /** + * @author Nikos M. / https://github.com/foo123/ + * + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + */ - }, + function DataTextureLoader( manager ) { - setPath: function ( value ) { + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - this.path = value; - return this; + // override in sub classes + this._parser = null; } -} ); - -/** - * @author Nikos M. / https://github.com/foo123/ - * - * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) - */ + Object.assign( DataTextureLoader.prototype, { -function DataTextureLoader( manager ) { + load: function ( url, onLoad, onProgress, onError ) { - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + var scope = this; - // override in sub classes - this._parser = null; + var texture = new DataTexture(); -} + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); -Object.assign( DataTextureLoader.prototype, { + loader.load( url, function ( buffer ) { - load: function ( url, onLoad, onProgress, onError ) { + var texData = scope._parser( buffer ); - var scope = this; + if ( ! texData ) return; - var texture = new DataTexture(); + if ( undefined !== texData.image ) { - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); + texture.image = texData.image; - loader.load( url, function ( buffer ) { + } else if ( undefined !== texData.data ) { - var texData = scope._parser( buffer ); + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; - if ( ! texData ) return; + } - if ( undefined !== texData.image ) { + texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; - texture.image = texData.image; + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; - } else if ( undefined !== texData.data ) { + texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; + if ( undefined !== texData.format ) { - } + texture.format = texData.format; - texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; + } + if ( undefined !== texData.type ) { - texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; - texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; + texture.type = texData.type; - texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; + } - if ( undefined !== texData.format ) { + if ( undefined !== texData.mipmaps ) { - texture.format = texData.format; + texture.mipmaps = texData.mipmaps; - } - if ( undefined !== texData.type ) { + } - texture.type = texData.type; + if ( 1 === texData.mipmapCount ) { - } + texture.minFilter = LinearFilter; - if ( undefined !== texData.mipmaps ) { + } - texture.mipmaps = texData.mipmaps; + texture.needsUpdate = true; - } + if ( onLoad ) onLoad( texture, texData ); - if ( 1 === texData.mipmapCount ) { + }, onProgress, onError ); - texture.minFilter = LinearFilter; - } + return texture; - texture.needsUpdate = true; + } - if ( onLoad ) onLoad( texture, texData ); + } ); - }, onProgress, onError ); + /** + * @author mrdoob / http://mrdoob.com/ + */ + function ImageLoader( manager ) { - return texture; + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; } -} ); + Object.assign( ImageLoader.prototype, { -/** - * @author mrdoob / http://mrdoob.com/ - */ + load: function ( url, onLoad, onProgress, onError ) { -function ImageLoader( manager ) { + if ( url === undefined ) url = ''; - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + if ( this.path !== undefined ) url = this.path + url; -} + var scope = this; -Object.assign( ImageLoader.prototype, { + var cached = Cache.get( url ); - load: function ( url, onLoad, onProgress, onError ) { + if ( cached !== undefined ) { - if ( url === undefined ) url = ''; + scope.manager.itemStart( url ); - if ( this.path !== undefined ) url = this.path + url; + setTimeout( function () { - var scope = this; + if ( onLoad ) onLoad( cached ); - var cached = Cache.get( url ); + scope.manager.itemEnd( url ); - if ( cached !== undefined ) { + }, 0 ); - scope.manager.itemStart( url ); + return cached; - setTimeout( function () { + } - if ( onLoad ) onLoad( cached ); + var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); - scope.manager.itemEnd( url ); + image.addEventListener( 'load', function () { - }, 0 ); + Cache.add( url, this ); - return cached; + if ( onLoad ) onLoad( this ); - } + scope.manager.itemEnd( url ); - var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + }, false ); - image.addEventListener( 'load', function () { + /* + image.addEventListener( 'progress', function ( event ) { - Cache.add( url, this ); + if ( onProgress ) onProgress( event ); - if ( onLoad ) onLoad( this ); + }, false ); + */ - scope.manager.itemEnd( url ); + image.addEventListener( 'error', function ( event ) { - }, false ); + if ( onError ) onError( event ); - /* - image.addEventListener( 'progress', function ( event ) { + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - if ( onProgress ) onProgress( event ); + }, false ); - }, false ); - */ + if ( url.substr( 0, 5 ) !== 'data:' ) { - image.addEventListener( 'error', function ( event ) { + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; - if ( onError ) onError( event ); + } - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + scope.manager.itemStart( url ); - }, false ); + image.src = url; - if ( url.substr( 0, 5 ) !== 'data:' ) { + return image; - if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + }, - } + setCrossOrigin: function ( value ) { - scope.manager.itemStart( url ); + this.crossOrigin = value; + return this; - image.src = url; + }, - return image; + setPath: function ( value ) { - }, + this.path = value; + return this; - setCrossOrigin: function ( value ) { + } - this.crossOrigin = value; - return this; + } ); - }, + /** + * @author mrdoob / http://mrdoob.com/ + */ - setPath: function ( value ) { + function CubeTextureLoader( manager ) { - this.path = value; - return this; + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; } -} ); + Object.assign( CubeTextureLoader.prototype, { -/** - * @author mrdoob / http://mrdoob.com/ - */ + load: function ( urls, onLoad, onProgress, onError ) { -function CubeTextureLoader( manager ) { + var texture = new CubeTexture(); - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); -} + var loaded = 0; -Object.assign( CubeTextureLoader.prototype, { + function loadTexture( i ) { - load: function ( urls, onLoad, onProgress, onError ) { + loader.load( urls[ i ], function ( image ) { - var texture = new CubeTexture(); + texture.images[ i ] = image; - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); + loaded ++; - var loaded = 0; + if ( loaded === 6 ) { - function loadTexture( i ) { + texture.needsUpdate = true; - loader.load( urls[ i ], function ( image ) { + if ( onLoad ) onLoad( texture ); - texture.images[ i ] = image; + } - loaded ++; + }, undefined, onError ); - if ( loaded === 6 ) { + } - texture.needsUpdate = true; + for ( var i = 0; i < urls.length; ++ i ) { - if ( onLoad ) onLoad( texture ); + loadTexture( i ); - } + } - }, undefined, onError ); + return texture; - } + }, - for ( var i = 0; i < urls.length; ++ i ) { + setCrossOrigin: function ( value ) { - loadTexture( i ); + this.crossOrigin = value; + return this; - } + }, - return texture; + setPath: function ( value ) { - }, + this.path = value; + return this; - setCrossOrigin: function ( value ) { + } - this.crossOrigin = value; - return this; + } ); - }, + /** + * @author mrdoob / http://mrdoob.com/ + */ - setPath: function ( value ) { + function TextureLoader( manager ) { - this.path = value; - return this; + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; } -} ); + Object.assign( TextureLoader.prototype, { -/** - * @author mrdoob / http://mrdoob.com/ - */ + load: function ( url, onLoad, onProgress, onError ) { -function TextureLoader( manager ) { + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + var texture = new Texture(); + texture.image = loader.load( url, function () { -} + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; -Object.assign( TextureLoader.prototype, { + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; - load: function ( url, onLoad, onProgress, onError ) { + if ( onLoad !== undefined ) { - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); + onLoad( texture ); - var texture = new Texture(); - texture.image = loader.load( url, function () { + } - // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. - var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + }, onProgress, onError ); - texture.format = isJPEG ? RGBFormat : RGBAFormat; - texture.needsUpdate = true; + return texture; - if ( onLoad !== undefined ) { + }, - onLoad( texture ); + setCrossOrigin: function ( value ) { - } + this.crossOrigin = value; + return this; - }, onProgress, onError ); + }, - return texture; + setPath: function ( value ) { - }, + this.path = value; + return this; - setCrossOrigin: function ( value ) { + } - this.crossOrigin = value; - return this; + } ); - }, + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ - setPath: function ( value ) { + function Light( color, intensity ) { - this.path = value; - return this; + Object3D.call( this ); - } + this.type = 'Light'; -} ); + this.color = new Color( color ); + this.intensity = intensity !== undefined ? intensity : 1; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + this.receiveShadow = undefined; -function Light( color, intensity ) { + } - Object3D.call( this ); + Light.prototype = Object.assign( Object.create( Object3D.prototype ), { - this.type = 'Light'; + constructor: Light, - this.color = new Color( color ); - this.intensity = intensity !== undefined ? intensity : 1; + isLight: true, - this.receiveShadow = undefined; + copy: function ( source ) { -} + Object3D.prototype.copy.call( this, source ); -Light.prototype = Object.assign( Object.create( Object3D.prototype ), { + this.color.copy( source.color ); + this.intensity = source.intensity; - constructor: Light, + return this; - isLight: true, + }, - copy: function ( source ) { + toJSON: function ( meta ) { - Object3D.prototype.copy.call( this, source ); + var data = Object3D.prototype.toJSON.call( this, meta ); - this.color.copy( source.color ); - this.intensity = source.intensity; + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; - return this; + 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; - toJSON: function ( meta ) { + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); - var data = Object3D.prototype.toJSON.call( this, meta ); + return data; - 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; + /** + * @author alteredq / http://alteredqualia.com/ + */ - if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + function HemisphereLight( skyColor, groundColor, intensity ) { - return data; + Light.call( this, skyColor, intensity ); - } + this.type = 'HemisphereLight'; -} ); + this.castShadow = undefined; -/** - * @author alteredq / http://alteredqualia.com/ - */ + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); -function HemisphereLight( skyColor, groundColor, intensity ) { + this.groundColor = new Color( groundColor ); - Light.call( this, skyColor, intensity ); + } - this.type = 'HemisphereLight'; + HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { - this.castShadow = undefined; + constructor: HemisphereLight, - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); + isHemisphereLight: true, - this.groundColor = new Color( groundColor ); + copy: function ( source ) { -} + Light.prototype.copy.call( this, source ); -HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { + this.groundColor.copy( source.groundColor ); - constructor: HemisphereLight, + return this; - isHemisphereLight: true, + } - copy: function ( source ) { + } ); - Light.prototype.copy.call( this, source ); + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.groundColor.copy( source.groundColor ); + function LightShadow( camera ) { - return this; + this.camera = camera; - } + this.bias = 0; + this.radius = 1; -} ); + this.mapSize = new Vector2( 512, 512 ); -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.map = null; + this.matrix = new Matrix4(); -function LightShadow( camera ) { + } - this.camera = camera; + Object.assign( LightShadow.prototype, { - this.bias = 0; - this.radius = 1; + copy: function ( source ) { - this.mapSize = new Vector2( 512, 512 ); + this.camera = source.camera.clone(); - this.map = null; - this.matrix = new Matrix4(); + this.bias = source.bias; + this.radius = source.radius; -} + this.mapSize.copy( source.mapSize ); -Object.assign( LightShadow.prototype, { + return this; - copy: function ( source ) { + }, - this.camera = source.camera.clone(); + clone: function () { - this.bias = source.bias; - this.radius = source.radius; + return new this.constructor().copy( this ); - this.mapSize.copy( source.mapSize ); + }, - return this; + toJSON: function () { - }, + var object = {}; - clone: function () { + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); - return new this.constructor().copy( this ); + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; - }, + return object; - toJSON: function () { + } - var object = {}; + } ); - if ( this.bias !== 0 ) object.bias = this.bias; - if ( this.radius !== 1 ) object.radius = this.radius; - if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + /** + * @author mrdoob / http://mrdoob.com/ + */ - object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; + function SpotLightShadow() { - return object; + LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); } -} ); + SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { -/** - * @author mrdoob / http://mrdoob.com/ - */ + constructor: SpotLightShadow, -function SpotLightShadow() { + isSpotLightShadow: true, - LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + update: function ( light ) { -} + var camera = this.camera; -SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + var fov = _Math.RAD2DEG * 2 * light.angle; + var aspect = this.mapSize.width / this.mapSize.height; + var far = light.distance || camera.far; - constructor: SpotLightShadow, + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { - isSpotLightShadow: true, + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); - update: function ( light ) { + } - var camera = this.camera; + } - var fov = _Math.RAD2DEG * 2 * light.angle; - var aspect = this.mapSize.width / this.mapSize.height; - var far = light.distance || camera.far; + } ); - if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + /** + * @author alteredq / http://alteredqualia.com/ + */ - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); + function SpotLight( color, intensity, distance, angle, penumbra, decay ) { - } + Light.call( this, color, intensity ); - } + this.type = 'SpotLight'; -} ); + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); -/** - * @author alteredq / http://alteredqualia.com/ - */ + this.target = new Object3D(); -function SpotLight( color, intensity, distance, angle, penumbra, decay ) { + Object.defineProperty( this, 'power', { + get: function () { + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * Math.PI; + }, + set: function ( power ) { + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / Math.PI; + } + } ); - Light.call( this, color, intensity ); + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; + this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - this.type = 'SpotLight'; + this.shadow = new SpotLightShadow(); - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); + } - this.target = new Object3D(); + SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { - Object.defineProperty( this, 'power', { - get: function () { - // intensity = power per solid angle. - // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - return this.intensity * Math.PI; - }, - set: function ( power ) { - // intensity = power per solid angle. - // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - this.intensity = power / Math.PI; - } - } ); + constructor: SpotLight, - this.distance = ( distance !== undefined ) ? distance : 0; - this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; - this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + isSpotLight: true, - this.shadow = new SpotLightShadow(); + copy: function ( source ) { -} + Light.prototype.copy.call( this, source ); -SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; - constructor: SpotLight, + this.target = source.target.clone(); - isSpotLight: true, + this.shadow = source.shadow.clone(); - copy: function ( source ) { + return this; - Light.prototype.copy.call( this, source ); + } - this.distance = source.distance; - this.angle = source.angle; - this.penumbra = source.penumbra; - this.decay = source.decay; + } ); - this.target = source.target.clone(); + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.shadow = source.shadow.clone(); - return this; + function PointLight( color, intensity, distance, decay ) { - } + Light.call( this, color, intensity ); -} ); + this.type = 'PointLight'; -/** - * @author mrdoob / http://mrdoob.com/ - */ + Object.defineProperty( this, 'power', { + get: function () { + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * 4 * Math.PI; + }, + set: function ( power ) { + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / ( 4 * Math.PI ); + } + } ); -function PointLight( color, intensity, distance, decay ) { + this.distance = ( distance !== undefined ) ? distance : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - Light.call( this, color, intensity ); + this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); - this.type = 'PointLight'; + } - Object.defineProperty( this, 'power', { - get: function () { - // intensity = power per solid angle. - // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - return this.intensity * 4 * Math.PI; + PointLight.prototype = Object.assign( Object.create( Light.prototype ), { - }, - set: function ( power ) { - // intensity = power per solid angle. - // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - this.intensity = power / ( 4 * Math.PI ); - } - } ); + constructor: PointLight, - this.distance = ( distance !== undefined ) ? distance : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + isPointLight: true, - this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + copy: function ( source ) { -} + Light.prototype.copy.call( this, source ); -PointLight.prototype = Object.assign( Object.create( Light.prototype ), { + this.distance = source.distance; + this.decay = source.decay; - constructor: PointLight, + this.shadow = source.shadow.clone(); - isPointLight: true, + return this; - copy: function ( source ) { + } - Light.prototype.copy.call( this, source ); + } ); - this.distance = source.distance; - this.decay = source.decay; + /** + * @author mrdoob / http://mrdoob.com/ + */ - this.shadow = source.shadow.clone(); + function DirectionalLightShadow( ) { - return this; + LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); } -} ); + DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: DirectionalLightShadow + + } ); -/** - * @author mrdoob / http://mrdoob.com/ - */ + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ -function DirectionalLightShadow( ) { + function DirectionalLight( color, intensity ) { - LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + Light.call( this, color, intensity ); -} + this.type = 'DirectionalLight'; -DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); - constructor: DirectionalLightShadow + this.target = new Object3D(); -} ); + this.shadow = new DirectionalLightShadow(); -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + } -function DirectionalLight( color, intensity ) { + DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { - Light.call( this, color, intensity ); + constructor: DirectionalLight, - this.type = 'DirectionalLight'; + isDirectionalLight: true, - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); + copy: function ( source ) { - this.target = new Object3D(); + Light.prototype.copy.call( this, source ); - this.shadow = new DirectionalLightShadow(); + this.target = source.target.clone(); -} + this.shadow = source.shadow.clone(); -DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { + return this; - constructor: DirectionalLight, + } - isDirectionalLight: true, + } ); - copy: function ( source ) { + /** + * @author mrdoob / http://mrdoob.com/ + */ - Light.prototype.copy.call( this, source ); + function AmbientLight( color, intensity ) { - this.target = source.target.clone(); + Light.call( this, color, intensity ); - this.shadow = source.shadow.clone(); + this.type = 'AmbientLight'; - return this; + this.castShadow = undefined; } -} ); + AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { -/** - * @author mrdoob / http://mrdoob.com/ - */ + constructor: AmbientLight, -function AmbientLight( color, intensity ) { + isAmbientLight: true - Light.call( this, color, intensity ); - - this.type = 'AmbientLight'; + } ); - this.castShadow = undefined; + /** + * @author abelnation / http://github.com/abelnation + */ -} + function RectAreaLight( color, intensity, width, height ) { -AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { + Light.call( this, color, intensity ); - constructor: AmbientLight, + this.type = 'RectAreaLight'; - isAmbientLight: true + this.position.set( 0, 1, 0 ); + this.updateMatrix(); -} ); + this.width = ( width !== undefined ) ? width : 10; + this.height = ( height !== undefined ) ? height : 10; -/** - * @author abelnation / http://github.com/abelnation - */ + // TODO (abelnation): distance/decay -function RectAreaLight( color, intensity, width, height ) { + // TODO (abelnation): update method for RectAreaLight to update transform to lookat target - Light.call( this, color, intensity ); + // TODO (abelnation): shadows - this.type = 'RectAreaLight'; + } - this.position.set( 0, 1, 0 ); - this.updateMatrix(); + // TODO (abelnation): RectAreaLight update when light shape is changed + RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), { - this.width = ( width !== undefined ) ? width : 10; - this.height = ( height !== undefined ) ? height : 10; + constructor: RectAreaLight, - // TODO (abelnation): distance/decay + isRectAreaLight: true, - // TODO (abelnation): update method for RectAreaLight to update transform to lookat target + copy: function ( source ) { - // TODO (abelnation): shadows + Light.prototype.copy.call( this, source ); -} + this.width = source.width; + this.height = source.height; -// TODO (abelnation): RectAreaLight update when light shape is changed -RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), { + return this; - constructor: RectAreaLight, + }, - isRectAreaLight: true, + toJSON: function ( meta ) { - copy: function ( source ) { + var data = Light.prototype.toJSON.call( this, meta ); - Light.prototype.copy.call( this, source ); + data.object.width = this.width; + data.object.height = this.height; - this.width = source.width; - this.height = source.height; + return data; - return this; + } - }, + } ); - toJSON: function ( meta ) { + /** + * @author tschw + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ - var data = Light.prototype.toJSON.call( this, meta ); + var AnimationUtils = { - data.object.width = this.width; - data.object.height = this.height; + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function ( array, from, to ) { - return data; + 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 ) ); -} ); + } -/** - * @author tschw - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ + return array.slice( from, to ); -var AnimationUtils = { + }, - // same as Array.prototype.slice, but also works on typed arrays - arraySlice: function ( array, from, to ) { + // converts an array to a specific type + convertArray: function ( array, type, forceClone ) { - if ( AnimationUtils.isTypedArray( array ) ) { + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return 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 ) ); + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { - } + return new type( array ); // create typed array - return array.slice( from, to ); + } - }, + return Array.prototype.slice.call( array ); // create Array - // 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; + isTypedArray: function ( object ) { - if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); - return new type( array ); // create typed array + }, - } + // returns an array by which times and values can be sorted + getKeyframeOrder: function ( times ) { - return Array.prototype.slice.call( array ); // create Array + function compareTime( i, j ) { - }, + return times[ i ] - times[ j ]; - isTypedArray: function ( object ) { + } - return ArrayBuffer.isView( object ) && - ! ( object instanceof DataView ); + var n = times.length; + var result = new Array( n ); + for ( var i = 0; i !== n; ++ i ) result[ i ] = i; - }, + result.sort( compareTime ); - // returns an array by which times and values can be sorted - getKeyframeOrder: function ( times ) { + return result; - function compareTime( i, j ) { + }, - return times[ i ] - times[ j ]; + // uses the array previously returned by 'getKeyframeOrder' to sort data + sortedArray: function ( values, stride, order ) { - } + var nValues = values.length; + var result = new values.constructor( nValues ); - var n = times.length; - var result = new Array( n ); - for ( var i = 0; i !== n; ++ i ) result[ i ] = i; + for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { - result.sort( compareTime ); + var srcOffset = order[ i ] * stride; - return result; + for ( var j = 0; j !== stride; ++ j ) { - }, + result[ dstOffset ++ ] = values[ srcOffset + j ]; - // uses the array previously returned by 'getKeyframeOrder' to sort data - sortedArray: function ( values, stride, order ) { + } - var nValues = values.length; - var result = new values.constructor( nValues ); + } - for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + return result; - var srcOffset = order[ i ] * stride; + }, - for ( var j = 0; j !== stride; ++ j ) { + // function for parsing AOS keyframe formats + flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { - result[ dstOffset ++ ] = values[ srcOffset + j ]; + var i = 1, key = jsonKeys[ 0 ]; - } + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { - } + key = jsonKeys[ i ++ ]; - return result; + } - }, + if ( key === undefined ) return; // no data - // function for parsing AOS keyframe formats - flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { + var value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data - var i = 1, key = jsonKeys[ 0 ]; + if ( Array.isArray( value ) ) { - while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + do { - key = jsonKeys[ i ++ ]; + value = key[ valuePropertyName ]; - } + if ( value !== undefined ) { - if ( key === undefined ) return; // no data + times.push( key.time ); + values.push.apply( values, value ); // push all elements - var value = key[ valuePropertyName ]; - if ( value === undefined ) return; // no data + } - if ( Array.isArray( value ) ) { + key = jsonKeys[ i ++ ]; - do { + } while ( key !== undefined ); - value = key[ valuePropertyName ]; + } else if ( value.toArray !== undefined ) { - if ( value !== undefined ) { + // ...assume THREE.Math-ish - times.push( key.time ); - values.push.apply( values, value ); // push all elements + do { - } + value = key[ valuePropertyName ]; - key = jsonKeys[ i ++ ]; + if ( value !== undefined ) { - } while ( key !== undefined ); + times.push( key.time ); + value.toArray( values, values.length ); - } else if ( value.toArray !== undefined ) { + } - // ...assume THREE.Math-ish + key = jsonKeys[ i ++ ]; - do { + } while ( key !== undefined ); - value = key[ valuePropertyName ]; + } else { - if ( value !== undefined ) { + // otherwise push as-is - times.push( key.time ); - value.toArray( values, values.length ); + do { - } + value = key[ valuePropertyName ]; - key = jsonKeys[ i ++ ]; + if ( value !== undefined ) { - } while ( key !== undefined ); + times.push( key.time ); + values.push( value ); - } else { + } - // otherwise push as-is + key = jsonKeys[ i ++ ]; - do { + } while ( key !== undefined ); - value = key[ valuePropertyName ]; + } - if ( value !== undefined ) { + } - times.push( key.time ); - values.push( value ); + }; - } + /** + * 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 + * + * @author tschw + */ - key = jsonKeys[ i ++ ]; + function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - } while ( key !== undefined ); + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; - } + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; } -}; + Object.assign( Interpolant.prototype, { -/** - * 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 - * - * @author tschw - */ + evaluate: function( t ) { -function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + var pp = this.parameterPositions, + i1 = this._cachedIndex, - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; - this.resultBuffer = resultBuffer !== undefined ? - resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; + validate_interval: { -} + seek: { -Object.assign( Interpolant.prototype, { + var right; - evaluate: function( t ) { + linear_scan: { + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { - var pp = this.parameterPositions, - i1 = this._cachedIndex, + for ( var giveUpAt = i1 + 2; ;) { - t1 = pp[ i1 ], - t0 = pp[ i1 - 1 ]; + if ( t1 === undefined ) { - validate_interval: { + if ( t < t0 ) break forward_scan; - seek: { + // after end - var right; + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t, t0 ); - linear_scan: { - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { + } - for ( var giveUpAt = i1 + 2; ;) { + if ( i1 === giveUpAt ) break; // this loop - if ( t1 === undefined ) { + t0 = t1; + t1 = pp[ ++ i1 ]; - if ( t < t0 ) break forward_scan; + if ( t < t1 ) { - // after end + // we have arrived at the sought interval + break seek; - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t, t0 ); + } } - if ( i1 === giveUpAt ) break; // this loop + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; - t0 = t1; - t1 = pp[ ++ i1 ]; + } - if ( t < t1 ) { + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { - // we have arrived at the sought interval - break seek; + // looping? - } + var t1global = pp[ 1 ]; - } + if ( t < t1global ) { - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; + i1 = 2; // + 1, using the scan for the details + t0 = t1global; - } + } - //- slower code: - //- if ( t < t0 || t0 === undefined ) { - if ( ! ( t >= t0 ) ) { + // linear reverse scan - // looping? + for ( var giveUpAt = i1 - 2; ;) { - var t1global = pp[ 1 ]; + if ( t0 === undefined ) { - if ( t < t1global ) { + // before start - i1 = 2; // + 1, using the scan for the details - t0 = t1global; + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); - } + } - // linear reverse scan + if ( i1 === giveUpAt ) break; // this loop - for ( var giveUpAt = i1 - 2; ;) { + t1 = t0; + t0 = pp[ -- i1 - 1 ]; - if ( t0 === undefined ) { + if ( t >= t0 ) { - // before start + // we have arrived at the sought interval + break seek; - 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; } - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; + // the interval is valid - } - - // the interval is valid + break validate_interval; - break validate_interval; + } // linear scan - } // linear scan + // binary search - // binary search + while ( i1 < right ) { - while ( i1 < right ) { + var mid = ( i1 + right ) >>> 1; - var mid = ( i1 + right ) >>> 1; + if ( t < pp[ mid ] ) { - if ( t < pp[ mid ] ) { + right = mid; - right = mid; + } else { - } else { + i1 = mid + 1; - i1 = mid + 1; + } } - } + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; + // check boundary cases, again - // check boundary cases, again + if ( t0 === undefined ) { - if ( t0 === undefined ) { + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); + } - } + if ( t1 === undefined ) { - if ( t1 === undefined ) { + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t0, t ); + } - } + } // seek - } // seek + this._cachedIndex = i1; - this._cachedIndex = i1; + this.intervalChanged_( i1, t0, t1 ); - this.intervalChanged_( i1, t0, t1 ); + } // validate_interval - } // validate_interval + return this.interpolate_( i1, t0, t, t1 ); - return this.interpolate_( i1, t0, t, t1 ); + }, - }, + settings: null, // optional, subclass-specific settings structure + // Note: The indirection allows central control of many interpolants. - settings: null, // optional, subclass-specific settings structure - // Note: The indirection allows central control of many interpolants. + // --- Protected interface - // --- Protected interface + DefaultSettings_: {}, - DefaultSettings_: {}, + getSettings_: function() { - getSettings_: function() { + return this.settings || this.DefaultSettings_; - return this.settings || this.DefaultSettings_; + }, - }, + copySampleValue_: function( index ) { - copySampleValue_: function( index ) { + // copies a sample value to the result buffer - // copies a sample value to the result buffer + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; + for ( var i = 0; i !== stride; ++ i ) { - for ( var i = 0; i !== stride; ++ i ) { + result[ i ] = values[ offset + i ]; - result[ i ] = values[ offset + i ]; + } - } + return result; - return result; + }, - }, + // Template methods for derived classes: - // Template methods for derived classes: + interpolate_: function( i1, t0, t, t1 ) { - interpolate_: function( i1, t0, t, t1 ) { + throw new Error( "call to abstract method" ); + // implementations shall return this.resultBuffer - throw new Error( "call to abstract method" ); - // implementations shall return this.resultBuffer + }, - }, + intervalChanged_: function( i1, t0, t1 ) { - intervalChanged_: function( i1, t0, t1 ) { + // empty - // empty + } - } + } ); -} ); + //!\ DECLARE ALIAS AFTER assign prototype ! + Object.assign( Interpolant.prototype, { -//!\ DECLARE ALIAS AFTER assign prototype ! -Object.assign( Interpolant.prototype, { + //( 0, t, t0 ), returns this.resultBuffer + beforeStart_: Interpolant.prototype.copySampleValue_, - //( 0, t, t0 ), returns this.resultBuffer - beforeStart_: Interpolant.prototype.copySampleValue_, + //( N-1, tN-1, t ), returns this.resultBuffer + afterEnd_: Interpolant.prototype.copySampleValue_, - //( N-1, tN-1, t ), returns this.resultBuffer - 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. + * + * @author tschw + */ -/** - * 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. - * - * @author tschw - */ + function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - Interpolant.call( - this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + this._weightPrev = -0; + this._offsetPrev = -0; + this._weightNext = -0; + this._offsetNext = -0; - this._weightPrev = -0; - this._offsetPrev = -0; - this._weightNext = -0; - this._offsetNext = -0; + } -} + CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { -CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + constructor: CubicInterpolant, - constructor: CubicInterpolant, + DefaultSettings_: { - DefaultSettings_: { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding + }, - }, + intervalChanged_: function( i1, t0, t1 ) { - intervalChanged_: function( i1, t0, t1 ) { + var pp = this.parameterPositions, + iPrev = i1 - 2, + iNext = i1 + 1, - var pp = this.parameterPositions, - iPrev = i1 - 2, - iNext = i1 + 1, + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; - tPrev = pp[ iPrev ], - tNext = pp[ iNext ]; + if ( tPrev === undefined ) { - if ( tPrev === undefined ) { + switch ( this.getSettings_().endingStart ) { - switch ( this.getSettings_().endingStart ) { + case ZeroSlopeEnding: - case ZeroSlopeEnding: + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; + break; - break; + case WrapAroundEnding: - case WrapAroundEnding: + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; - // use the other end of the curve - iPrev = pp.length - 2; - tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + break; - break; + default: // ZeroCurvatureEnding - default: // ZeroCurvatureEnding + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; + } } - } + if ( tNext === undefined ) { - if ( tNext === undefined ) { + switch ( this.getSettings_().endingEnd ) { - switch ( this.getSettings_().endingEnd ) { + case ZeroSlopeEnding: - case ZeroSlopeEnding: + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; + break; - break; + case WrapAroundEnding: - case WrapAroundEnding: + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; - // use the other end of the curve - iNext = 1; - tNext = t1 + pp[ 1 ] - pp[ 0 ]; + break; - break; + default: // ZeroCurvatureEnding - default: // ZeroCurvatureEnding + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; + } } - } + var 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; - var 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_: function( i1, t0, t, t1 ) { - }, + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, - interpolate_: function( i1, t0, t, t1 ) { + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; - o1 = i1 * stride, o0 = o1 - stride, - oP = this._offsetPrev, oN = this._offsetNext, - wP = this._weightPrev, wN = this._weightNext, + // evaluate polynomials - p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; + var sP = - wP * ppp + 2 * wP * pp - wP * p; + var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; + var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + var sN = wN * ppp - wN * pp; - // evaluate polynomials + // combine data linearly - var sP = - wP * ppp + 2 * wP * pp - wP * p; - var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; - var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - var sN = wN * ppp - wN * pp; + for ( var i = 0; i !== stride; ++ i ) { - // combine data linearly + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; - for ( var 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; } - return result; + } ); - } + /** + * @author tschw + */ -} ); + function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -/** - * @author tschw - */ + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); -function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + } - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { -} + constructor: LinearInterpolant, -LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + interpolate_: function( i1, t0, t, t1 ) { - constructor: LinearInterpolant, + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, - interpolate_: function( i1, t0, t, t1 ) { + offset1 = i1 * stride, + offset0 = offset1 - stride, - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; - offset1 = i1 * stride, - offset0 = offset1 - stride, + for ( var i = 0; i !== stride; ++ i ) { - weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; - for ( var i = 0; i !== stride; ++ i ) { + } - result[ i ] = - values[ offset0 + i ] * weight0 + - values[ offset1 + i ] * weight1; + return result; } - return result; - - } + } ); -} ); + /** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */ -/** - * - * Interpolant that evaluates to the sample value at the position preceeding - * the parameter. - * - * @author tschw - */ + function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + } -} + DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { -DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + constructor: DiscreteInterpolant, - constructor: DiscreteInterpolant, + interpolate_: function( i1, t0, t, t1 ) { - interpolate_: function( i1, t0, t, t1 ) { + return this.copySampleValue_( i1 - 1 ); - return this.copySampleValue_( i1 - 1 ); + } - } + } ); -} ); + var KeyframeTrackPrototype; -var KeyframeTrackPrototype; + KeyframeTrackPrototype = { -KeyframeTrackPrototype = { + TimeBufferType: Float32Array, + ValueBufferType: Float32Array, - TimeBufferType: Float32Array, - ValueBufferType: Float32Array, + DefaultInterpolation: InterpolateLinear, - DefaultInterpolation: InterpolateLinear, + InterpolantFactoryMethodDiscrete: function ( result ) { - InterpolantFactoryMethodDiscrete: function ( result ) { + return new DiscreteInterpolant( + this.times, this.values, this.getValueSize(), result ); - return new DiscreteInterpolant( - this.times, this.values, this.getValueSize(), result ); + }, - }, + InterpolantFactoryMethodLinear: function ( result ) { - InterpolantFactoryMethodLinear: function ( result ) { + return new LinearInterpolant( + this.times, this.values, this.getValueSize(), result ); - return new LinearInterpolant( - this.times, this.values, this.getValueSize(), result ); + }, - }, + InterpolantFactoryMethodSmooth: function ( result ) { - InterpolantFactoryMethodSmooth: function ( result ) { + return new CubicInterpolant( + this.times, this.values, this.getValueSize(), result ); - return new CubicInterpolant( - this.times, this.values, this.getValueSize(), result ); + }, - }, + setInterpolation: function ( interpolation ) { - setInterpolation: function ( interpolation ) { + var factoryMethod; - var factoryMethod; + switch ( interpolation ) { - switch ( interpolation ) { + case InterpolateDiscrete: - case InterpolateDiscrete: + factoryMethod = this.InterpolantFactoryMethodDiscrete; - factoryMethod = this.InterpolantFactoryMethodDiscrete; + break; - break; + case InterpolateLinear: - case InterpolateLinear: + factoryMethod = this.InterpolantFactoryMethodLinear; - factoryMethod = this.InterpolantFactoryMethodLinear; + break; - break; + case InterpolateSmooth: - case InterpolateSmooth: + factoryMethod = this.InterpolantFactoryMethodSmooth; - factoryMethod = this.InterpolantFactoryMethodSmooth; + break; - break; + } - } + if ( factoryMethod === undefined ) { - if ( factoryMethod === undefined ) { + var message = "unsupported interpolation for " + + this.ValueTypeName + " keyframe track named " + this.name; - var message = "unsupported interpolation for " + - this.ValueTypeName + " keyframe track named " + this.name; + if ( this.createInterpolant === undefined ) { - if ( this.createInterpolant === undefined ) { + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { + this.setInterpolation( this.DefaultInterpolation ); - this.setInterpolation( this.DefaultInterpolation ); + } else { - } else { + throw new Error( message ); // fatal, in this case - throw new Error( message ); // fatal, in this case + } } - } + console.warn( message ); + return; - console.warn( message ); - return; + } - } + this.createInterpolant = factoryMethod; - this.createInterpolant = factoryMethod; + }, - }, + getInterpolation: function () { - getInterpolation: function () { + switch ( this.createInterpolant ) { - switch ( this.createInterpolant ) { + case this.InterpolantFactoryMethodDiscrete: - case this.InterpolantFactoryMethodDiscrete: + return InterpolateDiscrete; - return InterpolateDiscrete; + case this.InterpolantFactoryMethodLinear: - case this.InterpolantFactoryMethodLinear: + return InterpolateLinear; - return InterpolateLinear; + case this.InterpolantFactoryMethodSmooth: - case this.InterpolantFactoryMethodSmooth: + return InterpolateSmooth; - return InterpolateSmooth; + } - } + }, - }, + getValueSize: function () { - getValueSize: function () { + return this.values.length / this.times.length; - return this.values.length / this.times.length; + }, - }, + // move all keyframes either forwards or backwards in time + shift: function ( timeOffset ) { - // move all keyframes either forwards or backwards in time - shift: function ( timeOffset ) { + if ( timeOffset !== 0.0 ) { - if ( timeOffset !== 0.0 ) { + var times = this.times; - var times = this.times; + for ( var i = 0, n = times.length; i !== n; ++ i ) { - for ( var i = 0, n = times.length; i !== n; ++ i ) { + times[ i ] += timeOffset; - times[ i ] += timeOffset; + } } - } + return this; - return this; + }, - }, + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale: function ( timeScale ) { - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale: function ( timeScale ) { + if ( timeScale !== 1.0 ) { - if ( timeScale !== 1.0 ) { + var times = this.times; - var times = this.times; + for ( var i = 0, n = times.length; i !== n; ++ i ) { - for ( var i = 0, n = times.length; i !== n; ++ i ) { + times[ i ] *= timeScale; - times[ i ] *= timeScale; + } } - } + return this; - 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: function ( startTime, endTime ) { - // 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: function ( startTime, endTime ) { + var times = this.times, + nKeys = times.length, + from = 0, + to = nKeys - 1; - var times = this.times, - nKeys = times.length, - from = 0, - to = nKeys - 1; + while ( from !== nKeys && times[ from ] < startTime ) ++ from; + while ( to !== - 1 && times[ to ] > endTime ) -- to; - while ( from !== nKeys && times[ from ] < startTime ) ++ from; - while ( to !== - 1 && times[ to ] > endTime ) -- to; + ++ to; // inclusive -> exclusive bound - ++ to; // inclusive -> exclusive bound + if ( from !== 0 || to !== nKeys ) { - 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; - // empty tracks are forbidden, so keep at least one keyframe - if ( from >= to ) to = Math.max( to, 1 ), from = to - 1; + var stride = this.getValueSize(); + this.times = AnimationUtils.arraySlice( times, from, to ); + this.values = AnimationUtils. + arraySlice( this.values, from * stride, to * stride ); - var stride = this.getValueSize(); - this.times = AnimationUtils.arraySlice( times, from, to ); - this.values = AnimationUtils. - arraySlice( this.values, from * stride, to * stride ); + } - } + return this; - return this; + }, - }, + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate: function () { - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate: function () { + var valid = true; - var valid = true; + var valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { - var valueSize = this.getValueSize(); - if ( valueSize - Math.floor( valueSize ) !== 0 ) { + console.error( "invalid value size in track", this ); + valid = false; - console.error( "invalid value size in track", this ); - valid = false; + } - } + var times = this.times, + values = this.values, - var times = this.times, - values = this.values, + nKeys = times.length; - nKeys = times.length; + if ( nKeys === 0 ) { - if ( nKeys === 0 ) { + console.error( "track is empty", this ); + valid = false; - console.error( "track is empty", this ); - valid = false; + } - } + var prevTime = null; - var prevTime = null; + for ( var i = 0; i !== nKeys; i ++ ) { - for ( var i = 0; i !== nKeys; i ++ ) { + var currTime = times[ i ]; - var currTime = times[ i ]; + if ( typeof currTime === 'number' && isNaN( currTime ) ) { - if ( typeof currTime === 'number' && isNaN( currTime ) ) { + console.error( "time is not a valid number", this, i, currTime ); + valid = false; + break; - console.error( "time is not a valid number", this, i, currTime ); - valid = false; - break; + } - } + if ( prevTime !== null && prevTime > currTime ) { - if ( prevTime !== null && prevTime > currTime ) { + console.error( "out of order keys", this, i, currTime, prevTime ); + valid = false; + break; - console.error( "out of order keys", this, i, currTime, prevTime ); - valid = false; - break; + } - } + prevTime = currTime; - prevTime = currTime; + } - } + if ( values !== undefined ) { - if ( values !== undefined ) { + if ( AnimationUtils.isTypedArray( values ) ) { - if ( AnimationUtils.isTypedArray( values ) ) { + for ( var i = 0, n = values.length; i !== n; ++ i ) { - for ( var i = 0, n = values.length; i !== n; ++ i ) { + var value = values[ i ]; - var value = values[ i ]; + if ( isNaN( value ) ) { - if ( isNaN( value ) ) { + console.error( "value is not a valid number", this, i, value ); + valid = false; + break; - console.error( "value is not a valid number", this, i, value ); - valid = false; - break; + } } @@ -31778,6904 +31348,6824 @@ KeyframeTrackPrototype = { } - } + return valid; - 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: function () { - // 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: function () { + var times = this.times, + values = this.values, + stride = this.getValueSize(), - var times = this.times, - values = this.values, - stride = this.getValueSize(), + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + writeIndex = 1, + lastIndex = times.length - 1; - writeIndex = 1, - lastIndex = times.length - 1; + for ( var i = 1; i < lastIndex; ++ i ) { - for ( var i = 1; i < lastIndex; ++ i ) { + var keep = false; - var keep = false; + var time = times[ i ]; + var timeNext = times[ i + 1 ]; - var time = times[ i ]; - var timeNext = times[ i + 1 ]; + // remove adjacent keyframes scheduled at the same time - // remove adjacent keyframes scheduled at the same time + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { - if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + if ( ! smoothInterpolation ) { - if ( ! smoothInterpolation ) { + // remove unnecessary keyframes same as their neighbors - // remove unnecessary keyframes same as their neighbors + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; - var offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; + for ( var j = 0; j !== stride; ++ j ) { - for ( var j = 0; j !== stride; ++ j ) { + var value = values[ offset + j ]; - var value = values[ offset + j ]; + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { + keep = true; + break; - keep = true; - break; + } } - } + } else keep = true; + + } - } else keep = true; + // in-place compaction - } + if ( keep ) { - // in-place compaction + if ( i !== writeIndex ) { - if ( keep ) { + times[ writeIndex ] = times[ i ]; - if ( i !== writeIndex ) { + var readOffset = i * stride, + writeOffset = writeIndex * stride; - times[ writeIndex ] = times[ i ]; + for ( var j = 0; j !== stride; ++ j ) - var readOffset = i * stride, - writeOffset = writeIndex * stride; + values[ writeOffset + j ] = values[ readOffset + j ]; - for ( var j = 0; j !== stride; ++ j ) + } - values[ writeOffset + j ] = values[ readOffset + j ]; + ++ writeIndex; } - ++ writeIndex; - } - } + // flush last keyframe (compaction looks ahead) - // flush last keyframe (compaction looks ahead) + if ( lastIndex > 0 ) { - if ( lastIndex > 0 ) { + times[ writeIndex ] = times[ lastIndex ]; - times[ writeIndex ] = times[ lastIndex ]; + for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) - for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) + values[ writeOffset + j ] = values[ readOffset + j ]; - values[ writeOffset + j ] = values[ readOffset + j ]; + ++ writeIndex; + + } - ++ writeIndex; + if ( writeIndex !== times.length ) { - } + this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); - if ( writeIndex !== times.length ) { + } - this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); - this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + return this; } - return this; + }; - } + function KeyframeTrackConstructor( name, times, values, interpolation ) { -}; + if ( name === undefined ) throw new Error( "track name is undefined" ); -function KeyframeTrackConstructor( name, times, values, interpolation ) { + if ( times === undefined || times.length === 0 ) { - if ( name === undefined ) throw new Error( "track name is undefined" ); + throw new Error( "no keyframes in track named " + name ); - if ( times === undefined || times.length === 0 ) { + } - throw new Error( "no keyframes in track named " + name ); + this.name = name; - } + this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); + this.values = AnimationUtils.convertArray( values, this.ValueBufferType ); - this.name = name; + this.setInterpolation( interpolation || this.DefaultInterpolation ); - this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); - this.values = AnimationUtils.convertArray( values, this.ValueBufferType ); + this.validate(); + this.optimize(); - this.setInterpolation( interpolation || this.DefaultInterpolation ); + } - this.validate(); - this.optimize(); + /** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ -} + function VectorKeyframeTrack( name, times, values, interpolation ) { -/** - * - * A Track of vectored keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); -function VectorKeyframeTrack( name, times, values, interpolation ) { + } - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + VectorKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { -} + constructor: VectorKeyframeTrack, -VectorKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + ValueTypeName: 'vector' - constructor: VectorKeyframeTrack, + // ValueBufferType is inherited - ValueTypeName: 'vector' + // DefaultInterpolation is inherited - // ValueBufferType is inherited + } ); - // DefaultInterpolation is inherited + /** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */ -} ); + function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -/** - * Spherical linear unit quaternion interpolant. - * - * @author tschw - */ + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); -function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + } - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { -} + constructor: QuaternionLinearInterpolant, -QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + interpolate_: function( i1, t0, t, t1 ) { - constructor: QuaternionLinearInterpolant, + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, - interpolate_: function( i1, t0, t, t1 ) { + offset = i1 * stride, - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, + alpha = ( t - t0 ) / ( t1 - t0 ); - offset = i1 * stride, + for ( var end = offset + stride; offset !== end; offset += 4 ) { - alpha = ( t - t0 ) / ( t1 - t0 ); + Quaternion.slerpFlat( result, 0, + values, offset - stride, values, offset, alpha ); - for ( var end = offset + stride; offset !== end; offset += 4 ) { + } - Quaternion.slerpFlat( result, 0, - values, offset - stride, values, offset, alpha ); + return result; } - return result; - - } + } ); -} ); + /** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ -/** - * - * A Track of quaternion keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + function QuaternionKeyframeTrack( name, times, values, interpolation ) { -function QuaternionKeyframeTrack( name, times, values, interpolation ) { + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + } -} + QuaternionKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { -QuaternionKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + constructor: QuaternionKeyframeTrack, - constructor: QuaternionKeyframeTrack, + ValueTypeName: 'quaternion', - ValueTypeName: 'quaternion', + // ValueBufferType is inherited - // ValueBufferType is inherited + DefaultInterpolation: InterpolateLinear, - DefaultInterpolation: InterpolateLinear, + InterpolantFactoryMethodLinear: function( result ) { - InterpolantFactoryMethodLinear: function( result ) { + return new QuaternionLinearInterpolant( + this.times, this.values, this.getValueSize(), result ); - return new QuaternionLinearInterpolant( - this.times, this.values, this.getValueSize(), result ); + }, - }, + InterpolantFactoryMethodSmooth: undefined // not yet implemented - InterpolantFactoryMethodSmooth: undefined // not yet implemented + } ); -} ); + /** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ -/** - * - * A Track of numeric keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + function NumberKeyframeTrack( name, times, values, interpolation ) { -function NumberKeyframeTrack( name, times, values, interpolation ) { + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + } -} + NumberKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { -NumberKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + constructor: NumberKeyframeTrack, - constructor: NumberKeyframeTrack, + ValueTypeName: 'number' - ValueTypeName: 'number' + // ValueBufferType is inherited - // ValueBufferType is inherited + // DefaultInterpolation is inherited - // DefaultInterpolation is inherited + } ); -} ); + /** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ -/** - * - * A Track that interpolates Strings - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + function StringKeyframeTrack( name, times, values, interpolation ) { -function StringKeyframeTrack( name, times, values, interpolation ) { + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + } -} + StringKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { -StringKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + constructor: StringKeyframeTrack, - constructor: StringKeyframeTrack, + ValueTypeName: 'string', + ValueBufferType: Array, - ValueTypeName: 'string', - ValueBufferType: Array, + DefaultInterpolation: InterpolateDiscrete, - DefaultInterpolation: InterpolateDiscrete, + InterpolantFactoryMethodLinear: undefined, - InterpolantFactoryMethodLinear: undefined, + InterpolantFactoryMethodSmooth: undefined - InterpolantFactoryMethodSmooth: undefined + } ); -} ); + /** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ -/** - * - * A Track of Boolean keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + function BooleanKeyframeTrack( name, times, values ) { -function BooleanKeyframeTrack( name, times, values ) { + KeyframeTrackConstructor.call( this, name, times, values ); - KeyframeTrackConstructor.call( this, name, times, values ); + } -} + BooleanKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { -BooleanKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + constructor: BooleanKeyframeTrack, - constructor: BooleanKeyframeTrack, + ValueTypeName: 'bool', + ValueBufferType: Array, - ValueTypeName: 'bool', - ValueBufferType: Array, + DefaultInterpolation: InterpolateDiscrete, - DefaultInterpolation: InterpolateDiscrete, + InterpolantFactoryMethodLinear: undefined, + InterpolantFactoryMethodSmooth: undefined - InterpolantFactoryMethodLinear: undefined, - InterpolantFactoryMethodSmooth: undefined + // Note: Actually this track could have a optimized / compressed + // representation of a single value and a custom interpolant that + // computes "firstValue ^ isOdd( index )". - // Note: Actually this track could have a optimized / compressed - // representation of a single value and a custom interpolant that - // computes "firstValue ^ isOdd( index )". + } ); -} ); + /** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ -/** - * - * A Track of keyframe values that represent color. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + function ColorKeyframeTrack( name, times, values, interpolation ) { -function ColorKeyframeTrack( name, times, values, interpolation ) { + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); - KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + } -} + ColorKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { -ColorKeyframeTrack.prototype = - Object.assign( Object.create( KeyframeTrackPrototype ), { + constructor: ColorKeyframeTrack, - constructor: ColorKeyframeTrack, + ValueTypeName: 'color' - ValueTypeName: 'color' + // ValueBufferType is inherited - // ValueBufferType is inherited + // DefaultInterpolation is inherited - // DefaultInterpolation is inherited + // Note: Very basic implementation and nothing special yet. + // However, this is the place for color space parameterization. - // Note: Very basic implementation and nothing special yet. - // However, this is the place for color space parameterization. + } ); -} ); + /** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ -/** - * - * A timed sequence of keyframes for a specific property. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + function KeyframeTrack( name, times, values, interpolation ) { -function KeyframeTrack( name, times, values, interpolation ) { + KeyframeTrackConstructor.apply( this, arguments ); - KeyframeTrackConstructor.apply( this, arguments ); + } -} + KeyframeTrack.prototype = KeyframeTrackPrototype; + KeyframeTrackPrototype.constructor = KeyframeTrack; -KeyframeTrack.prototype = KeyframeTrackPrototype; -KeyframeTrackPrototype.constructor = KeyframeTrack; + // Static methods: -// Static methods: + Object.assign( KeyframeTrack, { -Object.assign( KeyframeTrack, { + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): + parse: function( json ) { - parse: function( json ) { + if( json.type === undefined ) { - if( json.type === undefined ) { + throw new Error( "track type undefined, can not parse" ); - throw new Error( "track type undefined, can not parse" ); + } - } + var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); - var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); + if ( json.times === undefined ) { - if ( json.times === undefined ) { + var times = [], values = []; - var times = [], values = []; + AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); - AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + json.times = times; + json.values = values; - json.times = times; - json.values = values; + } - } + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { + return trackType.parse( json ); - return trackType.parse( json ); + } else { - } else { + // by default, we asssume a constructor compatible with the base + return new trackType( + json.name, json.times, json.values, json.interpolation ); - // by default, we asssume a constructor compatible with the base - return new trackType( - json.name, json.times, json.values, json.interpolation ); + } - } + }, - }, + toJSON: function( track ) { - toJSON: function( track ) { + var trackType = track.constructor; - var trackType = track.constructor; + var json; - var json; + // derived classes can define a static toJSON method + if ( trackType.toJSON !== undefined ) { - // derived classes can define a static toJSON method - if ( trackType.toJSON !== undefined ) { + json = trackType.toJSON( track ); - json = trackType.toJSON( track ); + } else { - } else { + // by default, we assume the data can be serialized as-is + json = { - // 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 ) - 'name': track.name, - 'times': AnimationUtils.convertArray( track.times, Array ), - 'values': AnimationUtils.convertArray( track.values, Array ) + }; - }; + var interpolation = track.getInterpolation(); - var interpolation = track.getInterpolation(); + if ( interpolation !== track.DefaultInterpolation ) { - if ( interpolation !== track.DefaultInterpolation ) { + json.interpolation = interpolation; - json.interpolation = interpolation; + } } - } + json.type = track.ValueTypeName; // mandatory - json.type = track.ValueTypeName; // mandatory + return json; - return json; + }, + + _getTrackTypeForValueTypeName: function( typeName ) { - }, + switch( typeName.toLowerCase() ) { - _getTrackTypeForValueTypeName: function( typeName ) { + case "scalar": + case "double": + case "float": + case "number": + case "integer": - switch( typeName.toLowerCase() ) { + return NumberKeyframeTrack; - case "scalar": - case "double": - case "float": - case "number": - case "integer": + case "vector": + case "vector2": + case "vector3": + case "vector4": - return NumberKeyframeTrack; + return VectorKeyframeTrack; - case "vector": - case "vector2": - case "vector3": - case "vector4": + case "color": - return VectorKeyframeTrack; + return ColorKeyframeTrack; - case "color": + case "quaternion": - return ColorKeyframeTrack; + return QuaternionKeyframeTrack; - case "quaternion": + case "bool": + case "boolean": - return QuaternionKeyframeTrack; + return BooleanKeyframeTrack; - case "bool": - case "boolean": + case "string": - return BooleanKeyframeTrack; + return StringKeyframeTrack; - case "string": + } - return StringKeyframeTrack; + throw new Error( "Unsupported typeName: " + typeName ); } - throw new Error( "Unsupported typeName: " + typeName ); + } ); - } + /** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ -} ); + function AnimationClip( name, duration, tracks ) { -/** - * - * Reusable set of Tracks that represent an animation. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ + this.name = name; + this.tracks = tracks; + this.duration = ( duration !== undefined ) ? duration : - 1; -function AnimationClip( name, duration, tracks ) { + this.uuid = _Math.generateUUID(); - this.name = name; - this.tracks = tracks; - this.duration = ( duration !== undefined ) ? duration : - 1; + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { - this.uuid = _Math.generateUUID(); + this.resetDuration(); - // this means it should figure out its duration by scanning the tracks - if ( this.duration < 0 ) { + } - this.resetDuration(); + this.optimize(); } - this.optimize(); + Object.assign( AnimationClip, { -} + parse: function ( json ) { -Object.assign( AnimationClip, { + var tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); - parse: function ( json ) { + for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { - var tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); + tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); - for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + } - tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); + return new AnimationClip( json.name, json.duration, tracks ); - } + }, - return new AnimationClip( json.name, json.duration, tracks ); + toJSON: function ( clip ) { - }, + var tracks = [], + clipTracks = clip.tracks; - toJSON: function ( clip ) { + var json = { - var tracks = [], - clipTracks = clip.tracks; + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks - var json = { + }; - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { - }; + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); - for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { + } - tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + return json; - } + }, - return json; + CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { - }, + var numMorphTargets = morphTargetSequence.length; + var tracks = []; - CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { + for ( var i = 0; i < numMorphTargets; i ++ ) { - var numMorphTargets = morphTargetSequence.length; - var tracks = []; + var times = []; + var values = []; - for ( var i = 0; i < numMorphTargets; i ++ ) { + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); - var times = []; - var values = []; + values.push( 0, 1, 0 ); - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); + var order = AnimationUtils.getKeyframeOrder( times ); + times = AnimationUtils.sortedArray( times, 1, order ); + values = AnimationUtils.sortedArray( values, 1, order ); - values.push( 0, 1, 0 ); + // 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 ) { - var order = AnimationUtils.getKeyframeOrder( times ); - times = AnimationUtils.sortedArray( times, 1, order ); - values = AnimationUtils.sortedArray( values, 1, order ); + times.push( numMorphTargets ); + values.push( values[ 0 ] ); - // 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 ) ); } - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); - - } + return new AnimationClip( name, - 1, tracks ); - return new AnimationClip( name, - 1, tracks ); + }, - }, + findByName: function ( objectOrClipArray, name ) { - findByName: function ( objectOrClipArray, name ) { + var clipArray = objectOrClipArray; - var clipArray = objectOrClipArray; + if ( ! Array.isArray( objectOrClipArray ) ) { - if ( ! Array.isArray( objectOrClipArray ) ) { + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; - var o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; + } - } + for ( var i = 0; i < clipArray.length; i ++ ) { - for ( var i = 0; i < clipArray.length; i ++ ) { + if ( clipArray[ i ].name === name ) { - if ( clipArray[ i ].name === name ) { + return clipArray[ i ]; - return clipArray[ i ]; + } } - } + return null; + + }, - return null; + CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { - }, + var animationToMorphTargets = {}; - CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; - var animationToMorphTargets = {}; + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - var pattern = /^([\w-]*?)([\d]+)$/; + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 - for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { + if ( parts && parts.length > 1 ) { - var morphTarget = morphTargets[ i ]; - var parts = morphTarget.name.match( pattern ); + var name = parts[ 1 ]; - if ( parts && parts.length > 1 ) { + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { - var name = parts[ 1 ]; + animationToMorphTargets[ name ] = animationMorphTargets = []; - var animationMorphTargets = animationToMorphTargets[ name ]; - if ( ! animationMorphTargets ) { + } - animationToMorphTargets[ name ] = animationMorphTargets = []; + animationMorphTargets.push( morphTarget ); } - animationMorphTargets.push( morphTarget ); - } - } + var clips = []; - var clips = []; + for ( var name in animationToMorphTargets ) { - for ( var name in animationToMorphTargets ) { + clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); - clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + } - } + return clips; - return clips; + }, - }, + // parse the animation.hierarchy format + parseAnimation: function ( animation, bones ) { - // parse the animation.hierarchy format - parseAnimation: function ( animation, bones ) { + if ( ! animation ) { - if ( ! animation ) { + console.error( " no animation in JSONLoader data" ); + return null; - console.error( " no animation in JSONLoader data" ); - return null; + } - } + var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { - var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { - // only return track if there are actually keys. - if ( animationKeys.length !== 0 ) { + var times = []; + var values = []; - var times = []; - var values = []; + AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); - AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { + destTracks.push( new trackType( trackName, times, values ) ); - destTracks.push( new trackType( trackName, times, values ) ); + } } - } + }; - }; + var tracks = []; - var tracks = []; + var clipName = animation.name || 'default'; + // automatic length determination in AnimationClip. + var duration = animation.length || - 1; + var fps = animation.fps || 30; - var clipName = animation.name || 'default'; - // automatic length determination in AnimationClip. - var duration = animation.length || - 1; - var fps = animation.fps || 30; + var hierarchyTracks = animation.hierarchy || []; - var hierarchyTracks = animation.hierarchy || []; + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { - for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + var animationKeys = hierarchyTracks[ h ].keys; - var animationKeys = hierarchyTracks[ h ].keys; + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; - // skip empty tracks - if ( ! animationKeys || animationKeys.length === 0 ) continue; + // process morph targets in a way exactly compatible + // with AnimationHandler.init( animation ) + if ( animationKeys[ 0 ].morphTargets ) { - // process morph targets in a way exactly compatible - // with AnimationHandler.init( animation ) - if ( animationKeys[ 0 ].morphTargets ) { + // figure out all morph targets used in this track + var morphTargetNames = {}; - // figure out all morph targets used in this track - var morphTargetNames = {}; + for ( var k = 0; k < animationKeys.length; k ++ ) { - for ( var k = 0; k < animationKeys.length; k ++ ) { + if ( animationKeys[ k ].morphTargets ) { - if ( animationKeys[ k ].morphTargets ) { + for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { - for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; - 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 ( var morphTargetName in morphTargetNames ) { - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( var morphTargetName in morphTargetNames ) { + var times = []; + var values = []; - var times = []; - var values = []; + for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + + var animationKey = animationKeys[ k ]; - for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); - var animationKey = animationKeys[ k ]; + } - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); } - tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + duration = morphTargetNames.length * ( fps || 1.0 ); - } + } else { - duration = morphTargetNames.length * ( fps || 1.0 ); + // ...assume skeletal animation - } else { + var boneName = '.bones[' + bones[ h ].name + ']'; - // ...assume skeletal animation + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); - var boneName = '.bones[' + bones[ h ].name + ']'; + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); - addNonemptyTrack( - QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); + } + + } + + if ( tracks.length === 0 ) { - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); + return null; } + var clip = new AnimationClip( clipName, duration, tracks ); + + return clip; + } - if ( tracks.length === 0 ) { + } ); + + Object.assign( AnimationClip.prototype, { - return null; + resetDuration: function () { - } + var tracks = this.tracks, duration = 0; - var clip = new AnimationClip( clipName, duration, tracks ); + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { - return clip; + var track = this.tracks[ i ]; - } + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); -} ); + } -Object.assign( AnimationClip.prototype, { + this.duration = duration; - resetDuration: function () { + }, - var tracks = this.tracks, duration = 0; + trim: function () { - for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + for ( var i = 0; i < this.tracks.length; i ++ ) { - var track = this.tracks[ i ]; + this.tracks[ i ].trim( 0, this.duration ); - duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + } - } + return this; + + }, - this.duration = duration; + optimize: function () { - }, + for ( var i = 0; i < this.tracks.length; i ++ ) { - trim: function () { + this.tracks[ i ].optimize(); - for ( var i = 0; i < this.tracks.length; i ++ ) { + } - this.tracks[ i ].trim( 0, this.duration ); + return this; } - return this; + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ - }, + function MaterialLoader( manager ) { - optimize: function () { + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + this.textures = {}; - for ( var i = 0; i < this.tracks.length; i ++ ) { + } - this.tracks[ i ].optimize(); + Object.assign( MaterialLoader.prototype, { - } + load: function ( url, onLoad, onProgress, onError ) { - return this; + var scope = this; - } + var loader = new FileLoader( scope.manager ); + loader.setResponseType( 'json' ); + loader.load( url, function ( json ) { -} ); + onLoad( scope.parse( json ) ); -/** - * @author mrdoob / http://mrdoob.com/ - */ + }, onProgress, onError ); -function MaterialLoader( manager ) { + }, - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - this.textures = {}; + setTextures: function ( value ) { -} + this.textures = value; -Object.assign( MaterialLoader.prototype, { + }, - load: function ( url, onLoad, onProgress, onError ) { + parse: function ( json ) { - var scope = this; + var textures = this.textures; - var loader = new FileLoader( scope.manager ); - loader.setResponseType( 'json' ); - loader.load( url, function ( json ) { + function getTexture( name ) { - onLoad( scope.parse( json ) ); + if ( textures[ name ] === undefined ) { - }, onProgress, onError ); + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); - }, + } - setTextures: function ( value ) { + return textures[ name ]; - this.textures = value; + } - }, + var material = new Materials[ json.type ](); - parse: function ( json ) { + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; + if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; + if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.shading !== undefined ) material.shading = json.shading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.side !== undefined ) material.side = json.side; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + if ( json.skinning !== undefined ) material.skinning = json.skinning; + if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; - var textures = this.textures; + // for PointsMaterial - function getTexture( name ) { + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - if ( textures[ name ] === undefined ) { + // maps - console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + if ( json.map !== undefined ) material.map = getTexture( json.map ); - } + if ( json.alphaMap !== undefined ) { - return textures[ name ]; + material.alphaMap = getTexture( json.alphaMap ); + material.transparent = true; - } + } - var material = new Materials[ json.type ](); - - if ( json.uuid !== undefined ) material.uuid = json.uuid; - if ( json.name !== undefined ) material.name = json.name; - if ( json.color !== undefined ) material.color.setHex( json.color ); - if ( json.roughness !== undefined ) material.roughness = json.roughness; - if ( json.metalness !== undefined ) material.metalness = json.metalness; - if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); - if ( json.specular !== undefined ) material.specular.setHex( json.specular ); - if ( json.shininess !== undefined ) material.shininess = json.shininess; - if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; - if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; - if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; - if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; - if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; - if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; - if ( json.fog !== undefined ) material.fog = json.fog; - if ( json.shading !== undefined ) material.shading = json.shading; - if ( json.blending !== undefined ) material.blending = json.blending; - if ( json.side !== undefined ) material.side = json.side; - if ( json.opacity !== undefined ) material.opacity = json.opacity; - if ( json.transparent !== undefined ) material.transparent = json.transparent; - if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; - if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; - if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; - if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; - if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; - if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; - if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; - if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; - if ( json.skinning !== undefined ) material.skinning = json.skinning; - if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; - - // for PointsMaterial - - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - - // maps - - if ( json.map !== undefined ) material.map = getTexture( json.map ); - - if ( json.alphaMap !== undefined ) { - - material.alphaMap = getTexture( json.alphaMap ); - material.transparent = true; + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; - } + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.normalScale !== undefined ) { - if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); - if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + var normalScale = json.normalScale; - if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); - if ( json.normalScale !== undefined ) { + if ( Array.isArray( normalScale ) === false ) { - var normalScale = json.normalScale; + // Blender exporter used to export a scalar. See #7459 - if ( Array.isArray( normalScale ) === false ) { + normalScale = [ normalScale, normalScale ]; - // Blender exporter used to export a scalar. See #7459 + } - normalScale = [ normalScale, normalScale ]; + material.normalScale = new Vector2().fromArray( normalScale ); } - material.normalScale = new Vector2().fromArray( normalScale ); - - } + if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; - if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); - if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; - if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); - if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); - if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; - if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); - if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); - if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); - if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; - if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; - if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); - if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; - if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); - if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); - if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + return material; - return material; + } - } + } ); -} ); + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function BufferGeometryLoader( manager ) { -function BufferGeometryLoader( manager ) { + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + } -} + Object.assign( BufferGeometryLoader.prototype, { -Object.assign( BufferGeometryLoader.prototype, { + load: function ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + var scope = this; - var scope = this; + var loader = new FileLoader( scope.manager ); + loader.setResponseType( 'json' ); + loader.load( url, function ( json ) { - var loader = new FileLoader( scope.manager ); - loader.setResponseType( 'json' ); - loader.load( url, function ( json ) { + onLoad( scope.parse( json ) ); - onLoad( scope.parse( json ) ); + }, onProgress, onError ); - }, onProgress, onError ); + }, - }, + parse: function ( json ) { - parse: function ( json ) { + var geometry = new BufferGeometry(); - var geometry = new BufferGeometry(); + var index = json.data.index; - var index = json.data.index; + if ( index !== undefined ) { - if ( index !== undefined ) { + var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); - var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); - geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + } - } + var attributes = json.data.attributes; - var attributes = json.data.attributes; + for ( var key in attributes ) { - for ( var key in attributes ) { + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); - var attribute = attributes[ key ]; - var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); - geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); + } - } + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; - var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + if ( groups !== undefined ) { - if ( groups !== undefined ) { + for ( var i = 0, n = groups.length; i !== n; ++ i ) { - for ( var i = 0, n = groups.length; i !== n; ++ i ) { + var group = groups[ i ]; - var group = groups[ i ]; + geometry.addGroup( group.start, group.count, group.materialIndex ); - geometry.addGroup( group.start, group.count, group.materialIndex ); + } } - } + var boundingSphere = json.data.boundingSphere; - var boundingSphere = json.data.boundingSphere; + if ( boundingSphere !== undefined ) { - if ( boundingSphere !== undefined ) { + var center = new Vector3(); - var center = new Vector3(); + if ( boundingSphere.center !== undefined ) { - if ( boundingSphere.center !== undefined ) { + center.fromArray( boundingSphere.center ); - center.fromArray( boundingSphere.center ); + } + + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); } - geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + return geometry; } - return geometry; - - } + } ); -} ); + var TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + Uint8ClampedArray: Uint8ClampedArray, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array + }; -var TYPED_ARRAYS = { - Int8Array: Int8Array, - Uint8Array: Uint8Array, - Uint8ClampedArray: Uint8ClampedArray, - Int16Array: Int16Array, - Uint16Array: Uint16Array, - Int32Array: Int32Array, - Uint32Array: Uint32Array, - Float32Array: Float32Array, - Float64Array: Float64Array -}; + /** + * @author alteredq / http://alteredqualia.com/ + */ -/** - * @author alteredq / http://alteredqualia.com/ - */ + function Loader() { -function Loader() { + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; - this.onLoadStart = function () {}; - this.onLoadProgress = function () {}; - this.onLoadComplete = function () {}; + } -} + Loader.Handlers = { -Loader.Handlers = { + handlers: [], - handlers: [], + add: function ( regex, loader ) { - add: function ( regex, loader ) { + this.handlers.push( regex, loader ); - this.handlers.push( regex, loader ); + }, - }, + get: function ( file ) { - get: function ( file ) { + var handlers = this.handlers; - var handlers = this.handlers; + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { - for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + var regex = handlers[ i ]; + var loader = handlers[ i + 1 ]; - var regex = handlers[ i ]; - var loader = handlers[ i + 1 ]; + if ( regex.test( file ) ) { - if ( regex.test( file ) ) { + return loader; - return loader; + } } - } + return null; - return null; + } - } + }; -}; + Object.assign( Loader.prototype, { -Object.assign( Loader.prototype, { + crossOrigin: undefined, - crossOrigin: undefined, + extractUrlBase: function ( url ) { - extractUrlBase: function ( url ) { + var parts = url.split( '/' ); - var parts = url.split( '/' ); + if ( parts.length === 1 ) return './'; - if ( parts.length === 1 ) return './'; + parts.pop(); - parts.pop(); + return parts.join( '/' ) + '/'; - return parts.join( '/' ) + '/'; + }, - }, + initMaterials: function ( materials, texturePath, crossOrigin ) { - initMaterials: function ( materials, texturePath, crossOrigin ) { + var array = []; - var array = []; + for ( var i = 0; i < materials.length; ++ i ) { - for ( var i = 0; i < materials.length; ++ i ) { + array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); - array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); + } - } + return array; - return array; + }, - }, + createMaterial: ( function () { - createMaterial: ( function () { + var BlendingMode = { + NoBlending: NoBlending, + NormalBlending: NormalBlending, + AdditiveBlending: AdditiveBlending, + SubtractiveBlending: SubtractiveBlending, + MultiplyBlending: MultiplyBlending, + CustomBlending: CustomBlending + }; - var BlendingMode = { - NoBlending: NoBlending, - NormalBlending: NormalBlending, - AdditiveBlending: AdditiveBlending, - SubtractiveBlending: SubtractiveBlending, - MultiplyBlending: MultiplyBlending, - CustomBlending: CustomBlending - }; + var color = new Color(); + var textureLoader = new TextureLoader(); + var materialLoader = new MaterialLoader(); - var color = new Color(); - var textureLoader = new TextureLoader(); - var materialLoader = new MaterialLoader(); + return function createMaterial( m, texturePath, crossOrigin ) { - return function createMaterial( m, texturePath, crossOrigin ) { + // convert from old material format - // convert from old material format + var textures = {}; - var textures = {}; + function loadTexture( path, repeat, offset, wrap, anisotropy ) { - function loadTexture( path, repeat, offset, wrap, anisotropy ) { + var fullPath = texturePath + path; + var loader = Loader.Handlers.get( fullPath ); - var fullPath = texturePath + path; - var loader = Loader.Handlers.get( fullPath ); + var texture; - var texture; + if ( loader !== null ) { - if ( loader !== null ) { + texture = loader.load( fullPath ); - texture = loader.load( fullPath ); + } else { - } else { + textureLoader.setCrossOrigin( crossOrigin ); + texture = textureLoader.load( fullPath ); - textureLoader.setCrossOrigin( crossOrigin ); - texture = textureLoader.load( fullPath ); + } - } + if ( repeat !== undefined ) { - if ( repeat !== undefined ) { + texture.repeat.fromArray( repeat ); - texture.repeat.fromArray( repeat ); + if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; - if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; - if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; + } - } + if ( offset !== undefined ) { - if ( offset !== undefined ) { + texture.offset.fromArray( offset ); - texture.offset.fromArray( offset ); + } - } + if ( wrap !== undefined ) { - if ( wrap !== undefined ) { + if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; + if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; - if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; - if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; + if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; + if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; - if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; - if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; + } - } + if ( anisotropy !== undefined ) { - if ( anisotropy !== undefined ) { + texture.anisotropy = anisotropy; - texture.anisotropy = anisotropy; + } - } + var uuid = _Math.generateUUID(); - var uuid = _Math.generateUUID(); + textures[ uuid ] = texture; - textures[ uuid ] = texture; + return uuid; - return uuid; + } - } + // - // + var json = { + uuid: _Math.generateUUID(), + type: 'MeshLambertMaterial' + }; - var json = { - uuid: _Math.generateUUID(), - type: 'MeshLambertMaterial' - }; + for ( var name in m ) { - for ( var name in m ) { + var value = m[ name ]; - var value = m[ name ]; + switch ( name ) { - switch ( name ) { + case 'DbgColor': + case 'DbgIndex': + case 'opticalDensity': + case 'illumination': + break; + case 'DbgName': + json.name = value; + break; + case 'blending': + json.blending = BlendingMode[ value ]; + break; + case 'colorAmbient': + case 'mapAmbient': + console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); + break; + case 'colorDiffuse': + json.color = color.fromArray( value ).getHex(); + break; + case 'colorSpecular': + json.specular = color.fromArray( value ).getHex(); + break; + case 'colorEmissive': + json.emissive = color.fromArray( value ).getHex(); + break; + case 'specularCoef': + json.shininess = value; + break; + case 'shading': + if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; + if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; + if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; + break; + case 'mapDiffuse': + json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + break; + case 'mapDiffuseRepeat': + case 'mapDiffuseOffset': + case 'mapDiffuseWrap': + case 'mapDiffuseAnisotropy': + break; + case 'mapEmissive': + json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); + break; + case 'mapEmissiveRepeat': + case 'mapEmissiveOffset': + case 'mapEmissiveWrap': + case 'mapEmissiveAnisotropy': + break; + case 'mapLight': + json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + break; + case 'mapLightRepeat': + case 'mapLightOffset': + case 'mapLightWrap': + case 'mapLightAnisotropy': + break; + case 'mapAO': + json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); + break; + case 'mapAORepeat': + case 'mapAOOffset': + case 'mapAOWrap': + case 'mapAOAnisotropy': + break; + case 'mapBump': + json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + break; + case 'mapBumpScale': + json.bumpScale = value; + break; + case 'mapBumpRepeat': + case 'mapBumpOffset': + case 'mapBumpWrap': + case 'mapBumpAnisotropy': + break; + case 'mapNormal': + json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + break; + case 'mapNormalFactor': + json.normalScale = [ value, value ]; + break; + case 'mapNormalRepeat': + case 'mapNormalOffset': + case 'mapNormalWrap': + case 'mapNormalAnisotropy': + break; + case 'mapSpecular': + json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + break; + case 'mapSpecularRepeat': + case 'mapSpecularOffset': + case 'mapSpecularWrap': + case 'mapSpecularAnisotropy': + break; + case 'mapMetalness': + json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); + break; + case 'mapMetalnessRepeat': + case 'mapMetalnessOffset': + case 'mapMetalnessWrap': + case 'mapMetalnessAnisotropy': + break; + case 'mapRoughness': + json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); + break; + case 'mapRoughnessRepeat': + case 'mapRoughnessOffset': + case 'mapRoughnessWrap': + case 'mapRoughnessAnisotropy': + break; + case 'mapAlpha': + json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + break; + case 'mapAlphaRepeat': + case 'mapAlphaOffset': + case 'mapAlphaWrap': + case 'mapAlphaAnisotropy': + break; + case 'flipSided': + json.side = BackSide; + break; + case 'doubleSided': + json.side = DoubleSide; + break; + case 'transparency': + console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); + json.opacity = value; + break; + case 'depthTest': + case 'depthWrite': + case 'colorWrite': + case 'opacity': + case 'reflectivity': + case 'transparent': + case 'visible': + case 'wireframe': + json[ name ] = value; + break; + case 'vertexColors': + if ( value === true ) json.vertexColors = VertexColors; + if ( value === 'face' ) json.vertexColors = FaceColors; + break; + default: + console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); + break; - case 'DbgColor': - case 'DbgIndex': - case 'opticalDensity': - case 'illumination': - break; - case 'DbgName': - json.name = value; - break; - case 'blending': - json.blending = BlendingMode[ value ]; - break; - case 'colorAmbient': - case 'mapAmbient': - console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); - break; - case 'colorDiffuse': - json.color = color.fromArray( value ).getHex(); - break; - case 'colorSpecular': - json.specular = color.fromArray( value ).getHex(); - break; - case 'colorEmissive': - json.emissive = color.fromArray( value ).getHex(); - break; - case 'specularCoef': - json.shininess = value; - break; - case 'shading': - if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; - if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; - if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; - break; - case 'mapDiffuse': - json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); - break; - case 'mapDiffuseRepeat': - case 'mapDiffuseOffset': - case 'mapDiffuseWrap': - case 'mapDiffuseAnisotropy': - break; - case 'mapEmissive': - json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); - break; - case 'mapEmissiveRepeat': - case 'mapEmissiveOffset': - case 'mapEmissiveWrap': - case 'mapEmissiveAnisotropy': - break; - case 'mapLight': - json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); - break; - case 'mapLightRepeat': - case 'mapLightOffset': - case 'mapLightWrap': - case 'mapLightAnisotropy': - break; - case 'mapAO': - json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); - break; - case 'mapAORepeat': - case 'mapAOOffset': - case 'mapAOWrap': - case 'mapAOAnisotropy': - break; - case 'mapBump': - json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); - break; - case 'mapBumpScale': - json.bumpScale = value; - break; - case 'mapBumpRepeat': - case 'mapBumpOffset': - case 'mapBumpWrap': - case 'mapBumpAnisotropy': - break; - case 'mapNormal': - json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); - break; - case 'mapNormalFactor': - json.normalScale = [ value, value ]; - break; - case 'mapNormalRepeat': - case 'mapNormalOffset': - case 'mapNormalWrap': - case 'mapNormalAnisotropy': - break; - case 'mapSpecular': - json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); - break; - case 'mapSpecularRepeat': - case 'mapSpecularOffset': - case 'mapSpecularWrap': - case 'mapSpecularAnisotropy': - break; - case 'mapMetalness': - json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); - break; - case 'mapMetalnessRepeat': - case 'mapMetalnessOffset': - case 'mapMetalnessWrap': - case 'mapMetalnessAnisotropy': - break; - case 'mapRoughness': - json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); - break; - case 'mapRoughnessRepeat': - case 'mapRoughnessOffset': - case 'mapRoughnessWrap': - case 'mapRoughnessAnisotropy': - break; - case 'mapAlpha': - json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); - break; - case 'mapAlphaRepeat': - case 'mapAlphaOffset': - case 'mapAlphaWrap': - case 'mapAlphaAnisotropy': - break; - case 'flipSided': - json.side = BackSide; - break; - case 'doubleSided': - json.side = DoubleSide; - break; - case 'transparency': - console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); - json.opacity = value; - break; - case 'depthTest': - case 'depthWrite': - case 'colorWrite': - case 'opacity': - case 'reflectivity': - case 'transparent': - case 'visible': - case 'wireframe': - json[ name ] = value; - break; - case 'vertexColors': - if ( value === true ) json.vertexColors = VertexColors; - if ( value === 'face' ) json.vertexColors = FaceColors; - break; - default: - console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); - break; + } } - } + if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; + if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; - if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; - if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; + if ( json.opacity < 1 ) json.transparent = true; - if ( json.opacity < 1 ) json.transparent = true; + materialLoader.setTextures( textures ); - materialLoader.setTextures( textures ); + return materialLoader.parse( json ); - return materialLoader.parse( json ); + }; - }; + } )() - } )() + } ); -} ); + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + function JSONLoader( manager ) { -function JSONLoader( manager ) { + if ( typeof manager === 'boolean' ) { - if ( typeof manager === 'boolean' ) { + console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); + manager = undefined; - console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); - manager = undefined; + } - } + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + this.withCredentials = false; - this.withCredentials = false; + } -} + Object.assign( JSONLoader.prototype, { -Object.assign( JSONLoader.prototype, { + load: function ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + var scope = this; - var scope = this; + var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url ); - var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url ); + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'json' ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( json ) { - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'json' ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( json ) { + var metadata = json.metadata; - var metadata = json.metadata; + if ( metadata !== undefined ) { - if ( metadata !== undefined ) { + var type = metadata.type; - var type = metadata.type; + if ( type !== undefined ) { - if ( type !== undefined ) { + if ( type.toLowerCase() === 'object' ) { - if ( type.toLowerCase() === 'object' ) { + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; - console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); - return; + } - } + if ( type.toLowerCase() === 'scene' ) { - if ( type.toLowerCase() === 'scene' ) { + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); + return; - console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); - return; + } } } - } + var object = scope.parse( json, texturePath ); + onLoad( object.geometry, object.materials ); - var object = scope.parse( json, texturePath ); - onLoad( object.geometry, object.materials ); + }, onProgress, onError ); - }, onProgress, onError ); + }, - }, + setTexturePath: function ( value ) { - setTexturePath: function ( value ) { + this.texturePath = value; - this.texturePath = value; + }, - }, + parse: ( function () { - parse: ( function () { + function parseModel( json, geometry ) { - function parseModel( json, geometry ) { + function isBitSet( value, position ) { - function isBitSet( value, position ) { + return value & ( 1 << position ); - return value & ( 1 << position ); + } - } + var i, j, fi, - var i, j, fi, + offset, zLength, - offset, zLength, + colorIndex, normalIndex, uvIndex, materialIndex, - colorIndex, normalIndex, uvIndex, materialIndex, + type, + isQuad, + hasMaterial, + hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, - type, - isQuad, - hasMaterial, - hasFaceVertexUv, - hasFaceNormal, hasFaceVertexNormal, - hasFaceColor, hasFaceVertexColor, + vertex, face, faceA, faceB, hex, normal, - vertex, face, faceA, faceB, hex, normal, + uvLayer, uv, u, v, - uvLayer, uv, u, v, + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, - faces = json.faces, - vertices = json.vertices, - normals = json.normals, - colors = json.colors, + scale = json.scale, - scale = json.scale, + nUvLayers = 0; - nUvLayers = 0; + if ( json.uvs !== undefined ) { - if ( json.uvs !== undefined ) { + // disregard empty arrays - // disregard empty arrays + for ( i = 0; i < json.uvs.length; i ++ ) { - for ( i = 0; i < json.uvs.length; i ++ ) { + if ( json.uvs[ i ].length ) nUvLayers ++; - if ( json.uvs[ i ].length ) nUvLayers ++; + } - } + for ( i = 0; i < nUvLayers; i ++ ) { - for ( i = 0; i < nUvLayers; i ++ ) { + geometry.faceVertexUvs[ i ] = []; - geometry.faceVertexUvs[ i ] = []; + } } - } + offset = 0; + zLength = vertices.length; - offset = 0; - zLength = vertices.length; + while ( offset < zLength ) { - while ( offset < zLength ) { + vertex = new Vector3(); - vertex = new Vector3(); + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; - vertex.x = vertices[ offset ++ ] * scale; - vertex.y = vertices[ offset ++ ] * scale; - vertex.z = vertices[ offset ++ ] * scale; + geometry.vertices.push( vertex ); - geometry.vertices.push( vertex ); + } - } + offset = 0; + zLength = faces.length; - offset = 0; - zLength = faces.length; + while ( offset < zLength ) { - while ( offset < zLength ) { + type = faces[ offset ++ ]; - type = faces[ offset ++ ]; + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); - isQuad = isBitSet( type, 0 ); - hasMaterial = isBitSet( type, 1 ); - hasFaceVertexUv = isBitSet( type, 3 ); - hasFaceNormal = isBitSet( type, 4 ); - hasFaceVertexNormal = isBitSet( type, 5 ); - hasFaceColor = isBitSet( type, 6 ); - hasFaceVertexColor = isBitSet( type, 7 ); + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); - // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + if ( isQuad ) { - if ( isQuad ) { + faceA = new Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; - faceA = new Face3(); - faceA.a = faces[ offset ]; - faceA.b = faces[ offset + 1 ]; - faceA.c = faces[ offset + 3 ]; + faceB = new Face3(); + faceB.a = faces[ offset + 1 ]; + faceB.b = faces[ offset + 2 ]; + faceB.c = faces[ offset + 3 ]; - faceB = new Face3(); - faceB.a = faces[ offset + 1 ]; - faceB.b = faces[ offset + 2 ]; - faceB.c = faces[ offset + 3 ]; + offset += 4; - offset += 4; + if ( hasMaterial ) { - if ( hasMaterial ) { + materialIndex = faces[ offset ++ ]; + faceA.materialIndex = materialIndex; + faceB.materialIndex = materialIndex; - materialIndex = faces[ offset ++ ]; - faceA.materialIndex = materialIndex; - faceB.materialIndex = materialIndex; + } - } + // to get face <=> uv index correspondence - // to get face <=> uv index correspondence + fi = geometry.faces.length; - fi = geometry.faces.length; + if ( hasFaceVertexUv ) { - if ( hasFaceVertexUv ) { + for ( i = 0; i < nUvLayers; i ++ ) { - for ( i = 0; i < nUvLayers; i ++ ) { + uvLayer = json.uvs[ i ]; - uvLayer = json.uvs[ i ]; + geometry.faceVertexUvs[ i ][ fi ] = []; + geometry.faceVertexUvs[ i ][ fi + 1 ] = []; - geometry.faceVertexUvs[ i ][ fi ] = []; - geometry.faceVertexUvs[ i ][ fi + 1 ] = []; + for ( j = 0; j < 4; j ++ ) { - for ( j = 0; j < 4; j ++ ) { + uvIndex = faces[ offset ++ ]; - uvIndex = faces[ offset ++ ]; + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + uv = new Vector2( u, v ); - uv = new Vector2( u, v ); + if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); + if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); - if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); - if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); + } } } - } - - if ( hasFaceNormal ) { - - normalIndex = faces[ offset ++ ] * 3; - - faceA.normal.set( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - faceB.normal.copy( faceA.normal ); - - } - - if ( hasFaceVertexNormal ) { - - for ( i = 0; i < 4; i ++ ) { + if ( hasFaceNormal ) { normalIndex = faces[ offset ++ ] * 3; - normal = new Vector3( + faceA.normal.set( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); - - if ( i !== 2 ) faceA.vertexNormals.push( normal ); - if ( i !== 0 ) faceB.vertexNormals.push( normal ); + faceB.normal.copy( faceA.normal ); } - } + if ( hasFaceVertexNormal ) { + for ( i = 0; i < 4; i ++ ) { - if ( hasFaceColor ) { + normalIndex = faces[ offset ++ ] * 3; - colorIndex = faces[ offset ++ ]; - hex = colors[ colorIndex ]; + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); - faceA.color.setHex( hex ); - faceB.color.setHex( hex ); - } + if ( i !== 2 ) faceA.vertexNormals.push( normal ); + if ( i !== 0 ) faceB.vertexNormals.push( normal ); + + } + } - if ( hasFaceVertexColor ) { - for ( i = 0; i < 4; i ++ ) { + if ( hasFaceColor ) { colorIndex = faces[ offset ++ ]; hex = colors[ colorIndex ]; - if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); - if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); + faceA.color.setHex( hex ); + faceB.color.setHex( hex ); } - } - geometry.faces.push( faceA ); - geometry.faces.push( faceB ); + if ( hasFaceVertexColor ) { - } else { + for ( i = 0; i < 4; i ++ ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; - face = new Face3(); - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; + if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); + if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); - if ( hasMaterial ) { + } - materialIndex = faces[ offset ++ ]; - face.materialIndex = materialIndex; + } - } + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); - // to get face <=> uv index correspondence + } else { - fi = geometry.faces.length; + face = new Face3(); + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; - if ( hasFaceVertexUv ) { + if ( hasMaterial ) { - for ( i = 0; i < nUvLayers; i ++ ) { + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; - uvLayer = json.uvs[ i ]; + } - geometry.faceVertexUvs[ i ][ fi ] = []; + // to get face <=> uv index correspondence - for ( j = 0; j < 3; j ++ ) { + fi = geometry.faces.length; - uvIndex = faces[ offset ++ ]; + if ( hasFaceVertexUv ) { - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + for ( i = 0; i < nUvLayers; i ++ ) { - uv = new Vector2( u, v ); + uvLayer = json.uvs[ i ]; - geometry.faceVertexUvs[ i ][ fi ].push( uv ); + geometry.faceVertexUvs[ i ][ fi ] = []; - } + for ( j = 0; j < 3; j ++ ) { - } + uvIndex = faces[ offset ++ ]; - } + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; - if ( hasFaceNormal ) { + uv = new Vector2( u, v ); - normalIndex = faces[ offset ++ ] * 3; + geometry.faceVertexUvs[ i ][ fi ].push( uv ); - face.normal.set( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); + } - } + } - if ( hasFaceVertexNormal ) { + } - for ( i = 0; i < 3; i ++ ) { + if ( hasFaceNormal ) { normalIndex = faces[ offset ++ ] * 3; - normal = new Vector3( + face.normal.set( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); - face.vertexNormals.push( normal ); - } - } + if ( hasFaceVertexNormal ) { + for ( i = 0; i < 3; i ++ ) { - if ( hasFaceColor ) { + normalIndex = faces[ offset ++ ] * 3; - colorIndex = faces[ offset ++ ]; - face.color.setHex( colors[ colorIndex ] ); + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); - } + face.vertexNormals.push( normal ); + } + + } - if ( hasFaceVertexColor ) { - for ( i = 0; i < 3; i ++ ) { + if ( hasFaceColor ) { colorIndex = faces[ offset ++ ]; - face.vertexColors.push( new Color( colors[ colorIndex ] ) ); + face.color.setHex( colors[ colorIndex ] ); } - } - geometry.faces.push( face ); + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 3; i ++ ) { + + colorIndex = faces[ offset ++ ]; + face.vertexColors.push( new Color( colors[ colorIndex ] ) ); + + } + + } + + geometry.faces.push( face ); + + } } } - } + function parseSkin( json, geometry ) { - function parseSkin( json, geometry ) { + var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; - var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; + if ( json.skinWeights ) { - if ( json.skinWeights ) { + for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { - for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { + var x = json.skinWeights[ i ]; + var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; + var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; + var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; - var x = json.skinWeights[ i ]; - var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; - var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; - var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; + geometry.skinWeights.push( new Vector4( x, y, z, w ) ); - geometry.skinWeights.push( new Vector4( x, y, z, w ) ); + } } - } + if ( json.skinIndices ) { - if ( json.skinIndices ) { + for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { - for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { + var a = json.skinIndices[ i ]; + var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; + var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; + var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; - var a = json.skinIndices[ i ]; - var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; - var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; - var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; + geometry.skinIndices.push( new Vector4( a, b, c, d ) ); - geometry.skinIndices.push( new Vector4( a, b, c, d ) ); + } } - } + geometry.bones = json.bones; - geometry.bones = json.bones; + if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { - if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { + console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); - console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + - geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + } } - } + function parseMorphing( json, geometry ) { - function parseMorphing( json, geometry ) { + var scale = json.scale; - var scale = json.scale; + if ( json.morphTargets !== undefined ) { - if ( json.morphTargets !== undefined ) { + for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { - for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; - geometry.morphTargets[ i ] = {}; - geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; - geometry.morphTargets[ i ].vertices = []; + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = json.morphTargets[ i ].vertices; - var dstVertices = geometry.morphTargets[ i ].vertices; - var srcVertices = json.morphTargets[ i ].vertices; + for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { - for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + var vertex = new Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; - var vertex = new Vector3(); - vertex.x = srcVertices[ v ] * scale; - vertex.y = srcVertices[ v + 1 ] * scale; - vertex.z = srcVertices[ v + 2 ] * scale; + dstVertices.push( vertex ); - dstVertices.push( vertex ); + } } } - } + if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { - if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { + console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); - console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); + var faces = geometry.faces; + var morphColors = json.morphColors[ 0 ].colors; - var faces = geometry.faces; - var morphColors = json.morphColors[ 0 ].colors; + for ( var i = 0, l = faces.length; i < l; i ++ ) { - for ( var i = 0, l = faces.length; i < l; i ++ ) { + faces[ i ].color.fromArray( morphColors, i * 3 ); - faces[ i ].color.fromArray( morphColors, i * 3 ); + } } } - } + function parseAnimations( json, geometry ) { - function parseAnimations( json, geometry ) { + var outputAnimations = []; - var outputAnimations = []; + // parse old style Bone/Hierarchy animations + var animations = []; - // parse old style Bone/Hierarchy animations - var animations = []; + if ( json.animation !== undefined ) { - if ( json.animation !== undefined ) { + animations.push( json.animation ); - animations.push( json.animation ); + } - } + if ( json.animations !== undefined ) { - if ( json.animations !== undefined ) { + if ( json.animations.length ) { - if ( json.animations.length ) { + animations = animations.concat( json.animations ); - animations = animations.concat( json.animations ); + } else { - } else { + animations.push( json.animations ); - animations.push( json.animations ); + } } - } + for ( var i = 0; i < animations.length; i ++ ) { - for ( var i = 0; i < animations.length; i ++ ) { + var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); + if ( clip ) outputAnimations.push( clip ); - var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); - if ( clip ) outputAnimations.push( clip ); + } - } + // parse implicit morph animations + if ( geometry.morphTargets ) { - // parse implicit morph animations - if ( geometry.morphTargets ) { + // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. + var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); + outputAnimations = outputAnimations.concat( morphAnimationClips ); - // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. - var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); - outputAnimations = outputAnimations.concat( morphAnimationClips ); + } - } + if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; - if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; + } - } + return function ( json, texturePath ) { - return function ( json, texturePath ) { + if ( json.data !== undefined ) { - if ( json.data !== undefined ) { + // Geometry 4.0 spec + json = json.data; - // Geometry 4.0 spec - json = json.data; + } - } + if ( json.scale !== undefined ) { - if ( json.scale !== undefined ) { + json.scale = 1.0 / json.scale; - json.scale = 1.0 / json.scale; + } else { - } else { + json.scale = 1.0; - json.scale = 1.0; + } - } + var geometry = new Geometry(); - var geometry = new Geometry(); + parseModel( json, geometry ); + parseSkin( json, geometry ); + parseMorphing( json, geometry ); + parseAnimations( json, geometry ); - parseModel( json, geometry ); - parseSkin( json, geometry ); - parseMorphing( json, geometry ); - parseAnimations( json, geometry ); + geometry.computeFaceNormals(); + geometry.computeBoundingSphere(); - geometry.computeFaceNormals(); - geometry.computeBoundingSphere(); + if ( json.materials === undefined || json.materials.length === 0 ) { - if ( json.materials === undefined || json.materials.length === 0 ) { + return { geometry: geometry }; - return { geometry: geometry }; + } else { - } else { + var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); - var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + return { geometry: geometry, materials: materials }; - return { geometry: geometry, materials: materials }; + } - } + }; - }; + } )() - } )() + } ); -} ); + /** + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author mrdoob / http://mrdoob.com/ - */ + function ObjectLoader( manager ) { -function ObjectLoader( manager ) { + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + this.texturePath = ''; - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - this.texturePath = ''; + } -} + Object.assign( ObjectLoader.prototype, { -Object.assign( ObjectLoader.prototype, { + load: function ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + if ( this.texturePath === '' ) { - if ( this.texturePath === '' ) { + this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); - this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + } - } + var scope = this; - var scope = this; + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { + var json = null; - var json = null; + try { - try { + json = JSON.parse( text ); - json = JSON.parse( text ); + } catch ( error ) { - } catch ( error ) { + if ( onError !== undefined ) onError( error ); - if ( onError !== undefined ) onError( error ); + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); - console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); + return; - return; + } - } + var metadata = json.metadata; - var metadata = json.metadata; + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { - if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); + return; - console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); - return; + } - } + scope.parse( json, onLoad ); - scope.parse( json, onLoad ); + }, onProgress, onError ); - }, onProgress, onError ); + }, - }, + setTexturePath: function ( value ) { - setTexturePath: function ( value ) { + this.texturePath = value; - this.texturePath = value; + }, - }, + setCrossOrigin: function ( value ) { - setCrossOrigin: function ( value ) { + this.crossOrigin = value; - this.crossOrigin = value; + }, - }, + parse: function ( json, onLoad ) { - parse: function ( json, onLoad ) { + var geometries = this.parseGeometries( json.geometries ); - var geometries = this.parseGeometries( json.geometries ); + var images = this.parseImages( json.images, function () { - var images = this.parseImages( json.images, function () { + if ( onLoad !== undefined ) onLoad( object ); - if ( onLoad !== undefined ) onLoad( object ); + } ); - } ); + var textures = this.parseTextures( json.textures, images ); + var materials = this.parseMaterials( json.materials, textures ); - var textures = this.parseTextures( json.textures, images ); - var materials = this.parseMaterials( json.materials, textures ); + var object = this.parseObject( json.object, geometries, materials ); - var object = this.parseObject( json.object, geometries, materials ); + if ( json.animations ) { - if ( json.animations ) { + object.animations = this.parseAnimations( json.animations ); - object.animations = this.parseAnimations( json.animations ); + } - } + if ( json.images === undefined || json.images.length === 0 ) { - if ( json.images === undefined || json.images.length === 0 ) { + if ( onLoad !== undefined ) onLoad( object ); - if ( onLoad !== undefined ) onLoad( object ); + } - } + return object; - return object; + }, - }, + parseGeometries: function ( json ) { - parseGeometries: function ( json ) { + var geometries = {}; - var geometries = {}; + if ( json !== undefined ) { - if ( json !== undefined ) { + var geometryLoader = new JSONLoader(); + var bufferGeometryLoader = new BufferGeometryLoader(); - var geometryLoader = new JSONLoader(); - var bufferGeometryLoader = new BufferGeometryLoader(); + for ( var i = 0, l = json.length; i < l; i ++ ) { - for ( var i = 0, l = json.length; i < l; i ++ ) { + var geometry; + var data = json[ i ]; - var geometry; - var data = json[ i ]; + switch ( data.type ) { - switch ( data.type ) { + case 'PlaneGeometry': + case 'PlaneBufferGeometry': - case 'PlaneGeometry': - case 'PlaneBufferGeometry': + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.widthSegments, - data.heightSegments - ); + break; - break; + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); - case 'BoxGeometry': - case 'BoxBufferGeometry': - case 'CubeGeometry': // backwards compatible - - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.depth, - data.widthSegments, - data.heightSegments, - data.depthSegments - ); + break; - break; + case 'CircleGeometry': + case 'CircleBufferGeometry': - case 'CircleGeometry': - case 'CircleBufferGeometry': + geometry = new Geometries[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); - geometry = new Geometries[ data.type ]( - data.radius, - data.segments, - data.thetaStart, - data.thetaLength - ); + break; - break; + case 'CylinderGeometry': + case 'CylinderBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); - case 'CylinderGeometry': - case 'CylinderBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radiusTop, - data.radiusBottom, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); + break; - break; + case 'ConeGeometry': + case 'ConeBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); - case 'ConeGeometry': - case 'ConeBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); + break; - break; + case 'SphereGeometry': + case 'SphereBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); - case 'SphereGeometry': - case 'SphereBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.widthSegments, - data.heightSegments, - data.phiStart, - data.phiLength, - data.thetaStart, - data.thetaLength - ); + break; - break; + case 'DodecahedronGeometry': + case 'IcosahedronGeometry': + case 'OctahedronGeometry': + case 'TetrahedronGeometry': - case 'DodecahedronGeometry': - case 'IcosahedronGeometry': - case 'OctahedronGeometry': - case 'TetrahedronGeometry': + geometry = new Geometries[ data.type ]( + data.radius, + data.detail + ); - geometry = new Geometries[ data.type ]( - data.radius, - data.detail - ); + break; - break; + case 'RingGeometry': + case 'RingBufferGeometry': - case 'RingGeometry': - case 'RingBufferGeometry': + geometry = new Geometries[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); - geometry = new Geometries[ data.type ]( - data.innerRadius, - data.outerRadius, - data.thetaSegments, - data.phiSegments, - data.thetaStart, - data.thetaLength - ); + break; - break; + case 'TorusGeometry': + case 'TorusBufferGeometry': - case 'TorusGeometry': - case 'TorusBufferGeometry': + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.radialSegments, - data.tubularSegments, - data.arc - ); + break; - break; + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': - case 'TorusKnotGeometry': - case 'TorusKnotBufferGeometry': + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.tubularSegments, - data.radialSegments, - data.p, - data.q - ); + break; - break; + case 'LatheGeometry': + case 'LatheBufferGeometry': - case 'LatheGeometry': - case 'LatheBufferGeometry': + geometry = new Geometries[ data.type ]( + data.points, + data.segments, + data.phiStart, + data.phiLength + ); - geometry = new Geometries[ data.type ]( - data.points, - data.segments, - data.phiStart, - data.phiLength - ); + break; - break; + case 'BufferGeometry': - case 'BufferGeometry': + geometry = bufferGeometryLoader.parse( data ); - geometry = bufferGeometryLoader.parse( data ); + break; - break; + case 'Geometry': - case 'Geometry': + geometry = geometryLoader.parse( data, this.texturePath ).geometry; - geometry = geometryLoader.parse( data, this.texturePath ).geometry; + break; - break; + default: - default: + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); - console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + continue; - continue; + } - } + geometry.uuid = data.uuid; - geometry.uuid = data.uuid; + if ( data.name !== undefined ) geometry.name = data.name; - if ( data.name !== undefined ) geometry.name = data.name; + geometries[ data.uuid ] = geometry; - geometries[ data.uuid ] = geometry; + } } - } + return geometries; - return geometries; + }, - }, + parseMaterials: function ( json, textures ) { - parseMaterials: function ( json, textures ) { + var materials = {}; - var materials = {}; + if ( json !== undefined ) { - if ( json !== undefined ) { + var loader = new MaterialLoader(); + loader.setTextures( textures ); - var loader = new MaterialLoader(); - loader.setTextures( textures ); + for ( var i = 0, l = json.length; i < l; i ++ ) { - for ( var i = 0, l = json.length; i < l; i ++ ) { + var data = json[ i ]; - var data = json[ i ]; + if ( data.type === 'MultiMaterial' ) { - if ( data.type === 'MultiMaterial' ) { + // Deprecated - // Deprecated + var array = []; - var array = []; + for ( var j = 0; j < data.materials.length; j ++ ) { - for ( var j = 0; j < data.materials.length; j ++ ) { + array.push( loader.parse( data.materials[ j ] ) ); - array.push( loader.parse( data.materials[ j ] ) ); + } - } + materials[ data.uuid ] = array; - materials[ data.uuid ] = array; + } else { - } else { + materials[ data.uuid ] = loader.parse( data ); - materials[ data.uuid ] = loader.parse( data ); + } } } - } + return materials; - return materials; + }, - }, + parseAnimations: function ( json ) { - parseAnimations: function ( json ) { + var animations = []; - var animations = []; + for ( var i = 0; i < json.length; i ++ ) { - for ( var i = 0; i < json.length; i ++ ) { + var clip = AnimationClip.parse( json[ i ] ); - var clip = AnimationClip.parse( json[ i ] ); + animations.push( clip ); - animations.push( clip ); + } - } + return animations; - return animations; + }, - }, + parseImages: function ( json, onLoad ) { - parseImages: function ( json, onLoad ) { + var scope = this; + var images = {}; - var scope = this; - var images = {}; + function loadImage( url ) { - function loadImage( url ) { + scope.manager.itemStart( url ); - scope.manager.itemStart( url ); + return loader.load( url, function () { - return loader.load( url, function () { + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + }, undefined, function () { - }, undefined, function () { + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + } ); - } ); + } - } + if ( json !== undefined && json.length > 0 ) { - if ( json !== undefined && json.length > 0 ) { + var manager = new LoadingManager( onLoad ); - var manager = new LoadingManager( onLoad ); + var loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); - var loader = new ImageLoader( manager ); - loader.setCrossOrigin( this.crossOrigin ); + for ( var i = 0, l = json.length; i < l; i ++ ) { - for ( var i = 0, l = json.length; i < l; i ++ ) { + var image = json[ i ]; + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; - var image = json[ i ]; - var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; + images[ image.uuid ] = loadImage( path ); - images[ image.uuid ] = loadImage( path ); + } } - } + return images; - return images; + }, - }, + parseTextures: function ( json, images ) { - parseTextures: function ( json, images ) { + function parseConstant( value, type ) { - function parseConstant( value, type ) { + if ( typeof( value ) === 'number' ) return value; - if ( typeof( value ) === 'number' ) return value; + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); - console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + return type[ value ]; - return type[ value ]; + } - } + var textures = {}; - var textures = {}; + if ( json !== undefined ) { - if ( json !== undefined ) { + for ( var i = 0, l = json.length; i < l; i ++ ) { - for ( var i = 0, l = json.length; i < l; i ++ ) { + var data = json[ i ]; - var data = json[ i ]; + if ( data.image === undefined ) { - if ( data.image === undefined ) { + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); - console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + } - } + if ( images[ data.image ] === undefined ) { - if ( images[ data.image ] === undefined ) { + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); - console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + } - } + var texture = new Texture( images[ data.image ] ); + texture.needsUpdate = true; - var texture = new Texture( images[ data.image ] ); - texture.needsUpdate = true; + texture.uuid = data.uuid; - texture.uuid = data.uuid; + if ( data.name !== undefined ) texture.name = data.name; - if ( data.name !== undefined ) texture.name = data.name; + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); - if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.wrap !== undefined ) { - if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); - if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); - if ( data.wrap !== undefined ) { + texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); - texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); - texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + } - } + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; - if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); - if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); - if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + if ( data.flipY !== undefined ) texture.flipY = data.flipY; - if ( data.flipY !== undefined ) texture.flipY = data.flipY; + textures[ data.uuid ] = texture; - textures[ data.uuid ] = texture; + } } - } + return textures; + + }, - return textures; + parseObject: function () { - }, + var matrix = new Matrix4(); - parseObject: function () { + return function parseObject( data, geometries, materials ) { - var matrix = new Matrix4(); + var object; - return function parseObject( data, geometries, materials ) { + function getGeometry( name ) { - var object; + if ( geometries[ name ] === undefined ) { - function getGeometry( name ) { + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); - if ( geometries[ name ] === undefined ) { + } - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + return geometries[ name ]; } - return geometries[ name ]; + function getMaterial( name ) { - } + if ( name === undefined ) return undefined; - function getMaterial( name ) { + if ( Array.isArray( name ) ) { - if ( name === undefined ) return undefined; + var array = []; - if ( Array.isArray( name ) ) { + for ( var i = 0, l = name.length; i < l; i ++ ) { - var array = []; + var uuid = name[ i ]; - for ( var i = 0, l = name.length; i < l; i ++ ) { + if ( materials[ uuid ] === undefined ) { - var uuid = name[ i ]; + console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); - if ( materials[ uuid ] === undefined ) { + } - console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + array.push( materials[ uuid ] ); } - array.push( materials[ uuid ] ); + return array; } - return array; + if ( materials[ name ] === undefined ) { - } + console.warn( 'THREE.ObjectLoader: Undefined material', name ); - if ( materials[ name ] === undefined ) { + } - console.warn( 'THREE.ObjectLoader: Undefined material', name ); + return materials[ name ]; } - return materials[ name ]; - - } + switch ( data.type ) { - switch ( data.type ) { + case 'Scene': - case 'Scene': + object = new Scene(); - object = new Scene(); + if ( data.background !== undefined ) { - if ( data.background !== undefined ) { + if ( Number.isInteger( data.background ) ) { - if ( Number.isInteger( data.background ) ) { + object.background = new Color( data.background ); - object.background = new Color( data.background ); + } } - } + if ( data.fog !== undefined ) { - if ( data.fog !== undefined ) { + if ( data.fog.type === 'Fog' ) { - if ( data.fog.type === 'Fog' ) { + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); - object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + } else if ( data.fog.type === 'FogExp2' ) { - } else if ( data.fog.type === 'FogExp2' ) { + object.fog = new FogExp2( data.fog.color, data.fog.density ); - object.fog = new FogExp2( data.fog.color, data.fog.density ); + } } - } + break; - break; + case 'PerspectiveCamera': - case 'PerspectiveCamera': + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - if ( data.focus !== undefined ) object.focus = data.focus; - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; - if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + break; - break; + case 'OrthographicCamera': - case 'OrthographicCamera': + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + break; - break; + case 'AmbientLight': - case 'AmbientLight': + object = new AmbientLight( data.color, data.intensity ); - object = new AmbientLight( data.color, data.intensity ); + break; - break; + case 'DirectionalLight': - case 'DirectionalLight': + object = new DirectionalLight( data.color, data.intensity ); - object = new DirectionalLight( data.color, data.intensity ); + break; - break; + case 'PointLight': - case 'PointLight': + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + break; - break; + case 'RectAreaLight': - case 'RectAreaLight': + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); - object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + break; - break; + case 'SpotLight': - case 'SpotLight': + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + break; - break; + case 'HemisphereLight': - case 'HemisphereLight': + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + break; - break; + case 'SkinnedMesh': - case 'SkinnedMesh': + console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); - console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); + case 'Mesh': - case 'Mesh': + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); - var geometry = getGeometry( data.geometry ); - var material = getMaterial( data.material ); + if ( geometry.bones && geometry.bones.length > 0 ) { - if ( geometry.bones && geometry.bones.length > 0 ) { + object = new SkinnedMesh( geometry, material ); - object = new SkinnedMesh( geometry, material ); + } else { - } else { + object = new Mesh( geometry, material ); - object = new Mesh( geometry, material ); + } - } + break; - break; + case 'LOD': - case 'LOD': + object = new LOD(); - object = new LOD(); + break; - break; + case 'Line': - case 'Line': + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + break; - break; + case 'LineLoop': - case 'LineLoop': + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); - object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + break; - break; + case 'LineSegments': - case 'LineSegments': + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + break; - break; + case 'PointCloud': + case 'Points': - case 'PointCloud': - case 'Points': + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + break; - break; + case 'Sprite': - case 'Sprite': + object = new Sprite( getMaterial( data.material ) ); - object = new Sprite( getMaterial( data.material ) ); + break; - break; + case 'Group': - case 'Group': + object = new Group(); - object = new Group(); + break; - break; + default: - default: + object = new Object3D(); - object = new Object3D(); + } - } + object.uuid = data.uuid; - object.uuid = data.uuid; + if ( data.name !== undefined ) object.name = data.name; + if ( data.matrix !== undefined ) { - if ( data.name !== undefined ) object.name = data.name; - if ( data.matrix !== undefined ) { + matrix.fromArray( data.matrix ); + matrix.decompose( object.position, object.quaternion, object.scale ); - matrix.fromArray( data.matrix ); - matrix.decompose( object.position, object.quaternion, object.scale ); + } else { - } else { + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); - if ( data.position !== undefined ) object.position.fromArray( data.position ); - if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); - if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); - if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + } - } + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; - if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; - if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + if ( data.shadow ) { - if ( data.shadow ) { + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); - if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; - if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; - if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); - if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + } - } + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.userData !== undefined ) object.userData = data.userData; - if ( data.visible !== undefined ) object.visible = data.visible; - if ( data.userData !== undefined ) object.userData = data.userData; + if ( data.children !== undefined ) { - if ( data.children !== undefined ) { + for ( var child in data.children ) { - for ( var child in data.children ) { + object.add( this.parseObject( data.children[ child ], geometries, materials ) ); - object.add( this.parseObject( data.children[ child ], geometries, materials ) ); + } } - } + if ( data.type === 'LOD' ) { - if ( data.type === 'LOD' ) { + var levels = data.levels; - var levels = data.levels; + for ( var l = 0; l < levels.length; l ++ ) { - for ( var l = 0; l < levels.length; l ++ ) { + var level = levels[ l ]; + var child = object.getObjectByProperty( 'uuid', level.object ); - var level = levels[ l ]; - var child = object.getObjectByProperty( 'uuid', level.object ); + if ( child !== undefined ) { - if ( child !== undefined ) { + object.addLevel( child, level.distance ); - object.addLevel( child, level.distance ); + } } } - } + return object; - return object; + }; - }; + }() - }() + } ); -} ); + var TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + SphericalReflectionMapping: SphericalReflectionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping, + CubeUVRefractionMapping: CubeUVRefractionMapping + }; -var TEXTURE_MAPPING = { - UVMapping: UVMapping, - CubeReflectionMapping: CubeReflectionMapping, - CubeRefractionMapping: CubeRefractionMapping, - EquirectangularReflectionMapping: EquirectangularReflectionMapping, - EquirectangularRefractionMapping: EquirectangularRefractionMapping, - SphericalReflectionMapping: SphericalReflectionMapping, - CubeUVReflectionMapping: CubeUVReflectionMapping, - CubeUVRefractionMapping: CubeUVRefractionMapping -}; + var TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping + }; -var TEXTURE_WRAPPING = { - RepeatWrapping: RepeatWrapping, - ClampToEdgeWrapping: ClampToEdgeWrapping, - MirroredRepeatWrapping: MirroredRepeatWrapping -}; + var TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipMapNearestFilter: NearestMipMapNearestFilter, + NearestMipMapLinearFilter: NearestMipMapLinearFilter, + LinearFilter: LinearFilter, + LinearMipMapNearestFilter: LinearMipMapNearestFilter, + LinearMipMapLinearFilter: LinearMipMapLinearFilter + }; -var TEXTURE_FILTER = { - NearestFilter: NearestFilter, - NearestMipMapNearestFilter: NearestMipMapNearestFilter, - NearestMipMapLinearFilter: NearestMipMapLinearFilter, - LinearFilter: LinearFilter, - LinearMipMapNearestFilter: LinearMipMapNearestFilter, - LinearMipMapLinearFilter: LinearMipMapLinearFilter -}; + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Bezier Curves formulas obtained from + * http://en.wikipedia.org/wiki/Bézier_curve + */ -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - * Bezier Curves formulas obtained from - * http://en.wikipedia.org/wiki/Bézier_curve - */ + function CatmullRom( t, p0, p1, p2, p3 ) { -function CatmullRom( t, p0, p1, p2, p3 ) { + var v0 = ( p2 - p0 ) * 0.5; + var v1 = ( p3 - p1 ) * 0.5; + var t2 = t * t; + var t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; - var v0 = ( p2 - p0 ) * 0.5; - var v1 = ( p3 - p1 ) * 0.5; - var t2 = t * t; - var t3 = t * t2; - return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + } -} + // -// + function QuadraticBezierP0( t, p ) { -function QuadraticBezierP0( t, p ) { + var k = 1 - t; + return k * k * p; - var k = 1 - t; - return k * k * p; + } -} + function QuadraticBezierP1( t, p ) { -function QuadraticBezierP1( t, p ) { + return 2 * ( 1 - t ) * t * p; - return 2 * ( 1 - t ) * t * p; + } -} + function QuadraticBezierP2( t, p ) { -function QuadraticBezierP2( t, p ) { + return t * t * p; - return t * t * p; + } -} + function QuadraticBezier( t, p0, p1, p2 ) { -function QuadraticBezier( t, p0, p1, p2 ) { + return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + + QuadraticBezierP2( t, p2 ); - return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + - QuadraticBezierP2( t, p2 ); + } -} + // -// + function CubicBezierP0( t, p ) { -function CubicBezierP0( t, p ) { + var k = 1 - t; + return k * k * k * p; - var k = 1 - t; - return k * k * k * p; + } -} + function CubicBezierP1( t, p ) { -function CubicBezierP1( t, p ) { + var k = 1 - t; + return 3 * k * k * t * p; - var k = 1 - t; - return 3 * k * k * t * p; + } -} + function CubicBezierP2( t, p ) { -function CubicBezierP2( t, p ) { + return 3 * ( 1 - t ) * t * t * p; - return 3 * ( 1 - t ) * t * t * p; + } -} + function CubicBezierP3( t, p ) { -function CubicBezierP3( t, p ) { + return t * t * t * p; - return t * t * t * p; + } -} + function CubicBezier( t, p0, p1, p2, p3 ) { -function CubicBezier( t, p0, p1, p2, p3 ) { + return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + + CubicBezierP3( t, p3 ); - return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + - CubicBezierP3( t, p3 ); + } -} + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of curve methods: + * .getPoint(t), getTangent(t) + * .getPointAt(u), getTangentAt(u) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This following curves inherit from THREE.Curve: + * + * -- 2D curves -- + * THREE.ArcCurve + * THREE.CubicBezierCurve + * THREE.EllipseCurve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.SplineCurve + * + * -- 3D curves -- + * THREE.CatmullRomCurve3 + * THREE.CubicBezierCurve3 + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * + * A series of curves can be represented as a THREE.CurvePath. + * + **/ -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Extensible curve object - * - * Some common of curve methods: - * .getPoint(t), getTangent(t) - * .getPointAt(u), getTangentAt(u) - * .getPoints(), .getSpacedPoints() - * .getLength() - * .updateArcLengths() - * - * This following curves inherit from THREE.Curve: - * - * -- 2D curves -- - * THREE.ArcCurve - * THREE.CubicBezierCurve - * THREE.EllipseCurve - * THREE.LineCurve - * THREE.QuadraticBezierCurve - * THREE.SplineCurve - * - * -- 3D curves -- - * THREE.CatmullRomCurve3 - * THREE.CubicBezierCurve3 - * THREE.LineCurve3 - * THREE.QuadraticBezierCurve3 - * - * A series of curves can be represented as a THREE.CurvePath. - * - **/ + /************************************************************** + * Abstract Curve base class + **************************************************************/ -/************************************************************** - * Abstract Curve base class - **************************************************************/ + function Curve() { -function Curve() { + this.arcLengthDivisions = 200; - this.arcLengthDivisions = 200; + } -} + Object.assign( Curve.prototype, { -Object.assign( Curve.prototype, { + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] + getPoint: function () { - getPoint: function () { + console.warn( 'THREE.Curve: .getPoint() not implemented.' ); + return null; - console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; + }, - }, + // Get point at relative position in curve according to arc length + // - u [0 .. 1] - // Get point at relative position in curve according to arc length - // - u [0 .. 1] + getPointAt: function ( u ) { - getPointAt: function ( u ) { + var t = this.getUtoTmapping( u ); + return this.getPoint( t ); - var t = this.getUtoTmapping( u ); - return this.getPoint( t ); + }, - }, + // Get sequence of points using getPoint( t ) - // Get sequence of points using getPoint( t ) + getPoints: function ( divisions ) { - getPoints: function ( divisions ) { + if ( divisions === undefined ) divisions = 5; - if ( divisions === undefined ) divisions = 5; + var points = []; - var points = []; + for ( var d = 0; d <= divisions; d ++ ) { - for ( var d = 0; d <= divisions; d ++ ) { + points.push( this.getPoint( d / divisions ) ); - points.push( this.getPoint( d / divisions ) ); + } - } + return points; - return points; + }, - }, + // Get sequence of points using getPointAt( u ) - // Get sequence of points using getPointAt( u ) + getSpacedPoints: function ( divisions ) { - getSpacedPoints: function ( divisions ) { + if ( divisions === undefined ) divisions = 5; - if ( divisions === undefined ) divisions = 5; + var points = []; - var points = []; + for ( var d = 0; d <= divisions; d ++ ) { - for ( var d = 0; d <= divisions; d ++ ) { + points.push( this.getPointAt( d / divisions ) ); - points.push( this.getPointAt( d / divisions ) ); + } - } + return points; - return points; + }, - }, + // Get total curve arc length - // Get total curve arc length + getLength: function () { - getLength: function () { + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; + }, - }, + // Get list of cumulative segment lengths - // Get list of cumulative segment lengths + getLengths: function ( divisions ) { - getLengths: function ( divisions ) { + if ( divisions === undefined ) divisions = this.arcLengthDivisions; - if ( divisions === undefined ) divisions = this.arcLengthDivisions; + if ( this.cacheArcLengths && + ( this.cacheArcLengths.length === divisions + 1 ) && + ! this.needsUpdate ) { - if ( this.cacheArcLengths && - ( this.cacheArcLengths.length === divisions + 1 ) && - ! this.needsUpdate ) { + return this.cacheArcLengths; - return this.cacheArcLengths; + } - } + this.needsUpdate = false; - this.needsUpdate = false; + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; - var cache = []; - var current, last = this.getPoint( 0 ); - var p, sum = 0; + cache.push( 0 ); - cache.push( 0 ); + for ( p = 1; p <= divisions; p ++ ) { - for ( p = 1; p <= divisions; p ++ ) { + current = this.getPoint( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; - current = this.getPoint( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; + } - } + this.cacheArcLengths = cache; - this.cacheArcLengths = cache; + return cache; // { sums: cache, sum: sum }; Sum is in the last element. - return cache; // { sums: cache, sum: sum }; Sum is in the last element. + }, - }, + updateArcLengths: function () { - updateArcLengths: function () { + this.needsUpdate = true; + this.getLengths(); - this.needsUpdate = true; - this.getLengths(); + }, - }, + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + getUtoTmapping: function ( u, distance ) { - getUtoTmapping: function ( u, distance ) { + var arcLengths = this.getLengths(); - var arcLengths = this.getLengths(); + var i = 0, il = arcLengths.length; - var i = 0, il = arcLengths.length; + var targetArcLength; // The targeted u distance value to get - var targetArcLength; // The targeted u distance value to get + if ( distance ) { - if ( distance ) { + targetArcLength = distance; - targetArcLength = distance; + } else { - } else { + targetArcLength = u * arcLengths[ il - 1 ]; - targetArcLength = u * arcLengths[ il - 1 ]; + } - } + // binary search for the index with largest value smaller than target u distance - // binary search for the index with largest value smaller than target u distance + var low = 0, high = il - 1, comparison; - var low = 0, high = il - 1, comparison; + while ( low <= high ) { - while ( low <= high ) { + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats - i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + comparison = arcLengths[ i ] - targetArcLength; - comparison = arcLengths[ i ] - targetArcLength; + if ( comparison < 0 ) { - if ( comparison < 0 ) { + low = i + 1; - low = i + 1; + } else if ( comparison > 0 ) { - } else if ( comparison > 0 ) { + high = i - 1; - high = i - 1; + } else { - } else { + high = i; + break; - high = i; - break; + // DONE - // DONE + } } - } + i = high; + + if ( arcLengths[ i ] === targetArcLength ) { - i = high; + return i / ( il - 1 ); - if ( arcLengths[ i ] === targetArcLength ) { + } - return i / ( il - 1 ); + // we could get finer grain at lengths, or use simple interpolation between two points - } + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; - // we could get finer grain at lengths, or use simple interpolation between two points + var segmentLength = lengthAfter - lengthBefore; - var lengthBefore = arcLengths[ i ]; - var lengthAfter = arcLengths[ i + 1 ]; + // determine where we are between the 'before' and 'after' points - var segmentLength = lengthAfter - lengthBefore; + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - // determine where we are between the 'before' and 'after' points + // add that fractional amount to t - var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + var t = ( i + segmentFraction ) / ( il - 1 ); - // add that fractional amount to t + return t; - var t = ( i + segmentFraction ) / ( il - 1 ); + }, - return t; + // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation - }, + getTangent: function ( t ) { - // Returns a unit vector tangent at t - // In case any sub curve does not implement its tangent derivation, - // 2 points a small delta apart will be used to find its gradient - // which seems to give a reasonable approximation + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; - getTangent: function ( t ) { + // Capping in case of danger - var delta = 0.0001; - var t1 = t - delta; - var t2 = t + delta; + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; - // Capping in case of danger + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; + var vec = pt2.clone().sub( pt1 ); + return vec.normalize(); - var pt1 = this.getPoint( t1 ); - var pt2 = this.getPoint( t2 ); + }, - var vec = pt2.clone().sub( pt1 ); - return vec.normalize(); + getTangentAt: function ( u ) { - }, + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); - getTangentAt: function ( u ) { + }, - var t = this.getUtoTmapping( u ); - return this.getTangent( t ); + computeFrenetFrames: function ( segments, closed ) { - }, + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - computeFrenetFrames: function ( segments, closed ) { + var normal = new Vector3(); - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + var tangents = []; + var normals = []; + var binormals = []; - var normal = new Vector3(); + var vec = new Vector3(); + var mat = new Matrix4(); - var tangents = []; - var normals = []; - var binormals = []; + var i, u, theta; - var vec = new Vector3(); - var mat = new Matrix4(); + // compute the tangent vectors for each segment on the curve - var i, u, theta; + for ( i = 0; i <= segments; i ++ ) { - // compute the tangent vectors for each segment on the curve + u = i / segments; - for ( i = 0; i <= segments; i ++ ) { + tangents[ i ] = this.getTangentAt( u ); + tangents[ i ].normalize(); - u = i / segments; + } - tangents[ i ] = this.getTangentAt( u ); - tangents[ i ].normalize(); + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component - } + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + var min = Number.MAX_VALUE; + var tx = Math.abs( tangents[ 0 ].x ); + var ty = Math.abs( tangents[ 0 ].y ); + var tz = Math.abs( tangents[ 0 ].z ); - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component + if ( tx <= min ) { - normals[ 0 ] = new Vector3(); - binormals[ 0 ] = new Vector3(); - var min = Number.MAX_VALUE; - var tx = Math.abs( tangents[ 0 ].x ); - var ty = Math.abs( tangents[ 0 ].y ); - var tz = Math.abs( tangents[ 0 ].z ); + min = tx; + normal.set( 1, 0, 0 ); - if ( tx <= min ) { + } - min = tx; - normal.set( 1, 0, 0 ); + if ( ty <= min ) { - } + min = ty; + normal.set( 0, 1, 0 ); - if ( ty <= min ) { + } - min = ty; - normal.set( 0, 1, 0 ); + if ( tz <= min ) { - } + normal.set( 0, 0, 1 ); - if ( tz <= min ) { + } - normal.set( 0, 0, 1 ); + vec.crossVectors( tangents[ 0 ], normal ).normalize(); - } + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - vec.crossVectors( tangents[ 0 ], normal ).normalize(); - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + // compute the slowly-varying normal and binormal vectors for each segment on the curve + for ( i = 1; i <= segments; i ++ ) { - // compute the slowly-varying normal and binormal vectors for each segment on the curve + normals[ i ] = normals[ i - 1 ].clone(); - for ( i = 1; i <= segments; i ++ ) { + binormals[ i ] = binormals[ i - 1 ].clone(); - normals[ i ] = normals[ i - 1 ].clone(); + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - binormals[ i ] = binormals[ i - 1 ].clone(); + if ( vec.length() > Number.EPSILON ) { - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + vec.normalize(); - if ( vec.length() > Number.EPSILON ) { + theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - vec.normalize(); + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); - theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + } - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); } - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + if ( closed === true ) { - if ( closed === true ) { + theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; - theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + theta = - theta; - theta = - theta; + } - } + for ( i = 1; i <= segments; i ++ ) { - for ( i = 1; i <= segments; i ++ ) { + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + } } + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; + } - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; + } ); - } + function LineCurve( v1, v2 ) { -} ); + Curve.call( this ); -function LineCurve( v1, v2 ) { + this.v1 = v1; + this.v2 = v2; - Curve.call( this ); + } - this.v1 = v1; - this.v2 = v2; + LineCurve.prototype = Object.create( Curve.prototype ); + LineCurve.prototype.constructor = LineCurve; -} + LineCurve.prototype.isLineCurve = true; -LineCurve.prototype = Object.create( Curve.prototype ); -LineCurve.prototype.constructor = LineCurve; + LineCurve.prototype.getPoint = function ( t ) { -LineCurve.prototype.isLineCurve = true; + if ( t === 1 ) { -LineCurve.prototype.getPoint = function ( t ) { + return this.v2.clone(); - if ( t === 1 ) { + } - return this.v2.clone(); + var point = this.v2.clone().sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); - } + return point; - var point = this.v2.clone().sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); + }; - return point; + // Line curve is linear, so we can overwrite default getPointAt -}; + LineCurve.prototype.getPointAt = function ( u ) { -// Line curve is linear, so we can overwrite default getPointAt + return this.getPoint( u ); -LineCurve.prototype.getPointAt = function ( u ) { + }; - return this.getPoint( u ); + LineCurve.prototype.getTangent = function ( t ) { -}; + var tangent = this.v2.clone().sub( this.v1 ); -LineCurve.prototype.getTangent = function ( t ) { + return tangent.normalize(); - var tangent = this.v2.clone().sub( this.v1 ); + }; - return tangent.normalize(); + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ -}; + /************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - **/ + function CurvePath() { -/************************************************************** - * Curved Path - a curve path is simply a array of connected - * curves, but retains the api of a curve - **************************************************************/ + Curve.call( this ); -function CurvePath() { + this.curves = []; - Curve.call( this ); + this.autoClose = false; // Automatically closes the path - this.curves = []; + } - this.autoClose = false; // Automatically closes the path + CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { -} + constructor: CurvePath, -CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + add: function ( curve ) { - constructor: CurvePath, + this.curves.push( curve ); - add: function ( curve ) { + }, - this.curves.push( curve ); + closePath: function () { - }, + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[ 0 ].getPoint( 0 ); + var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); - closePath: function () { + if ( ! startPoint.equals( endPoint ) ) { - // Add a line curve if start and end of lines are not connected - var startPoint = this.curves[ 0 ].getPoint( 0 ); - var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + this.curves.push( new LineCurve( endPoint, startPoint ) ); - if ( ! startPoint.equals( endPoint ) ) { + } - this.curves.push( new LineCurve( endPoint, startPoint ) ); + }, - } + // To get accurate point with reference to + // entire path distance at time t, + // following has to be done: - }, + // 1. Length of each sub path have to be known + // 2. Locate and identify type of curve + // 3. Get t for the curve + // 4. Return curve.getPointAt(t') - // To get accurate point with reference to - // entire path distance at time t, - // following has to be done: + getPoint: function ( t ) { - // 1. Length of each sub path have to be known - // 2. Locate and identify type of curve - // 3. Get t for the curve - // 4. Return curve.getPointAt(t') + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0; - getPoint: function ( t ) { + // To think about boundaries points. - var d = t * this.getLength(); - var curveLengths = this.getCurveLengths(); - var i = 0; + while ( i < curveLengths.length ) { - // To think about boundaries points. + if ( curveLengths[ i ] >= d ) { - while ( i < curveLengths.length ) { + var diff = curveLengths[ i ] - d; + var curve = this.curves[ i ]; - if ( curveLengths[ i ] >= d ) { + var segmentLength = curve.getLength(); + var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; - var diff = curveLengths[ i ] - d; - var curve = this.curves[ i ]; + return curve.getPointAt( u ); - var segmentLength = curve.getLength(); - var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + } - return curve.getPointAt( u ); + i ++; } - i ++; - - } + return null; - return null; + // loop where sum != 0, sum > d , sum+1 d , sum+1 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) { - if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) { + points.push( points[ 0 ] ); - points.push( points[ 0 ] ); + } - } + return points; - return points; + }, - }, + /************************************************************** + * Create Geometries Helpers + **************************************************************/ - /************************************************************** - * Create Geometries Helpers - **************************************************************/ + /// Generate geometry from path points (for Line or Points objects) + + createPointsGeometry: function ( divisions ) { - /// Generate geometry from path points (for Line or Points objects) + var pts = this.getPoints( divisions ); + return this.createGeometry( pts ); - createPointsGeometry: function ( divisions ) { + }, - var pts = this.getPoints( divisions ); - return this.createGeometry( pts ); + // Generate geometry from equidistant sampling along the path - }, + createSpacedPointsGeometry: function ( divisions ) { - // Generate geometry from equidistant sampling along the path + var pts = this.getSpacedPoints( divisions ); + return this.createGeometry( pts ); - createSpacedPointsGeometry: function ( divisions ) { + }, - var pts = this.getSpacedPoints( divisions ); - return this.createGeometry( pts ); + createGeometry: function ( points ) { - }, + var geometry = new Geometry(); - createGeometry: function ( points ) { + for ( var i = 0, l = points.length; i < l; i ++ ) { - var geometry = new Geometry(); + var point = points[ i ]; + geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); - for ( var i = 0, l = points.length; i < l; i ++ ) { + } - var point = points[ i ]; - geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + return geometry; } - return geometry; - - } + } ); -} ); + function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { -function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + Curve.call( this ); - Curve.call( this ); + this.aX = aX; + this.aY = aY; - this.aX = aX; - this.aY = aY; + this.xRadius = xRadius; + this.yRadius = yRadius; - this.xRadius = xRadius; - this.yRadius = yRadius; + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; - this.aStartAngle = aStartAngle; - this.aEndAngle = aEndAngle; + this.aClockwise = aClockwise; - this.aClockwise = aClockwise; + this.aRotation = aRotation || 0; - this.aRotation = aRotation || 0; + } -} + EllipseCurve.prototype = Object.create( Curve.prototype ); + EllipseCurve.prototype.constructor = EllipseCurve; -EllipseCurve.prototype = Object.create( Curve.prototype ); -EllipseCurve.prototype.constructor = EllipseCurve; + EllipseCurve.prototype.isEllipseCurve = true; -EllipseCurve.prototype.isEllipseCurve = true; + EllipseCurve.prototype.getPoint = function ( t ) { -EllipseCurve.prototype.getPoint = function ( t ) { + var twoPi = Math.PI * 2; + var deltaAngle = this.aEndAngle - this.aStartAngle; + var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; - var twoPi = Math.PI * 2; - var deltaAngle = this.aEndAngle - this.aStartAngle; - var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; - // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + if ( deltaAngle < Number.EPSILON ) { - if ( deltaAngle < Number.EPSILON ) { + if ( samePoints ) { - if ( samePoints ) { + deltaAngle = 0; - deltaAngle = 0; + } else { - } else { + deltaAngle = twoPi; - deltaAngle = twoPi; + } } - } + if ( this.aClockwise === true && ! samePoints ) { - if ( this.aClockwise === true && ! samePoints ) { + if ( deltaAngle === twoPi ) { - if ( deltaAngle === twoPi ) { + deltaAngle = - twoPi; - deltaAngle = - twoPi; + } else { - } else { + deltaAngle = deltaAngle - twoPi; - deltaAngle = deltaAngle - twoPi; + } } - } + var angle = this.aStartAngle + t * deltaAngle; + var x = this.aX + this.xRadius * Math.cos( angle ); + var y = this.aY + this.yRadius * Math.sin( angle ); - var angle = this.aStartAngle + t * deltaAngle; - var x = this.aX + this.xRadius * Math.cos( angle ); - var y = this.aY + this.yRadius * Math.sin( angle ); + if ( this.aRotation !== 0 ) { - if ( this.aRotation !== 0 ) { + var cos = Math.cos( this.aRotation ); + var sin = Math.sin( this.aRotation ); - var cos = Math.cos( this.aRotation ); - var sin = Math.sin( this.aRotation ); + var tx = x - this.aX; + var ty = y - this.aY; - var tx = x - this.aX; - var ty = y - this.aY; + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; + } - } + return new Vector2( x, y ); - return new Vector2( x, y ); + }; -}; + function SplineCurve( points /* array of Vector2 */ ) { -function SplineCurve( points /* array of Vector2 */ ) { + Curve.call( this ); - Curve.call( this ); + this.points = ( points === undefined ) ? [] : points; - this.points = ( points === undefined ) ? [] : points; + } -} + SplineCurve.prototype = Object.create( Curve.prototype ); + SplineCurve.prototype.constructor = SplineCurve; -SplineCurve.prototype = Object.create( Curve.prototype ); -SplineCurve.prototype.constructor = SplineCurve; + SplineCurve.prototype.isSplineCurve = true; -SplineCurve.prototype.isSplineCurve = true; + SplineCurve.prototype.getPoint = function ( t ) { -SplineCurve.prototype.getPoint = function ( t ) { + var points = this.points; + var point = ( points.length - 1 ) * t; - var points = this.points; - var point = ( points.length - 1 ) * t; + var intPoint = Math.floor( point ); + var weight = point - intPoint; - var intPoint = Math.floor( point ); - var weight = point - intPoint; + var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + var point1 = points[ intPoint ]; + var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; - var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; - var point1 = points[ intPoint ]; - var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; - var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + return new Vector2( + CatmullRom( weight, point0.x, point1.x, point2.x, point3.x ), + CatmullRom( weight, point0.y, point1.y, point2.y, point3.y ) + ); - return new Vector2( - CatmullRom( weight, point0.x, point1.x, point2.x, point3.x ), - CatmullRom( weight, point0.y, point1.y, point2.y, point3.y ) - ); + }; -}; + function CubicBezierCurve( v0, v1, v2, v3 ) { -function CubicBezierCurve( v0, v1, v2, v3 ) { + Curve.call( this ); - Curve.call( this ); + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; + } -} + CubicBezierCurve.prototype = Object.create( Curve.prototype ); + CubicBezierCurve.prototype.constructor = CubicBezierCurve; -CubicBezierCurve.prototype = Object.create( Curve.prototype ); -CubicBezierCurve.prototype.constructor = CubicBezierCurve; + CubicBezierCurve.prototype.getPoint = function ( t ) { -CubicBezierCurve.prototype.getPoint = function ( t ) { + var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + return new Vector2( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) + ); - return new Vector2( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) - ); + }; -}; + function QuadraticBezierCurve( v0, v1, v2 ) { -function QuadraticBezierCurve( v0, v1, v2 ) { + Curve.call( this ); - Curve.call( this ); + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; + } -} + QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); + QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; -QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); -QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + QuadraticBezierCurve.prototype.getPoint = function ( t ) { -QuadraticBezierCurve.prototype.getPoint = function ( t ) { + var v0 = this.v0, v1 = this.v1, v2 = this.v2; - var v0 = this.v0, v1 = this.v1, v2 = this.v2; + return new Vector2( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ) + ); - return new Vector2( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ) - ); + }; -}; + var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), { -var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), { + fromPoints: function ( vectors ) { - fromPoints: function ( vectors ) { + this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); - this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); + for ( var i = 1, l = vectors.length; i < l; i ++ ) { - for ( var i = 1, l = vectors.length; i < l; i ++ ) { + this.lineTo( vectors[ i ].x, vectors[ i ].y ); - this.lineTo( vectors[ i ].x, vectors[ i ].y ); + } - } + }, - }, + moveTo: function ( x, y ) { - moveTo: function ( x, y ) { + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? - this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + }, - }, + lineTo: function ( x, y ) { - lineTo: function ( x, y ) { + var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); - var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); - this.curves.push( curve ); + this.currentPoint.set( x, y ); - this.currentPoint.set( x, y ); + }, - }, + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + var curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); - var curve = new QuadraticBezierCurve( - this.currentPoint.clone(), - new Vector2( aCPx, aCPy ), - new Vector2( aX, aY ) - ); + this.curves.push( curve ); - this.curves.push( curve ); + this.currentPoint.set( aX, aY ); - this.currentPoint.set( aX, aY ); + }, - }, + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + var curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); - var curve = new CubicBezierCurve( - this.currentPoint.clone(), - new Vector2( aCP1x, aCP1y ), - new Vector2( aCP2x, aCP2y ), - new Vector2( aX, aY ) - ); + this.curves.push( curve ); - this.curves.push( curve ); + this.currentPoint.set( aX, aY ); - this.currentPoint.set( aX, aY ); + }, - }, + splineThru: function ( pts /*Array of Vector*/ ) { - splineThru: function ( pts /*Array of Vector*/ ) { + var npts = [ this.currentPoint.clone() ].concat( pts ); - var npts = [ this.currentPoint.clone() ].concat( pts ); + var curve = new SplineCurve( npts ); + this.curves.push( curve ); - var curve = new SplineCurve( npts ); - this.curves.push( curve ); + this.currentPoint.copy( pts[ pts.length - 1 ] ); - this.currentPoint.copy( pts[ pts.length - 1 ] ); + }, - }, + arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; - var x0 = this.currentPoint.x; - var y0 = this.currentPoint.y; + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); - this.absarc( aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); + }, - }, + absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + }, - }, + ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; - var x0 = this.currentPoint.x; - var y0 = this.currentPoint.y; + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + }, - }, + absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + if ( this.curves.length > 0 ) { - if ( this.curves.length > 0 ) { + // if a previous curve is present, attempt to join + var firstPoint = curve.getPoint( 0 ); - // if a previous curve is present, attempt to join - var firstPoint = curve.getPoint( 0 ); + if ( ! firstPoint.equals( this.currentPoint ) ) { - if ( ! firstPoint.equals( this.currentPoint ) ) { + this.lineTo( firstPoint.x, firstPoint.y ); - this.lineTo( firstPoint.x, firstPoint.y ); + } } - } + this.curves.push( curve ); - this.curves.push( curve ); + var lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); - var lastPoint = curve.getPoint( 1 ); - this.currentPoint.copy( lastPoint ); + } - } + } ); -} ); + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + **/ -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Creates free form 2d path using series of points, lines or curves. - **/ + function Path( points ) { -function Path( points ) { + CurvePath.call( this ); + this.currentPoint = new Vector2(); - CurvePath.call( this ); - this.currentPoint = new Vector2(); + if ( points ) { - if ( points ) { + this.fromPoints( points ); - this.fromPoints( points ); + } } -} + Path.prototype = PathPrototype; + PathPrototype.constructor = Path; -Path.prototype = PathPrototype; -PathPrototype.constructor = Path; + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Defines a 2d shape plane using paths. - **/ + // STEP 1 Create a path. + // STEP 2 Turn path into shape. + // STEP 3 ExtrudeGeometry takes in Shape/Shapes + // STEP 3a - Extract points from each shape, turn to vertices + // STEP 3b - Triangulate each shape, add faces. -// STEP 1 Create a path. -// STEP 2 Turn path into shape. -// STEP 3 ExtrudeGeometry takes in Shape/Shapes -// STEP 3a - Extract points from each shape, turn to vertices -// STEP 3b - Triangulate each shape, add faces. + function Shape() { -function Shape() { + Path.apply( this, arguments ); - Path.apply( this, arguments ); + this.holes = []; - this.holes = []; + } -} + Shape.prototype = Object.assign( Object.create( PathPrototype ), { -Shape.prototype = Object.assign( Object.create( PathPrototype ), { + constructor: Shape, - constructor: Shape, + getPointsHoles: function ( divisions ) { - getPointsHoles: function ( divisions ) { + var holesPts = []; - var holesPts = []; + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { - for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + holesPts[ i ] = this.holes[ i ].getPoints( divisions ); - holesPts[ i ] = this.holes[ i ].getPoints( divisions ); + } - } + return holesPts; - return holesPts; + }, - }, + // Get points of shape and holes (keypoints based on segments parameter) - // Get points of shape and holes (keypoints based on segments parameter) + extractAllPoints: function ( divisions ) { - extractAllPoints: function ( divisions ) { + return { - return { + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) - shape: this.getPoints( divisions ), - holes: this.getPointsHoles( divisions ) + }; - }; + }, - }, + extractPoints: function ( divisions ) { - extractPoints: function ( divisions ) { + return this.extractAllPoints( divisions ); - return this.extractAllPoints( divisions ); + } - } + } ); -} ); + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" + **/ -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" - **/ + function ShapePath() { -function ShapePath() { + this.subPaths = []; + this.currentPath = null; - this.subPaths = []; - this.currentPath = null; + } -} + Object.assign( ShapePath.prototype, { -Object.assign( ShapePath.prototype, { + moveTo: function ( x, y ) { - moveTo: function ( x, y ) { + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); - this.currentPath = new Path(); - this.subPaths.push( this.currentPath ); - this.currentPath.moveTo( x, y ); + }, - }, + lineTo: function ( x, y ) { - lineTo: function ( x, y ) { + this.currentPath.lineTo( x, y ); - this.currentPath.lineTo( x, y ); + }, - }, + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); - this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + }, - }, + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); - this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + }, - }, + splineThru: function ( pts ) { - splineThru: function ( pts ) { + this.currentPath.splineThru( pts ); - this.currentPath.splineThru( pts ); + }, - }, + toShapes: function ( isCCW, noHoles ) { - toShapes: function ( isCCW, noHoles ) { + function toShapesNoHoles( inSubpaths ) { - function toShapesNoHoles( inSubpaths ) { + var shapes = []; - var shapes = []; + for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { - for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + var tmpPath = inSubpaths[ i ]; - var tmpPath = inSubpaths[ i ]; + var tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; - var tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); - shapes.push( tmpShape ); + } + + return shapes; } - return shapes; + function isPointInsidePolygon( inPt, inPolygon ) { - } + var polyLen = inPolygon.length; - function isPointInsidePolygon( inPt, inPolygon ) { + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + var inside = false; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { - var polyLen = inPolygon.length; + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; - // inPt on polygon contour => immediate success or - // toggling of inside/outside at every single! intersection point of an edge - // with the horizontal line through inPt, left of inPt - // not counting lowerY endpoints of edges and whole edges on that line - var inside = false; - for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; - var edgeLowPt = inPolygon[ p ]; - var edgeHighPt = inPolygon[ q ]; + if ( Math.abs( edgeDy ) > Number.EPSILON ) { - var edgeDx = edgeHighPt.x - edgeLowPt.x; - var edgeDy = edgeHighPt.y - edgeLowPt.y; + // not parallel + if ( edgeDy < 0 ) { - if ( Math.abs( edgeDy ) > Number.EPSILON ) { + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; - // not parallel - if ( edgeDy < 0 ) { + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; - edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; - edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + if ( inPt.y === edgeLowPt.y ) { - } - if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! - if ( inPt.y === edgeLowPt.y ) { + } else { + + var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt - if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! + } } else { - var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); - if ( perpEdge === 0 ) return true; // inPt is on contour ? - if ( perpEdge < 0 ) continue; - inside = ! inside; // true intersection left of inPt + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; } - } else { - - // parallel or collinear - if ( inPt.y !== edgeLowPt.y ) continue; // parallel - // edge lies on the same horizontal line as inPt - if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || - ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! - // continue; - } - } + return inside; - return inside; + } - } + var isClockWise = ShapeUtils.isClockWise; - var isClockWise = ShapeUtils.isClockWise; + var subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; - var subPaths = this.subPaths; - if ( subPaths.length === 0 ) return []; + if ( noHoles === true ) return toShapesNoHoles( subPaths ); - if ( noHoles === true ) return toShapesNoHoles( subPaths ); + var solid, tmpPath, tmpShape, shapes = []; - var solid, tmpPath, tmpShape, shapes = []; + if ( subPaths.length === 1 ) { - if ( subPaths.length === 1 ) { + tmpPath = subPaths[ 0 ]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; - tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return shapes; + } - } + var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; - var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); - holesFirst = isCCW ? ! holesFirst : holesFirst; + // console.log("Holes first", holesFirst); - // console.log("Holes first", holesFirst); + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; - var betterShapeHoles = []; - var newShapes = []; - var newShapeHoles = []; - var mainIdx = 0; - var tmpPoints; + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; - newShapes[ mainIdx ] = undefined; - newShapeHoles[ mainIdx ] = []; + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { - for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; - tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); - solid = isClockWise( tmpPoints ); - solid = isCCW ? ! solid : solid; + if ( solid ) { - if ( solid ) { + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; - if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; - newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; - newShapes[ mainIdx ].s.curves = tmpPath.curves; + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; - if ( holesFirst ) mainIdx ++; - newShapeHoles[ mainIdx ] = []; + //console.log('cw', i); - //console.log('cw', i); + } else { - } else { + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); - newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + //console.log('ccw', i); - //console.log('ccw', i); + } } - } + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); - // only Holes? -> probably all Shapes with wrong orientation - if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + if ( newShapes.length > 1 ) { - if ( newShapes.length > 1 ) { + var ambiguous = false; + var toChange = []; - var ambiguous = false; - var toChange = []; + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + betterShapeHoles[ sIdx ] = []; - betterShapeHoles[ sIdx ] = []; + } - } + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + var sho = newShapeHoles[ sIdx ]; - var sho = newShapeHoles[ sIdx ]; + for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { - for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + var ho = sho[ hIdx ]; + var hole_unassigned = true; - var ho = sho[ hIdx ]; - var hole_unassigned = true; + for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { - for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { - if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); + if ( hole_unassigned ) { - if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); - if ( hole_unassigned ) { + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); - hole_unassigned = false; - betterShapeHoles[ s2Idx ].push( ho ); + } else { - } else { + ambiguous = true; - ambiguous = true; + } } } + if ( hole_unassigned ) { - } - if ( hole_unassigned ) { + betterShapeHoles[ sIdx ].push( ho ); - betterShapeHoles[ sIdx ].push( ho ); + } } } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { - } - // console.log("ambiguous: ", ambiguous); - if ( toChange.length > 0 ) { + // console.log("to change: ", toChange); + if ( ! ambiguous ) newShapeHoles = betterShapeHoles; - // console.log("to change: ", toChange); - if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + } } - } + var tmpHoles; - var tmpHoles; + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { - for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; - tmpShape = newShapes[ i ].s; - shapes.push( tmpShape ); - tmpHoles = newShapeHoles[ i ]; + for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { - for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + tmpShape.holes.push( tmpHoles[ j ].h ); - tmpShape.holes.push( tmpHoles[ j ].h ); + } } - } + //console.log("shape", shapes); - //console.log("shape", shapes); + return shapes; - return shapes; + } - } + } ); -} ); + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author mrdoob / http://mrdoob.com/ + */ -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author mrdoob / http://mrdoob.com/ - */ + function Font( data ) { -function Font( data ) { + this.data = data; - this.data = data; + } -} + Object.assign( Font.prototype, { -Object.assign( Font.prototype, { + isFont: true, - isFont: true, + generateShapes: function ( text, size, divisions ) { - generateShapes: function ( text, size, divisions ) { + function createPaths( text ) { - function createPaths( text ) { + var chars = String( text ).split( '' ); + var scale = size / data.resolution; + var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; - var chars = String( text ).split( '' ); - var scale = size / data.resolution; - var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; + var offsetX = 0, offsetY = 0; - var offsetX = 0, offsetY = 0; + var paths = []; - var paths = []; + for ( var i = 0; i < chars.length; i ++ ) { - for ( var i = 0; i < chars.length; i ++ ) { + var char = chars[ i ]; - var char = chars[ i ]; + if ( char === '\n' ) { - if ( char === '\n' ) { + offsetX = 0; + offsetY -= line_height; - offsetX = 0; - offsetY -= line_height; + } else { - } else { + var ret = createPath( char, scale, offsetX, offsetY ); + offsetX += ret.offsetX; + paths.push( ret.path ); - var ret = createPath( char, scale, offsetX, offsetY ); - offsetX += ret.offsetX; - paths.push( ret.path ); + } } - } - - return paths; - - } - - function createPath( c, scale, offsetX, offsetY ) { - - var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; - - if ( ! glyph ) return; - - var path = new ShapePath(); + return paths; - var pts = []; - var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste; - - if ( glyph.o ) { + } - var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + function createPath( c, scale, offsetX, offsetY ) { - for ( var i = 0, l = outline.length; i < l; ) { + var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; - var action = outline[ i ++ ]; + if ( ! glyph ) return; - switch ( action ) { + var path = new ShapePath(); + var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2; - case 'm': // moveTo + if ( glyph.o ) { - x = outline[ i ++ ] * scale + offsetX; - y = outline[ i ++ ] * scale + offsetY; + var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); - path.moveTo( x, y ); + for ( var i = 0, l = outline.length; i < l; ) { - break; + var action = outline[ i ++ ]; - case 'l': // lineTo + switch ( action ) { - x = outline[ i ++ ] * scale + offsetX; - y = outline[ i ++ ] * scale + offsetY; + case 'm': // moveTo - path.lineTo( x, y ); + x = outline[ i ++ ] * scale + offsetX; + y = outline[ i ++ ] * scale + offsetY; - break; + path.moveTo( x, y ); - case 'q': // quadraticCurveTo + break; - cpx = outline[ i ++ ] * scale + offsetX; - cpy = outline[ i ++ ] * scale + offsetY; - cpx1 = outline[ i ++ ] * scale + offsetX; - cpy1 = outline[ i ++ ] * scale + offsetY; + case 'l': // lineTo - path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); + x = outline[ i ++ ] * scale + offsetX; + y = outline[ i ++ ] * scale + offsetY; - laste = pts[ pts.length - 1 ]; + path.lineTo( x, y ); - if ( laste ) { + break; - cpx0 = laste.x; - cpy0 = laste.y; + case 'q': // quadraticCurveTo - for ( var i2 = 1; i2 <= divisions; i2 ++ ) { + cpx = outline[ i ++ ] * scale + offsetX; + cpy = outline[ i ++ ] * scale + offsetY; + cpx1 = outline[ i ++ ] * scale + offsetX; + cpy1 = outline[ i ++ ] * scale + offsetY; - var t = i2 / divisions; - QuadraticBezier( t, cpx0, cpx1, cpx ); - QuadraticBezier( t, cpy0, cpy1, cpy ); + path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); - } + break; - } + case 'b': // bezierCurveTo - break; + cpx = outline[ i ++ ] * scale + offsetX; + cpy = outline[ i ++ ] * scale + offsetY; + cpx1 = outline[ i ++ ] * scale + offsetX; + cpy1 = outline[ i ++ ] * scale + offsetY; + cpx2 = outline[ i ++ ] * scale + offsetX; + cpy2 = outline[ i ++ ] * scale + offsetY; - case 'b': // bezierCurveTo + path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); - cpx = outline[ i ++ ] * scale + offsetX; - cpy = outline[ i ++ ] * scale + offsetY; - cpx1 = outline[ i ++ ] * scale + offsetX; - cpy1 = outline[ i ++ ] * scale + offsetY; - cpx2 = outline[ i ++ ] * scale + offsetX; - cpy2 = outline[ i ++ ] * scale + offsetY; + break; - path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); + } - laste = pts[ pts.length - 1 ]; + } - if ( laste ) { + } - cpx0 = laste.x; - cpy0 = laste.y; + return { offsetX: glyph.ha * scale, path: path }; - for ( var i2 = 1; i2 <= divisions; i2 ++ ) { + } - var t = i2 / divisions; - CubicBezier( t, cpx0, cpx1, cpx2, cpx ); - CubicBezier( t, cpy0, cpy1, cpy2, cpy ); + // - } + if ( size === undefined ) size = 100; - } + var data = this.data; - break; + var paths = createPaths( text ); + var shapes = []; - } + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { - } + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); } - return { offsetX: glyph.ha * scale, path: path }; + return shapes; } - // - - if ( size === undefined ) size = 100; - if ( divisions === undefined ) divisions = 4; - - var data = this.data; - - var paths = createPaths( text ); - var shapes = []; - - for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + } ); - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + /** + * @author mrdoob / http://mrdoob.com/ + */ - } + function FontLoader( manager ) { - return shapes; + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; } -} ); + Object.assign( FontLoader.prototype, { -/** - * @author mrdoob / http://mrdoob.com/ - */ + load: function ( url, onLoad, onProgress, onError ) { -function FontLoader( manager ) { + var scope = this; - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + var loader = new FileLoader( this.manager ); + loader.load( url, function ( text ) { -} + var json; -Object.assign( FontLoader.prototype, { + try { - load: function ( url, onLoad, onProgress, onError ) { + json = JSON.parse( text ); - var scope = this; + } catch ( e ) { - var loader = new FileLoader( this.manager ); - loader.load( url, function ( text ) { + console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); + json = JSON.parse( text.substring( 65, text.length - 2 ) ); - var json; + } - try { + var font = scope.parse( json ); - json = JSON.parse( text ); + if ( onLoad ) onLoad( font ); - } catch ( e ) { + }, onProgress, onError ); - console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); - json = JSON.parse( text.substring( 65, text.length - 2 ) ); + }, - } + parse: function ( json ) { - var font = scope.parse( json ); + return new Font( json ); - if ( onLoad ) onLoad( font ); + } - }, onProgress, onError ); + } ); - }, + var context; - parse: function ( json ) { + var AudioContext = { - return new Font( json ); + getContext: function () { - } + if ( context === undefined ) { -} ); + context = new ( window.AudioContext || window.webkitAudioContext )(); -var context; + } -var AudioContext = { + return context; - getContext: function () { + }, - if ( context === undefined ) { + setContext: function ( value ) { - context = new ( window.AudioContext || window.webkitAudioContext )(); + context = value; } - return context; + }; - }, + /** + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ - setContext: function ( value ) { + function AudioLoader( manager ) { - context = value; + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; } -}; - -/** - * @author Reece Aaron Lecrivain / http://reecenotes.com/ - */ + Object.assign( AudioLoader.prototype, { -function AudioLoader( manager ) { + load: function ( url, onLoad, onProgress, onError ) { - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.load( url, function ( buffer ) { -} + var context = AudioContext.getContext(); -Object.assign( AudioLoader.prototype, { + context.decodeAudioData( buffer, function ( audioBuffer ) { - load: function ( url, onLoad, onProgress, onError ) { + onLoad( audioBuffer ); - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.load( url, function ( buffer ) { + } ); - var context = AudioContext.getContext(); + }, onProgress, onError ); - context.decodeAudioData( buffer, function ( audioBuffer ) { + } - onLoad( audioBuffer ); + } ); - } ); + /** + * @author mrdoob / http://mrdoob.com/ + */ - }, onProgress, onError ); + function StereoCamera() { - } + this.type = 'StereoCamera'; -} ); + this.aspect = 1; -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.eyeSep = 0.064; -function StereoCamera() { + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; - this.type = 'StereoCamera'; + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; - this.aspect = 1; + } - this.eyeSep = 0.064; + Object.assign( StereoCamera.prototype, { - this.cameraL = new PerspectiveCamera(); - this.cameraL.layers.enable( 1 ); - this.cameraL.matrixAutoUpdate = false; + update: ( function () { - this.cameraR = new PerspectiveCamera(); - this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; + var instance, focus, fov, aspect, near, far, zoom, eyeSep; -} + var eyeRight = new Matrix4(); + var eyeLeft = new Matrix4(); -Object.assign( StereoCamera.prototype, { + return function update( camera ) { - update: ( function () { + var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; - var instance, focus, fov, aspect, near, far, zoom, eyeSep; + if ( needsUpdate ) { - var eyeRight = new Matrix4(); - var eyeLeft = new Matrix4(); + instance = this; + focus = camera.focus; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; + zoom = camera.zoom; - return function update( camera ) { + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ - var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || - aspect !== camera.aspect * this.aspect || near !== camera.near || - far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; + var projectionMatrix = camera.projectionMatrix.clone(); + eyeSep = this.eyeSep / 2; + var eyeSepOnProjection = eyeSep * near / focus; + var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; + var xmin, xmax; - if ( needsUpdate ) { + // translate xOffset - instance = this; - focus = camera.focus; - fov = camera.fov; - aspect = camera.aspect * this.aspect; - near = camera.near; - far = camera.far; - zoom = camera.zoom; + eyeLeft.elements[ 12 ] = - eyeSep; + eyeRight.elements[ 12 ] = eyeSep; - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ + // for left eye - var projectionMatrix = camera.projectionMatrix.clone(); - eyeSep = this.eyeSep / 2; - var eyeSepOnProjection = eyeSep * near / focus; - var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; - var xmin, xmax; + xmin = - ymax * aspect + eyeSepOnProjection; + xmax = ymax * aspect + eyeSepOnProjection; - // translate xOffset + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - eyeLeft.elements[ 12 ] = - eyeSep; - eyeRight.elements[ 12 ] = eyeSep; + this.cameraL.projectionMatrix.copy( projectionMatrix ); - // for left eye + // for right eye - xmin = - ymax * aspect + eyeSepOnProjection; - xmax = ymax * aspect + eyeSepOnProjection; + xmin = - ymax * aspect - eyeSepOnProjection; + xmax = ymax * aspect - eyeSepOnProjection; - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - this.cameraL.projectionMatrix.copy( projectionMatrix ); + this.cameraR.projectionMatrix.copy( projectionMatrix ); - // for right eye + } - xmin = - ymax * aspect - eyeSepOnProjection; - xmax = ymax * aspect - eyeSepOnProjection; + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + }; - this.cameraR.projectionMatrix.copy( projectionMatrix ); + } )() - } + } ); - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); + /** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ - }; + function CubeCamera( near, far, cubeResolution ) { - } )() + Object3D.call( this ); -} ); + this.type = 'CubeCamera'; -/** - * Camera for rendering cube maps - * - renders scene into axis-aligned cube - * - * @author alteredq / http://alteredqualia.com/ - */ + var fov = 90, aspect = 1; -function CubeCamera( near, far, cubeResolution ) { + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); - Object3D.call( this ); + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); - this.type = 'CubeCamera'; + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); - var fov = 90, aspect = 1; + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); - var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.up.set( 0, - 1, 0 ); - cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); - this.add( cameraPX ); + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); - var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.up.set( 0, - 1, 0 ); - cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); - this.add( cameraNX ); + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); - var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); - this.add( cameraPY ); + var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; - var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.up.set( 0, 0, - 1 ); - cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); - this.add( cameraNY ); + this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + this.renderTarget.texture.name = "CubeCamera"; - var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.up.set( 0, - 1, 0 ); - cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); - this.add( cameraPZ ); + this.updateCubeMap = function ( renderer, scene ) { - var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.up.set( 0, - 1, 0 ); - cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); - this.add( cameraNZ ); + if ( this.parent === null ) this.updateMatrixWorld(); - var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; - this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); - this.renderTarget.texture.name = "CubeCamera"; + renderTarget.texture.generateMipmaps = false; - this.updateCubeMap = function ( renderer, scene ) { + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); - if ( this.parent === null ) this.updateMatrixWorld(); + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); - var renderTarget = this.renderTarget; - var generateMipmaps = renderTarget.texture.generateMipmaps; + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); - renderTarget.texture.generateMipmaps = false; + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); - renderTarget.activeCubeFace = 0; - renderer.render( scene, cameraPX, renderTarget ); + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); - renderTarget.activeCubeFace = 1; - renderer.render( scene, cameraNX, renderTarget ); + renderTarget.texture.generateMipmaps = generateMipmaps; - renderTarget.activeCubeFace = 2; - renderer.render( scene, cameraPY, renderTarget ); + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); - renderTarget.activeCubeFace = 3; - renderer.render( scene, cameraNY, renderTarget ); + renderer.setRenderTarget( null ); - renderTarget.activeCubeFace = 4; - renderer.render( scene, cameraPZ, renderTarget ); + }; - renderTarget.texture.generateMipmaps = generateMipmaps; + } - renderTarget.activeCubeFace = 5; - renderer.render( scene, cameraNZ, renderTarget ); + CubeCamera.prototype = Object.create( Object3D.prototype ); + CubeCamera.prototype.constructor = CubeCamera; - renderer.setRenderTarget( null ); + /** + * @author mrdoob / http://mrdoob.com/ + */ - }; + function ArrayCamera( array ) { -} + PerspectiveCamera.call( this ); -CubeCamera.prototype = Object.create( Object3D.prototype ); -CubeCamera.prototype.constructor = CubeCamera; + this.enabled = false; + this.cameras = array || []; -/** - * @author mrdoob / http://mrdoob.com/ - */ + } -function ArrayCamera( array ) { + ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { - PerspectiveCamera.call( this ); + constructor: ArrayCamera, - this.enabled = false; - this.cameras = array || []; + isArrayCamera: true -} + } ); -ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { + /** + * @author mrdoob / http://mrdoob.com/ + */ - constructor: ArrayCamera, + function AudioListener() { - isArrayCamera: true + Object3D.call( this ); -} ); + this.type = 'AudioListener'; -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.context = AudioContext.getContext(); -function AudioListener() { + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); - Object3D.call( this ); + this.filter = null; - this.type = 'AudioListener'; + } - this.context = AudioContext.getContext(); + AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { - this.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); + constructor: AudioListener, - this.filter = null; + getInput: function () { -} + return this.gain; -AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + }, - constructor: AudioListener, + removeFilter: function ( ) { - getInput: function () { + if ( this.filter !== null ) { - return this.gain; + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; - }, + } - removeFilter: function ( ) { + }, - if ( this.filter !== null ) { + getFilter: function () { - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - this.gain.connect( this.context.destination ); - this.filter = null; + return this.filter; - } + }, - }, + setFilter: function ( value ) { - getFilter: function () { + if ( this.filter !== null ) { - return this.filter; + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); - }, + } else { - setFilter: function ( value ) { + this.gain.disconnect( this.context.destination ); - if ( this.filter !== null ) { + } - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); - } else { + }, - this.gain.disconnect( this.context.destination ); + getMasterVolume: function () { - } + return this.gain.gain.value; - this.filter = value; - this.gain.connect( this.filter ); - this.filter.connect( this.context.destination ); + }, - }, + setMasterVolume: function ( value ) { - getMasterVolume: function () { + this.gain.gain.value = value; - return this.gain.gain.value; + }, - }, + updateMatrixWorld: ( function () { - setMasterVolume: function ( value ) { + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); - this.gain.gain.value = value; + var orientation = new Vector3(); - }, + return function updateMatrixWorld( force ) { - updateMatrixWorld: ( function () { + Object3D.prototype.updateMatrixWorld.call( this, force ); - var position = new Vector3(); - var quaternion = new Quaternion(); - var scale = new Vector3(); + var listener = this.context.listener; + var up = this.up; - var orientation = new Vector3(); + this.matrixWorld.decompose( position, quaternion, scale ); - return function updateMatrixWorld( force ) { + orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); - Object3D.prototype.updateMatrixWorld.call( this, force ); + if ( listener.positionX ) { - var listener = this.context.listener; - var up = this.up; + listener.positionX.setValueAtTime( position.x, this.context.currentTime ); + listener.positionY.setValueAtTime( position.y, this.context.currentTime ); + listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); + listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); + listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); + listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); + listener.upX.setValueAtTime( up.x, this.context.currentTime ); + listener.upY.setValueAtTime( up.y, this.context.currentTime ); + listener.upZ.setValueAtTime( up.z, this.context.currentTime ); - this.matrixWorld.decompose( position, quaternion, scale ); + } else { - orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); - if ( listener.positionX ) { + } - listener.positionX.setValueAtTime( position.x, this.context.currentTime ); - listener.positionY.setValueAtTime( position.y, this.context.currentTime ); - listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); - listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); - listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); - listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); - listener.upX.setValueAtTime( up.x, this.context.currentTime ); - listener.upY.setValueAtTime( up.y, this.context.currentTime ); - listener.upZ.setValueAtTime( up.z, this.context.currentTime ); + }; - } else { + } )() - listener.setPosition( position.x, position.y, position.z ); - listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ - }; + function Audio( listener ) { - } )() + Object3D.call( this ); -} ); + this.type = 'Audio'; -/** - * @author mrdoob / http://mrdoob.com/ - * @author Reece Aaron Lecrivain / http://reecenotes.com/ - */ + this.context = listener.context; -function Audio( listener ) { + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); - Object3D.call( this ); + this.autoplay = false; - this.type = 'Audio'; + this.buffer = null; + this.loop = false; + this.startTime = 0; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; - this.context = listener.context; + this.filters = []; - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); + } - this.autoplay = false; + Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { - this.buffer = null; - this.loop = false; - this.startTime = 0; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.sourceType = 'empty'; + constructor: Audio, - this.filters = []; + getOutput: function () { -} + return this.gain; -Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + }, - constructor: Audio, + setNodeSource: function ( audioNode ) { - getOutput: function () { + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); - return this.gain; + return this; - }, + }, - setNodeSource: function ( audioNode ) { + setBuffer: function ( audioBuffer ) { - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); + this.buffer = audioBuffer; + this.sourceType = 'buffer'; - return this; + if ( this.autoplay ) this.play(); - }, + return this; - setBuffer: function ( audioBuffer ) { + }, - this.buffer = audioBuffer; - this.sourceType = 'buffer'; + play: function () { - if ( this.autoplay ) this.play(); + if ( this.isPlaying === true ) { - return this; + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; - }, + } - play: function () { + if ( this.hasPlaybackControl === false ) { - if ( this.isPlaying === true ) { + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - console.warn( 'THREE.Audio: Audio is already playing.' ); - return; + } - } + var source = this.context.createBufferSource(); - if ( this.hasPlaybackControl === false ) { + source.buffer = this.buffer; + source.loop = this.loop; + source.onended = this.onEnded.bind( this ); + source.playbackRate.setValueAtTime( this.playbackRate, this.startTime ); + source.start( 0, this.startTime ); - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + this.isPlaying = true; - } + this.source = source; - var source = this.context.createBufferSource(); + return this.connect(); - source.buffer = this.buffer; - source.loop = this.loop; - source.onended = this.onEnded.bind( this ); - source.playbackRate.setValueAtTime( this.playbackRate, this.startTime ); - source.start( 0, this.startTime ); + }, - this.isPlaying = true; + pause: function () { - this.source = source; + if ( this.hasPlaybackControl === false ) { - return this.connect(); + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - }, + } - pause: function () { + this.source.stop(); + this.startTime = this.context.currentTime; + this.isPlaying = false; - if ( this.hasPlaybackControl === false ) { + return this; - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + }, - } + stop: function () { - this.source.stop(); - this.startTime = this.context.currentTime; - this.isPlaying = false; + if ( this.hasPlaybackControl === false ) { - return this; + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - }, + } - stop: function () { + this.source.stop(); + this.startTime = 0; + this.isPlaying = false; - if ( this.hasPlaybackControl === false ) { + return this; - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + }, - } + connect: function () { - this.source.stop(); - this.startTime = 0; - this.isPlaying = false; + if ( this.filters.length > 0 ) { - return this; + this.source.connect( this.filters[ 0 ] ); - }, + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - connect: function () { + this.filters[ i - 1 ].connect( this.filters[ i ] ); - if ( this.filters.length > 0 ) { + } - this.source.connect( this.filters[ 0 ] ); + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); - for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + } else { - this.filters[ i - 1 ].connect( this.filters[ i ] ); + this.source.connect( this.getOutput() ); } - this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + return this; - } else { + }, - this.source.connect( this.getOutput() ); + disconnect: function () { - } + if ( this.filters.length > 0 ) { - return this; + this.source.disconnect( this.filters[ 0 ] ); - }, + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - disconnect: function () { + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); - if ( this.filters.length > 0 ) { + } - this.source.disconnect( this.filters[ 0 ] ); + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); - for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + } else { - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + this.source.disconnect( this.getOutput() ); } - this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); - - } else { - - this.source.disconnect( this.getOutput() ); + return this; - } + }, - return this; + getFilters: function () { - }, + return this.filters; - getFilters: function () { + }, - return this.filters; + setFilters: function ( value ) { - }, + if ( ! value ) value = []; - setFilters: function ( value ) { + if ( this.isPlaying === true ) { - if ( ! value ) value = []; + this.disconnect(); + this.filters = value; + this.connect(); - if ( this.isPlaying === true ) { + } else { - this.disconnect(); - this.filters = value; - this.connect(); + this.filters = value; - } else { + } - this.filters = value; + return this; - } + }, - return this; + getFilter: function () { - }, + return this.getFilters()[ 0 ]; - getFilter: function () { + }, - return this.getFilters()[ 0 ]; + setFilter: function ( filter ) { - }, + return this.setFilters( filter ? [ filter ] : [] ); - setFilter: function ( filter ) { + }, - return this.setFilters( filter ? [ filter ] : [] ); + setPlaybackRate: function ( value ) { - }, + if ( this.hasPlaybackControl === false ) { - setPlaybackRate: function ( value ) { + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - if ( this.hasPlaybackControl === false ) { + } - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + this.playbackRate = value; - } + if ( this.isPlaying === true ) { - this.playbackRate = value; + this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime ); - if ( this.isPlaying === true ) { + } - this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime ); + return this; - } + }, - return this; + getPlaybackRate: function () { - }, + return this.playbackRate; - getPlaybackRate: function () { + }, - return this.playbackRate; + onEnded: function () { - }, + this.isPlaying = false; - onEnded: function () { + }, - this.isPlaying = false; + getLoop: function () { - }, + if ( this.hasPlaybackControl === false ) { - getLoop: function () { + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; - if ( this.hasPlaybackControl === false ) { + } - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; + return this.loop; - } + }, - return this.loop; + setLoop: function ( value ) { - }, + if ( this.hasPlaybackControl === false ) { - setLoop: function ( value ) { + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; - if ( this.hasPlaybackControl === false ) { + } - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + this.loop = value; - } + if ( this.isPlaying === true ) { - this.loop = value; + this.source.loop = this.loop; - if ( this.isPlaying === true ) { + } - this.source.loop = this.loop; + return this; - } + }, - return this; + getVolume: function () { - }, + return this.gain.gain.value; - getVolume: function () { + }, + + setVolume: function ( value ) { - return this.gain.gain.value; + this.gain.gain.value = value; - }, - - setVolume: function ( value ) { + return this; - this.gain.gain.value = value; + } - return this; + } ); - } + /** + * @author mrdoob / http://mrdoob.com/ + */ -} ); + function PositionalAudio( listener ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + Audio.call( this, listener ); -function PositionalAudio( listener ) { + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); - Audio.call( this, listener ); + } - this.panner = this.context.createPanner(); - this.panner.connect( this.gain ); + PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { -} + constructor: PositionalAudio, -PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + getOutput: function () { - constructor: PositionalAudio, + return this.panner; - getOutput: function () { + }, - return this.panner; + getRefDistance: function () { - }, + return this.panner.refDistance; - getRefDistance: function () { + }, - return this.panner.refDistance; + setRefDistance: function ( value ) { - }, + this.panner.refDistance = value; - setRefDistance: function ( value ) { + }, - this.panner.refDistance = value; + getRolloffFactor: function () { - }, + return this.panner.rolloffFactor; - getRolloffFactor: function () { + }, - return this.panner.rolloffFactor; + setRolloffFactor: function ( value ) { - }, + this.panner.rolloffFactor = value; - setRolloffFactor: function ( value ) { + }, - this.panner.rolloffFactor = value; + getDistanceModel: function () { - }, + return this.panner.distanceModel; - getDistanceModel: function () { + }, - return this.panner.distanceModel; + setDistanceModel: function ( value ) { - }, + this.panner.distanceModel = value; - setDistanceModel: function ( value ) { + }, - this.panner.distanceModel = value; + getMaxDistance: function () { - }, + return this.panner.maxDistance; - getMaxDistance: function () { + }, - return this.panner.maxDistance; + setMaxDistance: function ( value ) { - }, + this.panner.maxDistance = value; - setMaxDistance: function ( value ) { + }, - this.panner.maxDistance = value; + updateMatrixWorld: ( function () { - }, + var position = new Vector3(); - updateMatrixWorld: ( function () { + return function updateMatrixWorld( force ) { - var position = new Vector3(); + Object3D.prototype.updateMatrixWorld.call( this, force ); - return function updateMatrixWorld( force ) { + position.setFromMatrixPosition( this.matrixWorld ); - Object3D.prototype.updateMatrixWorld.call( this, force ); + this.panner.setPosition( position.x, position.y, position.z ); - position.setFromMatrixPosition( this.matrixWorld ); + }; - this.panner.setPosition( position.x, position.y, position.z ); + } )() - }; - } )() + } ); + /** + * @author mrdoob / http://mrdoob.com/ + */ -} ); + function AudioAnalyser( audio, fftSize ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; -function AudioAnalyser( audio, fftSize ) { + this.data = new Uint8Array( this.analyser.frequencyBinCount ); - this.analyser = audio.context.createAnalyser(); - this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; + audio.getOutput().connect( this.analyser ); - this.data = new Uint8Array( this.analyser.frequencyBinCount ); + } - audio.getOutput().connect( this.analyser ); + Object.assign( AudioAnalyser.prototype, { -} + getFrequencyData: function () { -Object.assign( AudioAnalyser.prototype, { + this.analyser.getByteFrequencyData( this.data ); - getFrequencyData: function () { + return this.data; - this.analyser.getByteFrequencyData( this.data ); + }, - return this.data; + getAverageFrequency: function () { - }, + var value = 0, data = this.getFrequencyData(); - getAverageFrequency: function () { + for ( var i = 0; i < data.length; i ++ ) { - var value = 0, data = this.getFrequencyData(); + value += data[ i ]; - for ( var i = 0; i < data.length; i ++ ) { + } - value += data[ i ]; + return value / data.length; } - return value / data.length; - - } + } ); -} ); + /** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ -/** - * - * Buffered scene graph property that allows weighted accumulation. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + function PropertyMixer( binding, typeName, valueSize ) { -function PropertyMixer( binding, typeName, valueSize ) { + this.binding = binding; + this.valueSize = valueSize; - this.binding = binding; - this.valueSize = valueSize; + var bufferType = Float64Array, + mixFunction; - var bufferType = Float64Array, - mixFunction; + switch ( typeName ) { - switch ( typeName ) { + case 'quaternion': + mixFunction = this._slerp; + break; - case 'quaternion': - mixFunction = this._slerp; - break; + case 'string': + case 'bool': + bufferType = Array; + mixFunction = this._select; + break; - case 'string': - case 'bool': - bufferType = Array; - mixFunction = this._select; - break; + default: + mixFunction = this._lerp; - default: - mixFunction = this._lerp; + } - } + this.buffer = new bufferType( valueSize * 4 ); + // layout: [ incoming | accu0 | accu1 | orig ] + // + // 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 - this.buffer = new bufferType( valueSize * 4 ); - // layout: [ incoming | accu0 | accu1 | orig ] - // - // 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 + this._mixBufferRegion = mixFunction; - this._mixBufferRegion = mixFunction; + this.cumulativeWeight = 0; - this.cumulativeWeight = 0; + this.useCount = 0; + this.referenceCount = 0; - this.useCount = 0; - this.referenceCount = 0; + } -} + Object.assign( PropertyMixer.prototype, { -Object.assign( PropertyMixer.prototype, { + // accumulate data in the 'incoming' region into 'accu' + accumulate: function ( accuIndex, weight ) { - // accumulate data in the 'incoming' region into 'accu' - accumulate: function ( 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 - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, - var buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride, + currentWeight = this.cumulativeWeight; - currentWeight = this.cumulativeWeight; + if ( currentWeight === 0 ) { - if ( currentWeight === 0 ) { + // accuN := incoming * weight - // accuN := incoming * weight + for ( var i = 0; i !== stride; ++ i ) { - for ( var i = 0; i !== stride; ++ i ) { + buffer[ offset + i ] = buffer[ i ]; - buffer[ offset + i ] = buffer[ i ]; + } - } + currentWeight = weight; - currentWeight = weight; + } else { - } else { + // accuN := accuN + incoming * weight - // accuN := accuN + incoming * weight + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); - currentWeight += weight; - var mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); + } - } + this.cumulativeWeight = currentWeight; - this.cumulativeWeight = currentWeight; + }, - }, + // apply the state of 'accu' to the binding when accus differ + apply: function ( accuIndex ) { - // apply the state of 'accu' to the binding when accus differ - apply: function ( accuIndex ) { + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, - var stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, + weight = this.cumulativeWeight, - weight = this.cumulativeWeight, + binding = this.binding; - binding = this.binding; + this.cumulativeWeight = 0; - this.cumulativeWeight = 0; + if ( weight < 1 ) { - if ( weight < 1 ) { + // accuN := accuN + original * ( 1 - cumulativeWeight ) - // accuN := accuN + original * ( 1 - cumulativeWeight ) + var originalValueOffset = stride * 3; - var originalValueOffset = stride * 3; + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); + } - } + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { - for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + if ( buffer[ i ] !== buffer[ i + stride ] ) { - if ( buffer[ i ] !== buffer[ i + stride ] ) { + // value has changed -> update scene graph - // value has changed -> update scene graph + binding.setValue( buffer, offset ); + break; - binding.setValue( buffer, offset ); - break; + } } - } + }, - }, + // remember the state of the bound property and copy it to both accus + saveOriginalState: function () { - // remember the state of the bound property and copy it to both accus - saveOriginalState: function () { + var binding = this.binding; - var binding = this.binding; + var buffer = this.buffer, + stride = this.valueSize, - var buffer = this.buffer, - stride = this.valueSize, + originalValueOffset = stride * 3; - originalValueOffset = stride * 3; + binding.getValue( buffer, originalValueOffset ); - binding.getValue( buffer, originalValueOffset ); + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { - // accu[0..1] := orig -- initially detect changes against the original - for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + } - } + this.cumulativeWeight = 0; - this.cumulativeWeight = 0; + }, - }, + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState: function () { - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState: function () { + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); - var originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); + }, - }, + // mix functions - // mix functions + _select: function ( buffer, dstOffset, srcOffset, t, stride ) { - _select: function ( buffer, dstOffset, srcOffset, t, stride ) { + if ( t >= 0.5 ) { - if ( t >= 0.5 ) { + for ( var i = 0; i !== stride; ++ i ) { - for ( var i = 0; i !== stride; ++ i ) { + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + } } - } + }, - }, + _slerp: function ( buffer, dstOffset, srcOffset, t ) { - _slerp: function ( buffer, dstOffset, srcOffset, t ) { + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + }, - }, + _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { - _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { + var s = 1 - t; - var s = 1 - t; + for ( var i = 0; i !== stride; ++ i ) { - for ( var i = 0; i !== stride; ++ i ) { + var j = dstOffset + i; - var j = dstOffset + i; + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + } } - } + } ); -} ); + /** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ -/** - * - * A reference to a real property in the scene graph. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + function Composite( targetGroup, path, optionalParsedPath ) { -function Composite( targetGroup, path, optionalParsedPath ) { + var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); - var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); - this._targetGroup = targetGroup; - this._bindings = targetGroup.subscribe_( path, parsedPath ); + } -} + Object.assign( Composite.prototype, { -Object.assign( Composite.prototype, { + getValue: function ( array, offset ) { - getValue: function ( array, offset ) { + this.bind(); // bind all binding - this.bind(); // bind all binding + var firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; - var firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); + }, - }, + setValue: function ( array, offset ) { - setValue: function ( array, offset ) { + var bindings = this._bindings; - var bindings = this._bindings; + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { + bindings[ i ].setValue( array, offset ); - bindings[ i ].setValue( array, offset ); + } - } + }, - }, + bind: function () { - bind: function () { + var bindings = this._bindings; - var bindings = this._bindings; + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { + bindings[ i ].bind(); - bindings[ i ].bind(); + } - } + }, - }, + unbind: function () { - unbind: function () { + var bindings = this._bindings; - var bindings = this._bindings; + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { + bindings[ i ].unbind(); - bindings[ i ].unbind(); + } } - } + } ); -} ); + function PropertyBinding( rootNode, path, parsedPath ) { -function PropertyBinding( rootNode, path, parsedPath ) { + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); - this.path = path; - this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; - this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; + this.rootNode = rootNode; - this.rootNode = rootNode; + } -} + Object.assign( PropertyBinding, { -Object.assign( PropertyBinding, { + Composite: Composite, - Composite: Composite, + create: function ( root, path, parsedPath ) { - create: function ( root, path, parsedPath ) { + if ( ! ( root && root.isAnimationObjectGroup ) ) { - if ( ! ( root && root.isAnimationObjectGroup ) ) { + return new PropertyBinding( root, path, parsedPath ); - return new PropertyBinding( root, path, parsedPath ); + } else { - } else { + return new PropertyBinding.Composite( root, path, parsedPath ); - return new PropertyBinding.Composite( root, path, parsedPath ); + } - } + }, - }, + parseTrackName: function () { - parseTrackName: function () { + // Parent directories, delimited by '/' or ':'. Currently unused, but must + // be matched to parse the rest of the track name. + var directoryRe = /((?:[\w-]+[\/:])*)/; - // Parent directories, delimited by '/' or ':'. Currently unused, but must - // be matched to parse the rest of the track name. - var directoryRe = /((?:[\w-]+[\/:])*)/; + // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. + var nodeRe = /([\w-\.]+)?/; - // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. - var nodeRe = /([\w-\.]+)?/; + // Object on target node, and accessor. Name may contain only word + // characters. Accessor may contain any character except closing bracket. + var objectRe = /(?:\.([\w-]+)(?:\[(.+)\])?)?/; - // Object on target node, and accessor. Name may contain only word - // characters. Accessor may contain any character except closing bracket. - var objectRe = /(?:\.([\w-]+)(?:\[(.+)\])?)?/; + // Property and accessor. May contain only word characters. Accessor may + // contain any non-bracket characters. + var propertyRe = /\.([\w-]+)(?:\[(.+)\])?/; - // Property and accessor. May contain only word characters. Accessor may - // contain any non-bracket characters. - var propertyRe = /\.([\w-]+)(?:\[(.+)\])?/; + var trackRe = new RegExp('' + + '^' + + directoryRe.source + + nodeRe.source + + objectRe.source + + propertyRe.source + + '$' + ); - var trackRe = new RegExp('' - + '^' - + directoryRe.source - + nodeRe.source - + objectRe.source - + propertyRe.source - + '$' - ); + var supportedObjectNames = [ 'material', 'materials', 'bones' ]; - var supportedObjectNames = [ 'material', 'materials', 'bones' ]; + return function ( trackName ) { - return function ( trackName ) { + var matches = trackRe.exec( trackName ); - var matches = trackRe.exec( trackName ); + if ( ! matches ) { - if ( ! matches ) { + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); - throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + } - } + var results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; - var results = { - // directoryName: matches[ 1 ], // (tschw) currently unused - nodeName: matches[ 2 ], - objectName: matches[ 3 ], - objectIndex: matches[ 4 ], - propertyName: matches[ 5 ], // required - propertyIndex: matches[ 6 ] - }; + var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); - var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + if ( lastDot !== undefined && lastDot !== -1 ) { - if ( lastDot !== undefined && lastDot !== -1 ) { + var objectName = results.nodeName.substring( lastDot + 1 ); - var objectName = results.nodeName.substring( lastDot + 1 ); + // Object names must be checked against a whitelist. 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 ) { - // Object names must be checked against a whitelist. 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; - results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; + } } - } + if ( results.propertyName === null || results.propertyName.length === 0 ) { - if ( results.propertyName === null || results.propertyName.length === 0 ) { + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); - throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + } - } + return results; - return results; + }; - }; + }(), - }(), + findNode: function ( root, nodeName ) { - findNode: function ( root, nodeName ) { + if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { - if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + return root; - return root; + } - } + // search into skeleton bones. + if ( root.skeleton ) { - // search into skeleton bones. - if ( root.skeleton ) { + var searchSkeleton = function ( skeleton ) { - var searchSkeleton = function ( skeleton ) { + for ( var i = 0; i < skeleton.bones.length; i ++ ) { - for ( var i = 0; i < skeleton.bones.length; i ++ ) { + var bone = skeleton.bones[ i ]; - var bone = skeleton.bones[ i ]; + if ( bone.name === nodeName ) { - if ( bone.name === nodeName ) { + return bone; - return bone; + } } - } + return null; - return null; + }; - }; + var bone = searchSkeleton( root.skeleton ); - var bone = searchSkeleton( root.skeleton ); + if ( bone ) { - if ( bone ) { + return bone; - return bone; + } } - } + // search into node subtree. + if ( root.children ) { - // search into node subtree. - if ( root.children ) { + var searchNodeSubtree = function ( children ) { - var searchNodeSubtree = function ( children ) { + for ( var i = 0; i < children.length; i ++ ) { - for ( var i = 0; i < children.length; i ++ ) { + var childNode = children[ i ]; - var childNode = children[ i ]; + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + return childNode; - return childNode; + } - } + var result = searchNodeSubtree( childNode.children ); - var result = searchNodeSubtree( childNode.children ); + if ( result ) return result; - if ( result ) return result; + } - } + return null; - return null; + }; - }; + var subTreeNode = searchNodeSubtree( root.children ); - var subTreeNode = searchNodeSubtree( root.children ); + if ( subTreeNode ) { - if ( subTreeNode ) { + return subTreeNode; - return subTreeNode; + } } + return null; + } - return null; + } ); - } + Object.assign( PropertyBinding.prototype, { // prototype, continued -} ); + // these are used to "bind" a nonexistent property + _getValue_unavailable: function () {}, + _setValue_unavailable: function () {}, -Object.assign( PropertyBinding.prototype, { // prototype, continued + BindingType: { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }, - // these are used to "bind" a nonexistent property - _getValue_unavailable: function () {}, - _setValue_unavailable: function () {}, + Versioning: { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }, - BindingType: { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 - }, + GetterByBindingType: [ - Versioning: { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }, + function getValue_direct( buffer, offset ) { - GetterByBindingType: [ + buffer[ offset ] = this.node[ this.propertyName ]; - function getValue_direct( buffer, offset ) { + }, - buffer[ offset ] = this.node[ this.propertyName ]; + function getValue_array( buffer, offset ) { - }, + var source = this.resolvedProperty; - function getValue_array( buffer, offset ) { + for ( var i = 0, n = source.length; i !== n; ++ i ) { - var source = this.resolvedProperty; + buffer[ offset ++ ] = source[ i ]; - for ( var i = 0, n = source.length; i !== n; ++ i ) { + } - buffer[ offset ++ ] = source[ i ]; + }, - } + function getValue_arrayElement( buffer, offset ) { - }, + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - function getValue_arrayElement( buffer, offset ) { + }, - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + function getValue_toArray( buffer, offset ) { - }, + this.resolvedProperty.toArray( buffer, offset ); - function getValue_toArray( buffer, offset ) { + } - this.resolvedProperty.toArray( buffer, offset ); + ], - } + SetterByBindingTypeAndVersioning: [ - ], + [ + // Direct - SetterByBindingTypeAndVersioning: [ + function setValue_direct( buffer, offset ) { - [ - // Direct + this.node[ this.propertyName ] = buffer[ offset ]; - function setValue_direct( buffer, offset ) { + }, - this.node[ this.propertyName ] = buffer[ offset ]; + function setValue_direct_setNeedsUpdate( buffer, offset ) { - }, + this.node[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - function setValue_direct_setNeedsUpdate( buffer, offset ) { + }, - this.node[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - }, + this.node[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + } - this.node[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; + ], [ - } + // EntireArray - ], [ + function setValue_array( buffer, offset ) { - // EntireArray + var dest = this.resolvedProperty; - function setValue_array( buffer, offset ) { + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - var dest = this.resolvedProperty; + dest[ i ] = buffer[ offset ++ ]; - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + } - dest[ i ] = buffer[ offset ++ ]; + }, - } + function setValue_array_setNeedsUpdate( buffer, offset ) { - }, + var dest = this.resolvedProperty; - function setValue_array_setNeedsUpdate( buffer, offset ) { + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - var dest = this.resolvedProperty; + dest[ i ] = buffer[ offset ++ ]; - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + } - dest[ i ] = buffer[ offset ++ ]; + this.targetObject.needsUpdate = true; - } + }, - this.targetObject.needsUpdate = true; + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - }, + var dest = this.resolvedProperty; - function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - var dest = this.resolvedProperty; + dest[ i ] = buffer[ offset ++ ]; - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + } - dest[ i ] = buffer[ offset ++ ]; + this.targetObject.matrixWorldNeedsUpdate = true; } - this.targetObject.matrixWorldNeedsUpdate = true; - - } + ], [ - ], [ + // ArrayElement - // ArrayElement + function setValue_arrayElement( buffer, offset ) { - function setValue_arrayElement( buffer, offset ) { + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + }, - }, + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; + }, - }, + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; + } - } + ], [ - ], [ + // HasToFromArray - // HasToFromArray + function setValue_fromArray( buffer, offset ) { - function setValue_fromArray( buffer, offset ) { + this.resolvedProperty.fromArray( buffer, offset ); - this.resolvedProperty.fromArray( buffer, offset ); + }, - }, + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { - function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; + }, - }, + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; + } - } + ] - ] + ], - ], + getValue: function getValue_unbound( targetArray, offset ) { - getValue: function getValue_unbound( targetArray, offset ) { + this.bind(); + this.getValue( targetArray, offset ); - this.bind(); - this.getValue( targetArray, offset ); + // 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. - // 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. + }, - }, + setValue: function getValue_unbound( sourceArray, offset ) { - setValue: function getValue_unbound( sourceArray, offset ) { + this.bind(); + this.setValue( sourceArray, offset ); - this.bind(); - this.setValue( sourceArray, offset ); + }, - }, + // create getter / setter pair for a property in the scene graph + bind: function () { - // create getter / setter pair for a property in the scene graph - bind: function () { + var targetObject = this.node, + parsedPath = this.parsedPath, - var targetObject = this.node, - parsedPath = this.parsedPath, + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + propertyIndex = parsedPath.propertyIndex; - objectName = parsedPath.objectName, - propertyName = parsedPath.propertyName, - propertyIndex = parsedPath.propertyIndex; + if ( ! targetObject ) { - if ( ! targetObject ) { + targetObject = PropertyBinding.findNode( + this.rootNode, parsedPath.nodeName ) || this.rootNode; - targetObject = PropertyBinding.findNode( - this.rootNode, parsedPath.nodeName ) || this.rootNode; + this.node = targetObject; - this.node = targetObject; + } - } + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; - // 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 ) { - // ensure there is a value node - if ( ! targetObject ) { + console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); + return; - console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); - return; + } - } + if ( objectName ) { - if ( objectName ) { + var objectIndex = parsedPath.objectIndex; - var objectIndex = parsedPath.objectIndex; + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { + case 'materials': - case 'materials': + if ( ! targetObject.material ) { - if ( ! targetObject.material ) { + console.error( ' can not bind to material as node does not have a material', this ); + return; - console.error( ' can not bind to material as node does not have a material', this ); - return; + } - } + if ( ! targetObject.material.materials ) { - if ( ! targetObject.material.materials ) { + console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); + return; - console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); - return; + } - } + targetObject = targetObject.material.materials; - targetObject = targetObject.material.materials; + break; - break; + case 'bones': - case 'bones': + if ( ! targetObject.skeleton ) { - if ( ! targetObject.skeleton ) { + console.error( ' can not bind to bones as node does not have a skeleton', this ); + return; - console.error( ' 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. - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. + targetObject = targetObject.skeleton.bones; - targetObject = targetObject.skeleton.bones; + // support resolving morphTarget names into indices. + for ( var i = 0; i < targetObject.length; i ++ ) { - // support resolving morphTarget names into indices. - for ( var i = 0; i < targetObject.length; i ++ ) { + if ( targetObject[ i ].name === objectIndex ) { - if ( targetObject[ i ].name === objectIndex ) { + objectIndex = i; + break; - objectIndex = i; - break; + } } - } + break; - break; + default: - default: + if ( targetObject[ objectName ] === undefined ) { - if ( targetObject[ objectName ] === undefined ) { + console.error( ' can not bind to objectName of node, undefined', this ); + return; - console.error( ' can not bind to objectName of node, undefined', this ); - return; + } - } + targetObject = targetObject[ objectName ]; - targetObject = targetObject[ objectName ]; + } - } + if ( objectIndex !== undefined ) { - if ( objectIndex !== undefined ) { + if ( targetObject[ objectIndex ] === undefined ) { - if ( targetObject[ objectIndex ] === undefined ) { + console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); + return; - console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); - return; + } - } + targetObject = targetObject[ objectIndex ]; - targetObject = targetObject[ objectIndex ]; + } } - } + // resolve property + var nodeProperty = targetObject[ propertyName ]; - // resolve property - var nodeProperty = targetObject[ propertyName ]; + if ( nodeProperty === undefined ) { - if ( nodeProperty === undefined ) { + var nodeName = parsedPath.nodeName; - var nodeName = parsedPath.nodeName; + console.error( " trying to update property for track: " + nodeName + + '.' + propertyName + " but it wasn't found.", targetObject ); + return; - console.error( " trying to update property for track: " + nodeName + - '.' + propertyName + " but it wasn't found.", targetObject ); - return; + } - } + // determine versioning scheme + var versioning = this.Versioning.None; - // determine versioning scheme - var versioning = this.Versioning.None; + if ( targetObject.needsUpdate !== undefined ) { // material - if ( targetObject.needsUpdate !== undefined ) { // material + versioning = this.Versioning.NeedsUpdate; + this.targetObject = targetObject; - versioning = this.Versioning.NeedsUpdate; - this.targetObject = targetObject; + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + versioning = this.Versioning.MatrixWorldNeedsUpdate; + this.targetObject = targetObject; - versioning = this.Versioning.MatrixWorldNeedsUpdate; - this.targetObject = targetObject; + } - } + // determine how the property gets bound + var bindingType = this.BindingType.Direct; - // determine how the property gets bound - var bindingType = this.BindingType.Direct; + if ( propertyIndex !== undefined ) { - if ( propertyIndex !== undefined ) { + // access a sub element of the property array (only primitives are supported right now) - // access a sub element of the property array (only primitives are supported right now) + if ( propertyName === "morphTargetInfluences" ) { - if ( propertyName === "morphTargetInfluences" ) { + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - // 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 ) { - // support resolving morphTarget names into indices. - if ( ! targetObject.geometry ) { + console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); + return; - console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); - return; + } - } + if ( ! targetObject.geometry.morphTargets ) { - if ( ! targetObject.geometry.morphTargets ) { + console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); + return; - console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); - return; + } - } + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { - for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { - if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + propertyIndex = i; + break; - propertyIndex = i; - break; + } } } - } - - bindingType = this.BindingType.ArrayElement; - - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; + bindingType = this.BindingType.ArrayElement; - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; - // must use copy for Object3D.Euler/Quaternion + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - bindingType = this.BindingType.HasFromToArray; + // must use copy for Object3D.Euler/Quaternion - this.resolvedProperty = nodeProperty; + bindingType = this.BindingType.HasFromToArray; - } else if ( Array.isArray( nodeProperty ) ) { + this.resolvedProperty = nodeProperty; - bindingType = this.BindingType.EntireArray; + } else if ( Array.isArray( nodeProperty ) ) { - this.resolvedProperty = nodeProperty; + bindingType = this.BindingType.EntireArray; - } else { - - this.propertyName = propertyName; - - } + this.resolvedProperty = nodeProperty; - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - - }, + } else { - unbind: function () { + this.propertyName = propertyName; - 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; + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - } + }, -} ); - -//!\ DECLARE ALIAS AFTER assign prototype ! -Object.assign( PropertyBinding.prototype, { - - // initial state of these methods that calls 'bind' - _getValue_unbound: PropertyBinding.prototype.getValue, - _setValue_unbound: PropertyBinding.prototype.setValue, - -} ); - -/** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - * - * @author tschw - */ - -function AnimationObjectGroup( var_args ) { - - this.uuid = _Math.generateUUID(); - - // cached objects followed by the active ones - this._objects = Array.prototype.slice.call( arguments ); - - this.nCachedObjects_ = 0; // threshold - // note: read by PropertyBinding.Composite - - var indices = {}; - this._indicesByUUID = indices; // for bookkeeping - - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - - indices[ arguments[ i ].uuid ] = i; + unbind: function () { - } + this.node = null; - this._paths = []; // inside: string - this._parsedPaths = []; // inside: { we don't care, here } - this._bindings = []; // inside: Array< PropertyBinding > - this._bindingsIndicesByPath = {}; // inside: indices in these arrays + // 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; - var scope = this; + } - this.stats = { + } ); - objects: { - get total() { return scope._objects.length; }, - get inUse() { return this.total - scope.nCachedObjects_; } - }, + //!\ DECLARE ALIAS AFTER assign prototype ! + Object.assign( PropertyBinding.prototype, { - get bindingsPerObject() { return scope._bindings.length; } + // initial state of these methods that calls 'bind' + _getValue_unbound: PropertyBinding.prototype.getValue, + _setValue_unbound: PropertyBinding.prototype.setValue, - }; + } ); -} + /** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */ + + function AnimationObjectGroup( var_args ) { -Object.assign( AnimationObjectGroup.prototype, { + this.uuid = _Math.generateUUID(); - isAnimationObjectGroup: true, + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); - add: function( var_args ) { + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length; + var indices = {}; + this._indicesByUUID = indices; // for bookkeeping for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ], - knownObject = undefined; + indices[ arguments[ i ].uuid ] = i; - if ( index === undefined ) { + } - // unknown object -> add it to the ACTIVE region + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); + var scope = this; - // accounting is done, now do the same for all bindings + this.stats = { - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + objects: { + get total() { return scope._objects.length; }, + get inUse() { return this.total - scope.nCachedObjects_; } + }, - bindings[ j ].push( - new PropertyBinding( - object, paths[ j ], parsedPaths[ j ] ) ); + get bindingsPerObject() { return scope._bindings.length; } - } + }; - } else if ( index < nCachedObjects ) { + } - knownObject = objects[ index ]; + Object.assign( AnimationObjectGroup.prototype, { - // move existing object to the ACTIVE region + isAnimationObjectGroup: true, - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ]; + add: function( var_args ) { - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; - indicesByUUID[ uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = object; + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - // accounting is done, now do the same for all bindings + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ], + knownObject = undefined; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + if ( index === undefined ) { - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - binding = bindingsForPath[ index ]; + // unknown object -> add it to the ACTIVE region - bindingsForPath[ index ] = lastCached; + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); - if ( binding === undefined ) { + // accounting is done, now do the same for all bindings - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - binding = new PropertyBinding( - object, paths[ j ], parsedPaths[ j ] ); + bindings[ j ].push( + new PropertyBinding( + object, paths[ j ], parsedPaths[ j ] ) ); } - bindingsForPath[ firstActiveIndex ] = binding; - - } - - } else if ( objects[ index ] !== knownObject ) { - - console.error( "Different objects with the same UUID " + - "detected. Clean the caches or recreate your " + - "infrastructure when reloading scenes..." ); - - } // else the object is already where we want it to be - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; + } else if ( index < nCachedObjects ) { - }, + knownObject = objects[ index ]; - remove: function( var_args ) { + // move existing object to the ACTIVE region - var objects = this._objects, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; - if ( index !== undefined && index >= nCachedObjects ) { + // accounting is done, now do the same for all bindings - // move existing object into the CACHED region + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - var lastCachedIndex = nCachedObjects ++, - firstActiveObject = objects[ lastCachedIndex ]; + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; - indicesByUUID[ firstActiveObject.uuid ] = index; - objects[ index ] = firstActiveObject; + bindingsForPath[ index ] = lastCached; - indicesByUUID[ uuid ] = lastCachedIndex; - objects[ lastCachedIndex ] = object; + if ( binding === undefined ) { - // accounting is done, now do the same for all bindings + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + binding = new PropertyBinding( + object, paths[ j ], parsedPaths[ j ] ); - var bindingsForPath = bindings[ j ], - firstActive = bindingsForPath[ lastCachedIndex ], - binding = bindingsForPath[ index ]; + } - bindingsForPath[ index ] = firstActive; - bindingsForPath[ lastCachedIndex ] = binding; + bindingsForPath[ firstActiveIndex ] = binding; - } + } - } + } else if ( objects[ index ] !== knownObject ) { - } // for arguments + console.error( "Different objects with the same UUID " + + "detected. Clean the caches or recreate your " + + "infrastructure when reloading scenes..." ); - this.nCachedObjects_ = nCachedObjects; + } // else the object is already where we want it to be - }, + } // for arguments - // remove & forget - uncache: function( var_args ) { + this.nCachedObjects_ = nCachedObjects; - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; + }, - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + remove: function( var_args ) { - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + var objects = this._objects, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; - if ( index !== undefined ) { + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - delete indicesByUUID[ uuid ]; + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - if ( index < nCachedObjects ) { + if ( index !== undefined && index >= nCachedObjects ) { - // object is cached, shrink the CACHED region + // move existing object into the CACHED region - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ], - lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; // accounting is done, now do the same for all bindings for ( var j = 0, m = nBindings; j !== m; ++ j ) { var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - last = bindingsForPath[ lastIndex ]; + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; - bindingsForPath[ index ] = lastCached; - bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; } - } else { + } - // object is active, just swap with the last and pop + } // for arguments - var lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; + this.nCachedObjects_ = nCachedObjects; - indicesByUUID[ lastObject.uuid ] = index; - objects[ index ] = lastObject; - objects.pop(); + }, - // accounting is done, now do the same for all bindings + // remove & forget + uncache: function( var_args ) { - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; - var bindingsForPath = bindings[ j ]; + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - } + if ( index !== undefined ) { - } // cached or active + delete indicesByUUID[ uuid ]; - } // if object is known + if ( index < nCachedObjects ) { - } // for arguments + // object is cached, shrink the CACHED region - this.nCachedObjects_ = nCachedObjects; + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; - }, + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; - // Internal interface used by befriended PropertyBinding.Composite: + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); - subscribe_: function ( path, parsedPath ) { + // accounting is done, now do the same for all bindings - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ], - bindings = this._bindings; + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; - if ( index !== undefined ) return bindings[ index ]; + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } - var paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - bindingsForPath = new Array( nObjects ); + } else { - index = bindings.length; + // object is active, just swap with the last and pop - indicesByPath[ path ] = index; + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; - paths.push( path ); - parsedPaths.push( parsedPath ); - bindings.push( bindingsForPath ); + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); - for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + // accounting is done, now do the same for all bindings - var object = objects[ i ]; - bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - } + var bindingsForPath = bindings[ j ]; - return bindingsForPath; + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); - }, + } - unsubscribe_: function ( path ) { + } // cached or active - // tells the group to forget about a property path and no longer - // update the array previously obtained with 'subscribe_' + } // if object is known - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ]; + } // for arguments - if ( index !== undefined ) { + this.nCachedObjects_ = nCachedObjects; - var paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, - lastBindings = bindings[ lastBindingsIndex ], - lastBindingsPath = path[ lastBindingsIndex ]; + }, - indicesByPath[ lastBindingsPath ] = index; + // Internal interface used by befriended PropertyBinding.Composite: - bindings[ index ] = lastBindings; - bindings.pop(); + subscribe_: function ( path, parsedPath ) { - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; - } + if ( index !== undefined ) return bindings[ index ]; - } + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); -} ); + index = bindings.length; -/** - * - * Action provided by AnimationMixer for scheduling clip playback on specific - * objects. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - * - */ + indicesByPath[ path ] = index; -function AnimationAction( mixer, clip, localRoot ) { + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot || null; + for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { - var tracks = clip.tracks, - nTracks = tracks.length, - interpolants = new Array( nTracks ); + var object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); - var interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; + } - for ( var i = 0; i !== nTracks; ++ i ) { + return bindingsForPath; - var interpolant = tracks[ i ].createInterpolant( null ); - interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; + }, - } + unsubscribe_: function ( path ) { - this._interpolantSettings = interpolantSettings; + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' - this._interpolants = interpolants; // bound by the mixer + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; - // inside: PropertyMixer (managed by the mixer) - this._propertyBindings = new Array( nTracks ); + if ( index !== undefined ) { - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; - this._timeScaleInterpolant = null; - this._weightInterpolant = null; + indicesByPath[ lastBindingsPath ] = index; - this.loop = LoopRepeat; - this._loopCount = -1; + bindings[ index ] = lastBindings; + bindings.pop(); - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action - this._startTime = null; + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); - 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 + /** + * + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + * + */ - this.clampWhenFinished = false; // keep feeding the last frame? + function AnimationAction( mixer, clip, localRoot ) { - this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate - this.zeroSlopeAtEnd = true; // clips for start, loop and end + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot || null; -} + var tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); -Object.assign( AnimationAction.prototype, { + var interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; - // State & Scheduling + for ( var i = 0; i !== nTracks; ++ i ) { - play: function() { + var interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; - this._mixer._activateAction( this ); + } - return this; + this._interpolantSettings = interpolantSettings; - }, + this._interpolants = interpolants; // bound by the mixer - stop: function() { + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); - this._mixer._deactivateAction( this ); + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager - return this.reset(); + this._timeScaleInterpolant = null; + this._weightInterpolant = null; - }, + this.loop = LoopRepeat; + this._loopCount = -1; - reset: function() { + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; - this.paused = false; - this.enabled = true; + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; - this.time = 0; // restart clip - this._loopCount = -1; // forget previous loops - this._startTime = null; // forget scheduling + this.timeScale = 1; + this._effectiveTimeScale = 1; - return this.stopFading().stopWarping(); + this.weight = 1; + this._effectiveWeight = 1; - }, + this.repetitions = Infinity; // no. of repetitions when looping - isRunning: function() { + this.paused = false; // true -> zero effective time scale + this.enabled = true; // false -> zero effective weight - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); + 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 - // return true when play has been called - isScheduled: function() { + } - return this._mixer._isActiveAction( this ); + Object.assign( AnimationAction.prototype, { - }, + // State & Scheduling - startAt: function( time ) { + play: function() { - this._startTime = time; + this._mixer._activateAction( this ); - return this; + return this; - }, + }, - setLoop: function( mode, repetitions ) { + stop: function() { - this.loop = mode; - this.repetitions = repetitions; + this._mixer._deactivateAction( this ); - return this; + return this.reset(); - }, + }, - // Weight + reset: function() { - // 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: function( weight ) { + this.paused = false; + this.enabled = true; - this.weight = weight; + this.time = 0; // restart clip + this._loopCount = -1; // forget previous loops + this._startTime = null; // forget scheduling - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; + return this.stopFading().stopWarping(); - return this.stopFading(); + }, - }, + isRunning: function() { - // return the weight considering fading and .enabled - getEffectiveWeight: function() { + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); - return this._effectiveWeight; + }, - }, + // return true when play has been called + isScheduled: function() { - fadeIn: function( duration ) { + return this._mixer._isActiveAction( this ); - return this._scheduleFading( duration, 0, 1 ); + }, - }, + startAt: function( time ) { - fadeOut: function( duration ) { + this._startTime = time; - return this._scheduleFading( duration, 1, 0 ); + return this; - }, + }, - crossFadeFrom: function( fadeOutAction, duration, warp ) { + setLoop: function( mode, repetitions ) { - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); + this.loop = mode; + this.repetitions = repetitions; - if( warp ) { + return this; - var fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, + }, - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; + // Weight - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); + // 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: function( weight ) { - } + this.weight = weight; - return this; + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; - }, + return this.stopFading(); - crossFadeTo: function( fadeInAction, duration, warp ) { + }, - return fadeInAction.crossFadeFrom( this, duration, warp ); + // return the weight considering fading and .enabled + getEffectiveWeight: function() { - }, + return this._effectiveWeight; - stopFading: function() { + }, - var weightInterpolant = this._weightInterpolant; + fadeIn: function( duration ) { - if ( weightInterpolant !== null ) { + return this._scheduleFading( duration, 0, 1 ); - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); + }, - } + fadeOut: function( duration ) { - return this; + return this._scheduleFading( duration, 1, 0 ); - }, + }, - // Time Scale Control + crossFadeFrom: function( fadeOutAction, duration, warp ) { - // 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: function( timeScale ) { + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 :timeScale; + if( warp ) { - return this.stopWarping(); + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, - }, + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; - // return the time scale considering warping and .paused - getEffectiveTimeScale: function() { + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); - return this._effectiveTimeScale; + } - }, + return this; - setDuration: function( duration ) { + }, - this.timeScale = this._clip.duration / duration; + crossFadeTo: function( fadeInAction, duration, warp ) { - return this.stopWarping(); + return fadeInAction.crossFadeFrom( this, duration, warp ); - }, + }, - syncWith: function( action ) { + stopFading: function() { - this.time = action.time; - this.timeScale = action.timeScale; + var weightInterpolant = this._weightInterpolant; - return this.stopWarping(); + if ( weightInterpolant !== null ) { - }, + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); - halt: function( duration ) { + } - return this.warp( this._effectiveTimeScale, 0, duration ); + return this; - }, + }, - warp: function( startTimeScale, endTimeScale, duration ) { + // Time Scale Control - var mixer = this._mixer, now = mixer.time, - interpolant = this._timeScaleInterpolant, + // 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: function( timeScale ) { - timeScale = this.timeScale; + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 :timeScale; - if ( interpolant === null ) { + return this.stopWarping(); - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; + }, - } + // return the time scale considering warping and .paused + getEffectiveTimeScale: function() { - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; + return this._effectiveTimeScale; - times[ 0 ] = now; - times[ 1 ] = now + duration; + }, - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; + setDuration: function( duration ) { - return this; + this.timeScale = this._clip.duration / duration; - }, + return this.stopWarping(); - stopWarping: function() { + }, - var timeScaleInterpolant = this._timeScaleInterpolant; + syncWith: function( action ) { - if ( timeScaleInterpolant !== null ) { + this.time = action.time; + this.timeScale = action.timeScale; - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + return this.stopWarping(); - } + }, - return this; + halt: function( duration ) { - }, + return this.warp( this._effectiveTimeScale, 0, duration ); - // Object Accessors + }, - getMixer: function() { + warp: function( startTimeScale, endTimeScale, duration ) { - return this._mixer; + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, - }, + timeScale = this.timeScale; - getClip: function() { + if ( interpolant === null ) { - return this._clip; + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; - }, + } - getRoot: function() { + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; - return this._localRoot || this._mixer._root; + times[ 0 ] = now; + times[ 1 ] = now + duration; - }, + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; - // Interna + return this; - _update: function( time, deltaTime, timeDirection, accuIndex ) { + }, - // called by the mixer + stopWarping: function() { - if ( ! this.enabled ) { + var timeScaleInterpolant = this._timeScaleInterpolant; - // call ._updateWeight() to update ._effectiveWeight + if ( timeScaleInterpolant !== null ) { - this._updateWeight( time ); - return; + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - } + } - var startTime = this._startTime; + return this; - if ( startTime !== null ) { + }, - // check for scheduled start of action + // Object Accessors - var timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { + getMixer: function() { - return; // yet to come / don't decide when delta = 0 + return this._mixer; - } + }, - // start + getClip: function() { - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; + return this._clip; - } + }, - // apply time scale and advance time + getRoot: function() { - deltaTime *= this._updateTimeScale( time ); - var clipTime = this._updateTime( deltaTime ); + return this._localRoot || this._mixer._root; - // note: _updateTime may disable the action resulting in - // an effective weight of 0 + }, - var weight = this._updateWeight( time ); + // Interna - if ( weight > 0 ) { + _update: function( time, deltaTime, timeDirection, accuIndex ) { - var interpolants = this._interpolants; - var propertyMixers = this._propertyBindings; + // called by the mixer - for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + if ( ! this.enabled ) { - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); + // call ._updateWeight() to update ._effectiveWeight - } + this._updateWeight( time ); + return; - } + } - }, + var startTime = this._startTime; - _updateWeight: function( time ) { + if ( startTime !== null ) { - var weight = 0; + // check for scheduled start of action - if ( this.enabled ) { + var timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { - weight = this.weight; - var interpolant = this._weightInterpolant; + return; // yet to come / don't decide when delta = 0 - if ( interpolant !== null ) { + } - var interpolantValue = interpolant.evaluate( time )[ 0 ]; + // start - weight *= interpolantValue; + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; - if ( time > interpolant.parameterPositions[ 1 ] ) { + } - this.stopFading(); + // apply time scale and advance time - if ( interpolantValue === 0 ) { + deltaTime *= this._updateTimeScale( time ); + var clipTime = this._updateTime( deltaTime ); - // faded out, disable - this.enabled = false; + // note: _updateTime may disable the action resulting in + // an effective weight of 0 - } + var weight = this._updateWeight( time ); - } + if ( weight > 0 ) { - } + var interpolants = this._interpolants; + var propertyMixers = this._propertyBindings; - } + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { - this._effectiveWeight = weight; - return weight; + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); - }, + } - _updateTimeScale: function( time ) { + } - var timeScale = 0; + }, - if ( ! this.paused ) { + _updateWeight: function( time ) { - timeScale = this.timeScale; + var weight = 0; - var interpolant = this._timeScaleInterpolant; + if ( this.enabled ) { - if ( interpolant !== null ) { + weight = this.weight; + var interpolant = this._weightInterpolant; - var interpolantValue = interpolant.evaluate( time )[ 0 ]; + if ( interpolant !== null ) { - timeScale *= interpolantValue; + var interpolantValue = interpolant.evaluate( time )[ 0 ]; - if ( time > interpolant.parameterPositions[ 1 ] ) { + weight *= interpolantValue; - this.stopWarping(); + if ( time > interpolant.parameterPositions[ 1 ] ) { - if ( timeScale === 0 ) { + this.stopFading(); - // motion has halted, pause - this.paused = true; + if ( interpolantValue === 0 ) { - } else { + // faded out, disable + this.enabled = false; - // warp done - apply final time scale - this.timeScale = timeScale; + } } @@ -38683,74555 +38173,15184 @@ Object.assign( AnimationAction.prototype, { } - } - - this._effectiveTimeScale = timeScale; - return timeScale; + this._effectiveWeight = weight; + return weight; - }, + }, - _updateTime: function( deltaTime ) { + _updateTimeScale: function( time ) { - var time = this.time + deltaTime; + var timeScale = 0; - if ( deltaTime === 0 ) return time; + if ( ! this.paused ) { - var duration = this._clip.duration, + timeScale = this.timeScale; - loop = this.loop, - loopCount = this._loopCount; + var interpolant = this._timeScaleInterpolant; - if ( loop === LoopOnce ) { + if ( interpolant !== null ) { - if ( loopCount === -1 ) { - // just started + var interpolantValue = interpolant.evaluate( time )[ 0 ]; - this._loopCount = 0; - this._setEndings( true, true, false ); + timeScale *= interpolantValue; - } + if ( time > interpolant.parameterPositions[ 1 ] ) { - handle_stop: { + this.stopWarping(); - if ( time >= duration ) { + if ( timeScale === 0 ) { - time = duration; + // motion has halted, pause + this.paused = true; - } else if ( time < 0 ) { + } else { - time = 0; + // warp done - apply final time scale + this.timeScale = timeScale; - } else break handle_stop; + } - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; + } - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? -1 : 1 - } ); + } } - } else { // repetitive Repeat or PingPong + this._effectiveTimeScale = timeScale; + return timeScale; - var pingPong = ( loop === LoopPingPong ); + }, - if ( loopCount === -1 ) { - // just started + _updateTime: function( deltaTime ) { - if ( deltaTime >= 0 ) { + var time = this.time + deltaTime; - loopCount = 0; + if ( deltaTime === 0 ) return time; - this._setEndings( - true, this.repetitions === 0, pingPong ); + var duration = this._clip.duration, - } else { + loop = this.loop, + loopCount = this._loopCount; - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 + if ( loop === LoopOnce ) { - this._setEndings( - this.repetitions === 0, true, pingPong ); + if ( loopCount === -1 ) { + // just started + + this._loopCount = 0; + this._setEndings( true, true, false ); } - } + handle_stop: { - if ( time >= duration || time < 0 ) { - // wrap around + if ( time >= duration ) { - var loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; + time = duration; - loopCount += Math.abs( loopDelta ); + } else if ( time < 0 ) { - var pending = this.repetitions - loopCount; + time = 0; - if ( pending < 0 ) { - // have to stop (switch state, clamp time, fire event) + } else break handle_stop; if ( this.clampWhenFinished ) this.paused = true; else this.enabled = false; - time = deltaTime > 0 ? duration : 0; - this._mixer.dispatchEvent( { type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : -1 + direction: deltaTime < 0 ? -1 : 1 } ); - } else { - // keep running + } - if ( pending === 0 ) { - // entering the last round + } else { // repetitive Repeat or PingPong - var atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); + var pingPong = ( loop === LoopPingPong ); - } else { + if ( loopCount === -1 ) { + // just started - this._setEndings( false, false, pingPong ); + if ( deltaTime >= 0 ) { - } + loopCount = 0; - this._loopCount = loopCount; + this._setEndings( + true, this.repetitions === 0, pingPong ); - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); + } 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 ( pingPong && ( loopCount & 1 ) === 1 ) { - // invert time for the "pong round" + } - this.time = time; - return duration - time; + } - } + if ( time >= duration || time < 0 ) { + // wrap around - } + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; - this.time = time; - return time; + loopCount += Math.abs( loopDelta ); + + var pending = this.repetitions - loopCount; - }, + if ( pending < 0 ) { + // have to stop (switch state, clamp time, fire event) - _setEndings: function( atStart, atEnd, pingPong ) { + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; - var settings = this._interpolantSettings; + time = deltaTime > 0 ? duration : 0; - if ( pingPong ) { + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : -1 + } ); - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; + } else { + // keep running - } else { + if ( pending === 0 ) { + // entering the last round - // assuming for LoopOnce atStart == atEnd == true + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); - if ( atStart ) { + } else { - settings.endingStart = this.zeroSlopeAtStart ? - ZeroSlopeEnding : ZeroCurvatureEnding; + this._setEndings( false, false, pingPong ); - } else { + } - settings.endingStart = WrapAroundEnding; + this._loopCount = loopCount; - } + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); - if ( atEnd ) { + } - settings.endingEnd = this.zeroSlopeAtEnd ? - ZeroSlopeEnding : ZeroCurvatureEnding; + } - } else { + if ( pingPong && ( loopCount & 1 ) === 1 ) { + // invert time for the "pong round" + + this.time = time; + return duration - time; - settings.endingEnd = WrapAroundEnding; + } } - } + this.time = time; + return time; - }, + }, - _scheduleFading: function( duration, weightNow, weightThen ) { + _setEndings: function( atStart, atEnd, pingPong ) { - var mixer = this._mixer, now = mixer.time, - interpolant = this._weightInterpolant; + var settings = this._interpolantSettings; - if ( interpolant === null ) { + if ( pingPong ) { - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; - } + } else { - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; + // assuming for LoopOnce atStart == atEnd == true - times[ 0 ] = now; values[ 0 ] = weightNow; - times[ 1 ] = now + duration; values[ 1 ] = weightThen; + if ( atStart ) { - return this; + settings.endingStart = this.zeroSlopeAtStart ? + ZeroSlopeEnding : ZeroCurvatureEnding; - } + } else { -} ); + settings.endingStart = WrapAroundEnding; -/** - * - * Player for AnimationClips. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + } -function AnimationMixer( root ) { + if ( atEnd ) { - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; + settings.endingEnd = this.zeroSlopeAtEnd ? + ZeroSlopeEnding : ZeroCurvatureEnding; - this.time = 0; + } else { - this.timeScale = 1.0; + settings.endingEnd = WrapAroundEnding; -} + } -Object.assign( AnimationMixer.prototype, EventDispatcher.prototype, { + } - _bindAction: function ( action, prototypeAction ) { + }, - var root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, - bindings = action._propertyBindings, - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName, - bindingsByName = bindingsByRoot[ rootUuid ]; + _scheduleFading: function( duration, weightNow, weightThen ) { - if ( bindingsByName === undefined ) { + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; - bindingsByName = {}; - bindingsByRoot[ rootUuid ] = bindingsByName; + if ( interpolant === null ) { - } + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; - for ( var i = 0; i !== nTracks; ++ i ) { + } - var track = tracks[ i ], - trackName = track.name, - binding = bindingsByName[ trackName ]; + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; - if ( binding !== undefined ) { + times[ 0 ] = now; values[ 0 ] = weightNow; + times[ 1 ] = now + duration; values[ 1 ] = weightThen; - bindings[ i ] = binding; + return this; - } else { + } - binding = bindings[ i ]; + } ); - if ( binding !== undefined ) { + /** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ - // existing binding, make sure the cache knows + function AnimationMixer( root ) { - if ( binding._cacheIndex === null ) { + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); + this.time = 0; - } + this.timeScale = 1.0; - continue; + } - } + Object.assign( AnimationMixer.prototype, EventDispatcher.prototype, { - var path = prototypeAction && prototypeAction. - _propertyBindings[ i ].binding.parsedPath; + _bindAction: function ( action, prototypeAction ) { - binding = new PropertyMixer( - PropertyBinding.create( root, trackName, path ), - track.ValueTypeName, track.getValueSize() ); + var root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName, + bindingsByName = bindingsByRoot[ rootUuid ]; - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); + if ( bindingsByName === undefined ) { - bindings[ i ] = binding; + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; } - interpolants[ i ].resultBuffer = binding.buffer; + for ( var i = 0; i !== nTracks; ++ i ) { - } + var track = tracks[ i ], + trackName = track.name, + binding = bindingsByName[ trackName ]; - }, + if ( binding !== undefined ) { - _activateAction: function ( action ) { + bindings[ i ] = binding; - if ( ! this._isActiveAction( action ) ) { + } else { - if ( action._cacheIndex === null ) { + binding = bindings[ i ]; - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind + if ( binding !== undefined ) { - var rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, - actionsForClip = this._actionsByClip[ clipUuid ]; + // existing binding, make sure the cache knows - this._bindAction( action, - actionsForClip && actionsForClip.knownActions[ 0 ] ); + if ( binding._cacheIndex === null ) { - this._addInactiveAction( action, clipUuid, rootUuid ); + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); - } + } - var bindings = action._propertyBindings; + continue; - // increment reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + } - var binding = bindings[ i ]; + var path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; - if ( binding.useCount ++ === 0 ) { + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); - this._lendBinding( binding ); - binding.saveOriginalState(); + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); - } + bindings[ i ] = binding; - } + } - this._lendAction( action ); + interpolants[ i ].resultBuffer = binding.buffer; - } + } - }, + }, - _deactivateAction: function ( action ) { + _activateAction: function ( action ) { - if ( this._isActiveAction( action ) ) { + if ( ! this._isActiveAction( action ) ) { - var bindings = action._propertyBindings; + if ( action._cacheIndex === null ) { - // decrement reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind - var binding = bindings[ i ]; + var rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; - if ( -- binding.useCount === 0 ) { + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); - binding.restoreOriginalState(); - this._takeBackBinding( binding ); + this._addInactiveAction( action, clipUuid, rootUuid ); } - } - - this._takeBackAction( action ); + var bindings = action._propertyBindings; - } - - }, + // increment reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - // Memory manager + var binding = bindings[ i ]; - _initMemoryManager: function () { + if ( binding.useCount ++ === 0 ) { - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; + this._lendBinding( binding ); + binding.saveOriginalState(); - this._actionsByClip = {}; - // inside: - // { - // knownActions: Array< AnimationAction > - used as prototypes - // actionByRoot: AnimationAction - lookup - // } + } + } - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; + this._lendAction( action ); - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + } + }, - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; + _deactivateAction: function ( action ) { - var scope = this; + if ( this._isActiveAction( action ) ) { - this.stats = { + var bindings = action._propertyBindings; - 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; } - } + // decrement reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - }; + var binding = bindings[ i ]; - }, + if ( -- binding.useCount === 0 ) { - // Memory management for AnimationAction objects + binding.restoreOriginalState(); + this._takeBackBinding( binding ); - _isActiveAction: function ( action ) { + } - var index = action._cacheIndex; - return index !== null && index < this._nActiveActions; + } - }, + this._takeBackAction( action ); - _addInactiveAction: function ( action, clipUuid, rootUuid ) { + } - var actions = this._actions, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; + }, - if ( actionsForClip === undefined ) { + // Memory manager - actionsForClip = { + _initMemoryManager: function () { - knownActions: [ action ], - actionByRoot: {} + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; - }; + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } - action._byClipCacheIndex = 0; - actionsByClip[ clipUuid ] = actionsForClip; + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; - } else { + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - var knownActions = actionsForClip.knownActions; - action._byClipCacheIndex = knownActions.length; - knownActions.push( action ); + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; - } + var scope = this; - action._cacheIndex = actions.length; - actions.push( action ); + this.stats = { - actionsForClip.actionByRoot[ rootUuid ] = action; + 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; } + } - }, + }; - _removeInactiveAction: function ( action ) { + }, - var actions = this._actions, - lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; + // Memory management for AnimationAction objects - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); + _isActiveAction: function ( action ) { - action._cacheIndex = null; + var index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + }, - var clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, + _addInactiveAction: function ( action, clipUuid, rootUuid ) { - lastKnownAction = - knownActionsForClip[ knownActionsForClip.length - 1 ], + var actions = this._actions, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; - byClipCacheIndex = action._byClipCacheIndex; + if ( actionsForClip === undefined ) { - lastKnownAction._byClipCacheIndex = byClipCacheIndex; - knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); + actionsForClip = { - action._byClipCacheIndex = null; + knownActions: [ action ], + actionByRoot: {} + }; - var actionByRoot = actionsForClip.actionByRoot, - rootUuid = ( action._localRoot || this._root ).uuid; + action._byClipCacheIndex = 0; - delete actionByRoot[ rootUuid ]; + actionsByClip[ clipUuid ] = actionsForClip; - if ( knownActionsForClip.length === 0 ) { + } else { - delete actionsByClip[ clipUuid ]; + var knownActions = actionsForClip.knownActions; - } + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); - this._removeInactiveBindingsForAction( action ); + } - }, + action._cacheIndex = actions.length; + actions.push( action ); - _removeInactiveBindingsForAction: function ( action ) { + actionsForClip.actionByRoot[ rootUuid ] = action; - var bindings = action._propertyBindings; - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + }, - var binding = bindings[ i ]; + _removeInactiveAction: function ( action ) { - if ( -- binding.referenceCount === 0 ) { + var actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; - this._removeInactiveBinding( binding ); + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); - } + action._cacheIndex = null; - } - }, + var clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, - _lendAction: function ( action ) { + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], - // [ active actions | inactive actions ] - // [ active actions >| inactive actions ] - // s a - // <-swap-> - // a s + byClipCacheIndex = action._byClipCacheIndex; - var actions = this._actions, - prevIndex = action._cacheIndex, + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); - lastActiveIndex = this._nActiveActions ++, + action._byClipCacheIndex = null; - firstInactiveAction = actions[ lastActiveIndex ]; - action._cacheIndex = lastActiveIndex; - actions[ lastActiveIndex ] = action; + var actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( action._localRoot || this._root ).uuid; - firstInactiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = firstInactiveAction; + delete actionByRoot[ rootUuid ]; - }, + if ( knownActionsForClip.length === 0 ) { - _takeBackAction: function ( action ) { + delete actionsByClip[ clipUuid ]; - // [ active actions | inactive actions ] - // [ active actions |< inactive actions ] - // a s - // <-swap-> - // s a + } - var actions = this._actions, - prevIndex = action._cacheIndex, + this._removeInactiveBindingsForAction( action ); - firstInactiveIndex = -- this._nActiveActions, + }, - lastActiveAction = actions[ firstInactiveIndex ]; + _removeInactiveBindingsForAction: function ( action ) { - action._cacheIndex = firstInactiveIndex; - actions[ firstInactiveIndex ] = action; + var bindings = action._propertyBindings; + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - lastActiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = lastActiveAction; + var binding = bindings[ i ]; - }, + if ( -- binding.referenceCount === 0 ) { - // Memory management for PropertyMixer objects + this._removeInactiveBinding( binding ); - _addInactiveBinding: function ( binding, rootUuid, trackName ) { + } - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], + } - bindings = this._bindings; + }, - if ( bindingByName === undefined ) { + _lendAction: function ( action ) { - bindingByName = {}; - bindingsByRoot[ rootUuid ] = bindingByName; + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s - } + var actions = this._actions, + prevIndex = action._cacheIndex, - bindingByName[ trackName ] = binding; + lastActiveIndex = this._nActiveActions ++, - binding._cacheIndex = bindings.length; - bindings.push( binding ); + firstInactiveAction = actions[ lastActiveIndex ]; - }, + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; - _removeInactiveBinding: function ( binding ) { + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; - var 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; + _takeBackAction: function ( action ) { - lastInactiveBinding._cacheIndex = cacheIndex; - bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a - delete bindingByName[ trackName ]; + var actions = this._actions, + prevIndex = action._cacheIndex, - remove_empty_map: { + firstInactiveIndex = -- this._nActiveActions, - for ( var _ in bindingByName ) break remove_empty_map; + lastActiveAction = actions[ firstInactiveIndex ]; - delete bindingsByRoot[ rootUuid ]; + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; - } + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; - }, + }, - _lendBinding: function ( binding ) { + // Memory management for PropertyMixer objects - var bindings = this._bindings, - prevIndex = binding._cacheIndex, + _addInactiveBinding: function ( binding, rootUuid, trackName ) { - lastActiveIndex = this._nActiveBindings ++, + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], - firstInactiveBinding = bindings[ lastActiveIndex ]; + bindings = this._bindings; - binding._cacheIndex = lastActiveIndex; - bindings[ lastActiveIndex ] = binding; + if ( bindingByName === undefined ) { - firstInactiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = firstInactiveBinding; + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; - }, + } - _takeBackBinding: function ( binding ) { + bindingByName[ trackName ] = binding; - var bindings = this._bindings, - prevIndex = binding._cacheIndex, + binding._cacheIndex = bindings.length; + bindings.push( binding ); - firstInactiveIndex = -- this._nActiveBindings, + }, - lastActiveBinding = bindings[ firstInactiveIndex ]; + _removeInactiveBinding: function ( binding ) { - binding._cacheIndex = firstInactiveIndex; - bindings[ firstInactiveIndex ] = binding; + var bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], - lastActiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = lastActiveBinding; + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; - }, + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + delete bindingByName[ trackName ]; - // Memory management of Interpolants for weight and time scale + remove_empty_map: { - _lendControlInterpolant: function () { + for ( var _ in bindingByName ) break remove_empty_map; - var interpolants = this._controlInterpolants, - lastActiveIndex = this._nActiveControlInterpolants ++, - interpolant = interpolants[ lastActiveIndex ]; + delete bindingsByRoot[ rootUuid ]; - if ( interpolant === undefined ) { + } - interpolant = new LinearInterpolant( - new Float32Array( 2 ), new Float32Array( 2 ), - 1, this._controlInterpolantsResultBuffer ); + }, - interpolant.__cacheIndex = lastActiveIndex; - interpolants[ lastActiveIndex ] = interpolant; + _lendBinding: function ( binding ) { - } + var bindings = this._bindings, + prevIndex = binding._cacheIndex, - return interpolant; + lastActiveIndex = this._nActiveBindings ++, - }, + firstInactiveBinding = bindings[ lastActiveIndex ]; - _takeBackControlInterpolant: function ( interpolant ) { + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; - var interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; - firstInactiveIndex = -- this._nActiveControlInterpolants, + }, - lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + _takeBackBinding: function ( binding ) { - interpolant.__cacheIndex = firstInactiveIndex; - interpolants[ firstInactiveIndex ] = interpolant; + var bindings = this._bindings, + prevIndex = binding._cacheIndex, - lastActiveInterpolant.__cacheIndex = prevIndex; - interpolants[ prevIndex ] = lastActiveInterpolant; + firstInactiveIndex = -- this._nActiveBindings, - }, + lastActiveBinding = bindings[ firstInactiveIndex ]; - _controlInterpolantsResultBuffer: new Float32Array( 1 ), + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; - // 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: function ( clip, optionalRoot ) { + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; - var root = optionalRoot || this._root, - rootUuid = root.uuid, + }, - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, - clipUuid = clipObject !== null ? clipObject.uuid : clip, + // Memory management of Interpolants for weight and time scale - actionsForClip = this._actionsByClip[ clipUuid ], - prototypeAction = null; + _lendControlInterpolant: function () { - if ( actionsForClip !== undefined ) { + var interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++, + interpolant = interpolants[ lastActiveIndex ]; - var existingAction = - actionsForClip.actionByRoot[ rootUuid ]; + if ( interpolant === undefined ) { - if ( existingAction !== undefined ) { + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, this._controlInterpolantsResultBuffer ); - return existingAction; + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; } - // 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; + return interpolant; - // allocate all resources required to run it - var newAction = new AnimationAction( this, clipObject, optionalRoot ); + }, - this._bindAction( newAction, prototypeAction ); + _takeBackControlInterpolant: function ( interpolant ) { - // and make the action known to the memory manager - this._addInactiveAction( newAction, clipUuid, rootUuid ); + var interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, - return newAction; + firstInactiveIndex = -- this._nActiveControlInterpolants, - }, + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; - // get an existing action - existingAction: function ( clip, optionalRoot ) { + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; - var root = optionalRoot || this._root, - rootUuid = root.uuid, + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, + }, - clipUuid = clipObject ? clipObject.uuid : clip, + _controlInterpolantsResultBuffer: new Float32Array( 1 ), - actionsForClip = this._actionsByClip[ clipUuid ]; + // 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: function ( clip, optionalRoot ) { - if ( actionsForClip !== undefined ) { + var root = optionalRoot || this._root, + rootUuid = root.uuid, - return actionsForClip.actionByRoot[ rootUuid ] || null; + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, - } + clipUuid = clipObject !== null ? clipObject.uuid : clip, - return null; + actionsForClip = this._actionsByClip[ clipUuid ], + prototypeAction = null; - }, + if ( actionsForClip !== undefined ) { - // deactivates all previously scheduled actions - stopAllAction: function () { + var existingAction = + actionsForClip.actionByRoot[ rootUuid ]; - var actions = this._actions, - nActions = this._nActiveActions, - bindings = this._bindings, - nBindings = this._nActiveBindings; + if ( existingAction !== undefined ) { - this._nActiveActions = 0; - this._nActiveBindings = 0; + return existingAction; - for ( var i = 0; i !== nActions; ++ i ) { + } - actions[ i ].reset(); + // 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; - for ( var i = 0; i !== nBindings; ++ i ) { + } - bindings[ i ].useCount = 0; + // clip must be known when specified via string + if ( clipObject === null ) return null; - } + // allocate all resources required to run it + var newAction = new AnimationAction( this, clipObject, optionalRoot ); - return this; + this._bindAction( newAction, prototypeAction ); - }, + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); - // advance the time and update apply the animation - update: function ( deltaTime ) { + return newAction; - deltaTime *= this.timeScale; + }, - var actions = this._actions, - nActions = this._nActiveActions, + // get an existing action + existingAction: function ( clip, optionalRoot ) { - time = this.time += deltaTime, - timeDirection = Math.sign( deltaTime ), + var root = optionalRoot || this._root, + rootUuid = root.uuid, - accuIndex = this._accuIndex ^= 1; + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, - // run active actions + clipUuid = clipObject ? clipObject.uuid : clip, - for ( var i = 0; i !== nActions; ++ i ) { + actionsForClip = this._actionsByClip[ clipUuid ]; - var action = actions[ i ]; + if ( actionsForClip !== undefined ) { - action._update( time, deltaTime, timeDirection, accuIndex ); + return actionsForClip.actionByRoot[ rootUuid ] || null; - } + } - // update scene graph + return null; - var bindings = this._bindings, - nBindings = this._nActiveBindings; + }, - for ( var i = 0; i !== nBindings; ++ i ) { + // deactivates all previously scheduled actions + stopAllAction: function () { - bindings[ i ].apply( accuIndex ); + var actions = this._actions, + nActions = this._nActiveActions, + bindings = this._bindings, + nBindings = this._nActiveBindings; - } + this._nActiveActions = 0; + this._nActiveBindings = 0; - return this; + for ( var i = 0; i !== nActions; ++ i ) { - }, + actions[ i ].reset(); - // return this mixer's root target object - getRoot: function () { + } - return this._root; + for ( var i = 0; i !== nBindings; ++ i ) { - }, + bindings[ i ].useCount = 0; - // free all resources specific to a particular clip - uncacheClip: function ( clip ) { + } - var actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; + return this; - if ( actionsForClip !== undefined ) { + }, - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away + // advance the time and update apply the animation + update: function ( deltaTime ) { - var actionsToRemove = actionsForClip.knownActions; + deltaTime *= this.timeScale; - for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + var actions = this._actions, + nActions = this._nActiveActions, - var action = actionsToRemove[ i ]; + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), - this._deactivateAction( action ); + accuIndex = this._accuIndex ^= 1; - var cacheIndex = action._cacheIndex, - lastInactiveAction = actions[ actions.length - 1 ]; + // run active actions - action._cacheIndex = null; - action._byClipCacheIndex = null; + for ( var i = 0; i !== nActions; ++ i ) { - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); + var action = actions[ i ]; - this._removeInactiveBindingsForAction( action ); + action._update( time, deltaTime, timeDirection, accuIndex ); } - delete actionsByClip[ clipUuid ]; + // update scene graph - } + var bindings = this._bindings, + nBindings = this._nActiveBindings; - }, + for ( var i = 0; i !== nBindings; ++ i ) { - // free all resources specific to a particular root target object - uncacheRoot: function ( root ) { + bindings[ i ].apply( accuIndex ); - var rootUuid = root.uuid, - actionsByClip = this._actionsByClip; + } - for ( var clipUuid in actionsByClip ) { + return this; - var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, - action = actionByRoot[ rootUuid ]; + }, - if ( action !== undefined ) { + // return this mixer's root target object + getRoot: function () { - this._deactivateAction( action ); - this._removeInactiveAction( action ); + return this._root; - } + }, - } + // free all resources specific to a particular clip + uncacheClip: function ( clip ) { - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ]; + var actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; - if ( bindingByName !== undefined ) { + if ( actionsForClip !== undefined ) { - for ( var trackName in bindingByName ) { + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away - var binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); + var actionsToRemove = actionsForClip.knownActions; - } + for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { - } + var action = actionsToRemove[ i ]; - }, + this._deactivateAction( action ); - // remove a targeted clip from the cache - uncacheAction: function ( clip, optionalRoot ) { + var cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; - var action = this.existingAction( clip, optionalRoot ); + action._cacheIndex = null; + action._byClipCacheIndex = null; - if ( action !== null ) { + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); - this._deactivateAction( action ); - this._removeInactiveAction( action ); + this._removeInactiveBindingsForAction( action ); - } + } - } + delete actionsByClip[ clipUuid ]; -} ); + } -/** - * @author mrdoob / http://mrdoob.com/ - */ + }, -function Uniform( value ) { + // free all resources specific to a particular root target object + uncacheRoot: function ( root ) { - if ( typeof value === 'string' ) { + var rootUuid = root.uuid, + actionsByClip = this._actionsByClip; - console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); - value = arguments[ 1 ]; + for ( var clipUuid in actionsByClip ) { - } + var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; - this.value = value; + if ( action !== undefined ) { -} + this._deactivateAction( action ); + this._removeInactiveAction( action ); -Uniform.prototype.clone = function () { + } - return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + } -}; + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + if ( bindingByName !== undefined ) { -function InstancedBufferGeometry() { + for ( var trackName in bindingByName ) { - BufferGeometry.call( this ); + var binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); - this.type = 'InstancedBufferGeometry'; - this.maxInstancedCount = undefined; + } -} + } -InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { + }, - constructor: InstancedBufferGeometry, + // remove a targeted clip from the cache + uncacheAction: function ( clip, optionalRoot ) { - isInstancedBufferGeometry: true, + var action = this.existingAction( clip, optionalRoot ); - addGroup: function ( start, count, materialIndex ) { + if ( action !== null ) { - this.groups.push( { + this._deactivateAction( action ); + this._removeInactiveAction( action ); - start: start, - count: count, - materialIndex: materialIndex + } - } ); + } - }, + } ); - copy: function ( source ) { + /** + * @author mrdoob / http://mrdoob.com/ + */ - var index = source.index; + function Uniform( value ) { - if ( index !== null ) { + if ( typeof value === 'string' ) { - this.setIndex( index.clone() ); + console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); + value = arguments[ 1 ]; } - var attributes = source.attributes; + this.value = value; - for ( var name in attributes ) { + } - var attribute = attributes[ name ]; - this.addAttribute( name, attribute.clone() ); + Uniform.prototype.clone = function () { - } + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); - var groups = source.groups; + }; - for ( var i = 0, l = groups.length; i < l; i ++ ) { + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - var group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); + function InstancedBufferGeometry() { - } + BufferGeometry.call( this ); - return this; + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; } -} ); + InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + constructor: InstancedBufferGeometry, -function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { + isInstancedBufferGeometry: true, - this.uuid = _Math.generateUUID(); + addGroup: function ( start, count, materialIndex ) { - this.data = interleavedBuffer; - this.itemSize = itemSize; - this.offset = offset; + this.groups.push( { - this.normalized = normalized === true; + start: start, + count: count, + materialIndex: materialIndex -} + } ); -Object.defineProperties( InterleavedBufferAttribute.prototype, { + }, - count: { + copy: function ( source ) { - get: function () { + var index = source.index; - return this.data.count; + if ( index !== null ) { - } + this.setIndex( index.clone() ); - }, + } - array: { + var attributes = source.attributes; - get: function () { + for ( var name in attributes ) { - return this.data.array; + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); - } + } - } + var groups = source.groups; -} ); + for ( var i = 0, l = groups.length; i < l; i ++ ) { -Object.assign( InterleavedBufferAttribute.prototype, { + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); - isInterleavedBufferAttribute: true, + } - setX: function ( index, x ) { + return this; - this.data.array[ index * this.data.stride + this.offset ] = x; + } - return this; + } ); - }, + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - setY: function ( index, y ) { + function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + this.uuid = _Math.generateUUID(); - return this; + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; - }, + this.normalized = normalized === true; - setZ: function ( index, z ) { + } - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + Object.defineProperties( InterleavedBufferAttribute.prototype, { - return this; + count: { - }, + get: function () { - setW: function ( index, w ) { + return this.data.count; - this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + } - return this; + }, - }, + array: { - getX: function ( index ) { + get: function () { - return this.data.array[ index * this.data.stride + this.offset ]; + return this.data.array; - }, + } - getY: function ( index ) { + } - return this.data.array[ index * this.data.stride + this.offset + 1 ]; + } ); - }, + Object.assign( InterleavedBufferAttribute.prototype, { - getZ: function ( index ) { + isInterleavedBufferAttribute: true, - return this.data.array[ index * this.data.stride + this.offset + 2 ]; + setX: function ( index, x ) { - }, + this.data.array[ index * this.data.stride + this.offset ] = x; - getW: function ( index ) { + return this; - return this.data.array[ index * this.data.stride + this.offset + 3 ]; + }, - }, + setY: function ( index, y ) { - setXY: function ( index, x, y ) { + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - index = index * this.data.stride + this.offset; + return this; - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; + }, - return this; + setZ: function ( index, z ) { - }, + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; - setXYZ: function ( index, x, y, z ) { + return this; - 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; + setW: function ( index, w ) { - return this; + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; - }, + return this; - setXYZW: function ( index, x, y, z, w ) { + }, - index = index * this.data.stride + this.offset; + getX: function ( index ) { - 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.data.array[ index * this.data.stride + this.offset ]; - return this; + }, - } + getY: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 1 ]; -} ); + }, -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + getZ: function ( index ) { -function InterleavedBuffer( array, stride ) { + return this.data.array[ index * this.data.stride + this.offset + 2 ]; - this.uuid = _Math.generateUUID(); + }, - this.array = array; - this.stride = stride; - this.count = array !== undefined ? array.length / stride : 0; + getW: function ( index ) { - this.dynamic = false; - this.updateRange = { offset: 0, count: - 1 }; + return this.data.array[ index * this.data.stride + this.offset + 3 ]; - this.onUploadCallback = function () {}; + }, - this.version = 0; + setXY: function ( index, x, y ) { -} + index = index * this.data.stride + this.offset; -Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; - set: function ( value ) { + return this; - if ( value === true ) this.version ++; + }, - } + setXYZ: function ( index, x, y, z ) { -} ); + index = index * this.data.stride + this.offset; -Object.assign( InterleavedBuffer.prototype, { + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; - isInterleavedBuffer: true, + return this; - setArray: function ( array ) { + }, - if ( Array.isArray( array ) ) { + setXYZW: function ( index, x, y, z, w ) { - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + 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; - this.count = array !== undefined ? array.length / this.stride : 0; - this.array = array; + return this; - }, + } - setDynamic: function ( value ) { + } ); - this.dynamic = value; + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - return this; + function InterleavedBuffer( array, stride ) { - }, + this.uuid = _Math.generateUUID(); - copy: function ( source ) { + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; - this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.dynamic = source.dynamic; + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; - return this; + this.onUploadCallback = function () {}; - }, + this.version = 0; - copyAt: function ( index1, attribute, index2 ) { + } - index1 *= this.stride; - index2 *= attribute.stride; + Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { - for ( var i = 0, l = this.stride; i < l; i ++ ) { + set: function ( value ) { - this.array[ index1 + i ] = attribute.array[ index2 + i ]; + if ( value === true ) this.version ++; } - return this; + } ); - }, + Object.assign( InterleavedBuffer.prototype, { - set: function ( value, offset ) { + isInterleavedBuffer: true, - if ( offset === undefined ) offset = 0; + setArray: function ( array ) { - this.array.set( value, offset ); + if ( Array.isArray( array ) ) { - return this; + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); - }, + } - clone: function () { + this.count = array !== undefined ? array.length / this.stride : 0; + this.array = array; - return new this.constructor().copy( this ); + }, - }, + setDynamic: function ( value ) { - onUpload: function ( callback ) { + this.dynamic = value; - this.onUploadCallback = callback; + return this; - return this; + }, - } + copy: function ( source ) { -} ); + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.dynamic = source.dynamic; -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + return this; -function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { + }, - InterleavedBuffer.call( this, array, stride ); + copyAt: function ( index1, attribute, index2 ) { - this.meshPerAttribute = meshPerAttribute || 1; + index1 *= this.stride; + index2 *= attribute.stride; -} + for ( var i = 0, l = this.stride; i < l; i ++ ) { -InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { + this.array[ index1 + i ] = attribute.array[ index2 + i ]; - constructor: InstancedInterleavedBuffer, + } - isInstancedInterleavedBuffer: true, + return this; - copy: function ( source ) { + }, - InterleavedBuffer.prototype.copy.call( this, source ); + set: function ( value, offset ) { - this.meshPerAttribute = source.meshPerAttribute; + if ( offset === undefined ) offset = 0; - return this; + this.array.set( value, offset ); - } + return this; -} ); + }, -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + clone: function () { -function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { + return new this.constructor().copy( this ); - BufferAttribute.call( this, array, itemSize ); + }, - this.meshPerAttribute = meshPerAttribute || 1; + onUpload: function ( callback ) { -} + this.onUploadCallback = callback; -InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { + return this; - constructor: InstancedBufferAttribute, + } - isInstancedBufferAttribute: true, + } ); - copy: function ( source ) { + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ - BufferAttribute.prototype.copy.call( this, source ); + function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { - this.meshPerAttribute = source.meshPerAttribute; + InterleavedBuffer.call( this, array, stride ); - return this; + this.meshPerAttribute = meshPerAttribute || 1; } -} ); + InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { -/** - * @author mrdoob / http://mrdoob.com/ - * @author bhouston / http://clara.io/ - * @author stephomi / http://stephaneginier.com/ - */ + constructor: InstancedInterleavedBuffer, -function Raycaster( origin, direction, near, far ) { + isInstancedInterleavedBuffer: true, - this.ray = new Ray( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) + copy: function ( source ) { - this.near = near || 0; - this.far = far || Infinity; + InterleavedBuffer.prototype.copy.call( this, source ); - this.params = { - Mesh: {}, - Line: {}, - LOD: {}, - Points: { threshold: 1 }, - Sprite: {} - }; + this.meshPerAttribute = source.meshPerAttribute; + + return this; - Object.defineProperties( this.params, { - PointCloud: { - get: function () { - console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); - return this.Points; - } } + } ); -} + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ -function ascSort( a, b ) { + function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { - return a.distance - b.distance; + BufferAttribute.call( this, array, itemSize ); -} + this.meshPerAttribute = meshPerAttribute || 1; -function intersectObject( object, raycaster, intersects, recursive ) { + } - if ( object.visible === false ) return; + InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { - object.raycast( raycaster, intersects ); + constructor: InstancedBufferAttribute, - if ( recursive === true ) { + isInstancedBufferAttribute: true, - var children = object.children; + copy: function ( source ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + BufferAttribute.prototype.copy.call( this, source ); - intersectObject( children[ i ], raycaster, intersects, true ); + this.meshPerAttribute = source.meshPerAttribute; - } + return this; - } + } -} + } ); -Object.assign( Raycaster.prototype, { - - linePrecision: 1, + /** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */ - set: function ( origin, direction ) { + function Raycaster( origin, direction, near, far ) { + this.ray = new Ray( origin, direction ); // direction is assumed to be normalized (for accurate distance calculations) - this.ray.set( origin, direction ); - - }, - - setFromCamera: function ( coords, camera ) { + this.near = near || 0; + this.far = far || Infinity; - if ( ( camera && camera.isPerspectiveCamera ) ) { + this.params = { + Mesh: {}, + Line: {}, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; - this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); - this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + Object.defineProperties( this.params, { + PointCloud: { + get: function () { + console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); + return this.Points; + } + } + } ); - } 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 ); + function ascSort( a, b ) { - } else { + return a.distance - b.distance; - console.error( 'THREE.Raycaster: Unsupported camera type.' ); + } - } + function intersectObject( object, raycaster, intersects, recursive ) { - }, + if ( object.visible === false ) return; - intersectObject: function ( object, recursive ) { + object.raycast( raycaster, intersects ); - var intersects = []; + if ( recursive === true ) { - intersectObject( object, this, intersects, recursive ); + var children = object.children; - intersects.sort( ascSort ); + for ( var i = 0, l = children.length; i < l; i ++ ) { - return intersects; + intersectObject( children[ i ], raycaster, intersects, true ); - }, + } - intersectObjects: function ( objects, recursive ) { + } - var intersects = []; + } - if ( Array.isArray( objects ) === false ) { + Object.assign( Raycaster.prototype, { - console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); - return intersects; + linePrecision: 1, - } + set: function ( origin, direction ) { - for ( var i = 0, l = objects.length; i < l; i ++ ) { + // direction is assumed to be normalized (for accurate distance calculations) - intersectObject( objects[ i ], this, intersects, recursive ); + this.ray.set( origin, direction ); - } + }, - intersects.sort( ascSort ); + setFromCamera: function ( coords, camera ) { - return intersects; + 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(); -} ); + } else if ( ( camera && camera.isOrthographicCamera ) ) { -/** - * @author alteredq / http://alteredqualia.com/ - */ + 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 ); -function Clock( autoStart ) { + } else { - this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + console.error( 'THREE.Raycaster: Unsupported camera type.' ); - this.startTime = 0; - this.oldTime = 0; - this.elapsedTime = 0; + } - this.running = false; + }, -} + intersectObject: function ( object, recursive ) { -Object.assign( Clock.prototype, { + var intersects = []; - start: function () { + intersectObject( object, this, intersects, recursive ); - this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 + intersects.sort( ascSort ); - this.oldTime = this.startTime; - this.elapsedTime = 0; - this.running = true; + return intersects; - }, + }, - stop: function () { + intersectObjects: function ( objects, recursive ) { - this.getElapsedTime(); - this.running = false; + var intersects = []; - }, + if ( Array.isArray( objects ) === false ) { - getElapsedTime: function () { + console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); + return intersects; - this.getDelta(); - return this.elapsedTime; + } - }, + for ( var i = 0, l = objects.length; i < l; i ++ ) { - getDelta: function () { + intersectObject( objects[ i ], this, intersects, recursive ); - var diff = 0; + } - if ( this.autoStart && ! this.running ) { + intersects.sort( ascSort ); - this.start(); - return 0; + return intersects; } - if ( this.running ) { + } ); - var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); + /** + * @author alteredq / http://alteredqualia.com/ + */ - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; + function Clock( autoStart ) { - this.elapsedTime += diff; + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; - } + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; - return diff; + this.running = false; } -} ); - -/** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system - * - * The poles (phi) are at the positive and negative y axis. - * The equator starts at positive z. - */ - -function Spherical( radius, phi, theta ) { + Object.assign( Clock.prototype, { - this.radius = ( radius !== undefined ) ? radius : 1.0; - this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole - this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere + start: function () { - return this; + this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 -} + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; -Object.assign( Spherical.prototype, { + }, - set: function ( radius, phi, theta ) { + stop: function () { - this.radius = radius; - this.phi = phi; - this.theta = theta; + this.getElapsedTime(); + this.running = false; - return this; + }, - }, + getElapsedTime: function () { - clone: function () { + this.getDelta(); + return this.elapsedTime; - return new this.constructor().copy( this ); + }, - }, + getDelta: function () { - copy: function ( other ) { + var diff = 0; - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; + if ( this.autoStart && ! this.running ) { - return this; + this.start(); + return 0; - }, + } - // restrict phi to be betwee EPS and PI-EPS - makeSafe: function() { + if ( this.running ) { - var EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); - return this; + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; - }, + this.elapsedTime += diff; - setFromVector3: function( vec3 ) { + } - this.radius = vec3.length(); + return diff; - if ( this.radius === 0 ) { + } - this.theta = 0; - this.phi = 0; + } ); - } else { + /** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The poles (phi) are at the positive and negative y axis. + * The equator starts at positive z. + */ - this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis - this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + function Spherical( radius, phi, theta ) { - } + this.radius = ( radius !== undefined ) ? radius : 1.0; + this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole + this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere return this; } -} ); - -/** - * @author Mugen87 / https://github.com/Mugen87 - * - * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system - * - */ + Object.assign( Spherical.prototype, { -function Cylindrical( radius, theta, y ) { + set: function ( radius, phi, theta ) { - this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane - this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis - this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane + this.radius = radius; + this.phi = phi; + this.theta = theta; - return this; - -} + return this; -Object.assign( Cylindrical.prototype, { + }, - set: function ( radius, theta, y ) { + clone: function () { - this.radius = radius; - this.theta = theta; - this.y = y; + return new this.constructor().copy( this ); - return this; + }, - }, + copy: function ( other ) { - clone: function () { + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; - return new this.constructor().copy( this ); + return this; - }, + }, - copy: function ( other ) { + // restrict phi to be betwee EPS and PI-EPS + makeSafe: function() { - this.radius = other.radius; - this.theta = other.theta; - this.y = other.y; + var EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); - return this; + return this; - }, + }, - setFromVector3: function( vec3 ) { + setFromVector3: function( vec3 ) { - this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); - this.theta = Math.atan2( vec3.x, vec3.z ); - this.y = vec3.y; + this.radius = vec3.length(); - return this; + if ( this.radius === 0 ) { - } + this.theta = 0; + this.phi = 0; -} ); + } else { -/** - * @author alteredq / http://alteredqualia.com/ - */ + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle -function MorphBlendMesh( geometry, material ) { + } - Mesh.call( this, geometry, material ); + return this; - this.animationsMap = {}; - this.animationsList = []; + } - // prepare default animation - // (all frames played together in 1 second) + } ); - var numFrames = this.geometry.morphTargets.length; + /** + * @author Mugen87 / https://github.com/Mugen87 + * + * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system + * + */ - var name = "__default"; + function Cylindrical( radius, theta, y ) { - var startFrame = 0; - var endFrame = numFrames - 1; + this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane + this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis + this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane - var fps = numFrames / 1; + return this; - this.createAnimation( name, startFrame, endFrame, fps ); - this.setAnimationWeight( name, 1 ); + } -} + Object.assign( Cylindrical.prototype, { -MorphBlendMesh.prototype = Object.create( Mesh.prototype ); -MorphBlendMesh.prototype.constructor = MorphBlendMesh; + set: function ( radius, theta, y ) { -MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { + this.radius = radius; + this.theta = theta; + this.y = y; - var animation = { + return this; - start: start, - end: end, + }, - length: end - start + 1, + clone: function () { - fps: fps, - duration: ( end - start ) / fps, + return new this.constructor().copy( this ); - lastFrame: 0, - currentFrame: 0, + }, - active: false, + copy: function ( other ) { - time: 0, - direction: 1, - weight: 1, + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; - directionBackwards: false, - mirroredLoop: false + return this; - }; + }, - this.animationsMap[ name ] = animation; - this.animationsList.push( animation ); + setFromVector3: function( vec3 ) { -}; + this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); + this.theta = Math.atan2( vec3.x, vec3.z ); + this.y = vec3.y; -MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { + return this; - var pattern = /([a-z]+)_?(\d+)/i; + } - var firstAnimation, frameRanges = {}; + } ); - var geometry = this.geometry; + /** + * @author alteredq / http://alteredqualia.com/ + */ - for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + function MorphBlendMesh( geometry, material ) { - var morph = geometry.morphTargets[ i ]; - var chunks = morph.name.match( pattern ); + Mesh.call( this, geometry, material ); - if ( chunks && chunks.length > 1 ) { + this.animationsMap = {}; + this.animationsList = []; - var name = chunks[ 1 ]; + // prepare default animation + // (all frames played together in 1 second) - if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; + var numFrames = this.geometry.morphTargets.length; - var range = frameRanges[ name ]; + var name = "__default"; - if ( i < range.start ) range.start = i; - if ( i > range.end ) range.end = i; + var startFrame = 0; + var endFrame = numFrames - 1; - if ( ! firstAnimation ) firstAnimation = name; + var fps = numFrames / 1; - } + this.createAnimation( name, startFrame, endFrame, fps ); + this.setAnimationWeight( name, 1 ); } - for ( var name in frameRanges ) { + MorphBlendMesh.prototype = Object.create( Mesh.prototype ); + MorphBlendMesh.prototype.constructor = MorphBlendMesh; - var range = frameRanges[ name ]; - this.createAnimation( name, range.start, range.end, fps ); + MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { - } + var animation = { - this.firstAnimation = firstAnimation; + start: start, + end: end, -}; + length: end - start + 1, -MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + fps: fps, + duration: ( end - start ) / fps, - var animation = this.animationsMap[ name ]; + lastFrame: 0, + currentFrame: 0, - if ( animation ) { + active: false, - animation.direction = 1; - animation.directionBackwards = false; + time: 0, + direction: 1, + weight: 1, - } + directionBackwards: false, + mirroredLoop: false -}; + }; -MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { + this.animationsMap[ name ] = animation; + this.animationsList.push( animation ); - var animation = this.animationsMap[ name ]; + }; - if ( animation ) { + MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { - animation.direction = - 1; - animation.directionBackwards = true; + var pattern = /([a-z]+)_?(\d+)/i; - } + var firstAnimation, frameRanges = {}; -}; + var geometry = this.geometry; -MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { - var animation = this.animationsMap[ name ]; + var morph = geometry.morphTargets[ i ]; + var chunks = morph.name.match( pattern ); - if ( animation ) { + if ( chunks && chunks.length > 1 ) { - animation.fps = fps; - animation.duration = ( animation.end - animation.start ) / animation.fps; + var name = chunks[ 1 ]; - } + if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; -}; + var range = frameRanges[ name ]; -MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + if ( i < range.start ) range.start = i; + if ( i > range.end ) range.end = i; - var animation = this.animationsMap[ name ]; + if ( ! firstAnimation ) firstAnimation = name; + + } - if ( animation ) { + } - animation.duration = duration; - animation.fps = ( animation.end - animation.start ) / animation.duration; + for ( var name in frameRanges ) { - } + var range = frameRanges[ name ]; + this.createAnimation( name, range.start, range.end, fps ); -}; + } -MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + this.firstAnimation = firstAnimation; - var animation = this.animationsMap[ name ]; + }; - if ( animation ) { + MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { - animation.weight = weight; + var animation = this.animationsMap[ name ]; - } + if ( animation ) { -}; + animation.direction = 1; + animation.directionBackwards = false; -MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + } - var animation = this.animationsMap[ name ]; + }; - if ( animation ) { + MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { - animation.time = time; + var animation = this.animationsMap[ name ]; - } + if ( animation ) { -}; + animation.direction = - 1; + animation.directionBackwards = true; -MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + } - var time = 0; + }; - var animation = this.animationsMap[ name ]; + MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { - if ( animation ) { + var animation = this.animationsMap[ name ]; - time = animation.time; + if ( animation ) { - } + animation.fps = fps; + animation.duration = ( animation.end - animation.start ) / animation.fps; - return time; + } -}; + }; -MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { - var duration = - 1; + var animation = this.animationsMap[ name ]; - var animation = this.animationsMap[ name ]; + if ( animation ) { - if ( animation ) { + animation.duration = duration; + animation.fps = ( animation.end - animation.start ) / animation.duration; - duration = animation.duration; + } - } + }; - return duration; + MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { -}; + var animation = this.animationsMap[ name ]; -MorphBlendMesh.prototype.playAnimation = function ( name ) { + if ( animation ) { - var animation = this.animationsMap[ name ]; + animation.weight = weight; - if ( animation ) { + } - animation.time = 0; - animation.active = true; + }; - } else { + MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { - console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" ); + var animation = this.animationsMap[ name ]; - } + if ( animation ) { -}; + animation.time = time; -MorphBlendMesh.prototype.stopAnimation = function ( name ) { + } - var animation = this.animationsMap[ name ]; + }; - if ( animation ) { + MorphBlendMesh.prototype.getAnimationTime = function ( name ) { - animation.active = false; + var time = 0; - } + var animation = this.animationsMap[ name ]; -}; + if ( animation ) { -MorphBlendMesh.prototype.update = function ( delta ) { + time = animation.time; - for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { + } - var animation = this.animationsList[ i ]; + return time; - if ( ! animation.active ) continue; + }; - var frameTime = animation.duration / animation.length; + MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { - animation.time += animation.direction * delta; + var duration = - 1; - if ( animation.mirroredLoop ) { + var animation = this.animationsMap[ name ]; - if ( animation.time > animation.duration || animation.time < 0 ) { + if ( animation ) { - animation.direction *= - 1; + duration = animation.duration; - if ( animation.time > animation.duration ) { + } - animation.time = animation.duration; - animation.directionBackwards = true; + return duration; - } + }; - if ( animation.time < 0 ) { + MorphBlendMesh.prototype.playAnimation = function ( name ) { - animation.time = 0; - animation.directionBackwards = false; + var animation = this.animationsMap[ name ]; - } + if ( animation ) { - } + animation.time = 0; + animation.active = true; } else { - animation.time = animation.time % animation.duration; - - if ( animation.time < 0 ) animation.time += animation.duration; + console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" ); } - var keyframe = animation.start + _Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); - var weight = animation.weight; + }; - if ( keyframe !== animation.currentFrame ) { + MorphBlendMesh.prototype.stopAnimation = function ( name ) { - this.morphTargetInfluences[ animation.lastFrame ] = 0; - this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; + var animation = this.animationsMap[ name ]; - this.morphTargetInfluences[ keyframe ] = 0; + if ( animation ) { - animation.lastFrame = animation.currentFrame; - animation.currentFrame = keyframe; + animation.active = false; } - var mix = ( animation.time % frameTime ) / frameTime; + }; - if ( animation.directionBackwards ) mix = 1 - mix; + MorphBlendMesh.prototype.update = function ( delta ) { - if ( animation.currentFrame !== animation.lastFrame ) { + for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { - this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; - this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; + var animation = this.animationsList[ i ]; - } else { + if ( ! animation.active ) continue; - this.morphTargetInfluences[ animation.currentFrame ] = weight; + var frameTime = animation.duration / animation.length; - } + animation.time += animation.direction * delta; - } + if ( animation.mirroredLoop ) { -}; + if ( animation.time > animation.duration || animation.time < 0 ) { -/** - * @author alteredq / http://alteredqualia.com/ - */ + animation.direction *= - 1; -function ImmediateRenderObject( material ) { + if ( animation.time > animation.duration ) { - Object3D.call( this ); + animation.time = animation.duration; + animation.directionBackwards = true; - this.material = material; - this.render = function ( renderCallback ) {}; + } -} + if ( animation.time < 0 ) { -ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); -ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + animation.time = 0; + animation.directionBackwards = false; -ImmediateRenderObject.prototype.isImmediateRenderObject = true; + } -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley -*/ + } -function VertexNormalsHelper( object, size, hex, linewidth ) { + } else { - this.object = object; + animation.time = animation.time % animation.duration; - this.size = ( size !== undefined ) ? size : 1; + if ( animation.time < 0 ) animation.time += animation.duration; - var color = ( hex !== undefined ) ? hex : 0xff0000; + } - var width = ( linewidth !== undefined ) ? linewidth : 1; + var keyframe = animation.start + _Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); + var weight = animation.weight; - // + if ( keyframe !== animation.currentFrame ) { - var nNormals = 0; + this.morphTargetInfluences[ animation.lastFrame ] = 0; + this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; - var objGeometry = this.object.geometry; + this.morphTargetInfluences[ keyframe ] = 0; - if ( objGeometry && objGeometry.isGeometry ) { + animation.lastFrame = animation.currentFrame; + animation.currentFrame = keyframe; - nNormals = objGeometry.faces.length * 3; + } - } else if ( objGeometry && objGeometry.isBufferGeometry ) { + var mix = ( animation.time % frameTime ) / frameTime; - nNormals = objGeometry.attributes.normal.count; + if ( animation.directionBackwards ) mix = 1 - mix; - } + if ( animation.currentFrame !== animation.lastFrame ) { - // + this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; + this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; - var geometry = new BufferGeometry(); + } else { - var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + this.morphTargetInfluences[ animation.currentFrame ] = weight; - geometry.addAttribute( 'position', positions ); + } - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + } - // + }; - this.matrixAutoUpdate = false; + /** + * @author alteredq / http://alteredqualia.com/ + */ - this.update(); + function ImmediateRenderObject( material ) { -} + Object3D.call( this ); -VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); -VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; + this.material = material; + this.render = function ( renderCallback ) {}; + + } -VertexNormalsHelper.prototype.update = ( function () { + ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); + ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; - var v1 = new Vector3(); - var v2 = new Vector3(); - var normalMatrix = new Matrix3(); + ImmediateRenderObject.prototype.isImmediateRenderObject = true; - return function update() { + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ - var keys = [ 'a', 'b', 'c' ]; + function VertexNormalsHelper( object, size, hex, linewidth ) { - this.object.updateMatrixWorld( true ); + this.object = object; - normalMatrix.getNormalMatrix( this.object.matrixWorld ); + this.size = ( size !== undefined ) ? size : 1; - var matrixWorld = this.object.matrixWorld; + var color = ( hex !== undefined ) ? hex : 0xff0000; - var position = this.geometry.attributes.position; + var width = ( linewidth !== undefined ) ? linewidth : 1; // + var nNormals = 0; + var objGeometry = this.object.geometry; if ( objGeometry && objGeometry.isGeometry ) { - var vertices = objGeometry.vertices; - - var faces = objGeometry.faces; - - var idx = 0; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + nNormals = objGeometry.faces.length * 3; - var vertex = vertices[ face[ keys[ j ] ] ]; + } else if ( objGeometry && objGeometry.isBufferGeometry ) { - var normal = face.vertexNormals[ j ]; + nNormals = objGeometry.attributes.normal.count; - v1.copy( vertex ).applyMatrix4( matrixWorld ); + } - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + // - position.setXYZ( idx, v1.x, v1.y, v1.z ); + var geometry = new BufferGeometry(); - idx = idx + 1; + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); - position.setXYZ( idx, v2.x, v2.y, v2.z ); + geometry.addAttribute( 'position', positions ); - idx = idx + 1; + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); - } + // - } + this.matrixAutoUpdate = false; - } else if ( objGeometry && objGeometry.isBufferGeometry ) { + this.update(); - var objPos = objGeometry.attributes.position; + } - var objNorm = objGeometry.attributes.normal; + VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); + VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; - var idx = 0; + VertexNormalsHelper.prototype.update = ( function () { - // for simplicity, ignore index and drawcalls, and render every normal + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); - for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { + return function update() { - v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); + var keys = [ 'a', 'b', 'c' ]; - v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); + this.object.updateMatrixWorld( true ); - v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + normalMatrix.getNormalMatrix( this.object.matrixWorld ); - position.setXYZ( idx, v1.x, v1.y, v1.z ); + var matrixWorld = this.object.matrixWorld; - idx = idx + 1; + var position = this.geometry.attributes.position; - position.setXYZ( idx, v2.x, v2.y, v2.z ); + // - idx = idx + 1; + var objGeometry = this.object.geometry; - } + if ( objGeometry && objGeometry.isGeometry ) { - } + var vertices = objGeometry.vertices; - position.needsUpdate = true; + var faces = objGeometry.faces; - }; + var idx = 0; -}() ); + for ( var i = 0, l = faces.length; i < l; i ++ ) { -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley -*/ + var face = faces[ i ]; -function SpotLightHelper( light ) { + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { - Object3D.call( this ); + var vertex = vertices[ face[ keys[ j ] ] ]; - this.light = light; - this.light.updateMatrixWorld(); + var normal = face.vertexNormals[ j ]; - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + v1.copy( vertex ).applyMatrix4( matrixWorld ); - var geometry = new BufferGeometry(); + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - var positions = [ - 0, 0, 0, 0, 0, 1, - 0, 0, 0, 1, 0, 1, - 0, 0, 0, - 1, 0, 1, - 0, 0, 0, 0, 1, 1, - 0, 0, 0, 0, - 1, 1 - ]; + position.setXYZ( idx, v1.x, v1.y, v1.z ); - for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + idx = idx + 1; - var p1 = ( i / l ) * Math.PI * 2; - var p2 = ( j / l ) * Math.PI * 2; + position.setXYZ( idx, v2.x, v2.y, v2.z ); - positions.push( - Math.cos( p1 ), Math.sin( p1 ), 1, - Math.cos( p2 ), Math.sin( p2 ), 1 - ); + idx = idx + 1; - } + } - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + } - var material = new LineBasicMaterial( { fog: false } ); + } else if ( objGeometry && objGeometry.isBufferGeometry ) { - this.cone = new LineSegments( geometry, material ); - this.add( this.cone ); + var objPos = objGeometry.attributes.position; - this.update(); + var objNorm = objGeometry.attributes.normal; -} + var idx = 0; -SpotLightHelper.prototype = Object.create( Object3D.prototype ); -SpotLightHelper.prototype.constructor = SpotLightHelper; + // for simplicity, ignore index and drawcalls, and render every normal -SpotLightHelper.prototype.dispose = function () { + for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { - this.cone.geometry.dispose(); - this.cone.material.dispose(); + v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); -}; + v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); -SpotLightHelper.prototype.update = function () { + v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - var vector = new Vector3(); - var vector2 = new Vector3(); + position.setXYZ( idx, v1.x, v1.y, v1.z ); - return function update() { + idx = idx + 1; - var coneLength = this.light.distance ? this.light.distance : 1000; - var coneWidth = coneLength * Math.tan( this.light.angle ); + position.setXYZ( idx, v2.x, v2.y, v2.z ); - this.cone.scale.set( coneWidth, coneWidth, coneLength ); + idx = idx + 1; - vector.setFromMatrixPosition( this.light.matrixWorld ); - vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + } - this.cone.lookAt( vector2.sub( vector ) ); + } - this.cone.material.color.copy( this.light.color ); + position.needsUpdate = true; - }; + }; -}(); + }() ); -/** - * @author Sean Griffin / http://twitter.com/sgrif - * @author Michael Guerrero / http://realitymeltdown.com - * @author mrdoob / http://mrdoob.com/ - * @author ikerr / http://verold.com - * @author Mugen87 / https://github.com/Mugen87 - */ + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ -function SkeletonHelper( object ) { + function SpotLightHelper( light ) { - this.bones = this.getBoneList( object ); + Object3D.call( this ); - var geometry = new BufferGeometry(); + this.light = light; + this.light.updateMatrixWorld(); - var vertices = []; - var colors = []; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - var color1 = new Color( 0, 0, 1 ); - var color2 = new Color( 0, 1, 0 ); + var geometry = new BufferGeometry(); - for ( var i = 0; i < this.bones.length; i ++ ) { + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; - var bone = this.bones[ i ]; + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { - if ( bone.parent && bone.parent.isBone ) { + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; - 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 ); + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); } - } - - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + var material = new LineBasicMaterial( { fog: false } ); - LineSegments.call( this, geometry, material ); + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); - this.root = object; + this.update(); - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; + } - this.update(); + SpotLightHelper.prototype = Object.create( Object3D.prototype ); + SpotLightHelper.prototype.constructor = SpotLightHelper; -} + SpotLightHelper.prototype.dispose = function () { + this.cone.geometry.dispose(); + this.cone.material.dispose(); -SkeletonHelper.prototype = Object.create( LineSegments.prototype ); -SkeletonHelper.prototype.constructor = SkeletonHelper; + }; -SkeletonHelper.prototype.getBoneList = function( object ) { + SpotLightHelper.prototype.update = function () { - var boneList = []; + var vector = new Vector3(); + var vector2 = new Vector3(); - if ( object && object.isBone ) { + return function update() { - boneList.push( object ); + var coneLength = this.light.distance ? this.light.distance : 1000; + var coneWidth = coneLength * Math.tan( this.light.angle ); - } + this.cone.scale.set( coneWidth, coneWidth, coneLength ); - for ( var i = 0; i < object.children.length; i ++ ) { + vector.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); - boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); + this.cone.lookAt( vector2.sub( vector ) ); - } + this.cone.material.color.copy( this.light.color ); - return boneList; + }; -}; + }(); -SkeletonHelper.prototype.update = function () { + /** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + * @author Mugen87 / https://github.com/Mugen87 + */ - var vector = new Vector3(); + function SkeletonHelper( object ) { - var boneMatrix = new Matrix4(); - var matrixWorldInv = new Matrix4(); + this.bones = this.getBoneList( object ); - return function update() { + var geometry = new BufferGeometry(); - var geometry = this.geometry; - var position = geometry.getAttribute( 'position' ); + var vertices = []; + var colors = []; - matrixWorldInv.getInverse( this.root.matrixWorld ); + var color1 = new Color( 0, 0, 1 ); + var color2 = new Color( 0, 1, 0 ); - for ( var i = 0, j = 0; i < this.bones.length; i ++ ) { + for ( var i = 0; i < this.bones.length; i ++ ) { var bone = this.bones[ i ]; if ( bone.parent && bone.parent.isBone ) { - boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); - vector.setFromMatrixPosition( boneMatrix ); - position.setXYZ( j, vector.x, vector.y, vector.z ); - - boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); - vector.setFromMatrixPosition( boneMatrix ); - position.setXYZ( j + 1, vector.x, vector.y, vector.z ); - - j += 2; + 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.getAttribute( 'position' ).needsUpdate = true; + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - }; + var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + + LineSegments.call( this, geometry, material ); -}(); + this.root = object; -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; -function PointLightHelper( light, sphereSize ) { + this.update(); - this.light = light; - this.light.updateMatrixWorld(); + } - var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); - var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); - material.color.copy( this.light.color ); - Mesh.call( this, geometry, material ); + SkeletonHelper.prototype = Object.create( LineSegments.prototype ); + SkeletonHelper.prototype.constructor = SkeletonHelper; - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; + SkeletonHelper.prototype.getBoneList = function( object ) { - /* - var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); - var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + var boneList = []; - this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); - this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + if ( object && object.isBone ) { - var d = light.distance; + boneList.push( object ); - if ( d === 0.0 ) { + } - this.lightDistance.visible = false; + for ( var i = 0; i < object.children.length; i ++ ) { - } else { + boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); - this.lightDistance.scale.set( d, d, d ); + } - } + return boneList; - this.add( this.lightDistance ); - */ + }; -} + SkeletonHelper.prototype.update = function () { -PointLightHelper.prototype = Object.create( Mesh.prototype ); -PointLightHelper.prototype.constructor = PointLightHelper; + var vector = new Vector3(); -PointLightHelper.prototype.dispose = function () { + var boneMatrix = new Matrix4(); + var matrixWorldInv = new Matrix4(); - this.geometry.dispose(); - this.material.dispose(); + return function update() { -}; + var geometry = this.geometry; + var position = geometry.getAttribute( 'position' ); -PointLightHelper.prototype.update = function () { + matrixWorldInv.getInverse( this.root.matrixWorld ); - this.material.color.copy( this.light.color ); + for ( var i = 0, j = 0; i < this.bones.length; i ++ ) { - /* - var d = this.light.distance; + var bone = this.bones[ i ]; - if ( d === 0.0 ) { + if ( bone.parent && bone.parent.isBone ) { - this.lightDistance.visible = false; + boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); + vector.setFromMatrixPosition( boneMatrix ); + position.setXYZ( j, vector.x, vector.y, vector.z ); - } else { + boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); + vector.setFromMatrixPosition( boneMatrix ); + position.setXYZ( j + 1, vector.x, vector.y, vector.z ); - this.lightDistance.visible = true; - this.lightDistance.scale.set( d, d, d ); + j += 2; - } - */ + } + + } -}; + geometry.getAttribute( 'position' ).needsUpdate = true; -/** - * @author abelnation / http://github.com/abelnation - * @author Mugen87 / http://github.com/Mugen87 - * @author WestLangley / http://github.com/WestLangley - */ + }; + + }(); -function RectAreaLightHelper( light ) { + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ - Object3D.call( this ); + function PointLightHelper( light, sphereSize ) { - this.light = light; - this.light.updateMatrixWorld(); + this.light = light; + this.light.updateMatrixWorld(); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + material.color.copy( this.light.color ); - var material = new LineBasicMaterial( { color: light.color } ); + Mesh.call( this, geometry, material ); - var geometry = new BufferGeometry(); + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; - geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); - this.add( new Line( geometry, material ) ); + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); - this.update(); + var d = light.distance; -} + if ( d === 0.0 ) { -RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); -RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; + this.lightDistance.visible = false; -RectAreaLightHelper.prototype.dispose = function () { + } else { - this.children[ 0 ].geometry.dispose(); - this.children[ 0 ].material.dispose(); + this.lightDistance.scale.set( d, d, d ); -}; + } -RectAreaLightHelper.prototype.update = function () { + this.add( this.lightDistance ); + */ - var line = this.children[ 0 ]; + } - // update material + PointLightHelper.prototype = Object.create( Mesh.prototype ); + PointLightHelper.prototype.constructor = PointLightHelper; - line.material.color.copy( this.light.color ); + PointLightHelper.prototype.dispose = function () { - // calculate new dimensions of the helper + this.geometry.dispose(); + this.material.dispose(); - var hx = this.light.width * 0.5; - var hy = this.light.height * 0.5; + }; - var position = line.geometry.attributes.position; - var array = position.array; + PointLightHelper.prototype.update = function () { - // update vertices + this.material.color.copy( this.light.color ); - array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0; - array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0; - array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0; - array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0; - array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0; + /* + var d = this.light.distance; - position.needsUpdate = true; + if ( d === 0.0 ) { -}; + this.lightDistance.visible = false; -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ + } else { -function HemisphereLightHelper( light, size ) { + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); - Object3D.call( this ); + } + */ - this.light = light; - this.light.updateMatrixWorld(); + }; - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + /** + * @author abelnation / http://github.com/abelnation + * @author Mugen87 / http://github.com/Mugen87 + * @author WestLangley / http://github.com/WestLangley + */ - var geometry = new OctahedronBufferGeometry( size ); - geometry.rotateY( Math.PI * 0.5 ); + function RectAreaLightHelper( light ) { - var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } ); + Object3D.call( this ); - var position = geometry.getAttribute( 'position' ); - var colors = new Float32Array( position.count * 3 ); + this.light = light; + this.light.updateMatrixWorld(); - geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.add( new Mesh( geometry, material ) ); + var material = new LineBasicMaterial( { color: light.color } ); - this.update(); + var geometry = new BufferGeometry(); -} + geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); -HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); -HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; + this.add( new Line( geometry, material ) ); -HemisphereLightHelper.prototype.dispose = function () { + this.update(); - this.children[ 0 ].geometry.dispose(); - this.children[ 0 ].material.dispose(); + } -}; + RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); + RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; -HemisphereLightHelper.prototype.update = function () { + RectAreaLightHelper.prototype.dispose = function () { - var vector = new Vector3(); + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); - var color1 = new Color(); - var color2 = new Color(); + }; - return function update() { + RectAreaLightHelper.prototype.update = function () { - var mesh = this.children[ 0 ]; + var line = this.children[ 0 ]; - var colors = mesh.geometry.getAttribute( 'color' ); + // update material - color1.copy( this.light.color ); - color2.copy( this.light.groundColor ); + line.material.color.copy( this.light.color ); - for ( var i = 0, l = colors.count; i < l; i ++ ) { + // calculate new dimensions of the helper - var color = ( i < ( l / 2 ) ) ? color1 : color2; + var hx = this.light.width * 0.5; + var hy = this.light.height * 0.5; - colors.setXYZ( i, color.r, color.g, color.b ); + var position = line.geometry.attributes.position; + var array = position.array; - } + // update vertices - mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0; + array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0; + array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0; + array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0; + array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0; - colors.needsUpdate = true; + position.needsUpdate = true; }; -}(); + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + + function HemisphereLightHelper( light, size ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + Object3D.call( this ); -function GridHelper( size, divisions, color1, color2 ) { + this.light = light; + this.light.updateMatrixWorld(); - size = size || 10; - divisions = divisions || 10; - color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); - color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - var center = divisions / 2; - var step = size / divisions; - var halfSize = size / 2; + var geometry = new OctahedronBufferGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); - var vertices = [], colors = []; + var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } ); - for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + var position = geometry.getAttribute( 'position' ); + var colors = new Float32Array( position.count * 3 ); - vertices.push( - halfSize, 0, k, halfSize, 0, k ); - vertices.push( k, 0, - halfSize, k, 0, halfSize ); + geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); - var color = i === center ? color1 : color2; + this.add( new Mesh( geometry, material ) ); - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; + this.update(); } - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); + HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + HemisphereLightHelper.prototype.dispose = function () { - LineSegments.call( this, geometry, material ); + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); -} + }; -GridHelper.prototype = Object.create( LineSegments.prototype ); -GridHelper.prototype.constructor = GridHelper; + HemisphereLightHelper.prototype.update = function () { -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / http://github.com/Mugen87 - * @author Hectate / http://www.github.com/Hectate - */ + var vector = new Vector3(); -function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { + var color1 = new Color(); + var color2 = new Color(); - radius = radius || 10; - radials = radials || 16; - circles = circles || 8; - divisions = divisions || 64; - color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); - color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + return function update() { - var vertices = []; - var colors = []; + var mesh = this.children[ 0 ]; - var x, z; - var v, i, j, r, color; + var colors = mesh.geometry.getAttribute( 'color' ); - // create the radials + color1.copy( this.light.color ); + color2.copy( this.light.groundColor ); - for ( i = 0; i <= radials; i ++ ) { + for ( var i = 0, l = colors.count; i < l; i ++ ) { - v = ( i / radials ) * ( Math.PI * 2 ); + var color = ( i < ( l / 2 ) ) ? color1 : color2; - x = Math.sin( v ) * radius; - z = Math.cos( v ) * radius; + colors.setXYZ( i, color.r, color.g, color.b ); - vertices.push( 0, 0, 0 ); - vertices.push( x, 0, z ); + } - color = ( i & 1 ) ? color1 : color2; + mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); - colors.push( color.r, color.g, color.b ); - colors.push( color.r, color.g, color.b ); + colors.needsUpdate = true; - } + }; - // create the circles + }(); - for ( i = 0; i <= circles; i ++ ) { + /** + * @author mrdoob / http://mrdoob.com/ + */ - color = ( i & 1 ) ? color1 : color2; + function GridHelper( size, divisions, color1, color2 ) { - r = radius - ( radius / circles * i ); + size = size || 10; + divisions = divisions || 10; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); - for ( j = 0; j < divisions; j ++ ) { + var center = divisions / 2; + var step = size / divisions; + var halfSize = size / 2; - // first vertex + var vertices = [], colors = []; - v = ( j / divisions ) * ( Math.PI * 2 ); + for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); + var color = i === center ? color1 : color2; - // second vertex + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; - v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + } - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - } + LineSegments.call( this, geometry, material ); } - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + GridHelper.prototype = Object.create( LineSegments.prototype ); + GridHelper.prototype.constructor = GridHelper; - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + * @author Hectate / http://www.github.com/Hectate + */ - LineSegments.call( this, geometry, material ); + function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { -} + radius = radius || 10; + radials = radials || 16; + circles = circles || 8; + divisions = divisions || 64; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); -PolarGridHelper.prototype = Object.create( LineSegments.prototype ); -PolarGridHelper.prototype.constructor = PolarGridHelper; + var vertices = []; + var colors = []; -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley -*/ + var x, z; + var v, i, j, r, color; -function FaceNormalsHelper( object, size, hex, linewidth ) { + // create the radials - // FaceNormalsHelper only supports THREE.Geometry + for ( i = 0; i <= radials; i ++ ) { - this.object = object; + v = ( i / radials ) * ( Math.PI * 2 ); - this.size = ( size !== undefined ) ? size : 1; + x = Math.sin( v ) * radius; + z = Math.cos( v ) * radius; - var color = ( hex !== undefined ) ? hex : 0xffff00; + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); - var width = ( linewidth !== undefined ) ? linewidth : 1; + color = ( i & 1 ) ? color1 : color2; - // + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); - var nNormals = 0; + } - var objGeometry = this.object.geometry; + // create the circles - if ( objGeometry && objGeometry.isGeometry ) { + for ( i = 0; i <= circles; i ++ ) { - nNormals = objGeometry.faces.length; + color = ( i & 1 ) ? color1 : color2; - } else { + r = radius - ( radius / circles * i ); - console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + for ( j = 0; j < divisions; j ++ ) { - } + // first vertex - // + v = ( j / divisions ) * ( Math.PI * 2 ); - var geometry = new BufferGeometry(); + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; - var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); - geometry.addAttribute( 'position', positions ); + // second vertex - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); - // + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; - this.matrixAutoUpdate = false; - this.update(); + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); -} + } -FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); -FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; + } -FaceNormalsHelper.prototype.update = ( function () { + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - var v1 = new Vector3(); - var v2 = new Vector3(); - var normalMatrix = new Matrix3(); + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - return function update() { + LineSegments.call( this, geometry, material ); - this.object.updateMatrixWorld( true ); + } - normalMatrix.getNormalMatrix( this.object.matrixWorld ); + PolarGridHelper.prototype = Object.create( LineSegments.prototype ); + PolarGridHelper.prototype.constructor = PolarGridHelper; - var matrixWorld = this.object.matrixWorld; + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ - var position = this.geometry.attributes.position; + function FaceNormalsHelper( object, size, hex, linewidth ) { - // + // FaceNormalsHelper only supports THREE.Geometry - var objGeometry = this.object.geometry; + this.object = object; - var vertices = objGeometry.vertices; + this.size = ( size !== undefined ) ? size : 1; - var faces = objGeometry.faces; + var color = ( hex !== undefined ) ? hex : 0xffff00; - var idx = 0; + var width = ( linewidth !== undefined ) ? linewidth : 1; - for ( var i = 0, l = faces.length; i < l; i ++ ) { + // - var face = faces[ i ]; + var nNormals = 0; - var normal = face.normal; + var objGeometry = this.object.geometry; - v1.copy( vertices[ face.a ] ) - .add( vertices[ face.b ] ) - .add( vertices[ face.c ] ) - .divideScalar( 3 ) - .applyMatrix4( matrixWorld ); + if ( objGeometry && objGeometry.isGeometry ) { - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + nNormals = objGeometry.faces.length; - position.setXYZ( idx, v1.x, v1.y, v1.z ); + } else { - idx = idx + 1; + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); - position.setXYZ( idx, v2.x, v2.y, v2.z ); + } - idx = idx + 1; + // - } + var geometry = new BufferGeometry(); - position.needsUpdate = true; + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); - }; + geometry.addAttribute( 'position', positions ); -}() ); + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ + // -function DirectionalLightHelper( light, size ) { + this.matrixAutoUpdate = false; + this.update(); - Object3D.call( this ); + } - this.light = light; - this.light.updateMatrixWorld(); + FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); + FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + FaceNormalsHelper.prototype.update = ( function () { - if ( size === undefined ) size = 1; + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( [ - - size, size, 0, - size, size, 0, - size, - size, 0, - - size, - size, 0, - - size, size, 0 - ], 3 ) ); + return function update() { - var material = new LineBasicMaterial( { fog: false } ); + this.object.updateMatrixWorld( true ); - this.add( new Line( geometry, material ) ); + normalMatrix.getNormalMatrix( this.object.matrixWorld ); - geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + var matrixWorld = this.object.matrixWorld; - this.add( new Line( geometry, material )); + var position = this.geometry.attributes.position; - this.update(); + // -} + var objGeometry = this.object.geometry; -DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); -DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; + var vertices = objGeometry.vertices; -DirectionalLightHelper.prototype.dispose = function () { + var faces = objGeometry.faces; - var lightPlane = this.children[ 0 ]; - var targetLine = this.children[ 1 ]; + var idx = 0; - lightPlane.geometry.dispose(); - lightPlane.material.dispose(); - targetLine.geometry.dispose(); - targetLine.material.dispose(); + for ( var i = 0, l = faces.length; i < l; i ++ ) { -}; + var face = faces[ i ]; -DirectionalLightHelper.prototype.update = function () { + var normal = face.normal; - var v1 = new Vector3(); - var v2 = new Vector3(); - var v3 = new Vector3(); + v1.copy( vertices[ face.a ] ) + .add( vertices[ face.b ] ) + .add( vertices[ face.c ] ) + .divideScalar( 3 ) + .applyMatrix4( matrixWorld ); - return function update() { + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - v1.setFromMatrixPosition( this.light.matrixWorld ); - v2.setFromMatrixPosition( this.light.target.matrixWorld ); - v3.subVectors( v2, v1 ); + position.setXYZ( idx, v1.x, v1.y, v1.z ); - var lightPlane = this.children[ 0 ]; - var targetLine = this.children[ 1 ]; + idx = idx + 1; - lightPlane.lookAt( v3 ); - lightPlane.material.color.copy( this.light.color ); + position.setXYZ( idx, v2.x, v2.y, v2.z ); - targetLine.lookAt( v3 ); - targetLine.scale.z = v3.length(); + idx = idx + 1; - }; + } -}(); + position.needsUpdate = true; -/** - * @author alteredq / http://alteredqualia.com/ - * @author Mugen87 / https://github.com/Mugen87 - * - * - shows frustum, line of sight and up of the camera - * - suitable for fast updates - * - based on frustum visualization in lightgl.js shadowmap example - * http://evanw.github.com/lightgl.js/tests/shadowmap.html - */ + }; -function CameraHelper( camera ) { + }() ); - var geometry = new BufferGeometry(); - var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ - var vertices = []; - var colors = []; + function DirectionalLightHelper( light, size ) { - var pointMap = {}; + Object3D.call( this ); - // colors + this.light = light; + this.light.updateMatrixWorld(); - var colorFrustum = new Color( 0xffaa00 ); - var colorCone = new Color( 0xff0000 ); - var colorUp = new Color( 0x00aaff ); - var colorTarget = new Color( 0xffffff ); - var colorCross = new Color( 0x333333 ); + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - // near + if ( size === undefined ) size = 1; - addLine( "n1", "n2", colorFrustum ); - addLine( "n2", "n4", colorFrustum ); - addLine( "n4", "n3", colorFrustum ); - addLine( "n3", "n1", colorFrustum ); + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); - // far + var material = new LineBasicMaterial( { fog: false } ); - addLine( "f1", "f2", colorFrustum ); - addLine( "f2", "f4", colorFrustum ); - addLine( "f4", "f3", colorFrustum ); - addLine( "f3", "f1", colorFrustum ); + this.add( new Line( geometry, material ) ); - // sides + geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); - addLine( "n1", "f1", colorFrustum ); - addLine( "n2", "f2", colorFrustum ); - addLine( "n3", "f3", colorFrustum ); - addLine( "n4", "f4", colorFrustum ); + this.add( new Line( geometry, material )); - // cone + this.update(); - addLine( "p", "n1", colorCone ); - addLine( "p", "n2", colorCone ); - addLine( "p", "n3", colorCone ); - addLine( "p", "n4", colorCone ); + } - // up + DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); + DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; - addLine( "u1", "u2", colorUp ); - addLine( "u2", "u3", colorUp ); - addLine( "u3", "u1", colorUp ); + DirectionalLightHelper.prototype.dispose = function () { - // target + var lightPlane = this.children[ 0 ]; + var targetLine = this.children[ 1 ]; - addLine( "c", "t", colorTarget ); - addLine( "p", "c", colorCross ); + lightPlane.geometry.dispose(); + lightPlane.material.dispose(); + targetLine.geometry.dispose(); + targetLine.material.dispose(); - // cross + }; - addLine( "cn1", "cn2", colorCross ); - addLine( "cn3", "cn4", colorCross ); + DirectionalLightHelper.prototype.update = function () { - addLine( "cf1", "cf2", colorCross ); - addLine( "cf3", "cf4", colorCross ); + var v1 = new Vector3(); + var v2 = new Vector3(); + var v3 = new Vector3(); - function addLine( a, b, color ) { + return function update() { - addPoint( a, color ); - addPoint( b, color ); + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); - } + var lightPlane = this.children[ 0 ]; + var targetLine = this.children[ 1 ]; - function addPoint( id, color ) { + lightPlane.lookAt( v3 ); + lightPlane.material.color.copy( this.light.color ); - vertices.push( 0, 0, 0 ); - colors.push( color.r, color.g, color.b ); + targetLine.lookAt( v3 ); + targetLine.scale.z = v3.length(); - if ( pointMap[ id ] === undefined ) { + }; - pointMap[ id ] = []; + }(); - } + /** + * @author alteredq / http://alteredqualia.com/ + * @author Mugen87 / https://github.com/Mugen87 + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ - pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + function CameraHelper( camera ) { - } + var geometry = new BufferGeometry(); + var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + var vertices = []; + var colors = []; - LineSegments.call( this, geometry, material ); + var pointMap = {}; - this.camera = camera; - if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + // colors - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; + var colorFrustum = new Color( 0xffaa00 ); + var colorCone = new Color( 0xff0000 ); + var colorUp = new Color( 0x00aaff ); + var colorTarget = new Color( 0xffffff ); + var colorCross = new Color( 0x333333 ); - this.pointMap = pointMap; + // near - this.update(); + addLine( "n1", "n2", colorFrustum ); + addLine( "n2", "n4", colorFrustum ); + addLine( "n4", "n3", colorFrustum ); + addLine( "n3", "n1", colorFrustum ); -} + // far -CameraHelper.prototype = Object.create( LineSegments.prototype ); -CameraHelper.prototype.constructor = CameraHelper; + addLine( "f1", "f2", colorFrustum ); + addLine( "f2", "f4", colorFrustum ); + addLine( "f4", "f3", colorFrustum ); + addLine( "f3", "f1", colorFrustum ); -CameraHelper.prototype.update = function () { + // sides - var geometry, pointMap; + addLine( "n1", "f1", colorFrustum ); + addLine( "n2", "f2", colorFrustum ); + addLine( "n3", "f3", colorFrustum ); + addLine( "n4", "f4", colorFrustum ); - var vector = new Vector3(); - var camera = new Camera(); + // cone - function setPoint( point, x, y, z ) { + addLine( "p", "n1", colorCone ); + addLine( "p", "n2", colorCone ); + addLine( "p", "n3", colorCone ); + addLine( "p", "n4", colorCone ); - vector.set( x, y, z ).unproject( camera ); + // up - var points = pointMap[ point ]; + addLine( "u1", "u2", colorUp ); + addLine( "u2", "u3", colorUp ); + addLine( "u3", "u1", colorUp ); - if ( points !== undefined ) { + // target - var position = geometry.getAttribute( 'position' ); + addLine( "c", "t", colorTarget ); + addLine( "p", "c", colorCross ); - for ( var i = 0, l = points.length; i < l; i ++ ) { + // cross - position.setXYZ( points[ i ], vector.x, vector.y, vector.z ); + addLine( "cn1", "cn2", colorCross ); + addLine( "cn3", "cn4", colorCross ); - } + addLine( "cf1", "cf2", colorCross ); + addLine( "cf3", "cf4", colorCross ); - } + function addLine( a, b, color ) { - } + addPoint( a, color ); + addPoint( b, color ); - return function update() { + } - geometry = this.geometry; - pointMap = this.pointMap; + function addPoint( id, color ) { - var w = 1, h = 1; + vertices.push( 0, 0, 0 ); + colors.push( color.r, color.g, color.b ); - // we need just camera projection matrix - // world matrix must be identity + if ( pointMap[ id ] === undefined ) { - camera.projectionMatrix.copy( this.camera.projectionMatrix ); + pointMap[ id ] = []; - // center / target + } - setPoint( "c", 0, 0, - 1 ); - setPoint( "t", 0, 0, 1 ); + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); - // near + } - setPoint( "n1", - w, - h, - 1 ); - setPoint( "n2", w, - h, - 1 ); - setPoint( "n3", - w, h, - 1 ); - setPoint( "n4", w, h, - 1 ); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - // far + LineSegments.call( this, geometry, material ); - setPoint( "f1", - w, - h, 1 ); - setPoint( "f2", w, - h, 1 ); - setPoint( "f3", - w, h, 1 ); - setPoint( "f4", w, h, 1 ); + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); - // up + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; - setPoint( "u1", w * 0.7, h * 1.1, - 1 ); - setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); - setPoint( "u3", 0, h * 2, - 1 ); + this.pointMap = pointMap; - // cross + this.update(); - setPoint( "cf1", - w, 0, 1 ); - setPoint( "cf2", w, 0, 1 ); - setPoint( "cf3", 0, - h, 1 ); - setPoint( "cf4", 0, h, 1 ); + } - setPoint( "cn1", - w, 0, - 1 ); - setPoint( "cn2", w, 0, - 1 ); - setPoint( "cn3", 0, - h, - 1 ); - setPoint( "cn4", 0, h, - 1 ); + CameraHelper.prototype = Object.create( LineSegments.prototype ); + CameraHelper.prototype.constructor = CameraHelper; - geometry.getAttribute( 'position' ).needsUpdate = true; + CameraHelper.prototype.update = function () { - }; + var geometry, pointMap; -}(); + var vector = new Vector3(); + var camera = new Camera(); -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / http://github.com/Mugen87 - */ + function setPoint( point, x, y, z ) { -function BoxHelper( object, color ) { + vector.set( x, y, z ).unproject( camera ); - this.object = object; + var points = pointMap[ point ]; - if ( color === undefined ) color = 0xffff00; + if ( points !== undefined ) { - var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); - var positions = new Float32Array( 8 * 3 ); + var position = geometry.getAttribute( 'position' ); - var geometry = new BufferGeometry(); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + for ( var i = 0, l = points.length; i < l; i ++ ) { - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + position.setXYZ( points[ i ], vector.x, vector.y, vector.z ); - this.matrixAutoUpdate = false; + } - this.update(); + } -} + } -BoxHelper.prototype = Object.create( LineSegments.prototype ); -BoxHelper.prototype.constructor = BoxHelper; + return function update() { -BoxHelper.prototype.update = ( function () { + geometry = this.geometry; + pointMap = this.pointMap; - var box = new Box3(); + var w = 1, h = 1; - return function update( object ) { + // we need just camera projection matrix + // world matrix must be identity - if ( object !== undefined ) { + camera.projectionMatrix.copy( this.camera.projectionMatrix ); - console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + // center / target - } + setPoint( "c", 0, 0, - 1 ); + setPoint( "t", 0, 0, 1 ); - if ( this.object !== undefined ) { + // near - box.setFromObject( this.object ); + setPoint( "n1", - w, - h, - 1 ); + setPoint( "n2", w, - h, - 1 ); + setPoint( "n3", - w, h, - 1 ); + setPoint( "n4", w, h, - 1 ); - } + // far - if ( box.isEmpty() ) return; + setPoint( "f1", - w, - h, 1 ); + setPoint( "f2", w, - h, 1 ); + setPoint( "f3", - w, h, 1 ); + setPoint( "f4", w, h, 1 ); - var min = box.min; - var max = box.max; + // up - /* - 5____4 - 1/___0/| - | 6__|_7 - 2/___3/ - - 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z - 4: max.x, max.y, min.z - 5: min.x, max.y, min.z - 6: min.x, min.y, min.z - 7: max.x, min.y, min.z - */ + setPoint( "u1", w * 0.7, h * 1.1, - 1 ); + setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); + setPoint( "u3", 0, h * 2, - 1 ); - var position = this.geometry.attributes.position; - var array = position.array; + // cross - array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; - array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; - array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; - array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; - array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; - array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; - array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; - array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + setPoint( "cf1", - w, 0, 1 ); + setPoint( "cf2", w, 0, 1 ); + setPoint( "cf3", 0, - h, 1 ); + setPoint( "cf4", 0, h, 1 ); - position.needsUpdate = true; + setPoint( "cn1", - w, 0, - 1 ); + setPoint( "cn2", w, 0, - 1 ); + setPoint( "cn3", 0, - h, - 1 ); + setPoint( "cn4", 0, h, - 1 ); - this.geometry.computeBoundingSphere(); + geometry.getAttribute( 'position' ).needsUpdate = true; - }; + }; -} )(); + }(); -BoxHelper.prototype.setFromObject = function ( object ) { + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + */ - this.object = object; - this.update(); + function BoxHelper( object, color ) { - return this; + this.object = object; -}; + if ( color === undefined ) color = 0xffff00; -/** - * @author WestLangley / http://github.com/WestLangley - * @author zz85 / http://github.com/zz85 - * @author bhouston / http://clara.io - * - * Creates an arrow for visualizing directions - * - * Parameters: - * dir - Vector3 - * origin - Vector3 - * length - Number - * color - color in hex value - * headLength - Number - * headWidth - Number - */ + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); -var lineGeometry; -var coneGeometry; + var geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); -function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - // dir is assumed to be normalized + this.matrixAutoUpdate = false; - Object3D.call( this ); + this.update(); - if ( color === undefined ) color = 0xffff00; - if ( length === undefined ) length = 1; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + } - if ( lineGeometry === undefined ) { + BoxHelper.prototype = Object.create( LineSegments.prototype ); + BoxHelper.prototype.constructor = BoxHelper; - lineGeometry = new BufferGeometry(); - lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + BoxHelper.prototype.update = ( function () { - coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); - coneGeometry.translate( 0, - 0.5, 0 ); + var box = new Box3(); - } + return function update( object ) { - this.position.copy( origin ); + if ( object !== undefined ) { - this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); - this.line.matrixAutoUpdate = false; - this.add( this.line ); + console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); - this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); - this.cone.matrixAutoUpdate = false; - this.add( this.cone ); + } - this.setDirection( dir ); - this.setLength( length, headLength, headWidth ); + if ( this.object !== undefined ) { -} + box.setFromObject( this.object ); -ArrowHelper.prototype = Object.create( Object3D.prototype ); -ArrowHelper.prototype.constructor = ArrowHelper; + } -ArrowHelper.prototype.setDirection = ( function () { + if ( box.isEmpty() ) return; - var axis = new Vector3(); - var radians; + var min = box.min; + var max = box.max; - return function setDirection( dir ) { + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ - // dir is assumed to be normalized + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ - if ( dir.y > 0.99999 ) { + var position = this.geometry.attributes.position; + var array = position.array; - this.quaternion.set( 0, 0, 0, 1 ); + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; - } else if ( dir.y < - 0.99999 ) { + position.needsUpdate = true; - this.quaternion.set( 1, 0, 0, 0 ); + this.geometry.computeBoundingSphere(); - } else { + }; - axis.set( dir.z, 0, - dir.x ).normalize(); + } )(); - radians = Math.acos( dir.y ); + BoxHelper.prototype.setFromObject = function ( object ) { - this.quaternion.setFromAxisAngle( axis, radians ); + this.object = object; + this.update(); - } + return this; }; -}() ); + /** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://clara.io + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */ -ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + var lineGeometry; + var coneGeometry; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { - this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); - this.line.updateMatrix(); + // dir is assumed to be normalized - this.cone.scale.set( headWidth, headLength, headWidth ); - this.cone.position.y = length; - this.cone.updateMatrix(); + Object3D.call( this ); -}; + if ( color === undefined ) color = 0xffff00; + if ( length === undefined ) length = 1; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; -ArrowHelper.prototype.setColor = function ( color ) { + if ( lineGeometry === undefined ) { - this.line.material.color.copy( color ); - this.cone.material.color.copy( color ); + lineGeometry = new BufferGeometry(); + lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); -}; + coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); -/** - * @author sroucheray / http://sroucheray.org/ - * @author mrdoob / http://mrdoob.com/ - */ + } -function AxisHelper( size ) { + this.position.copy( origin ); - size = size || 1; + this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); - var vertices = [ - 0, 0, 0, size, 0, 0, - 0, 0, 0, 0, size, 0, - 0, 0, 0, 0, 0, size - ]; + this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); - var colors = [ - 1, 0, 0, 1, 0.6, 0, - 0, 1, 0, 0.6, 1, 0, - 0, 0, 1, 0, 0.6, 1 - ]; + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + } - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + ArrowHelper.prototype = Object.create( Object3D.prototype ); + ArrowHelper.prototype.constructor = ArrowHelper; - LineSegments.call( this, geometry, material ); + ArrowHelper.prototype.setDirection = ( function () { -} + var axis = new Vector3(); + var radians; -AxisHelper.prototype = Object.create( LineSegments.prototype ); -AxisHelper.prototype.constructor = AxisHelper; + return function setDirection( dir ) { -/** - * @author zz85 https://github.com/zz85 - * - * Centripetal CatmullRom Curve - which is useful for avoiding - * cusps and self-intersections in non-uniform catmull rom curves. - * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf - * - * curve.type accepts centripetal(default), chordal and catmullrom - * curve.tension is used for catmullrom which defaults to 0.5 - */ + // dir is assumed to be normalized + if ( dir.y > 0.99999 ) { -/* -Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - - http://ideone.com/NoEbVM + this.quaternion.set( 0, 0, 0, 1 ); -This CubicPoly class could be used for reusing some variables and calculations, -but for three.js curve use, it could be possible inlined and flatten into a single function call -which can be placed in CurveUtils. -*/ + } else if ( dir.y < - 0.99999 ) { -function CubicPoly() { + this.quaternion.set( 1, 0, 0, 0 ); - var c0 = 0, c1 = 0, c2 = 0, c3 = 0; + } else { - /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ - function init( x0, x1, t0, t1 ) { + axis.set( dir.z, 0, - dir.x ).normalize(); - c0 = x0; - c1 = t0; - c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - c3 = 2 * x0 - 2 * x1 + t0 + t1; + radians = Math.acos( dir.y ); - } + this.quaternion.setFromAxisAngle( axis, radians ); - return { + } - initCatmullRom: function ( x0, x1, x2, x3, tension ) { + }; - init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + }() ); - }, + ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { - initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; - // compute tangents when parameterized in [t1,t2] - var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; - var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); + this.line.updateMatrix(); - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); - init( x1, x2, t1, t2 ); + }; - }, + ArrowHelper.prototype.setColor = function ( color ) { - calc: function ( t ) { + this.line.material.color.copy( color ); + this.cone.material.color.copy( color ); - var t2 = t * t; - var t3 = t2 * t; - return c0 + c1 * t + c2 * t2 + c3 * t3; + }; - } + /** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ - }; + function AxisHelper( size ) { -} + size = size || 1; -// + var vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; -var tmp = new Vector3(); -var px = new CubicPoly(); -var py = new CubicPoly(); -var pz = new CubicPoly(); + var colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; -function CatmullRomCurve3( p /* array of Vector3 */ ) { + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - Curve.call( this ); + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - this.points = p || []; - this.closed = false; + LineSegments.call( this, geometry, material ); -} + } -CatmullRomCurve3.prototype = Object.create( Curve.prototype ); -CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; + AxisHelper.prototype = Object.create( LineSegments.prototype ); + AxisHelper.prototype.constructor = AxisHelper; -CatmullRomCurve3.prototype.getPoint = function ( t ) { + /** + * @author zz85 https://github.com/zz85 + * + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ - var points = this.points; - var l = points.length; - if ( l < 2 ) console.log( 'duh, you need at least 2 points' ); + /* + Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM - var point = ( l - ( this.closed ? 0 : 1 ) ) * t; - var intPoint = Math.floor( point ); - var weight = point - intPoint; + This CubicPoly class could be used for reusing some variables and calculations, + but for three.js curve use, it could be possible inlined and flatten into a single function call + which can be placed in CurveUtils. + */ - if ( this.closed ) { + function CubicPoly() { - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + var c0 = 0, c1 = 0, c2 = 0, c3 = 0; - } else if ( weight === 0 && intPoint === l - 1 ) { + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + function init( x0, x1, t0, t1 ) { - intPoint = l - 2; - weight = 1; + c0 = x0; + c1 = t0; + c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + c3 = 2 * x0 - 2 * x1 + t0 + t1; - } + } - var p0, p1, p2, p3; // 4 points + return { - if ( this.closed || intPoint > 0 ) { + initCatmullRom: function ( x0, x1, x2, x3, tension ) { - p0 = points[ ( intPoint - 1 ) % l ]; + init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); - } else { + }, - // extrapolate first point - tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; + initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { - } + // compute tangents when parameterized in [t1,t2] + var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - p1 = points[ intPoint % l ]; - p2 = points[ ( intPoint + 1 ) % l ]; + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; - if ( this.closed || intPoint + 2 < l ) { + init( x1, x2, t1, t2 ); - p3 = points[ ( intPoint + 2 ) % l ]; + }, - } else { + calc: function ( t ) { - // extrapolate last point - tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; + var t2 = t * t; + var t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; - } + } + + }; - if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) { + } - // init Centripetal / Chordal Catmull-Rom - var pow = this.type === 'chordal' ? 0.5 : 0.25; - var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); - var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); - var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + // - // safety check for repeated points - if ( dt1 < 1e-4 ) dt1 = 1.0; - if ( dt0 < 1e-4 ) dt0 = dt1; - if ( dt2 < 1e-4 ) dt2 = dt1; + var tmp = new Vector3(); + var px = new CubicPoly(); + var py = new CubicPoly(); + var pz = new CubicPoly(); - px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); - py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); - pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + function CatmullRomCurve3( p /* array of Vector3 */ ) { - } else if ( this.type === 'catmullrom' ) { + Curve.call( this ); - var tension = this.tension !== undefined ? this.tension : 0.5; - px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension ); - py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension ); - pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension ); + this.points = p || []; + this.closed = false; } - return new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) ); + CatmullRomCurve3.prototype = Object.create( Curve.prototype ); + CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; -}; + CatmullRomCurve3.prototype.getPoint = function ( t ) { -function CubicBezierCurve3( v0, v1, v2, v3 ) { + var points = this.points; + var l = points.length; - Curve.call( this ); + if ( l < 2 ) console.log( 'duh, you need at least 2 points' ); - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; + var point = ( l - ( this.closed ? 0 : 1 ) ) * t; + var intPoint = Math.floor( point ); + var weight = point - intPoint; -} + if ( this.closed ) { -CubicBezierCurve3.prototype = Object.create( Curve.prototype ); -CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; -CubicBezierCurve3.prototype.getPoint = function ( t ) { + } else if ( weight === 0 && intPoint === l - 1 ) { - var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + intPoint = l - 2; + weight = 1; - return new Vector3( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), - CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) - ); + } -}; + var p0, p1, p2, p3; // 4 points -function QuadraticBezierCurve3( v0, v1, v2 ) { + if ( this.closed || intPoint > 0 ) { - Curve.call( this ); + p0 = points[ ( intPoint - 1 ) % l ]; - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; + } else { -} + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; -QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); -QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; + } -QuadraticBezierCurve3.prototype.getPoint = function ( t ) { + p1 = points[ intPoint % l ]; + p2 = points[ ( intPoint + 1 ) % l ]; - var v0 = this.v0, v1 = this.v1, v2 = this.v2; + if ( this.closed || intPoint + 2 < l ) { - return new Vector3( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ), - QuadraticBezier( t, v0.z, v1.z, v2.z ) - ); + p3 = points[ ( intPoint + 2 ) % l ]; -}; + } else { -function LineCurve3( v1, v2 ) { + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; - Curve.call( this ); + } - this.v1 = v1; - this.v2 = v2; + if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) { -} + // init Centripetal / Chordal Catmull-Rom + var pow = this.type === 'chordal' ? 0.5 : 0.25; + var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); -LineCurve3.prototype = Object.create( Curve.prototype ); -LineCurve3.prototype.constructor = LineCurve3; + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; -LineCurve3.prototype.getPoint = function ( t ) { + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); - if ( t === 1 ) { + } else if ( this.type === 'catmullrom' ) { - return this.v2.clone(); + var tension = this.tension !== undefined ? this.tension : 0.5; + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension ); - } + } - var vector = new Vector3(); + return new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) ); - vector.subVectors( this.v2, this.v1 ); // diff - vector.multiplyScalar( t ); - vector.add( this.v1 ); + }; - return vector; + function CubicBezierCurve3( v0, v1, v2, v3 ) { -}; + Curve.call( this ); -function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; - EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + } -} + CubicBezierCurve3.prototype = Object.create( Curve.prototype ); + CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; -ArcCurve.prototype = Object.create( EllipseCurve.prototype ); -ArcCurve.prototype.constructor = ArcCurve; + CubicBezierCurve3.prototype.getPoint = function ( t ) { -/** - * @author alteredq / http://alteredqualia.com/ - */ + var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; -var SceneUtils = { + return new Vector3( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), + CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) + ); - createMultiMaterialObject: function ( geometry, materials ) { + }; - var group = new Group(); + function QuadraticBezierCurve3( v0, v1, v2 ) { - for ( var i = 0, l = materials.length; i < l; i ++ ) { + Curve.call( this ); - group.add( new Mesh( geometry, materials[ i ] ) ); + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; - } + } - return group; + QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); + QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; - }, + QuadraticBezierCurve3.prototype.getPoint = function ( t ) { - detach: function ( child, parent, scene ) { + var v0 = this.v0, v1 = this.v1, v2 = this.v2; - child.applyMatrix( parent.matrixWorld ); - parent.remove( child ); - scene.add( child ); + return new Vector3( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ), + QuadraticBezier( t, v0.z, v1.z, v2.z ) + ); - }, + }; - attach: function ( child, scene, parent ) { + function LineCurve3( v1, v2 ) { - var matrixWorldInverse = new Matrix4(); - matrixWorldInverse.getInverse( parent.matrixWorld ); - child.applyMatrix( matrixWorldInverse ); + Curve.call( this ); - scene.remove( child ); - parent.add( child ); + this.v1 = v1; + this.v2 = v2; } -}; - -/** - * @author mrdoob / http://mrdoob.com/ - */ + LineCurve3.prototype = Object.create( Curve.prototype ); + LineCurve3.prototype.constructor = LineCurve3; -function Face4( a, b, c, d, normal, color, materialIndex ) { + LineCurve3.prototype.getPoint = function ( t ) { - console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); - return new Face3( a, b, c, normal, color, materialIndex ); + if ( t === 1 ) { -} + return this.v2.clone(); -var LineStrip = 0; + } -var LinePieces = 1; + var vector = new Vector3(); -function MeshFaceMaterial( materials ) { + vector.subVectors( this.v2, this.v1 ); // diff + vector.multiplyScalar( t ); + vector.add( this.v1 ); - console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); - return materials; + return vector; -} + }; -function MultiMaterial( materials ) { + function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - if ( materials === undefined ) materials = []; + EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); - materials.isMultiMaterial = true; - materials.materials = materials; - materials.clone = function () { + } - return materials.slice(); + ArcCurve.prototype = Object.create( EllipseCurve.prototype ); + ArcCurve.prototype.constructor = ArcCurve; - }; - return materials; + /** + * @author alteredq / http://alteredqualia.com/ + */ -} + var SceneUtils = { -function PointCloud( geometry, material ) { + createMultiMaterialObject: function ( geometry, materials ) { - console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); - return new Points( geometry, material ); + var group = new Group(); -} + for ( var i = 0, l = materials.length; i < l; i ++ ) { -function Particle( material ) { + group.add( new Mesh( geometry, materials[ i ] ) ); - console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); - return new Sprite( material ); + } -} + return group; -function ParticleSystem( geometry, material ) { + }, - console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); - return new Points( geometry, material ); + detach: function ( child, parent, scene ) { -} + child.applyMatrix( parent.matrixWorld ); + parent.remove( child ); + scene.add( child ); -function PointCloudMaterial( parameters ) { + }, - console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); + attach: function ( child, scene, parent ) { -} + var matrixWorldInverse = new Matrix4(); + matrixWorldInverse.getInverse( parent.matrixWorld ); + child.applyMatrix( matrixWorldInverse ); -function ParticleBasicMaterial( parameters ) { + scene.remove( child ); + parent.add( child ); - console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); + } -} + }; -function ParticleSystemMaterial( parameters ) { + /** + * @author mrdoob / http://mrdoob.com/ + */ - console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); + function Face4( a, b, c, d, normal, color, materialIndex ) { -} + console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); + return new Face3( a, b, c, normal, color, materialIndex ); -function Vertex( x, y, z ) { + } - console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); - return new Vector3( x, y, z ); + var LineStrip = 0; -} + var LinePieces = 1; -// + function MeshFaceMaterial( materials ) { -function DynamicBufferAttribute( array, itemSize ) { + console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); + return materials; - console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); - return new BufferAttribute( array, itemSize ).setDynamic( true ); + } -} + function MultiMaterial( materials ) { -function Int8Attribute( array, itemSize ) { + if ( materials === undefined ) materials = []; - console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' ); - return new Int8BufferAttribute( array, itemSize ); + console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); + materials.isMultiMaterial = true; + materials.materials = materials; + materials.clone = function () { -} + return materials.slice(); -function Uint8Attribute( array, itemSize ) { + }; + return materials; - console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' ); - return new Uint8BufferAttribute( array, itemSize ); + } -} + function PointCloud( geometry, material ) { -function Uint8ClampedAttribute( array, itemSize ) { + console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); + return new Points( geometry, material ); - console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' ); - return new Uint8ClampedBufferAttribute( array, itemSize ); + } -} + function Particle( material ) { -function Int16Attribute( array, itemSize ) { + console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); + return new Sprite( material ); - console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' ); - return new Int16BufferAttribute( array, itemSize ); + } -} + function ParticleSystem( geometry, material ) { -function Uint16Attribute( array, itemSize ) { + console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); + return new Points( geometry, material ); - console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' ); - return new Uint16BufferAttribute( array, itemSize ); + } -} + function PointCloudMaterial( parameters ) { -function Int32Attribute( array, itemSize ) { + console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); - console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' ); - return new Int32BufferAttribute( array, itemSize ); + } -} + function ParticleBasicMaterial( parameters ) { -function Uint32Attribute( array, itemSize ) { + console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); - console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' ); - return new Uint32BufferAttribute( array, itemSize ); + } -} + function ParticleSystemMaterial( parameters ) { -function Float32Attribute( array, itemSize ) { + console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); - console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' ); - return new Float32BufferAttribute( array, itemSize ); + } -} + function Vertex( x, y, z ) { -function Float64Attribute( array, itemSize ) { + console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); + return new Vector3( x, y, z ); - console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); - return new Float64BufferAttribute( array, itemSize ); + } -} + // -// + function DynamicBufferAttribute( array, itemSize ) { -Curve.create = function ( construct, getPoint ) { + console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); + return new BufferAttribute( array, itemSize ).setDynamic( true ); - console.log( 'THREE.Curve.create() has been deprecated' ); + } - construct.prototype = Object.create( Curve.prototype ); - construct.prototype.constructor = construct; - construct.prototype.getPoint = getPoint; + function Int8Attribute( array, itemSize ) { - return construct; + console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' ); + return new Int8BufferAttribute( array, itemSize ); -}; + } -// + function Uint8Attribute( array, itemSize ) { -function ClosedSplineCurve3( points ) { + console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' ); + return new Uint8BufferAttribute( array, itemSize ); - console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + } - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - this.closed = true; + function Uint8ClampedAttribute( array, itemSize ) { -} + console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' ); + return new Uint8ClampedBufferAttribute( array, itemSize ); -ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); + } -// + function Int16Attribute( array, itemSize ) { -function SplineCurve3( points ) { + console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' ); + return new Int16BufferAttribute( array, itemSize ); - console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + } - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; + function Uint16Attribute( array, itemSize ) { -} + console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' ); + return new Uint16BufferAttribute( array, itemSize ); -SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); + } -// + function Int32Attribute( array, itemSize ) { -function Spline( points ) { + console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' ); + return new Int32BufferAttribute( array, itemSize ); - console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); + } - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; + function Uint32Attribute( array, itemSize ) { -} + console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' ); + return new Uint32BufferAttribute( array, itemSize ); -Spline.prototype = Object.create( CatmullRomCurve3.prototype ); + } -Object.assign( Spline.prototype, { + function Float32Attribute( array, itemSize ) { - initFromArray: function ( a ) { + console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' ); + return new Float32BufferAttribute( array, itemSize ); - console.error( 'THREE.Spline: .initFromArray() has been removed.' ); + } - }, - getControlPointsArray: function ( optionalTarget ) { + function Float64Attribute( array, itemSize ) { - console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); + console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); + return new Float64BufferAttribute( array, itemSize ); - }, - reparametrizeByArcLength: function ( samplingCoef ) { + } - console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); + // - } + Curve.create = function ( construct, getPoint ) { -} ); + console.log( 'THREE.Curve.create() has been deprecated' ); -// -function BoundingBoxHelper( object, color ) { + construct.prototype = Object.create( Curve.prototype ); + construct.prototype.constructor = construct; + construct.prototype.getPoint = getPoint; - console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' ); - return new BoxHelper( object, color ); + return construct; -} + }; -function EdgesHelper( object, hex ) { + // - console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' ); - return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + function ClosedSplineCurve3( points ) { -} + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); -GridHelper.prototype.setColors = function () { + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; - console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); + } -}; + ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); -function WireframeHelper( object, hex ) { + // - console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' ); - return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + function SplineCurve3( points ) { -} + console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); -// + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; -function XHRLoader( manager ) { + } - console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); - return new FileLoader( manager ); + SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); -} + // -function BinaryTextureLoader( manager ) { + function Spline( points ) { - console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); - return new DataTextureLoader( manager ); + console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); -} + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; -// + } -Object.assign( Box2.prototype, { + Spline.prototype = Object.create( CatmullRomCurve3.prototype ); - center: function ( optionalTarget ) { + Object.assign( Spline.prototype, { - console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); + initFromArray: function ( a ) { - }, - empty: function () { + console.error( 'THREE.Spline: .initFromArray() has been removed.' ); - console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); + }, + getControlPointsArray: function ( optionalTarget ) { - }, - isIntersectionBox: function ( box ) { + console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); - console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); + }, + reparametrizeByArcLength: function ( samplingCoef ) { - }, - size: function ( optionalTarget ) { + console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); - console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); + } - } -} ); + } ); -Object.assign( Box3.prototype, { + // + function BoundingBoxHelper( object, color ) { - center: function ( optionalTarget ) { + console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' ); + return new BoxHelper( object, color ); - console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); + } - }, - empty: function () { + function EdgesHelper( object, hex ) { - console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); + console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' ); + return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); - }, - isIntersectionBox: function ( box ) { + } - console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); + GridHelper.prototype.setColors = function () { - }, - isIntersectionSphere: function ( sphere ) { + console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); - console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); + }; - }, - size: function ( optionalTarget ) { + function WireframeHelper( object, hex ) { - console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); + console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' ); + return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); } -} ); -Line3.prototype.center = function ( optionalTarget ) { + // + + function XHRLoader( manager ) { - console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); + console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); + return new FileLoader( manager ); -}; + } -_Math.random16 = function () { + function BinaryTextureLoader( manager ) { - console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); - return Math.random(); + console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); + return new DataTextureLoader( manager ); -}; + } -Object.assign( Matrix3.prototype, { + // - flattenToArrayOffset: function ( array, offset ) { + Object.assign( Box2.prototype, { - console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); + center: function ( optionalTarget ) { - }, - multiplyVector3: function ( vector ) { + console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); - console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); - return vector.applyMatrix3( this ); + }, + empty: function () { - }, - multiplyVector3Array: function ( a ) { + console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); - console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); - return this.applyToVector3Array( a ); + }, + isIntersectionBox: function ( box ) { - }, - applyToBuffer: function( buffer, offset, length ) { + console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); - console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); - return this.applyToBufferAttribute( buffer ); + }, + size: function ( optionalTarget ) { - }, - applyToVector3Array: function( array, offset, length ) { + console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); - console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); + } + } ); - } + Object.assign( Box3.prototype, { -} ); + center: function ( optionalTarget ) { -Object.assign( Matrix4.prototype, { + console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); - extractPosition: function ( m ) { + }, + empty: function () { - console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); - return this.copyPosition( m ); + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); - }, - flattenToArrayOffset: function ( array, offset ) { + }, + isIntersectionBox: function ( box ) { - console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); - }, - getPosition: function () { + }, + isIntersectionSphere: function ( sphere ) { - var v1; + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); - return function getPosition() { + }, + size: function ( optionalTarget ) { - if ( v1 === undefined ) v1 = new Vector3(); - console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); - return v1.setFromMatrixColumn( this, 3 ); + console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); - }; + } + } ); - }(), - setRotationFromQuaternion: function ( q ) { + Line3.prototype.center = function ( optionalTarget ) { - console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); - return this.makeRotationFromQuaternion( q ); + console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); - }, - multiplyToArray: function () { + }; - console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); + _Math.random16 = function () { - }, - multiplyVector3: function ( vector ) { + console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); - console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); + }; - }, - multiplyVector4: function ( vector ) { + Object.assign( Matrix3.prototype, { - console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); + flattenToArrayOffset: function ( array, offset ) { - }, - multiplyVector3Array: function ( a ) { + console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); + return this.toArray( array, offset ); - console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); - return this.applyToVector3Array( a ); + }, + multiplyVector3: function ( vector ) { - }, - rotateAxis: function ( v ) { + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); - console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); - v.transformDirection( this ); + }, + multiplyVector3Array: function ( a ) { - }, - crossVector: function ( vector ) { + console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); - console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); + }, + applyToBuffer: function( buffer, offset, length ) { - }, - translate: function () { + console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); + return this.applyToBufferAttribute( buffer ); - console.error( 'THREE.Matrix4: .translate() has been removed.' ); + }, + applyToVector3Array: function( array, offset, length ) { - }, - rotateX: function () { + console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); - console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + } - }, - rotateY: function () { + } ); - console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); + Object.assign( Matrix4.prototype, { - }, - rotateZ: function () { + extractPosition: function ( m ) { - console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); - }, - rotateByAxis: function () { + }, + flattenToArrayOffset: function ( array, offset ) { - console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); + return this.toArray( array, offset ); - }, - applyToBuffer: function( buffer, offset, length ) { + }, + getPosition: function () { - console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); - return this.applyToBufferAttribute( buffer ); + var v1; - }, - applyToVector3Array: function( array, offset, length ) { + return function getPosition() { - console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); + if ( v1 === undefined ) v1 = new Vector3(); + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + return v1.setFromMatrixColumn( this, 3 ); - }, - 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 ); + }(), + setRotationFromQuaternion: function ( q ) { - } + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); -} ); + }, + multiplyToArray: function () { -Plane.prototype.isIntersectionLine = function ( line ) { + console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); - console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); - return this.intersectsLine( line ); + }, + multiplyVector3: function ( vector ) { -}; + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); -Quaternion.prototype.multiplyVector3 = function ( vector ) { + }, + multiplyVector4: function ( vector ) { - console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); - return vector.applyQuaternion( this ); + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); -}; + }, + multiplyVector3Array: function ( a ) { -Object.assign( Ray.prototype, { + console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); - isIntersectionBox: function ( box ) { + }, + rotateAxis: function ( v ) { - console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); - }, - isIntersectionPlane: function ( plane ) { + }, + crossVector: function ( vector ) { - console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); - return this.intersectsPlane( plane ); + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); - }, - isIntersectionSphere: function ( sphere ) { + }, + translate: function () { - console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); + console.error( 'THREE.Matrix4: .translate() has been removed.' ); - } + }, + rotateX: function () { -} ); + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); -Object.assign( Shape.prototype, { + }, + rotateY: function () { - extrude: function ( options ) { + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); - console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); - return new ExtrudeGeometry( this, options ); + }, + rotateZ: function () { - }, - makeGeometry: function ( options ) { + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); - console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); - return new ShapeGeometry( this, options ); + }, + rotateByAxis: function () { - } + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); -} ); + }, + applyToBuffer: function( buffer, offset, length ) { -Object.assign( Vector2.prototype, { + console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); + return this.applyToBufferAttribute( buffer ); - fromAttribute: function ( attribute, index, offset ) { + }, + applyToVector3Array: function( array, offset, length ) { - console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); + console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); - } + }, + 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 ); -Object.assign( Vector3.prototype, { + } - setEulerFromRotationMatrix: function () { + } ); - console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + Plane.prototype.isIntersectionLine = function ( line ) { - }, - setEulerFromQuaternion: function () { + console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); + return this.intersectsLine( line ); - console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); + }; - }, - getPositionFromMatrix: function ( m ) { + Quaternion.prototype.multiplyVector3 = function ( vector ) { - console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); - return this.setFromMatrixPosition( m ); + console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); - }, - getScaleFromMatrix: function ( m ) { + }; - console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); - return this.setFromMatrixScale( m ); + Object.assign( Ray.prototype, { - }, - getColumnFromMatrix: function ( index, matrix ) { + isIntersectionBox: function ( box ) { - console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); - return this.setFromMatrixColumn( matrix, index ); + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); - }, - applyProjection: function ( m ) { + }, + isIntersectionPlane: function ( plane ) { - console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); - return this.applyMatrix4( m ); + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); - }, - fromAttribute: function ( attribute, index, offset ) { + }, + isIntersectionSphere: function ( sphere ) { - console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); - } + } -} ); + } ); -Object.assign( Vector4.prototype, { + Object.assign( Shape.prototype, { - fromAttribute: function ( attribute, index, offset ) { + extrude: function ( options ) { - console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); + console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); + return new ExtrudeGeometry( this, options ); - } + }, + makeGeometry: function ( options ) { -} ); + console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); + return new ShapeGeometry( this, options ); -// + } -Geometry.prototype.computeTangents = function () { + } ); - console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); + Object.assign( Vector2.prototype, { -}; + fromAttribute: function ( attribute, index, offset ) { -Object.assign( Object3D.prototype, { + console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); - getChildByName: function ( name ) { + } - console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); - return this.getObjectByName( name ); + } ); - }, - renderDepth: function () { + Object.assign( Vector3.prototype, { - console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); + setEulerFromRotationMatrix: function () { - }, - translate: function ( distance, axis ) { + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); - console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); - return this.translateOnAxis( axis, distance ); + }, + setEulerFromQuaternion: function () { - } + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); -} ); + }, + getPositionFromMatrix: function ( m ) { -Object.defineProperties( Object3D.prototype, { + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); - eulerOrder: { - get: function () { + }, + getScaleFromMatrix: function ( m ) { - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - return this.rotation.order; + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); }, - set: function ( value ) { + getColumnFromMatrix: function ( index, matrix ) { - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - this.rotation.order = value; + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( matrix, index ); - } - }, - useQuaternion: { - get: function () { + }, + applyProjection: function ( m ) { - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); + return this.applyMatrix4( m ); }, - set: function () { + fromAttribute: function ( attribute, index, offset ) { - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); } - } -} ); + } ); -Object.defineProperties( LOD.prototype, { + Object.assign( Vector4.prototype, { - objects: { - get: function () { + fromAttribute: function ( attribute, index, offset ) { - console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); - return this.levels; + console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); } - } -} ); - -Object.defineProperty( Skeleton.prototype, 'useVertexTexture', { - - get: function () { + } ); - console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); + // - }, - set: function () { + Geometry.prototype.computeTangents = function () { - console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); + console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); - } + }; -} ); + Object.assign( Object3D.prototype, { -Object.defineProperty( Curve.prototype, '__arcLengthDivisions', { + getChildByName: function ( name ) { - get: function () { + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); - console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); - return this.arcLengthDivisions; + }, + renderDepth: function () { - }, - set: function ( value ) { + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); - console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); - this.arcLengthDivisions = value; + }, + translate: function ( distance, axis ) { - } + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); -} ); + } -// + } ); -PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { + Object.defineProperties( Object3D.prototype, { - console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + - "Use .setFocalLength and .filmGauge for a photographic setup." ); + eulerOrder: { + get: function () { - if ( filmGauge !== undefined ) this.filmGauge = filmGauge; - this.setFocalLength( focalLength ); + 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; -Object.defineProperties( Light.prototype, { - onlyShadow: { - set: function () { + } + }, + useQuaternion: { + get: function () { - console.warn( 'THREE.Light: .onlyShadow has been removed.' ); + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - } - }, - shadowCameraFov: { - set: function ( value ) { + }, + set: function () { - console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); - this.shadow.camera.fov = value; + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + } } - }, - 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; + Object.defineProperties( LOD.prototype, { - } - }, - shadowCameraTop: { - set: function ( value ) { + objects: { + get: function () { - console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); - this.shadow.camera.top = value; + console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); + return this.levels; + } } - }, - 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; + Object.defineProperty( Skeleton.prototype, 'useVertexTexture', { - } - }, - shadowCameraFar: { - set: function ( value ) { + get: function () { - console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); - this.shadow.camera.far = value; + console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); - } - }, - shadowCameraVisible: { + }, set: function () { - console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); + console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); } - }, - 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.' ); + Object.defineProperty( Curve.prototype, '__arcLengthDivisions', { - } - }, - shadowMapWidth: { - set: function ( value ) { + get: function () { - console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); - this.shadow.mapSize.width = value; + console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); + return this.arcLengthDivisions; - } - }, - shadowMapHeight: { + }, set: function ( value ) { - console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); - this.shadow.mapSize.height = value; + console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); + this.arcLengthDivisions = value; } - } -} ); -// + } ); -Object.defineProperties( BufferAttribute.prototype, { + // - length: { - get: function () { + PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { - console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' ); - return this.array.length; + 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.assign( BufferGeometry.prototype, { + Object.defineProperties( Light.prototype, { + onlyShadow: { + set: function () { - addIndex: function ( index ) { + console.warn( 'THREE.Light: .onlyShadow has been removed.' ); - console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); - this.setIndex( index ); + } + }, + shadowCameraFov: { + set: function ( value ) { - }, - addDrawCall: function ( start, count, indexOffset ) { + console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); + this.shadow.camera.fov = value; - if ( indexOffset !== undefined ) { + } + }, + shadowCameraLeft: { + set: function ( value ) { - console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); + console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); + this.shadow.camera.left = value; - } - console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); - this.addGroup( start, count ); + } + }, + shadowCameraRight: { + set: function ( value ) { - }, - clearDrawCalls: function () { + console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); + this.shadow.camera.right = value; - console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); - this.clearGroups(); + } + }, + shadowCameraTop: { + set: function ( value ) { - }, - computeTangents: function () { + console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); + this.shadow.camera.top = value; - console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); + } + }, + shadowCameraBottom: { + set: function ( value ) { - }, - computeOffsets: function () { + console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); + this.shadow.camera.bottom = value; - console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); + } + }, + shadowCameraNear: { + set: function ( value ) { - } + console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); + this.shadow.camera.near = value; -} ); + } + }, + shadowCameraFar: { + set: function ( value ) { -Object.defineProperties( BufferGeometry.prototype, { + console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); + this.shadow.camera.far = value; - drawcalls: { - get: function () { + } + }, + shadowCameraVisible: { + set: function () { - console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); - return this.groups; + console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); - } - }, - offsets: { - get: function () { + } + }, + shadowBias: { + set: function ( value ) { - console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); - return this.groups; + 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 ) { -Object.defineProperties( Uniform.prototype, { + console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); + this.shadow.mapSize.width = value; - dynamic: { - set: function () { + } + }, + shadowMapHeight: { + set: function ( value ) { - console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' ); + console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); + this.shadow.mapSize.height = value; + } } - }, - onUpdate: { - value: function () { + } ); - console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); - return this; + // - } - } + Object.defineProperties( BufferAttribute.prototype, { -} ); + length: { + get: function () { -// + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' ); + return this.array.length; -Object.defineProperties( Material.prototype, { + } + } - wrapAround: { - get: function () { + } ); - console.warn( 'THREE.Material: .wrapAround has been removed.' ); + Object.assign( BufferGeometry.prototype, { - }, - set: function () { + addIndex: function ( index ) { - console.warn( 'THREE.Material: .wrapAround has been removed.' ); + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); - } - }, - wrapRGB: { - get: function () { + }, + addDrawCall: function ( start, count, indexOffset ) { - console.warn( 'THREE.Material: .wrapRGB has been removed.' ); - return new Color(); + if ( indexOffset !== undefined ) { - } - } + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); -} ); + } + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); -Object.defineProperties( MeshPhongMaterial.prototype, { + }, + clearDrawCalls: function () { - metal: { - get: function () { + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); - return false; + }, + computeTangents: function () { + + console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); }, - set: function () { + computeOffsets: function () { - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); } - } -} ); + } ); -Object.defineProperties( ShaderMaterial.prototype, { + Object.defineProperties( BufferGeometry.prototype, { - derivatives: { - get: function () { + drawcalls: { + get: function () { - console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - return this.extensions.derivatives; + console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); + return this.groups; + } }, - set: function ( value ) { + offsets: { + get: function () { - console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - this.extensions.derivatives = value; + console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); + return this.groups; + } } - } -} ); + } ); -// + // -Object.assign( WebGLRenderer.prototype, { + Object.defineProperties( Uniform.prototype, { - getCurrentRenderTarget: function () { + dynamic: { + set: function () { - console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); - return this.getRenderTarget(); + console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' ); - }, + } + }, + onUpdate: { + value: function () { - supportsFloatTextures: function () { + console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); + return this; - console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); - return this.extensions.get( 'OES_texture_float' ); + } + } - }, - supportsHalfFloatTextures: function () { + } ); - console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); - return this.extensions.get( 'OES_texture_half_float' ); + // - }, - supportsStandardDerivatives: function () { + Object.defineProperties( Material.prototype, { - console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); - return this.extensions.get( 'OES_standard_derivatives' ); + wrapAround: { + get: function () { - }, - supportsCompressedTextureS3TC: function () { + console.warn( 'THREE.Material: .wrapAround has been removed.' ); - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); + }, + set: function () { - }, - supportsCompressedTexturePVRTC: function () { + console.warn( 'THREE.Material: .wrapAround has been removed.' ); - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + } + }, + wrapRGB: { + get: function () { - }, - supportsBlendMinMax: function () { + console.warn( 'THREE.Material: .wrapRGB has been removed.' ); + return new Color(); - console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); - return this.extensions.get( 'EXT_blend_minmax' ); + } + } - }, - supportsVertexTextures: function () { + } ); - console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); - return this.capabilities.vertexTextures; + Object.defineProperties( MeshPhongMaterial.prototype, { - }, - supportsInstancedArrays: function () { + metal: { + get: function () { - console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); - return this.extensions.get( 'ANGLE_instanced_arrays' ); + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); + return false; - }, - enableScissorTest: function ( boolean ) { + }, + set: function () { - console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); - this.setScissorTest( boolean ); + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); - }, - initMaterial: function () { + } + } - console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); + } ); - }, - addPrePlugin: function () { + Object.defineProperties( ShaderMaterial.prototype, { - console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); + derivatives: { + get: function () { - }, - addPostPlugin: function () { + console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + return this.extensions.derivatives; - console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); + }, + set: function ( value ) { - }, - updateShadowMap: function () { + console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + this.extensions.derivatives = value; - console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); + } + } - } + } ); -} ); + // -Object.defineProperties( WebGLRenderer.prototype, { + Object.assign( WebGLRenderer.prototype, { - shadowMapEnabled: { - get: function () { + getCurrentRenderTarget: function () { - return this.shadowMap.enabled; + console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); + return this.getRenderTarget(); }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); - this.shadowMap.enabled = value; + supportsFloatTextures: function () { - } - }, - shadowMapType: { - get: function () { - - return this.shadowMap.type; + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); }, - set: function ( value ) { + supportsHalfFloatTextures: function () { - console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); - this.shadowMap.type = value; + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); - } - }, - shadowMapCullFace: { - get: function () { + }, + supportsStandardDerivatives: function () { - return this.shadowMap.cullFace; + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); }, - set: function ( value ) { + supportsCompressedTextureS3TC: function () { - console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); - this.shadowMap.cullFace = value; + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); - } - } -} ); + }, + supportsCompressedTexturePVRTC: function () { -Object.defineProperties( WebGLShadowMap.prototype, { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - cullFace: { - get: function () { + }, + supportsBlendMinMax: function () { - return this.renderReverseSided ? CullFaceFront : CullFaceBack; + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); }, - set: function ( cullFace ) { + supportsVertexTextures: function () { - var value = ( cullFace !== CullFaceBack ); - console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." ); - this.renderReverseSided = value; + console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); + return this.capabilities.vertexTextures; - } - } + }, + supportsInstancedArrays: function () { -} ); + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); -// + }, + enableScissorTest: function ( boolean ) { -Object.defineProperties( WebGLRenderTarget.prototype, { + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); - wrapS: { - get: function () { + }, + initMaterial: function () { - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - return this.texture.wrapS; + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); }, - set: function ( value ) { + addPrePlugin: function () { - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - this.texture.wrapS = value; + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); - } - }, - wrapT: { - get: function () { + }, + addPostPlugin: function () { - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - return this.texture.wrapT; + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); }, - set: function ( value ) { + updateShadowMap: function () { - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - this.texture.wrapT = value; + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); } - }, - magFilter: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - return this.texture.magFilter; + } ); - }, - set: function ( value ) { + Object.defineProperties( WebGLRenderer.prototype, { - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - this.texture.magFilter = value; + shadowMapEnabled: { + get: function () { - } - }, - minFilter: { - get: function () { + return this.shadowMap.enabled; - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - return this.texture.minFilter; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); + this.shadowMap.enabled = value; + + } }, - set: function ( value ) { + shadowMapType: { + get: function () { - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - this.texture.minFilter = value; + return this.shadowMap.type; - } - }, - anisotropy: { - get: function () { + }, + set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - return this.texture.anisotropy; + console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); + this.shadowMap.type = value; + } }, - set: function ( value ) { + shadowMapCullFace: { + get: function () { + + return this.shadowMap.cullFace; + + }, + set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - this.texture.anisotropy = value; + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); + this.shadowMap.cullFace = value; + } } - }, - offset: { - get: function () { + } ); - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - return this.texture.offset; + Object.defineProperties( WebGLShadowMap.prototype, { - }, - set: function ( value ) { + cullFace: { + get: function () { + + return this.renderReverseSided ? CullFaceFront : CullFaceBack; - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - this.texture.offset = value; + }, + set: function ( cullFace ) { + + var value = ( cullFace !== CullFaceBack ); + console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." ); + this.renderReverseSided = value; + } } - }, - repeat: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - return this.texture.repeat; + } ); + + // + + 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; + + } }, - set: function ( value ) { + wrapT: { + get: function () { - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - this.texture.repeat = value; + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + return this.texture.wrapT; - } - }, - format: { - get: function () { + }, + set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - return this.texture.format; + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + this.texture.wrapT = value; + } }, - set: function ( value ) { + magFilter: { + get: function () { - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - this.texture.format = value; + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + return this.texture.magFilter; - } - }, - type: { - get: function () { + }, + set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - return this.texture.type; + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + this.texture.magFilter = value; + } }, - set: function ( value ) { + minFilter: { + get: function () { - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - this.texture.type = value; + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + return this.texture.minFilter; - } - }, - generateMipmaps: { - get: function () { + }, + set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - return this.texture.generateMipmaps; + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + this.texture.minFilter = value; + } }, - set: function ( value ) { + anisotropy: { + get: function () { - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - this.texture.generateMipmaps = value; + 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; -Audio.prototype.load = function ( file ) { + }, + set: function ( value ) { - console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); - var scope = this; - var audioLoader = new AudioLoader(); - audioLoader.load( file, function ( buffer ) { + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + this.texture.offset = value; - scope.setBuffer( buffer ); + } + }, + repeat: { + get: function () { - } ); - return this; + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + return this.texture.repeat; -}; + }, + set: function ( value ) { -AudioAnalyser.prototype.getData = function () { + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + this.texture.repeat = value; - console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); - return this.getFrequencyData(); + } + }, + format: { + get: function () { -}; + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + return this.texture.format; -// + }, + set: function ( value ) { -var GeometryUtils = { + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + this.texture.format = value; - merge: function ( geometry1, geometry2, materialIndexOffset ) { + } + }, + type: { + get: function () { - console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); - var matrix; + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + return this.texture.type; - if ( geometry2.isMesh ) { + }, + set: function ( value ) { - geometry2.matrixAutoUpdate && geometry2.updateMatrix(); + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + this.texture.type = value; - matrix = geometry2.matrix; - geometry2 = geometry2.geometry; + } + }, + generateMipmaps: { + get: function () { - } + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + return this.texture.generateMipmaps; - geometry1.merge( geometry2, matrix, materialIndexOffset ); + }, + set: function ( value ) { - }, + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + this.texture.generateMipmaps = value; - center: function ( geometry ) { + } + } - console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); - return geometry.center(); + } ); - } + // -}; + Audio.prototype.load = function ( file ) { -var ImageUtils = { + console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); + var scope = this; + var audioLoader = new AudioLoader(); + audioLoader.load( file, function ( buffer ) { - crossOrigin: undefined, + scope.setBuffer( buffer ); - loadTexture: function ( url, mapping, onLoad, onError ) { + } ); + return this; - console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); + }; - var loader = new TextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); + AudioAnalyser.prototype.getData = function () { - var texture = loader.load( url, onLoad, undefined, onError ); + console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); + return this.getFrequencyData(); - if ( mapping ) texture.mapping = mapping; + }; - return texture; + // - }, + var GeometryUtils = { - loadTextureCube: function ( urls, mapping, onLoad, onError ) { + merge: function ( geometry1, geometry2, materialIndexOffset ) { - console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); + console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); + var matrix; - var loader = new CubeTextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); + if ( geometry2.isMesh ) { - var texture = loader.load( urls, onLoad, undefined, onError ); + geometry2.matrixAutoUpdate && geometry2.updateMatrix(); - if ( mapping ) texture.mapping = mapping; + matrix = geometry2.matrix; + geometry2 = geometry2.geometry; - return texture; + } - }, + geometry1.merge( geometry2, matrix, materialIndexOffset ); - loadCompressedTexture: function () { + }, - console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); + center: function ( geometry ) { - }, + console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); + return geometry.center(); - loadCompressedTextureCube: function () { + } - console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); + }; - } + var ImageUtils = { -}; + crossOrigin: undefined, -// + loadTexture: function ( url, mapping, onLoad, onError ) { -function Projector() { + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); - console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); + var loader = new TextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); - this.projectVector = function ( vector, camera ) { + var texture = loader.load( url, onLoad, undefined, onError ); - console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); - vector.project( camera ); + if ( mapping ) texture.mapping = mapping; - }; + return texture; - this.unprojectVector = function ( vector, camera ) { + }, - console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); - vector.unproject( camera ); + loadTextureCube: function ( urls, mapping, onLoad, onError ) { - }; + console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); - this.pickingRay = function () { + var loader = new CubeTextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); - console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); + var texture = loader.load( urls, onLoad, undefined, onError ); - }; + if ( mapping ) texture.mapping = mapping; -} + return texture; -// + }, -function CanvasRenderer() { + loadCompressedTexture: function () { - console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); + console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); - this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - this.clear = function () {}; - this.render = function () {}; - this.setClearColor = function () {}; - this.setSize = function () {}; + }, -} - - - - -/***/ }), -/* 1 */ -/***/ (function(module, exports, __webpack_require__) { - -/* WEBPACK VAR INJECTION */(function(global, module) {var __WEBPACK_AMD_DEFINE_RESULT__;/** - * @license - * Lodash - * Copyright JS Foundation and other contributors - * Released under MIT license - * Based on Underscore.js 1.8.3 - * Copyright Jeremy Ashkenas, DocumentCloud and Investigative Reporters & Editors - */ -;(function() { - - /** Used as a safe reference for `undefined` in pre-ES5 environments. */ - var undefined; - - /** Used as the semantic version number. */ - var VERSION = '4.17.4'; - - /** Used as the size to enable large array optimizations. */ - var LARGE_ARRAY_SIZE = 200; - - /** Error message constants. */ - var CORE_ERROR_TEXT = 'Unsupported core-js use. Try https://npms.io/search?q=ponyfill.', - FUNC_ERROR_TEXT = 'Expected a function'; - - /** Used to stand-in for `undefined` hash values. */ - var HASH_UNDEFINED = '__lodash_hash_undefined__'; - - /** Used as the maximum memoize cache size. */ - var MAX_MEMOIZE_SIZE = 500; - - /** Used as the internal argument placeholder. */ - var PLACEHOLDER = '__lodash_placeholder__'; - - /** Used to compose bitmasks for cloning. */ - var CLONE_DEEP_FLAG = 1, - CLONE_FLAT_FLAG = 2, - CLONE_SYMBOLS_FLAG = 4; - - /** Used to compose bitmasks for value comparisons. */ - var COMPARE_PARTIAL_FLAG = 1, - COMPARE_UNORDERED_FLAG = 2; - - /** Used to compose bitmasks for function metadata. */ - var WRAP_BIND_FLAG = 1, - WRAP_BIND_KEY_FLAG = 2, - WRAP_CURRY_BOUND_FLAG = 4, - WRAP_CURRY_FLAG = 8, - WRAP_CURRY_RIGHT_FLAG = 16, - WRAP_PARTIAL_FLAG = 32, - WRAP_PARTIAL_RIGHT_FLAG = 64, - WRAP_ARY_FLAG = 128, - WRAP_REARG_FLAG = 256, - WRAP_FLIP_FLAG = 512; - - /** Used as default options for `_.truncate`. */ - var DEFAULT_TRUNC_LENGTH = 30, - DEFAULT_TRUNC_OMISSION = '...'; - - /** Used to detect hot functions by number of calls within a span of milliseconds. */ - var HOT_COUNT = 800, - HOT_SPAN = 16; - - /** Used to indicate the type of lazy iteratees. */ - var LAZY_FILTER_FLAG = 1, - LAZY_MAP_FLAG = 2, - LAZY_WHILE_FLAG = 3; - - /** Used as references for various `Number` constants. */ - var INFINITY = 1 / 0, - MAX_SAFE_INTEGER = 9007199254740991, - MAX_INTEGER = 1.7976931348623157e+308, - NAN = 0 / 0; - - /** Used as references for the maximum length and index of an array. */ - var MAX_ARRAY_LENGTH = 4294967295, - MAX_ARRAY_INDEX = MAX_ARRAY_LENGTH - 1, - HALF_MAX_ARRAY_LENGTH = MAX_ARRAY_LENGTH >>> 1; - - /** Used to associate wrap methods with their bit flags. */ - var wrapFlags = [ - ['ary', WRAP_ARY_FLAG], - ['bind', WRAP_BIND_FLAG], - ['bindKey', WRAP_BIND_KEY_FLAG], - ['curry', WRAP_CURRY_FLAG], - ['curryRight', WRAP_CURRY_RIGHT_FLAG], - ['flip', WRAP_FLIP_FLAG], - ['partial', WRAP_PARTIAL_FLAG], - ['partialRight', WRAP_PARTIAL_RIGHT_FLAG], - ['rearg', WRAP_REARG_FLAG] - ]; - - /** `Object#toString` result references. */ - var argsTag = '[object Arguments]', - arrayTag = '[object Array]', - asyncTag = '[object AsyncFunction]', - boolTag = '[object Boolean]', - dateTag = '[object Date]', - domExcTag = '[object DOMException]', - errorTag = '[object Error]', - funcTag = '[object Function]', - genTag = '[object GeneratorFunction]', - mapTag = '[object Map]', - numberTag = '[object Number]', - nullTag = '[object Null]', - objectTag = '[object Object]', - promiseTag = '[object Promise]', - proxyTag = '[object Proxy]', - regexpTag = '[object RegExp]', - setTag = '[object Set]', - stringTag = '[object String]', - symbolTag = '[object Symbol]', - undefinedTag = '[object Undefined]', - weakMapTag = '[object WeakMap]', - weakSetTag = '[object WeakSet]'; - - var arrayBufferTag = '[object ArrayBuffer]', - dataViewTag = '[object DataView]', - float32Tag = '[object Float32Array]', - float64Tag = '[object Float64Array]', - int8Tag = '[object Int8Array]', - int16Tag = '[object Int16Array]', - int32Tag = '[object Int32Array]', - uint8Tag = '[object Uint8Array]', - uint8ClampedTag = '[object Uint8ClampedArray]', - uint16Tag = '[object Uint16Array]', - uint32Tag = '[object Uint32Array]'; - - /** Used to match empty string literals in compiled template source. */ - var reEmptyStringLeading = /\b__p \+= '';/g, - reEmptyStringMiddle = /\b(__p \+=) '' \+/g, - reEmptyStringTrailing = /(__e\(.*?\)|\b__t\)) \+\n'';/g; - - /** Used to match HTML entities and HTML characters. */ - var reEscapedHtml = /&(?:amp|lt|gt|quot|#39);/g, - reUnescapedHtml = /[&<>"']/g, - reHasEscapedHtml = RegExp(reEscapedHtml.source), - reHasUnescapedHtml = RegExp(reUnescapedHtml.source); - - /** Used to match template delimiters. */ - var reEscape = /<%-([\s\S]+?)%>/g, - reEvaluate = /<%([\s\S]+?)%>/g, - reInterpolate = /<%=([\s\S]+?)%>/g; - - /** Used to match property names within property paths. */ - var reIsDeepProp = /\.|\[(?:[^[\]]*|(["'])(?:(?!\1)[^\\]|\\.)*?\1)\]/, - reIsPlainProp = /^\w*$/, - reLeadingDot = /^\./, - rePropName = /[^.[\]]+|\[(?:(-?\d+(?:\.\d+)?)|(["'])((?:(?!\2)[^\\]|\\.)*?)\2)\]|(?=(?:\.|\[\])(?:\.|\[\]|$))/g; - - /** - * Used to match `RegExp` - * [syntax characters](http://ecma-international.org/ecma-262/7.0/#sec-patterns). - */ - var reRegExpChar = /[\\^$.*+?()[\]{}|]/g, - reHasRegExpChar = RegExp(reRegExpChar.source); - - /** Used to match leading and trailing whitespace. */ - var reTrim = /^\s+|\s+$/g, - reTrimStart = /^\s+/, - reTrimEnd = /\s+$/; - - /** Used to match wrap detail comments. */ - var reWrapComment = /\{(?:\n\/\* \[wrapped with .+\] \*\/)?\n?/, - reWrapDetails = /\{\n\/\* \[wrapped with (.+)\] \*/, - reSplitDetails = /,? & /; - - /** Used to match words composed of alphanumeric characters. */ - var reAsciiWord = /[^\x00-\x2f\x3a-\x40\x5b-\x60\x7b-\x7f]+/g; - - /** Used to match backslashes in property paths. */ - var reEscapeChar = /\\(\\)?/g; - - /** - * Used to match - * [ES template delimiters](http://ecma-international.org/ecma-262/7.0/#sec-template-literal-lexical-components). - */ - var reEsTemplate = /\$\{([^\\}]*(?:\\.[^\\}]*)*)\}/g; - - /** Used to match `RegExp` flags from their coerced string values. */ - var reFlags = /\w*$/; - - /** Used to detect bad signed hexadecimal string values. */ - var reIsBadHex = /^[-+]0x[0-9a-f]+$/i; - - /** Used to detect binary string values. */ - var reIsBinary = /^0b[01]+$/i; - - /** Used to detect host constructors (Safari). */ - var reIsHostCtor = /^\[object .+?Constructor\]$/; - - /** Used to detect octal string values. */ - var reIsOctal = /^0o[0-7]+$/i; - - /** Used to detect unsigned integer values. */ - var reIsUint = /^(?:0|[1-9]\d*)$/; - - /** Used to match Latin Unicode letters (excluding mathematical operators). */ - var reLatin = /[\xc0-\xd6\xd8-\xf6\xf8-\xff\u0100-\u017f]/g; - - /** Used to ensure capturing order of template delimiters. */ - var reNoMatch = /($^)/; - - /** Used to match unescaped characters in compiled string literals. */ - var reUnescapedString = /['\n\r\u2028\u2029\\]/g; - - /** Used to compose unicode character classes. */ - var rsAstralRange = '\\ud800-\\udfff', - rsComboMarksRange = '\\u0300-\\u036f', - reComboHalfMarksRange = '\\ufe20-\\ufe2f', - rsComboSymbolsRange = '\\u20d0-\\u20ff', - rsComboRange = rsComboMarksRange + reComboHalfMarksRange + rsComboSymbolsRange, - rsDingbatRange = '\\u2700-\\u27bf', - rsLowerRange = 'a-z\\xdf-\\xf6\\xf8-\\xff', - rsMathOpRange = '\\xac\\xb1\\xd7\\xf7', - rsNonCharRange = '\\x00-\\x2f\\x3a-\\x40\\x5b-\\x60\\x7b-\\xbf', - rsPunctuationRange = '\\u2000-\\u206f', - rsSpaceRange = ' \\t\\x0b\\f\\xa0\\ufeff\\n\\r\\u2028\\u2029\\u1680\\u180e\\u2000\\u2001\\u2002\\u2003\\u2004\\u2005\\u2006\\u2007\\u2008\\u2009\\u200a\\u202f\\u205f\\u3000', - rsUpperRange = 'A-Z\\xc0-\\xd6\\xd8-\\xde', - rsVarRange = '\\ufe0e\\ufe0f', - rsBreakRange = rsMathOpRange + rsNonCharRange + rsPunctuationRange + rsSpaceRange; - - /** Used to compose unicode capture groups. */ - var rsApos = "['\u2019]", - rsAstral = '[' + rsAstralRange + ']', - rsBreak = '[' + rsBreakRange + ']', - rsCombo = '[' + rsComboRange + ']', - rsDigits = '\\d+', - rsDingbat = '[' + rsDingbatRange + ']', - rsLower = '[' + rsLowerRange + ']', - rsMisc = '[^' + rsAstralRange + rsBreakRange + rsDigits + rsDingbatRange + rsLowerRange + rsUpperRange + ']', - rsFitz = '\\ud83c[\\udffb-\\udfff]', - rsModifier = '(?:' + rsCombo + '|' + rsFitz + ')', - rsNonAstral = '[^' + rsAstralRange + ']', - rsRegional = '(?:\\ud83c[\\udde6-\\uddff]){2}', - rsSurrPair = '[\\ud800-\\udbff][\\udc00-\\udfff]', - rsUpper = '[' + rsUpperRange + ']', - rsZWJ = '\\u200d'; - - /** Used to compose unicode regexes. */ - var rsMiscLower = '(?:' + rsLower + '|' + rsMisc + ')', - rsMiscUpper = '(?:' + rsUpper + '|' + rsMisc + ')', - rsOptContrLower = '(?:' + rsApos + '(?:d|ll|m|re|s|t|ve))?', - rsOptContrUpper = '(?:' + rsApos + '(?:D|LL|M|RE|S|T|VE))?', - reOptMod = rsModifier + '?', - rsOptVar = '[' + rsVarRange + ']?', - rsOptJoin = '(?:' + rsZWJ + '(?:' + [rsNonAstral, rsRegional, rsSurrPair].join('|') + ')' + rsOptVar + reOptMod + ')*', - rsOrdLower = '\\d*(?:(?:1st|2nd|3rd|(?![123])\\dth)\\b)', - rsOrdUpper = '\\d*(?:(?:1ST|2ND|3RD|(?![123])\\dTH)\\b)', - rsSeq = rsOptVar + reOptMod + rsOptJoin, - rsEmoji = '(?:' + [rsDingbat, rsRegional, rsSurrPair].join('|') + ')' + rsSeq, - rsSymbol = '(?:' + [rsNonAstral + rsCombo + '?', rsCombo, rsRegional, rsSurrPair, rsAstral].join('|') + ')'; - - /** Used to match apostrophes. */ - var reApos = RegExp(rsApos, 'g'); - - /** - * Used to match [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks) and - * [combining diacritical marks for symbols](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks_for_Symbols). - */ - var reComboMark = RegExp(rsCombo, 'g'); - - /** Used to match [string symbols](https://mathiasbynens.be/notes/javascript-unicode). */ - var reUnicode = RegExp(rsFitz + '(?=' + rsFitz + ')|' + rsSymbol + rsSeq, 'g'); - - /** Used to match complex or compound words. */ - var reUnicodeWord = RegExp([ - rsUpper + '?' + rsLower + '+' + rsOptContrLower + '(?=' + [rsBreak, rsUpper, '$'].join('|') + ')', - rsMiscUpper + '+' + rsOptContrUpper + '(?=' + [rsBreak, rsUpper + rsMiscLower, '$'].join('|') + ')', - rsUpper + '?' + rsMiscLower + '+' + rsOptContrLower, - rsUpper + '+' + rsOptContrUpper, - rsOrdUpper, - rsOrdLower, - rsDigits, - rsEmoji - ].join('|'), 'g'); - - /** Used to detect strings with [zero-width joiners or code points from the astral planes](http://eev.ee/blog/2015/09/12/dark-corners-of-unicode/). */ - var reHasUnicode = RegExp('[' + rsZWJ + rsAstralRange + rsComboRange + rsVarRange + ']'); - - /** Used to detect strings that need a more robust regexp to match words. */ - var reHasUnicodeWord = /[a-z][A-Z]|[A-Z]{2,}[a-z]|[0-9][a-zA-Z]|[a-zA-Z][0-9]|[^a-zA-Z0-9 ]/; - - /** Used to assign default `context` object properties. */ - var contextProps = [ - 'Array', 'Buffer', 'DataView', 'Date', 'Error', 'Float32Array', 'Float64Array', - 'Function', 'Int8Array', 'Int16Array', 'Int32Array', 'Map', 'Math', 'Object', - 'Promise', 'RegExp', 'Set', 'String', 'Symbol', 'TypeError', 'Uint8Array', - 'Uint8ClampedArray', 'Uint16Array', 'Uint32Array', 'WeakMap', - '_', 'clearTimeout', 'isFinite', 'parseInt', 'setTimeout' - ]; - - /** Used to make template sourceURLs easier to identify. */ - var templateCounter = -1; - - /** Used to identify `toStringTag` values of typed arrays. */ - var typedArrayTags = {}; - typedArrayTags[float32Tag] = typedArrayTags[float64Tag] = - typedArrayTags[int8Tag] = typedArrayTags[int16Tag] = - typedArrayTags[int32Tag] = typedArrayTags[uint8Tag] = - typedArrayTags[uint8ClampedTag] = typedArrayTags[uint16Tag] = - typedArrayTags[uint32Tag] = true; - typedArrayTags[argsTag] = typedArrayTags[arrayTag] = - typedArrayTags[arrayBufferTag] = typedArrayTags[boolTag] = - typedArrayTags[dataViewTag] = typedArrayTags[dateTag] = - typedArrayTags[errorTag] = typedArrayTags[funcTag] = - typedArrayTags[mapTag] = typedArrayTags[numberTag] = - typedArrayTags[objectTag] = typedArrayTags[regexpTag] = - typedArrayTags[setTag] = typedArrayTags[stringTag] = - typedArrayTags[weakMapTag] = false; - - /** Used to identify `toStringTag` values supported by `_.clone`. */ - var cloneableTags = {}; - cloneableTags[argsTag] = cloneableTags[arrayTag] = - cloneableTags[arrayBufferTag] = cloneableTags[dataViewTag] = - cloneableTags[boolTag] = cloneableTags[dateTag] = - cloneableTags[float32Tag] = cloneableTags[float64Tag] = - cloneableTags[int8Tag] = cloneableTags[int16Tag] = - cloneableTags[int32Tag] = cloneableTags[mapTag] = - cloneableTags[numberTag] = cloneableTags[objectTag] = - cloneableTags[regexpTag] = cloneableTags[setTag] = - cloneableTags[stringTag] = cloneableTags[symbolTag] = - cloneableTags[uint8Tag] = cloneableTags[uint8ClampedTag] = - cloneableTags[uint16Tag] = cloneableTags[uint32Tag] = true; - cloneableTags[errorTag] = cloneableTags[funcTag] = - cloneableTags[weakMapTag] = false; - - /** Used to map Latin Unicode letters to basic Latin letters. */ - var deburredLetters = { - // Latin-1 Supplement block. - '\xc0': 'A', '\xc1': 'A', '\xc2': 'A', '\xc3': 'A', '\xc4': 'A', '\xc5': 'A', - '\xe0': 'a', '\xe1': 'a', '\xe2': 'a', '\xe3': 'a', '\xe4': 'a', '\xe5': 'a', - '\xc7': 'C', '\xe7': 'c', - '\xd0': 'D', '\xf0': 'd', - '\xc8': 'E', '\xc9': 'E', '\xca': 'E', '\xcb': 'E', - '\xe8': 'e', '\xe9': 'e', '\xea': 'e', '\xeb': 'e', - '\xcc': 'I', '\xcd': 'I', '\xce': 'I', '\xcf': 'I', - '\xec': 'i', '\xed': 'i', '\xee': 'i', '\xef': 'i', - '\xd1': 'N', '\xf1': 'n', - '\xd2': 'O', '\xd3': 'O', '\xd4': 'O', '\xd5': 'O', '\xd6': 'O', '\xd8': 'O', - '\xf2': 'o', '\xf3': 'o', '\xf4': 'o', '\xf5': 'o', '\xf6': 'o', '\xf8': 'o', - '\xd9': 'U', '\xda': 'U', '\xdb': 'U', '\xdc': 'U', - '\xf9': 'u', '\xfa': 'u', '\xfb': 'u', '\xfc': 'u', - '\xdd': 'Y', '\xfd': 'y', '\xff': 'y', - '\xc6': 'Ae', '\xe6': 'ae', - '\xde': 'Th', '\xfe': 'th', - '\xdf': 'ss', - // Latin Extended-A block. - '\u0100': 'A', '\u0102': 'A', '\u0104': 'A', - '\u0101': 'a', '\u0103': 'a', '\u0105': 'a', - '\u0106': 'C', '\u0108': 'C', '\u010a': 'C', '\u010c': 'C', - '\u0107': 'c', '\u0109': 'c', '\u010b': 'c', '\u010d': 'c', - '\u010e': 'D', '\u0110': 'D', '\u010f': 'd', '\u0111': 'd', - '\u0112': 'E', '\u0114': 'E', '\u0116': 'E', '\u0118': 'E', '\u011a': 'E', - '\u0113': 'e', '\u0115': 'e', '\u0117': 'e', '\u0119': 'e', '\u011b': 'e', - '\u011c': 'G', '\u011e': 'G', '\u0120': 'G', '\u0122': 'G', - '\u011d': 'g', '\u011f': 'g', '\u0121': 'g', '\u0123': 'g', - '\u0124': 'H', '\u0126': 'H', '\u0125': 'h', '\u0127': 'h', - '\u0128': 'I', '\u012a': 'I', '\u012c': 'I', '\u012e': 'I', '\u0130': 'I', - '\u0129': 'i', '\u012b': 'i', '\u012d': 'i', '\u012f': 'i', '\u0131': 'i', - '\u0134': 'J', '\u0135': 'j', - '\u0136': 'K', '\u0137': 'k', '\u0138': 'k', - '\u0139': 'L', '\u013b': 'L', '\u013d': 'L', '\u013f': 'L', '\u0141': 'L', - '\u013a': 'l', '\u013c': 'l', '\u013e': 'l', '\u0140': 'l', '\u0142': 'l', - '\u0143': 'N', '\u0145': 'N', '\u0147': 'N', '\u014a': 'N', - '\u0144': 'n', '\u0146': 'n', '\u0148': 'n', '\u014b': 'n', - '\u014c': 'O', '\u014e': 'O', '\u0150': 'O', - '\u014d': 'o', '\u014f': 'o', '\u0151': 'o', - '\u0154': 'R', '\u0156': 'R', '\u0158': 'R', - '\u0155': 'r', '\u0157': 'r', '\u0159': 'r', - '\u015a': 'S', '\u015c': 'S', '\u015e': 'S', '\u0160': 'S', - '\u015b': 's', '\u015d': 's', '\u015f': 's', '\u0161': 's', - '\u0162': 'T', '\u0164': 'T', '\u0166': 'T', - '\u0163': 't', '\u0165': 't', '\u0167': 't', - '\u0168': 'U', '\u016a': 'U', '\u016c': 'U', '\u016e': 'U', '\u0170': 'U', '\u0172': 'U', - '\u0169': 'u', '\u016b': 'u', '\u016d': 'u', '\u016f': 'u', '\u0171': 'u', '\u0173': 'u', - '\u0174': 'W', '\u0175': 'w', - '\u0176': 'Y', '\u0177': 'y', '\u0178': 'Y', - '\u0179': 'Z', '\u017b': 'Z', '\u017d': 'Z', - '\u017a': 'z', '\u017c': 'z', '\u017e': 'z', - '\u0132': 'IJ', '\u0133': 'ij', - '\u0152': 'Oe', '\u0153': 'oe', - '\u0149': "'n", '\u017f': 's' - }; - - /** Used to map characters to HTML entities. */ - var htmlEscapes = { - '&': '&', - '<': '<', - '>': '>', - '"': '"', - "'": ''' - }; - - /** Used to map HTML entities to characters. */ - var htmlUnescapes = { - '&': '&', - '<': '<', - '>': '>', - '"': '"', - ''': "'" - }; - - /** Used to escape characters for inclusion in compiled string literals. */ - var stringEscapes = { - '\\': '\\', - "'": "'", - '\n': 'n', - '\r': 'r', - '\u2028': 'u2028', - '\u2029': 'u2029' - }; - - /** Built-in method references without a dependency on `root`. */ - var freeParseFloat = parseFloat, - freeParseInt = parseInt; - - /** Detect free variable `global` from Node.js. */ - var freeGlobal = typeof global == 'object' && global && global.Object === Object && global; - - /** Detect free variable `self`. */ - var freeSelf = typeof self == 'object' && self && self.Object === Object && self; - - /** Used as a reference to the global object. */ - var root = freeGlobal || freeSelf || Function('return this')(); - - /** Detect free variable `exports`. */ - var freeExports = typeof exports == 'object' && exports && !exports.nodeType && exports; - - /** Detect free variable `module`. */ - var freeModule = freeExports && typeof module == 'object' && module && !module.nodeType && module; - - /** Detect the popular CommonJS extension `module.exports`. */ - var moduleExports = freeModule && freeModule.exports === freeExports; - - /** Detect free variable `process` from Node.js. */ - var freeProcess = moduleExports && freeGlobal.process; - - /** Used to access faster Node.js helpers. */ - var nodeUtil = (function() { - try { - return freeProcess && freeProcess.binding && freeProcess.binding('util'); - } catch (e) {} - }()); - - /* Node.js helper references. */ - var nodeIsArrayBuffer = nodeUtil && nodeUtil.isArrayBuffer, - nodeIsDate = nodeUtil && nodeUtil.isDate, - nodeIsMap = nodeUtil && nodeUtil.isMap, - nodeIsRegExp = nodeUtil && nodeUtil.isRegExp, - nodeIsSet = nodeUtil && nodeUtil.isSet, - nodeIsTypedArray = nodeUtil && nodeUtil.isTypedArray; - - /*--------------------------------------------------------------------------*/ - - /** - * Adds the key-value `pair` to `map`. - * - * @private - * @param {Object} map The map to modify. - * @param {Array} pair The key-value pair to add. - * @returns {Object} Returns `map`. - */ - function addMapEntry(map, pair) { - // Don't return `map.set` because it's not chainable in IE 11. - map.set(pair[0], pair[1]); - return map; - } - - /** - * Adds `value` to `set`. - * - * @private - * @param {Object} set The set to modify. - * @param {*} value The value to add. - * @returns {Object} Returns `set`. - */ - function addSetEntry(set, value) { - // Don't return `set.add` because it's not chainable in IE 11. - set.add(value); - return set; - } - - /** - * A faster alternative to `Function#apply`, this function invokes `func` - * with the `this` binding of `thisArg` and the arguments of `args`. - * - * @private - * @param {Function} func The function to invoke. - * @param {*} thisArg The `this` binding of `func`. - * @param {Array} args The arguments to invoke `func` with. - * @returns {*} Returns the result of `func`. - */ - function apply(func, thisArg, args) { - switch (args.length) { - case 0: return func.call(thisArg); - case 1: return func.call(thisArg, args[0]); - case 2: return func.call(thisArg, args[0], args[1]); - case 3: return func.call(thisArg, args[0], args[1], args[2]); - } - return func.apply(thisArg, args); - } - - /** - * A specialized version of `baseAggregator` for arrays. - * - * @private - * @param {Array} [array] The array to iterate over. - * @param {Function} setter The function to set `accumulator` values. - * @param {Function} iteratee The iteratee to transform keys. - * @param {Object} accumulator The initial aggregated object. - * @returns {Function} Returns `accumulator`. - */ - function arrayAggregator(array, setter, iteratee, accumulator) { - var index = -1, - length = array == null ? 0 : array.length; - - while (++index < length) { - var value = array[index]; - setter(accumulator, value, iteratee(value), array); - } - return accumulator; - } - - /** - * A specialized version of `_.forEach` for arrays without support for - * iteratee shorthands. - * - * @private - * @param {Array} [array] The array to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {Array} Returns `array`. - */ - function arrayEach(array, iteratee) { - var index = -1, - length = array == null ? 0 : array.length; - - while (++index < length) { - if (iteratee(array[index], index, array) === false) { - break; - } - } - return array; - } - - /** - * A specialized version of `_.forEachRight` for arrays without support for - * iteratee shorthands. - * - * @private - * @param {Array} [array] The array to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {Array} Returns `array`. - */ - function arrayEachRight(array, iteratee) { - var length = array == null ? 0 : array.length; - - while (length--) { - if (iteratee(array[length], length, array) === false) { - break; - } - } - return array; - } - - /** - * A specialized version of `_.every` for arrays without support for - * iteratee shorthands. - * - * @private - * @param {Array} [array] The array to iterate over. - * @param {Function} predicate The function invoked per iteration. - * @returns {boolean} Returns `true` if all elements pass the predicate check, - * else `false`. - */ - function arrayEvery(array, predicate) { - var index = -1, - length = array == null ? 0 : array.length; - - while (++index < length) { - if (!predicate(array[index], index, array)) { - return false; - } - } - return true; - } - - /** - * A specialized version of `_.filter` for arrays without support for - * iteratee shorthands. - * - * @private - * @param {Array} [array] The array to iterate over. - * @param {Function} predicate The function invoked per iteration. - * @returns {Array} Returns the new filtered array. - */ - function arrayFilter(array, predicate) { - var index = -1, - length = array == null ? 0 : array.length, - resIndex = 0, - result = []; - - while (++index < length) { - var value = array[index]; - if (predicate(value, index, array)) { - result[resIndex++] = value; - } - } - return result; - } - - /** - * A specialized version of `_.includes` for arrays without support for - * specifying an index to search from. - * - * @private - * @param {Array} [array] The array to inspect. - * @param {*} target The value to search for. - * @returns {boolean} Returns `true` if `target` is found, else `false`. - */ - function arrayIncludes(array, value) { - var length = array == null ? 0 : array.length; - return !!length && baseIndexOf(array, value, 0) > -1; - } - - /** - * This function is like `arrayIncludes` except that it accepts a comparator. - * - * @private - * @param {Array} [array] The array to inspect. - * @param {*} target The value to search for. - * @param {Function} comparator The comparator invoked per element. - * @returns {boolean} Returns `true` if `target` is found, else `false`. - */ - function arrayIncludesWith(array, value, comparator) { - var index = -1, - length = array == null ? 0 : array.length; - - while (++index < length) { - if (comparator(value, array[index])) { - return true; - } - } - return false; - } - - /** - * A specialized version of `_.map` for arrays without support for iteratee - * shorthands. - * - * @private - * @param {Array} [array] The array to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {Array} Returns the new mapped array. - */ - function arrayMap(array, iteratee) { - var index = -1, - length = array == null ? 0 : array.length, - result = Array(length); - - while (++index < length) { - result[index] = iteratee(array[index], index, array); - } - return result; - } - - /** - * Appends the elements of `values` to `array`. - * - * @private - * @param {Array} array The array to modify. - * @param {Array} values The values to append. - * @returns {Array} Returns `array`. - */ - function arrayPush(array, values) { - var index = -1, - length = values.length, - offset = array.length; - - while (++index < length) { - array[offset + index] = values[index]; - } - return array; - } - - /** - * A specialized version of `_.reduce` for arrays without support for - * iteratee shorthands. - * - * @private - * @param {Array} [array] The array to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @param {*} [accumulator] The initial value. - * @param {boolean} [initAccum] Specify using the first element of `array` as - * the initial value. - * @returns {*} Returns the accumulated value. - */ - function arrayReduce(array, iteratee, accumulator, initAccum) { - var index = -1, - length = array == null ? 0 : array.length; - - if (initAccum && length) { - accumulator = array[++index]; - } - while (++index < length) { - accumulator = iteratee(accumulator, array[index], index, array); - } - return accumulator; - } - - /** - * A specialized version of `_.reduceRight` for arrays without support for - * iteratee shorthands. - * - * @private - * @param {Array} [array] The array to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @param {*} [accumulator] The initial value. - * @param {boolean} [initAccum] Specify using the last element of `array` as - * the initial value. - * @returns {*} Returns the accumulated value. - */ - function arrayReduceRight(array, iteratee, accumulator, initAccum) { - var length = array == null ? 0 : array.length; - if (initAccum && length) { - accumulator = array[--length]; - } - while (length--) { - accumulator = iteratee(accumulator, array[length], length, array); - } - return accumulator; - } - - /** - * A specialized version of `_.some` for arrays without support for iteratee - * shorthands. - * - * @private - * @param {Array} [array] The array to iterate over. - * @param {Function} predicate The function invoked per iteration. - * @returns {boolean} Returns `true` if any element passes the predicate check, - * else `false`. - */ - function arraySome(array, predicate) { - var index = -1, - length = array == null ? 0 : array.length; - - while (++index < length) { - if (predicate(array[index], index, array)) { - return true; - } - } - return false; - } - - /** - * Gets the size of an ASCII `string`. - * - * @private - * @param {string} string The string inspect. - * @returns {number} Returns the string size. - */ - var asciiSize = baseProperty('length'); - - /** - * Converts an ASCII `string` to an array. - * - * @private - * @param {string} string The string to convert. - * @returns {Array} Returns the converted array. - */ - function asciiToArray(string) { - return string.split(''); - } - - /** - * Splits an ASCII `string` into an array of its words. - * - * @private - * @param {string} The string to inspect. - * @returns {Array} Returns the words of `string`. - */ - function asciiWords(string) { - return string.match(reAsciiWord) || []; - } - - /** - * The base implementation of methods like `_.findKey` and `_.findLastKey`, - * without support for iteratee shorthands, which iterates over `collection` - * using `eachFunc`. - * - * @private - * @param {Array|Object} collection The collection to inspect. - * @param {Function} predicate The function invoked per iteration. - * @param {Function} eachFunc The function to iterate over `collection`. - * @returns {*} Returns the found element or its key, else `undefined`. - */ - function baseFindKey(collection, predicate, eachFunc) { - var result; - eachFunc(collection, function(value, key, collection) { - if (predicate(value, key, collection)) { - result = key; - return false; - } - }); - return result; - } - - /** - * The base implementation of `_.findIndex` and `_.findLastIndex` without - * support for iteratee shorthands. - * - * @private - * @param {Array} array The array to inspect. - * @param {Function} predicate The function invoked per iteration. - * @param {number} fromIndex The index to search from. - * @param {boolean} [fromRight] Specify iterating from right to left. - * @returns {number} Returns the index of the matched value, else `-1`. - */ - function baseFindIndex(array, predicate, fromIndex, fromRight) { - var length = array.length, - index = fromIndex + (fromRight ? 1 : -1); - - while ((fromRight ? index-- : ++index < length)) { - if (predicate(array[index], index, array)) { - return index; - } - } - return -1; - } - - /** - * The base implementation of `_.indexOf` without `fromIndex` bounds checks. - * - * @private - * @param {Array} array The array to inspect. - * @param {*} value The value to search for. - * @param {number} fromIndex The index to search from. - * @returns {number} Returns the index of the matched value, else `-1`. - */ - function baseIndexOf(array, value, fromIndex) { - return value === value - ? strictIndexOf(array, value, fromIndex) - : baseFindIndex(array, baseIsNaN, fromIndex); - } - - /** - * This function is like `baseIndexOf` except that it accepts a comparator. - * - * @private - * @param {Array} array The array to inspect. - * @param {*} value The value to search for. - * @param {number} fromIndex The index to search from. - * @param {Function} comparator The comparator invoked per element. - * @returns {number} Returns the index of the matched value, else `-1`. - */ - function baseIndexOfWith(array, value, fromIndex, comparator) { - var index = fromIndex - 1, - length = array.length; - - while (++index < length) { - if (comparator(array[index], value)) { - return index; - } - } - return -1; - } - - /** - * The base implementation of `_.isNaN` without support for number objects. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is `NaN`, else `false`. - */ - function baseIsNaN(value) { - return value !== value; - } - - /** - * The base implementation of `_.mean` and `_.meanBy` without support for - * iteratee shorthands. - * - * @private - * @param {Array} array The array to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {number} Returns the mean. - */ - function baseMean(array, iteratee) { - var length = array == null ? 0 : array.length; - return length ? (baseSum(array, iteratee) / length) : NAN; - } - - /** - * The base implementation of `_.property` without support for deep paths. - * - * @private - * @param {string} key The key of the property to get. - * @returns {Function} Returns the new accessor function. - */ - function baseProperty(key) { - return function(object) { - return object == null ? undefined : object[key]; - }; - } - - /** - * The base implementation of `_.propertyOf` without support for deep paths. - * - * @private - * @param {Object} object The object to query. - * @returns {Function} Returns the new accessor function. - */ - function basePropertyOf(object) { - return function(key) { - return object == null ? undefined : object[key]; - }; - } - - /** - * The base implementation of `_.reduce` and `_.reduceRight`, without support - * for iteratee shorthands, which iterates over `collection` using `eachFunc`. - * - * @private - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @param {*} accumulator The initial value. - * @param {boolean} initAccum Specify using the first or last element of - * `collection` as the initial value. - * @param {Function} eachFunc The function to iterate over `collection`. - * @returns {*} Returns the accumulated value. - */ - function baseReduce(collection, iteratee, accumulator, initAccum, eachFunc) { - eachFunc(collection, function(value, index, collection) { - accumulator = initAccum - ? (initAccum = false, value) - : iteratee(accumulator, value, index, collection); - }); - return accumulator; - } - - /** - * The base implementation of `_.sortBy` which uses `comparer` to define the - * sort order of `array` and replaces criteria objects with their corresponding - * values. - * - * @private - * @param {Array} array The array to sort. - * @param {Function} comparer The function to define sort order. - * @returns {Array} Returns `array`. - */ - function baseSortBy(array, comparer) { - var length = array.length; - - array.sort(comparer); - while (length--) { - array[length] = array[length].value; - } - return array; - } - - /** - * The base implementation of `_.sum` and `_.sumBy` without support for - * iteratee shorthands. - * - * @private - * @param {Array} array The array to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {number} Returns the sum. - */ - function baseSum(array, iteratee) { - var result, - index = -1, - length = array.length; - - while (++index < length) { - var current = iteratee(array[index]); - if (current !== undefined) { - result = result === undefined ? current : (result + current); - } - } - return result; - } - - /** - * The base implementation of `_.times` without support for iteratee shorthands - * or max array length checks. - * - * @private - * @param {number} n The number of times to invoke `iteratee`. - * @param {Function} iteratee The function invoked per iteration. - * @returns {Array} Returns the array of results. - */ - function baseTimes(n, iteratee) { - var index = -1, - result = Array(n); - - while (++index < n) { - result[index] = iteratee(index); - } - return result; - } - - /** - * The base implementation of `_.toPairs` and `_.toPairsIn` which creates an array - * of key-value pairs for `object` corresponding to the property names of `props`. - * - * @private - * @param {Object} object The object to query. - * @param {Array} props The property names to get values for. - * @returns {Object} Returns the key-value pairs. - */ - function baseToPairs(object, props) { - return arrayMap(props, function(key) { - return [key, object[key]]; - }); - } - - /** - * The base implementation of `_.unary` without support for storing metadata. - * - * @private - * @param {Function} func The function to cap arguments for. - * @returns {Function} Returns the new capped function. - */ - function baseUnary(func) { - return function(value) { - return func(value); - }; - } - - /** - * The base implementation of `_.values` and `_.valuesIn` which creates an - * array of `object` property values corresponding to the property names - * of `props`. - * - * @private - * @param {Object} object The object to query. - * @param {Array} props The property names to get values for. - * @returns {Object} Returns the array of property values. - */ - function baseValues(object, props) { - return arrayMap(props, function(key) { - return object[key]; - }); - } - - /** - * Checks if a `cache` value for `key` exists. - * - * @private - * @param {Object} cache The cache to query. - * @param {string} key The key of the entry to check. - * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`. - */ - function cacheHas(cache, key) { - return cache.has(key); - } - - /** - * Used by `_.trim` and `_.trimStart` to get the index of the first string symbol - * that is not found in the character symbols. - * - * @private - * @param {Array} strSymbols The string symbols to inspect. - * @param {Array} chrSymbols The character symbols to find. - * @returns {number} Returns the index of the first unmatched string symbol. - */ - function charsStartIndex(strSymbols, chrSymbols) { - var index = -1, - length = strSymbols.length; - - while (++index < length && baseIndexOf(chrSymbols, strSymbols[index], 0) > -1) {} - return index; - } - - /** - * Used by `_.trim` and `_.trimEnd` to get the index of the last string symbol - * that is not found in the character symbols. - * - * @private - * @param {Array} strSymbols The string symbols to inspect. - * @param {Array} chrSymbols The character symbols to find. - * @returns {number} Returns the index of the last unmatched string symbol. - */ - function charsEndIndex(strSymbols, chrSymbols) { - var index = strSymbols.length; - - while (index-- && baseIndexOf(chrSymbols, strSymbols[index], 0) > -1) {} - return index; - } - - /** - * Gets the number of `placeholder` occurrences in `array`. - * - * @private - * @param {Array} array The array to inspect. - * @param {*} placeholder The placeholder to search for. - * @returns {number} Returns the placeholder count. - */ - function countHolders(array, placeholder) { - var length = array.length, - result = 0; - - while (length--) { - if (array[length] === placeholder) { - ++result; - } - } - return result; - } - - /** - * Used by `_.deburr` to convert Latin-1 Supplement and Latin Extended-A - * letters to basic Latin letters. - * - * @private - * @param {string} letter The matched letter to deburr. - * @returns {string} Returns the deburred letter. - */ - var deburrLetter = basePropertyOf(deburredLetters); - - /** - * Used by `_.escape` to convert characters to HTML entities. - * - * @private - * @param {string} chr The matched character to escape. - * @returns {string} Returns the escaped character. - */ - var escapeHtmlChar = basePropertyOf(htmlEscapes); - - /** - * Used by `_.template` to escape characters for inclusion in compiled string literals. - * - * @private - * @param {string} chr The matched character to escape. - * @returns {string} Returns the escaped character. - */ - function escapeStringChar(chr) { - return '\\' + stringEscapes[chr]; - } - - /** - * Gets the value at `key` of `object`. - * - * @private - * @param {Object} [object] The object to query. - * @param {string} key The key of the property to get. - * @returns {*} Returns the property value. - */ - function getValue(object, key) { - return object == null ? undefined : object[key]; - } - - /** - * Checks if `string` contains Unicode symbols. - * - * @private - * @param {string} string The string to inspect. - * @returns {boolean} Returns `true` if a symbol is found, else `false`. - */ - function hasUnicode(string) { - return reHasUnicode.test(string); - } - - /** - * Checks if `string` contains a word composed of Unicode symbols. - * - * @private - * @param {string} string The string to inspect. - * @returns {boolean} Returns `true` if a word is found, else `false`. - */ - function hasUnicodeWord(string) { - return reHasUnicodeWord.test(string); - } - - /** - * Converts `iterator` to an array. - * - * @private - * @param {Object} iterator The iterator to convert. - * @returns {Array} Returns the converted array. - */ - function iteratorToArray(iterator) { - var data, - result = []; - - while (!(data = iterator.next()).done) { - result.push(data.value); - } - return result; - } - - /** - * Converts `map` to its key-value pairs. - * - * @private - * @param {Object} map The map to convert. - * @returns {Array} Returns the key-value pairs. - */ - function mapToArray(map) { - var index = -1, - result = Array(map.size); - - map.forEach(function(value, key) { - result[++index] = [key, value]; - }); - return result; - } - - /** - * Creates a unary function that invokes `func` with its argument transformed. - * - * @private - * @param {Function} func The function to wrap. - * @param {Function} transform The argument transform. - * @returns {Function} Returns the new function. - */ - function overArg(func, transform) { - return function(arg) { - return func(transform(arg)); - }; - } - - /** - * Replaces all `placeholder` elements in `array` with an internal placeholder - * and returns an array of their indexes. - * - * @private - * @param {Array} array The array to modify. - * @param {*} placeholder The placeholder to replace. - * @returns {Array} Returns the new array of placeholder indexes. - */ - function replaceHolders(array, placeholder) { - var index = -1, - length = array.length, - resIndex = 0, - result = []; - - while (++index < length) { - var value = array[index]; - if (value === placeholder || value === PLACEHOLDER) { - array[index] = PLACEHOLDER; - result[resIndex++] = index; - } - } - return result; - } - - /** - * Converts `set` to an array of its values. - * - * @private - * @param {Object} set The set to convert. - * @returns {Array} Returns the values. - */ - function setToArray(set) { - var index = -1, - result = Array(set.size); - - set.forEach(function(value) { - result[++index] = value; - }); - return result; - } - - /** - * Converts `set` to its value-value pairs. - * - * @private - * @param {Object} set The set to convert. - * @returns {Array} Returns the value-value pairs. - */ - function setToPairs(set) { - var index = -1, - result = Array(set.size); - - set.forEach(function(value) { - result[++index] = [value, value]; - }); - return result; - } - - /** - * A specialized version of `_.indexOf` which performs strict equality - * comparisons of values, i.e. `===`. - * - * @private - * @param {Array} array The array to inspect. - * @param {*} value The value to search for. - * @param {number} fromIndex The index to search from. - * @returns {number} Returns the index of the matched value, else `-1`. - */ - function strictIndexOf(array, value, fromIndex) { - var index = fromIndex - 1, - length = array.length; - - while (++index < length) { - if (array[index] === value) { - return index; - } - } - return -1; - } - - /** - * A specialized version of `_.lastIndexOf` which performs strict equality - * comparisons of values, i.e. `===`. - * - * @private - * @param {Array} array The array to inspect. - * @param {*} value The value to search for. - * @param {number} fromIndex The index to search from. - * @returns {number} Returns the index of the matched value, else `-1`. - */ - function strictLastIndexOf(array, value, fromIndex) { - var index = fromIndex + 1; - while (index--) { - if (array[index] === value) { - return index; - } - } - return index; - } - - /** - * Gets the number of symbols in `string`. - * - * @private - * @param {string} string The string to inspect. - * @returns {number} Returns the string size. - */ - function stringSize(string) { - return hasUnicode(string) - ? unicodeSize(string) - : asciiSize(string); - } - - /** - * Converts `string` to an array. - * - * @private - * @param {string} string The string to convert. - * @returns {Array} Returns the converted array. - */ - function stringToArray(string) { - return hasUnicode(string) - ? unicodeToArray(string) - : asciiToArray(string); - } - - /** - * Used by `_.unescape` to convert HTML entities to characters. - * - * @private - * @param {string} chr The matched character to unescape. - * @returns {string} Returns the unescaped character. - */ - var unescapeHtmlChar = basePropertyOf(htmlUnescapes); - - /** - * Gets the size of a Unicode `string`. - * - * @private - * @param {string} string The string inspect. - * @returns {number} Returns the string size. - */ - function unicodeSize(string) { - var result = reUnicode.lastIndex = 0; - while (reUnicode.test(string)) { - ++result; - } - return result; - } - - /** - * Converts a Unicode `string` to an array. - * - * @private - * @param {string} string The string to convert. - * @returns {Array} Returns the converted array. - */ - function unicodeToArray(string) { - return string.match(reUnicode) || []; - } - - /** - * Splits a Unicode `string` into an array of its words. - * - * @private - * @param {string} The string to inspect. - * @returns {Array} Returns the words of `string`. - */ - function unicodeWords(string) { - return string.match(reUnicodeWord) || []; - } - - /*--------------------------------------------------------------------------*/ - - /** - * Create a new pristine `lodash` function using the `context` object. - * - * @static - * @memberOf _ - * @since 1.1.0 - * @category Util - * @param {Object} [context=root] The context object. - * @returns {Function} Returns a new `lodash` function. - * @example - * - * _.mixin({ 'foo': _.constant('foo') }); - * - * var lodash = _.runInContext(); - * lodash.mixin({ 'bar': lodash.constant('bar') }); - * - * _.isFunction(_.foo); - * // => true - * _.isFunction(_.bar); - * // => false - * - * lodash.isFunction(lodash.foo); - * // => false - * lodash.isFunction(lodash.bar); - * // => true - * - * // Create a suped-up `defer` in Node.js. - * var defer = _.runInContext({ 'setTimeout': setImmediate }).defer; - */ - var runInContext = (function runInContext(context) { - context = context == null ? root : _.defaults(root.Object(), context, _.pick(root, contextProps)); - - /** Built-in constructor references. */ - var Array = context.Array, - Date = context.Date, - Error = context.Error, - Function = context.Function, - Math = context.Math, - Object = context.Object, - RegExp = context.RegExp, - String = context.String, - TypeError = context.TypeError; - - /** Used for built-in method references. */ - var arrayProto = Array.prototype, - funcProto = Function.prototype, - objectProto = Object.prototype; - - /** Used to detect overreaching core-js shims. */ - var coreJsData = context['__core-js_shared__']; - - /** Used to resolve the decompiled source of functions. */ - var funcToString = funcProto.toString; - - /** Used to check objects for own properties. */ - var hasOwnProperty = objectProto.hasOwnProperty; - - /** Used to generate unique IDs. */ - var idCounter = 0; - - /** Used to detect methods masquerading as native. */ - var maskSrcKey = (function() { - var uid = /[^.]+$/.exec(coreJsData && coreJsData.keys && coreJsData.keys.IE_PROTO || ''); - return uid ? ('Symbol(src)_1.' + uid) : ''; - }()); - - /** - * Used to resolve the - * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring) - * of values. - */ - var nativeObjectToString = objectProto.toString; - - /** Used to infer the `Object` constructor. */ - var objectCtorString = funcToString.call(Object); - - /** Used to restore the original `_` reference in `_.noConflict`. */ - var oldDash = root._; - - /** Used to detect if a method is native. */ - var reIsNative = RegExp('^' + - funcToString.call(hasOwnProperty).replace(reRegExpChar, '\\$&') - .replace(/hasOwnProperty|(function).*?(?=\\\()| for .+?(?=\\\])/g, '$1.*?') + '$' - ); - - /** Built-in value references. */ - var Buffer = moduleExports ? context.Buffer : undefined, - Symbol = context.Symbol, - Uint8Array = context.Uint8Array, - allocUnsafe = Buffer ? Buffer.allocUnsafe : undefined, - getPrototype = overArg(Object.getPrototypeOf, Object), - objectCreate = Object.create, - propertyIsEnumerable = objectProto.propertyIsEnumerable, - splice = arrayProto.splice, - spreadableSymbol = Symbol ? Symbol.isConcatSpreadable : undefined, - symIterator = Symbol ? Symbol.iterator : undefined, - symToStringTag = Symbol ? Symbol.toStringTag : undefined; - - var defineProperty = (function() { - try { - var func = getNative(Object, 'defineProperty'); - func({}, '', {}); - return func; - } catch (e) {} - }()); - - /** Mocked built-ins. */ - var ctxClearTimeout = context.clearTimeout !== root.clearTimeout && context.clearTimeout, - ctxNow = Date && Date.now !== root.Date.now && Date.now, - ctxSetTimeout = context.setTimeout !== root.setTimeout && context.setTimeout; - - /* Built-in method references for those with the same name as other `lodash` methods. */ - var nativeCeil = Math.ceil, - nativeFloor = Math.floor, - nativeGetSymbols = Object.getOwnPropertySymbols, - nativeIsBuffer = Buffer ? Buffer.isBuffer : undefined, - nativeIsFinite = context.isFinite, - nativeJoin = arrayProto.join, - nativeKeys = overArg(Object.keys, Object), - nativeMax = Math.max, - nativeMin = Math.min, - nativeNow = Date.now, - nativeParseInt = context.parseInt, - nativeRandom = Math.random, - nativeReverse = arrayProto.reverse; - - /* Built-in method references that are verified to be native. */ - var DataView = getNative(context, 'DataView'), - Map = getNative(context, 'Map'), - Promise = getNative(context, 'Promise'), - Set = getNative(context, 'Set'), - WeakMap = getNative(context, 'WeakMap'), - nativeCreate = getNative(Object, 'create'); - - /** Used to store function metadata. */ - var metaMap = WeakMap && new WeakMap; - - /** Used to lookup unminified function names. */ - var realNames = {}; - - /** Used to detect maps, sets, and weakmaps. */ - var dataViewCtorString = toSource(DataView), - mapCtorString = toSource(Map), - promiseCtorString = toSource(Promise), - setCtorString = toSource(Set), - weakMapCtorString = toSource(WeakMap); - - /** Used to convert symbols to primitives and strings. */ - var symbolProto = Symbol ? Symbol.prototype : undefined, - symbolValueOf = symbolProto ? symbolProto.valueOf : undefined, - symbolToString = symbolProto ? symbolProto.toString : undefined; - - /*------------------------------------------------------------------------*/ - - /** - * Creates a `lodash` object which wraps `value` to enable implicit method - * chain sequences. Methods that operate on and return arrays, collections, - * and functions can be chained together. Methods that retrieve a single value - * or may return a primitive value will automatically end the chain sequence - * and return the unwrapped value. Otherwise, the value must be unwrapped - * with `_#value`. - * - * Explicit chain sequences, which must be unwrapped with `_#value`, may be - * enabled using `_.chain`. - * - * The execution of chained methods is lazy, that is, it's deferred until - * `_#value` is implicitly or explicitly called. - * - * Lazy evaluation allows several methods to support shortcut fusion. - * Shortcut fusion is an optimization to merge iteratee calls; this avoids - * the creation of intermediate arrays and can greatly reduce the number of - * iteratee executions. Sections of a chain sequence qualify for shortcut - * fusion if the section is applied to an array and iteratees accept only - * one argument. The heuristic for whether a section qualifies for shortcut - * fusion is subject to change. - * - * Chaining is supported in custom builds as long as the `_#value` method is - * directly or indirectly included in the build. - * - * In addition to lodash methods, wrappers have `Array` and `String` methods. - * - * The wrapper `Array` methods are: - * `concat`, `join`, `pop`, `push`, `shift`, `sort`, `splice`, and `unshift` - * - * The wrapper `String` methods are: - * `replace` and `split` - * - * The wrapper methods that support shortcut fusion are: - * `at`, `compact`, `drop`, `dropRight`, `dropWhile`, `filter`, `find`, - * `findLast`, `head`, `initial`, `last`, `map`, `reject`, `reverse`, `slice`, - * `tail`, `take`, `takeRight`, `takeRightWhile`, `takeWhile`, and `toArray` - * - * The chainable wrapper methods are: - * `after`, `ary`, `assign`, `assignIn`, `assignInWith`, `assignWith`, `at`, - * `before`, `bind`, `bindAll`, `bindKey`, `castArray`, `chain`, `chunk`, - * `commit`, `compact`, `concat`, `conforms`, `constant`, `countBy`, `create`, - * `curry`, `debounce`, `defaults`, `defaultsDeep`, `defer`, `delay`, - * `difference`, `differenceBy`, `differenceWith`, `drop`, `dropRight`, - * `dropRightWhile`, `dropWhile`, `extend`, `extendWith`, `fill`, `filter`, - * `flatMap`, `flatMapDeep`, `flatMapDepth`, `flatten`, `flattenDeep`, - * `flattenDepth`, `flip`, `flow`, `flowRight`, `fromPairs`, `functions`, - * `functionsIn`, `groupBy`, `initial`, `intersection`, `intersectionBy`, - * `intersectionWith`, `invert`, `invertBy`, `invokeMap`, `iteratee`, `keyBy`, - * `keys`, `keysIn`, `map`, `mapKeys`, `mapValues`, `matches`, `matchesProperty`, - * `memoize`, `merge`, `mergeWith`, `method`, `methodOf`, `mixin`, `negate`, - * `nthArg`, `omit`, `omitBy`, `once`, `orderBy`, `over`, `overArgs`, - * `overEvery`, `overSome`, `partial`, `partialRight`, `partition`, `pick`, - * `pickBy`, `plant`, `property`, `propertyOf`, `pull`, `pullAll`, `pullAllBy`, - * `pullAllWith`, `pullAt`, `push`, `range`, `rangeRight`, `rearg`, `reject`, - * `remove`, `rest`, `reverse`, `sampleSize`, `set`, `setWith`, `shuffle`, - * `slice`, `sort`, `sortBy`, `splice`, `spread`, `tail`, `take`, `takeRight`, - * `takeRightWhile`, `takeWhile`, `tap`, `throttle`, `thru`, `toArray`, - * `toPairs`, `toPairsIn`, `toPath`, `toPlainObject`, `transform`, `unary`, - * `union`, `unionBy`, `unionWith`, `uniq`, `uniqBy`, `uniqWith`, `unset`, - * `unshift`, `unzip`, `unzipWith`, `update`, `updateWith`, `values`, - * `valuesIn`, `without`, `wrap`, `xor`, `xorBy`, `xorWith`, `zip`, - * `zipObject`, `zipObjectDeep`, and `zipWith` - * - * The wrapper methods that are **not** chainable by default are: - * `add`, `attempt`, `camelCase`, `capitalize`, `ceil`, `clamp`, `clone`, - * `cloneDeep`, `cloneDeepWith`, `cloneWith`, `conformsTo`, `deburr`, - * `defaultTo`, `divide`, `each`, `eachRight`, `endsWith`, `eq`, `escape`, - * `escapeRegExp`, `every`, `find`, `findIndex`, `findKey`, `findLast`, - * `findLastIndex`, `findLastKey`, `first`, `floor`, `forEach`, `forEachRight`, - * `forIn`, `forInRight`, `forOwn`, `forOwnRight`, `get`, `gt`, `gte`, `has`, - * `hasIn`, `head`, `identity`, `includes`, `indexOf`, `inRange`, `invoke`, - * `isArguments`, `isArray`, `isArrayBuffer`, `isArrayLike`, `isArrayLikeObject`, - * `isBoolean`, `isBuffer`, `isDate`, `isElement`, `isEmpty`, `isEqual`, - * `isEqualWith`, `isError`, `isFinite`, `isFunction`, `isInteger`, `isLength`, - * `isMap`, `isMatch`, `isMatchWith`, `isNaN`, `isNative`, `isNil`, `isNull`, - * `isNumber`, `isObject`, `isObjectLike`, `isPlainObject`, `isRegExp`, - * `isSafeInteger`, `isSet`, `isString`, `isUndefined`, `isTypedArray`, - * `isWeakMap`, `isWeakSet`, `join`, `kebabCase`, `last`, `lastIndexOf`, - * `lowerCase`, `lowerFirst`, `lt`, `lte`, `max`, `maxBy`, `mean`, `meanBy`, - * `min`, `minBy`, `multiply`, `noConflict`, `noop`, `now`, `nth`, `pad`, - * `padEnd`, `padStart`, `parseInt`, `pop`, `random`, `reduce`, `reduceRight`, - * `repeat`, `result`, `round`, `runInContext`, `sample`, `shift`, `size`, - * `snakeCase`, `some`, `sortedIndex`, `sortedIndexBy`, `sortedLastIndex`, - * `sortedLastIndexBy`, `startCase`, `startsWith`, `stubArray`, `stubFalse`, - * `stubObject`, `stubString`, `stubTrue`, `subtract`, `sum`, `sumBy`, - * `template`, `times`, `toFinite`, `toInteger`, `toJSON`, `toLength`, - * `toLower`, `toNumber`, `toSafeInteger`, `toString`, `toUpper`, `trim`, - * `trimEnd`, `trimStart`, `truncate`, `unescape`, `uniqueId`, `upperCase`, - * `upperFirst`, `value`, and `words` - * - * @name _ - * @constructor - * @category Seq - * @param {*} value The value to wrap in a `lodash` instance. - * @returns {Object} Returns the new `lodash` wrapper instance. - * @example - * - * function square(n) { - * return n * n; - * } - * - * var wrapped = _([1, 2, 3]); - * - * // Returns an unwrapped value. - * wrapped.reduce(_.add); - * // => 6 - * - * // Returns a wrapped value. - * var squares = wrapped.map(square); - * - * _.isArray(squares); - * // => false - * - * _.isArray(squares.value()); - * // => true - */ - function lodash(value) { - if (isObjectLike(value) && !isArray(value) && !(value instanceof LazyWrapper)) { - if (value instanceof LodashWrapper) { - return value; - } - if (hasOwnProperty.call(value, '__wrapped__')) { - return wrapperClone(value); - } - } - return new LodashWrapper(value); - } - - /** - * The base implementation of `_.create` without support for assigning - * properties to the created object. - * - * @private - * @param {Object} proto The object to inherit from. - * @returns {Object} Returns the new object. - */ - var baseCreate = (function() { - function object() {} - return function(proto) { - if (!isObject(proto)) { - return {}; - } - if (objectCreate) { - return objectCreate(proto); - } - object.prototype = proto; - var result = new object; - object.prototype = undefined; - return result; - }; - }()); - - /** - * The function whose prototype chain sequence wrappers inherit from. - * - * @private - */ - function baseLodash() { - // No operation performed. - } - - /** - * The base constructor for creating `lodash` wrapper objects. - * - * @private - * @param {*} value The value to wrap. - * @param {boolean} [chainAll] Enable explicit method chain sequences. - */ - function LodashWrapper(value, chainAll) { - this.__wrapped__ = value; - this.__actions__ = []; - this.__chain__ = !!chainAll; - this.__index__ = 0; - this.__values__ = undefined; - } - - /** - * By default, the template delimiters used by lodash are like those in - * embedded Ruby (ERB) as well as ES2015 template strings. Change the - * following template settings to use alternative delimiters. - * - * @static - * @memberOf _ - * @type {Object} - */ - lodash.templateSettings = { - - /** - * Used to detect `data` property values to be HTML-escaped. - * - * @memberOf _.templateSettings - * @type {RegExp} - */ - 'escape': reEscape, - - /** - * Used to detect code to be evaluated. - * - * @memberOf _.templateSettings - * @type {RegExp} - */ - 'evaluate': reEvaluate, - - /** - * Used to detect `data` property values to inject. - * - * @memberOf _.templateSettings - * @type {RegExp} - */ - 'interpolate': reInterpolate, - - /** - * Used to reference the data object in the template text. - * - * @memberOf _.templateSettings - * @type {string} - */ - 'variable': '', - - /** - * Used to import variables into the compiled template. - * - * @memberOf _.templateSettings - * @type {Object} - */ - 'imports': { - - /** - * A reference to the `lodash` function. - * - * @memberOf _.templateSettings.imports - * @type {Function} - */ - '_': lodash - } - }; - - // Ensure wrappers are instances of `baseLodash`. - lodash.prototype = baseLodash.prototype; - lodash.prototype.constructor = lodash; - - LodashWrapper.prototype = baseCreate(baseLodash.prototype); - LodashWrapper.prototype.constructor = LodashWrapper; - - /*------------------------------------------------------------------------*/ - - /** - * Creates a lazy wrapper object which wraps `value` to enable lazy evaluation. - * - * @private - * @constructor - * @param {*} value The value to wrap. - */ - function LazyWrapper(value) { - this.__wrapped__ = value; - this.__actions__ = []; - this.__dir__ = 1; - this.__filtered__ = false; - this.__iteratees__ = []; - this.__takeCount__ = MAX_ARRAY_LENGTH; - this.__views__ = []; - } - - /** - * Creates a clone of the lazy wrapper object. - * - * @private - * @name clone - * @memberOf LazyWrapper - * @returns {Object} Returns the cloned `LazyWrapper` object. - */ - function lazyClone() { - var result = new LazyWrapper(this.__wrapped__); - result.__actions__ = copyArray(this.__actions__); - result.__dir__ = this.__dir__; - result.__filtered__ = this.__filtered__; - result.__iteratees__ = copyArray(this.__iteratees__); - result.__takeCount__ = this.__takeCount__; - result.__views__ = copyArray(this.__views__); - return result; - } - - /** - * Reverses the direction of lazy iteration. - * - * @private - * @name reverse - * @memberOf LazyWrapper - * @returns {Object} Returns the new reversed `LazyWrapper` object. - */ - function lazyReverse() { - if (this.__filtered__) { - var result = new LazyWrapper(this); - result.__dir__ = -1; - result.__filtered__ = true; - } else { - result = this.clone(); - result.__dir__ *= -1; - } - return result; - } - - /** - * Extracts the unwrapped value from its lazy wrapper. - * - * @private - * @name value - * @memberOf LazyWrapper - * @returns {*} Returns the unwrapped value. - */ - function lazyValue() { - var array = this.__wrapped__.value(), - dir = this.__dir__, - isArr = isArray(array), - isRight = dir < 0, - arrLength = isArr ? array.length : 0, - view = getView(0, arrLength, this.__views__), - start = view.start, - end = view.end, - length = end - start, - index = isRight ? end : (start - 1), - iteratees = this.__iteratees__, - iterLength = iteratees.length, - resIndex = 0, - takeCount = nativeMin(length, this.__takeCount__); - - if (!isArr || (!isRight && arrLength == length && takeCount == length)) { - return baseWrapperValue(array, this.__actions__); - } - var result = []; - - outer: - while (length-- && resIndex < takeCount) { - index += dir; - - var iterIndex = -1, - value = array[index]; - - while (++iterIndex < iterLength) { - var data = iteratees[iterIndex], - iteratee = data.iteratee, - type = data.type, - computed = iteratee(value); - - if (type == LAZY_MAP_FLAG) { - value = computed; - } else if (!computed) { - if (type == LAZY_FILTER_FLAG) { - continue outer; - } else { - break outer; - } - } - } - result[resIndex++] = value; - } - return result; - } - - // Ensure `LazyWrapper` is an instance of `baseLodash`. - LazyWrapper.prototype = baseCreate(baseLodash.prototype); - LazyWrapper.prototype.constructor = LazyWrapper; - - /*------------------------------------------------------------------------*/ - - /** - * Creates a hash object. - * - * @private - * @constructor - * @param {Array} [entries] The key-value pairs to cache. - */ - function Hash(entries) { - var index = -1, - length = entries == null ? 0 : entries.length; - - this.clear(); - while (++index < length) { - var entry = entries[index]; - this.set(entry[0], entry[1]); - } - } - - /** - * Removes all key-value entries from the hash. - * - * @private - * @name clear - * @memberOf Hash - */ - function hashClear() { - this.__data__ = nativeCreate ? nativeCreate(null) : {}; - this.size = 0; - } - - /** - * Removes `key` and its value from the hash. - * - * @private - * @name delete - * @memberOf Hash - * @param {Object} hash The hash to modify. - * @param {string} key The key of the value to remove. - * @returns {boolean} Returns `true` if the entry was removed, else `false`. - */ - function hashDelete(key) { - var result = this.has(key) && delete this.__data__[key]; - this.size -= result ? 1 : 0; - return result; - } - - /** - * Gets the hash value for `key`. - * - * @private - * @name get - * @memberOf Hash - * @param {string} key The key of the value to get. - * @returns {*} Returns the entry value. - */ - function hashGet(key) { - var data = this.__data__; - if (nativeCreate) { - var result = data[key]; - return result === HASH_UNDEFINED ? undefined : result; - } - return hasOwnProperty.call(data, key) ? data[key] : undefined; - } - - /** - * Checks if a hash value for `key` exists. - * - * @private - * @name has - * @memberOf Hash - * @param {string} key The key of the entry to check. - * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`. - */ - function hashHas(key) { - var data = this.__data__; - return nativeCreate ? (data[key] !== undefined) : hasOwnProperty.call(data, key); - } - - /** - * Sets the hash `key` to `value`. - * - * @private - * @name set - * @memberOf Hash - * @param {string} key The key of the value to set. - * @param {*} value The value to set. - * @returns {Object} Returns the hash instance. - */ - function hashSet(key, value) { - var data = this.__data__; - this.size += this.has(key) ? 0 : 1; - data[key] = (nativeCreate && value === undefined) ? HASH_UNDEFINED : value; - return this; - } - - // Add methods to `Hash`. - Hash.prototype.clear = hashClear; - Hash.prototype['delete'] = hashDelete; - Hash.prototype.get = hashGet; - Hash.prototype.has = hashHas; - Hash.prototype.set = hashSet; - - /*------------------------------------------------------------------------*/ - - /** - * Creates an list cache object. - * - * @private - * @constructor - * @param {Array} [entries] The key-value pairs to cache. - */ - function ListCache(entries) { - var index = -1, - length = entries == null ? 0 : entries.length; - - this.clear(); - while (++index < length) { - var entry = entries[index]; - this.set(entry[0], entry[1]); - } - } - - /** - * Removes all key-value entries from the list cache. - * - * @private - * @name clear - * @memberOf ListCache - */ - function listCacheClear() { - this.__data__ = []; - this.size = 0; - } - - /** - * Removes `key` and its value from the list cache. - * - * @private - * @name delete - * @memberOf ListCache - * @param {string} key The key of the value to remove. - * @returns {boolean} Returns `true` if the entry was removed, else `false`. - */ - function listCacheDelete(key) { - var data = this.__data__, - index = assocIndexOf(data, key); - - if (index < 0) { - return false; - } - var lastIndex = data.length - 1; - if (index == lastIndex) { - data.pop(); - } else { - splice.call(data, index, 1); - } - --this.size; - return true; - } - - /** - * Gets the list cache value for `key`. - * - * @private - * @name get - * @memberOf ListCache - * @param {string} key The key of the value to get. - * @returns {*} Returns the entry value. - */ - function listCacheGet(key) { - var data = this.__data__, - index = assocIndexOf(data, key); - - return index < 0 ? undefined : data[index][1]; - } - - /** - * Checks if a list cache value for `key` exists. - * - * @private - * @name has - * @memberOf ListCache - * @param {string} key The key of the entry to check. - * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`. - */ - function listCacheHas(key) { - return assocIndexOf(this.__data__, key) > -1; - } - - /** - * Sets the list cache `key` to `value`. - * - * @private - * @name set - * @memberOf ListCache - * @param {string} key The key of the value to set. - * @param {*} value The value to set. - * @returns {Object} Returns the list cache instance. - */ - function listCacheSet(key, value) { - var data = this.__data__, - index = assocIndexOf(data, key); - - if (index < 0) { - ++this.size; - data.push([key, value]); - } else { - data[index][1] = value; - } - return this; - } - - // Add methods to `ListCache`. - ListCache.prototype.clear = listCacheClear; - ListCache.prototype['delete'] = listCacheDelete; - ListCache.prototype.get = listCacheGet; - ListCache.prototype.has = listCacheHas; - ListCache.prototype.set = listCacheSet; - - /*------------------------------------------------------------------------*/ - - /** - * Creates a map cache object to store key-value pairs. - * - * @private - * @constructor - * @param {Array} [entries] The key-value pairs to cache. - */ - function MapCache(entries) { - var index = -1, - length = entries == null ? 0 : entries.length; - - this.clear(); - while (++index < length) { - var entry = entries[index]; - this.set(entry[0], entry[1]); - } - } - - /** - * Removes all key-value entries from the map. - * - * @private - * @name clear - * @memberOf MapCache - */ - function mapCacheClear() { - this.size = 0; - this.__data__ = { - 'hash': new Hash, - 'map': new (Map || ListCache), - 'string': new Hash - }; - } - - /** - * Removes `key` and its value from the map. - * - * @private - * @name delete - * @memberOf MapCache - * @param {string} key The key of the value to remove. - * @returns {boolean} Returns `true` if the entry was removed, else `false`. - */ - function mapCacheDelete(key) { - var result = getMapData(this, key)['delete'](key); - this.size -= result ? 1 : 0; - return result; - } - - /** - * Gets the map value for `key`. - * - * @private - * @name get - * @memberOf MapCache - * @param {string} key The key of the value to get. - * @returns {*} Returns the entry value. - */ - function mapCacheGet(key) { - return getMapData(this, key).get(key); - } - - /** - * Checks if a map value for `key` exists. - * - * @private - * @name has - * @memberOf MapCache - * @param {string} key The key of the entry to check. - * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`. - */ - function mapCacheHas(key) { - return getMapData(this, key).has(key); - } - - /** - * Sets the map `key` to `value`. - * - * @private - * @name set - * @memberOf MapCache - * @param {string} key The key of the value to set. - * @param {*} value The value to set. - * @returns {Object} Returns the map cache instance. - */ - function mapCacheSet(key, value) { - var data = getMapData(this, key), - size = data.size; - - data.set(key, value); - this.size += data.size == size ? 0 : 1; - return this; - } - - // Add methods to `MapCache`. - MapCache.prototype.clear = mapCacheClear; - MapCache.prototype['delete'] = mapCacheDelete; - MapCache.prototype.get = mapCacheGet; - MapCache.prototype.has = mapCacheHas; - MapCache.prototype.set = mapCacheSet; - - /*------------------------------------------------------------------------*/ - - /** - * - * Creates an array cache object to store unique values. - * - * @private - * @constructor - * @param {Array} [values] The values to cache. - */ - function SetCache(values) { - var index = -1, - length = values == null ? 0 : values.length; - - this.__data__ = new MapCache; - while (++index < length) { - this.add(values[index]); - } - } - - /** - * Adds `value` to the array cache. - * - * @private - * @name add - * @memberOf SetCache - * @alias push - * @param {*} value The value to cache. - * @returns {Object} Returns the cache instance. - */ - function setCacheAdd(value) { - this.__data__.set(value, HASH_UNDEFINED); - return this; - } - - /** - * Checks if `value` is in the array cache. - * - * @private - * @name has - * @memberOf SetCache - * @param {*} value The value to search for. - * @returns {number} Returns `true` if `value` is found, else `false`. - */ - function setCacheHas(value) { - return this.__data__.has(value); - } - - // Add methods to `SetCache`. - SetCache.prototype.add = SetCache.prototype.push = setCacheAdd; - SetCache.prototype.has = setCacheHas; - - /*------------------------------------------------------------------------*/ - - /** - * Creates a stack cache object to store key-value pairs. - * - * @private - * @constructor - * @param {Array} [entries] The key-value pairs to cache. - */ - function Stack(entries) { - var data = this.__data__ = new ListCache(entries); - this.size = data.size; - } - - /** - * Removes all key-value entries from the stack. - * - * @private - * @name clear - * @memberOf Stack - */ - function stackClear() { - this.__data__ = new ListCache; - this.size = 0; - } - - /** - * Removes `key` and its value from the stack. - * - * @private - * @name delete - * @memberOf Stack - * @param {string} key The key of the value to remove. - * @returns {boolean} Returns `true` if the entry was removed, else `false`. - */ - function stackDelete(key) { - var data = this.__data__, - result = data['delete'](key); - - this.size = data.size; - return result; - } - - /** - * Gets the stack value for `key`. - * - * @private - * @name get - * @memberOf Stack - * @param {string} key The key of the value to get. - * @returns {*} Returns the entry value. - */ - function stackGet(key) { - return this.__data__.get(key); - } - - /** - * Checks if a stack value for `key` exists. - * - * @private - * @name has - * @memberOf Stack - * @param {string} key The key of the entry to check. - * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`. - */ - function stackHas(key) { - return this.__data__.has(key); - } - - /** - * Sets the stack `key` to `value`. - * - * @private - * @name set - * @memberOf Stack - * @param {string} key The key of the value to set. - * @param {*} value The value to set. - * @returns {Object} Returns the stack cache instance. - */ - function stackSet(key, value) { - var data = this.__data__; - if (data instanceof ListCache) { - var pairs = data.__data__; - if (!Map || (pairs.length < LARGE_ARRAY_SIZE - 1)) { - pairs.push([key, value]); - this.size = ++data.size; - return this; - } - data = this.__data__ = new MapCache(pairs); - } - data.set(key, value); - this.size = data.size; - return this; - } - - // Add methods to `Stack`. - Stack.prototype.clear = stackClear; - Stack.prototype['delete'] = stackDelete; - Stack.prototype.get = stackGet; - Stack.prototype.has = stackHas; - Stack.prototype.set = stackSet; - - /*------------------------------------------------------------------------*/ - - /** - * Creates an array of the enumerable property names of the array-like `value`. - * - * @private - * @param {*} value The value to query. - * @param {boolean} inherited Specify returning inherited property names. - * @returns {Array} Returns the array of property names. - */ - function arrayLikeKeys(value, inherited) { - var isArr = isArray(value), - isArg = !isArr && isArguments(value), - isBuff = !isArr && !isArg && isBuffer(value), - isType = !isArr && !isArg && !isBuff && isTypedArray(value), - skipIndexes = isArr || isArg || isBuff || isType, - result = skipIndexes ? baseTimes(value.length, String) : [], - length = result.length; - - for (var key in value) { - if ((inherited || hasOwnProperty.call(value, key)) && - !(skipIndexes && ( - // Safari 9 has enumerable `arguments.length` in strict mode. - key == 'length' || - // Node.js 0.10 has enumerable non-index properties on buffers. - (isBuff && (key == 'offset' || key == 'parent')) || - // PhantomJS 2 has enumerable non-index properties on typed arrays. - (isType && (key == 'buffer' || key == 'byteLength' || key == 'byteOffset')) || - // Skip index properties. - isIndex(key, length) - ))) { - result.push(key); - } - } - return result; - } - - /** - * A specialized version of `_.sample` for arrays. - * - * @private - * @param {Array} array The array to sample. - * @returns {*} Returns the random element. - */ - function arraySample(array) { - var length = array.length; - return length ? array[baseRandom(0, length - 1)] : undefined; - } - - /** - * A specialized version of `_.sampleSize` for arrays. - * - * @private - * @param {Array} array The array to sample. - * @param {number} n The number of elements to sample. - * @returns {Array} Returns the random elements. - */ - function arraySampleSize(array, n) { - return shuffleSelf(copyArray(array), baseClamp(n, 0, array.length)); - } - - /** - * A specialized version of `_.shuffle` for arrays. - * - * @private - * @param {Array} array The array to shuffle. - * @returns {Array} Returns the new shuffled array. - */ - function arrayShuffle(array) { - return shuffleSelf(copyArray(array)); - } - - /** - * This function is like `assignValue` except that it doesn't assign - * `undefined` values. - * - * @private - * @param {Object} object The object to modify. - * @param {string} key The key of the property to assign. - * @param {*} value The value to assign. - */ - function assignMergeValue(object, key, value) { - if ((value !== undefined && !eq(object[key], value)) || - (value === undefined && !(key in object))) { - baseAssignValue(object, key, value); - } - } - - /** - * Assigns `value` to `key` of `object` if the existing value is not equivalent - * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * for equality comparisons. - * - * @private - * @param {Object} object The object to modify. - * @param {string} key The key of the property to assign. - * @param {*} value The value to assign. - */ - function assignValue(object, key, value) { - var objValue = object[key]; - if (!(hasOwnProperty.call(object, key) && eq(objValue, value)) || - (value === undefined && !(key in object))) { - baseAssignValue(object, key, value); - } - } - - /** - * Gets the index at which the `key` is found in `array` of key-value pairs. - * - * @private - * @param {Array} array The array to inspect. - * @param {*} key The key to search for. - * @returns {number} Returns the index of the matched value, else `-1`. - */ - function assocIndexOf(array, key) { - var length = array.length; - while (length--) { - if (eq(array[length][0], key)) { - return length; - } - } - return -1; - } - - /** - * Aggregates elements of `collection` on `accumulator` with keys transformed - * by `iteratee` and values set by `setter`. - * - * @private - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} setter The function to set `accumulator` values. - * @param {Function} iteratee The iteratee to transform keys. - * @param {Object} accumulator The initial aggregated object. - * @returns {Function} Returns `accumulator`. - */ - function baseAggregator(collection, setter, iteratee, accumulator) { - baseEach(collection, function(value, key, collection) { - setter(accumulator, value, iteratee(value), collection); - }); - return accumulator; - } - - /** - * The base implementation of `_.assign` without support for multiple sources - * or `customizer` functions. - * - * @private - * @param {Object} object The destination object. - * @param {Object} source The source object. - * @returns {Object} Returns `object`. - */ - function baseAssign(object, source) { - return object && copyObject(source, keys(source), object); - } - - /** - * The base implementation of `_.assignIn` without support for multiple sources - * or `customizer` functions. - * - * @private - * @param {Object} object The destination object. - * @param {Object} source The source object. - * @returns {Object} Returns `object`. - */ - function baseAssignIn(object, source) { - return object && copyObject(source, keysIn(source), object); - } - - /** - * The base implementation of `assignValue` and `assignMergeValue` without - * value checks. - * - * @private - * @param {Object} object The object to modify. - * @param {string} key The key of the property to assign. - * @param {*} value The value to assign. - */ - function baseAssignValue(object, key, value) { - if (key == '__proto__' && defineProperty) { - defineProperty(object, key, { - 'configurable': true, - 'enumerable': true, - 'value': value, - 'writable': true - }); - } else { - object[key] = value; - } - } - - /** - * The base implementation of `_.at` without support for individual paths. - * - * @private - * @param {Object} object The object to iterate over. - * @param {string[]} paths The property paths to pick. - * @returns {Array} Returns the picked elements. - */ - function baseAt(object, paths) { - var index = -1, - length = paths.length, - result = Array(length), - skip = object == null; - - while (++index < length) { - result[index] = skip ? undefined : get(object, paths[index]); - } - return result; - } - - /** - * The base implementation of `_.clamp` which doesn't coerce arguments. - * - * @private - * @param {number} number The number to clamp. - * @param {number} [lower] The lower bound. - * @param {number} upper The upper bound. - * @returns {number} Returns the clamped number. - */ - function baseClamp(number, lower, upper) { - if (number === number) { - if (upper !== undefined) { - number = number <= upper ? number : upper; - } - if (lower !== undefined) { - number = number >= lower ? number : lower; - } - } - return number; - } - - /** - * The base implementation of `_.clone` and `_.cloneDeep` which tracks - * traversed objects. - * - * @private - * @param {*} value The value to clone. - * @param {boolean} bitmask The bitmask flags. - * 1 - Deep clone - * 2 - Flatten inherited properties - * 4 - Clone symbols - * @param {Function} [customizer] The function to customize cloning. - * @param {string} [key] The key of `value`. - * @param {Object} [object] The parent object of `value`. - * @param {Object} [stack] Tracks traversed objects and their clone counterparts. - * @returns {*} Returns the cloned value. - */ - function baseClone(value, bitmask, customizer, key, object, stack) { - var result, - isDeep = bitmask & CLONE_DEEP_FLAG, - isFlat = bitmask & CLONE_FLAT_FLAG, - isFull = bitmask & CLONE_SYMBOLS_FLAG; - - if (customizer) { - result = object ? customizer(value, key, object, stack) : customizer(value); - } - if (result !== undefined) { - return result; - } - if (!isObject(value)) { - return value; - } - var isArr = isArray(value); - if (isArr) { - result = initCloneArray(value); - if (!isDeep) { - return copyArray(value, result); - } - } else { - var tag = getTag(value), - isFunc = tag == funcTag || tag == genTag; - - if (isBuffer(value)) { - return cloneBuffer(value, isDeep); - } - if (tag == objectTag || tag == argsTag || (isFunc && !object)) { - result = (isFlat || isFunc) ? {} : initCloneObject(value); - if (!isDeep) { - return isFlat - ? copySymbolsIn(value, baseAssignIn(result, value)) - : copySymbols(value, baseAssign(result, value)); - } - } else { - if (!cloneableTags[tag]) { - return object ? value : {}; - } - result = initCloneByTag(value, tag, baseClone, isDeep); - } - } - // Check for circular references and return its corresponding clone. - stack || (stack = new Stack); - var stacked = stack.get(value); - if (stacked) { - return stacked; - } - stack.set(value, result); - - var keysFunc = isFull - ? (isFlat ? getAllKeysIn : getAllKeys) - : (isFlat ? keysIn : keys); - - var props = isArr ? undefined : keysFunc(value); - arrayEach(props || value, function(subValue, key) { - if (props) { - key = subValue; - subValue = value[key]; - } - // Recursively populate clone (susceptible to call stack limits). - assignValue(result, key, baseClone(subValue, bitmask, customizer, key, value, stack)); - }); - return result; - } - - /** - * The base implementation of `_.conforms` which doesn't clone `source`. - * - * @private - * @param {Object} source The object of property predicates to conform to. - * @returns {Function} Returns the new spec function. - */ - function baseConforms(source) { - var props = keys(source); - return function(object) { - return baseConformsTo(object, source, props); - }; - } - - /** - * The base implementation of `_.conformsTo` which accepts `props` to check. - * - * @private - * @param {Object} object The object to inspect. - * @param {Object} source The object of property predicates to conform to. - * @returns {boolean} Returns `true` if `object` conforms, else `false`. - */ - function baseConformsTo(object, source, props) { - var length = props.length; - if (object == null) { - return !length; - } - object = Object(object); - while (length--) { - var key = props[length], - predicate = source[key], - value = object[key]; - - if ((value === undefined && !(key in object)) || !predicate(value)) { - return false; - } - } - return true; - } - - /** - * The base implementation of `_.delay` and `_.defer` which accepts `args` - * to provide to `func`. - * - * @private - * @param {Function} func The function to delay. - * @param {number} wait The number of milliseconds to delay invocation. - * @param {Array} args The arguments to provide to `func`. - * @returns {number|Object} Returns the timer id or timeout object. - */ - function baseDelay(func, wait, args) { - if (typeof func != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - return setTimeout(function() { func.apply(undefined, args); }, wait); - } - - /** - * The base implementation of methods like `_.difference` without support - * for excluding multiple arrays or iteratee shorthands. - * - * @private - * @param {Array} array The array to inspect. - * @param {Array} values The values to exclude. - * @param {Function} [iteratee] The iteratee invoked per element. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns the new array of filtered values. - */ - function baseDifference(array, values, iteratee, comparator) { - var index = -1, - includes = arrayIncludes, - isCommon = true, - length = array.length, - result = [], - valuesLength = values.length; - - if (!length) { - return result; - } - if (iteratee) { - values = arrayMap(values, baseUnary(iteratee)); - } - if (comparator) { - includes = arrayIncludesWith; - isCommon = false; - } - else if (values.length >= LARGE_ARRAY_SIZE) { - includes = cacheHas; - isCommon = false; - values = new SetCache(values); - } - outer: - while (++index < length) { - var value = array[index], - computed = iteratee == null ? value : iteratee(value); - - value = (comparator || value !== 0) ? value : 0; - if (isCommon && computed === computed) { - var valuesIndex = valuesLength; - while (valuesIndex--) { - if (values[valuesIndex] === computed) { - continue outer; - } - } - result.push(value); - } - else if (!includes(values, computed, comparator)) { - result.push(value); - } - } - return result; - } - - /** - * The base implementation of `_.forEach` without support for iteratee shorthands. - * - * @private - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {Array|Object} Returns `collection`. - */ - var baseEach = createBaseEach(baseForOwn); - - /** - * The base implementation of `_.forEachRight` without support for iteratee shorthands. - * - * @private - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {Array|Object} Returns `collection`. - */ - var baseEachRight = createBaseEach(baseForOwnRight, true); - - /** - * The base implementation of `_.every` without support for iteratee shorthands. - * - * @private - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} predicate The function invoked per iteration. - * @returns {boolean} Returns `true` if all elements pass the predicate check, - * else `false` - */ - function baseEvery(collection, predicate) { - var result = true; - baseEach(collection, function(value, index, collection) { - result = !!predicate(value, index, collection); - return result; - }); - return result; - } - - /** - * The base implementation of methods like `_.max` and `_.min` which accepts a - * `comparator` to determine the extremum value. - * - * @private - * @param {Array} array The array to iterate over. - * @param {Function} iteratee The iteratee invoked per iteration. - * @param {Function} comparator The comparator used to compare values. - * @returns {*} Returns the extremum value. - */ - function baseExtremum(array, iteratee, comparator) { - var index = -1, - length = array.length; - - while (++index < length) { - var value = array[index], - current = iteratee(value); - - if (current != null && (computed === undefined - ? (current === current && !isSymbol(current)) - : comparator(current, computed) - )) { - var computed = current, - result = value; - } - } - return result; - } - - /** - * The base implementation of `_.fill` without an iteratee call guard. - * - * @private - * @param {Array} array The array to fill. - * @param {*} value The value to fill `array` with. - * @param {number} [start=0] The start position. - * @param {number} [end=array.length] The end position. - * @returns {Array} Returns `array`. - */ - function baseFill(array, value, start, end) { - var length = array.length; - - start = toInteger(start); - if (start < 0) { - start = -start > length ? 0 : (length + start); - } - end = (end === undefined || end > length) ? length : toInteger(end); - if (end < 0) { - end += length; - } - end = start > end ? 0 : toLength(end); - while (start < end) { - array[start++] = value; - } - return array; - } - - /** - * The base implementation of `_.filter` without support for iteratee shorthands. - * - * @private - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} predicate The function invoked per iteration. - * @returns {Array} Returns the new filtered array. - */ - function baseFilter(collection, predicate) { - var result = []; - baseEach(collection, function(value, index, collection) { - if (predicate(value, index, collection)) { - result.push(value); - } - }); - return result; - } - - /** - * The base implementation of `_.flatten` with support for restricting flattening. - * - * @private - * @param {Array} array The array to flatten. - * @param {number} depth The maximum recursion depth. - * @param {boolean} [predicate=isFlattenable] The function invoked per iteration. - * @param {boolean} [isStrict] Restrict to values that pass `predicate` checks. - * @param {Array} [result=[]] The initial result value. - * @returns {Array} Returns the new flattened array. - */ - function baseFlatten(array, depth, predicate, isStrict, result) { - var index = -1, - length = array.length; - - predicate || (predicate = isFlattenable); - result || (result = []); - - while (++index < length) { - var value = array[index]; - if (depth > 0 && predicate(value)) { - if (depth > 1) { - // Recursively flatten arrays (susceptible to call stack limits). - baseFlatten(value, depth - 1, predicate, isStrict, result); - } else { - arrayPush(result, value); - } - } else if (!isStrict) { - result[result.length] = value; - } - } - return result; - } - - /** - * The base implementation of `baseForOwn` which iterates over `object` - * properties returned by `keysFunc` and invokes `iteratee` for each property. - * Iteratee functions may exit iteration early by explicitly returning `false`. - * - * @private - * @param {Object} object The object to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @param {Function} keysFunc The function to get the keys of `object`. - * @returns {Object} Returns `object`. - */ - var baseFor = createBaseFor(); - - /** - * This function is like `baseFor` except that it iterates over properties - * in the opposite order. - * - * @private - * @param {Object} object The object to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @param {Function} keysFunc The function to get the keys of `object`. - * @returns {Object} Returns `object`. - */ - var baseForRight = createBaseFor(true); - - /** - * The base implementation of `_.forOwn` without support for iteratee shorthands. - * - * @private - * @param {Object} object The object to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {Object} Returns `object`. - */ - function baseForOwn(object, iteratee) { - return object && baseFor(object, iteratee, keys); - } - - /** - * The base implementation of `_.forOwnRight` without support for iteratee shorthands. - * - * @private - * @param {Object} object The object to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {Object} Returns `object`. - */ - function baseForOwnRight(object, iteratee) { - return object && baseForRight(object, iteratee, keys); - } - - /** - * The base implementation of `_.functions` which creates an array of - * `object` function property names filtered from `props`. - * - * @private - * @param {Object} object The object to inspect. - * @param {Array} props The property names to filter. - * @returns {Array} Returns the function names. - */ - function baseFunctions(object, props) { - return arrayFilter(props, function(key) { - return isFunction(object[key]); - }); - } - - /** - * The base implementation of `_.get` without support for default values. - * - * @private - * @param {Object} object The object to query. - * @param {Array|string} path The path of the property to get. - * @returns {*} Returns the resolved value. - */ - function baseGet(object, path) { - path = castPath(path, object); - - var index = 0, - length = path.length; - - while (object != null && index < length) { - object = object[toKey(path[index++])]; - } - return (index && index == length) ? object : undefined; - } - - /** - * The base implementation of `getAllKeys` and `getAllKeysIn` which uses - * `keysFunc` and `symbolsFunc` to get the enumerable property names and - * symbols of `object`. - * - * @private - * @param {Object} object The object to query. - * @param {Function} keysFunc The function to get the keys of `object`. - * @param {Function} symbolsFunc The function to get the symbols of `object`. - * @returns {Array} Returns the array of property names and symbols. - */ - function baseGetAllKeys(object, keysFunc, symbolsFunc) { - var result = keysFunc(object); - return isArray(object) ? result : arrayPush(result, symbolsFunc(object)); - } - - /** - * The base implementation of `getTag` without fallbacks for buggy environments. - * - * @private - * @param {*} value The value to query. - * @returns {string} Returns the `toStringTag`. - */ - function baseGetTag(value) { - if (value == null) { - return value === undefined ? undefinedTag : nullTag; - } - return (symToStringTag && symToStringTag in Object(value)) - ? getRawTag(value) - : objectToString(value); - } - - /** - * The base implementation of `_.gt` which doesn't coerce arguments. - * - * @private - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @returns {boolean} Returns `true` if `value` is greater than `other`, - * else `false`. - */ - function baseGt(value, other) { - return value > other; - } - - /** - * The base implementation of `_.has` without support for deep paths. - * - * @private - * @param {Object} [object] The object to query. - * @param {Array|string} key The key to check. - * @returns {boolean} Returns `true` if `key` exists, else `false`. - */ - function baseHas(object, key) { - return object != null && hasOwnProperty.call(object, key); - } - - /** - * The base implementation of `_.hasIn` without support for deep paths. - * - * @private - * @param {Object} [object] The object to query. - * @param {Array|string} key The key to check. - * @returns {boolean} Returns `true` if `key` exists, else `false`. - */ - function baseHasIn(object, key) { - return object != null && key in Object(object); - } - - /** - * The base implementation of `_.inRange` which doesn't coerce arguments. - * - * @private - * @param {number} number The number to check. - * @param {number} start The start of the range. - * @param {number} end The end of the range. - * @returns {boolean} Returns `true` if `number` is in the range, else `false`. - */ - function baseInRange(number, start, end) { - return number >= nativeMin(start, end) && number < nativeMax(start, end); - } - - /** - * The base implementation of methods like `_.intersection`, without support - * for iteratee shorthands, that accepts an array of arrays to inspect. - * - * @private - * @param {Array} arrays The arrays to inspect. - * @param {Function} [iteratee] The iteratee invoked per element. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns the new array of shared values. - */ - function baseIntersection(arrays, iteratee, comparator) { - var includes = comparator ? arrayIncludesWith : arrayIncludes, - length = arrays[0].length, - othLength = arrays.length, - othIndex = othLength, - caches = Array(othLength), - maxLength = Infinity, - result = []; - - while (othIndex--) { - var array = arrays[othIndex]; - if (othIndex && iteratee) { - array = arrayMap(array, baseUnary(iteratee)); - } - maxLength = nativeMin(array.length, maxLength); - caches[othIndex] = !comparator && (iteratee || (length >= 120 && array.length >= 120)) - ? new SetCache(othIndex && array) - : undefined; - } - array = arrays[0]; - - var index = -1, - seen = caches[0]; - - outer: - while (++index < length && result.length < maxLength) { - var value = array[index], - computed = iteratee ? iteratee(value) : value; - - value = (comparator || value !== 0) ? value : 0; - if (!(seen - ? cacheHas(seen, computed) - : includes(result, computed, comparator) - )) { - othIndex = othLength; - while (--othIndex) { - var cache = caches[othIndex]; - if (!(cache - ? cacheHas(cache, computed) - : includes(arrays[othIndex], computed, comparator)) - ) { - continue outer; - } - } - if (seen) { - seen.push(computed); - } - result.push(value); - } - } - return result; - } - - /** - * The base implementation of `_.invert` and `_.invertBy` which inverts - * `object` with values transformed by `iteratee` and set by `setter`. - * - * @private - * @param {Object} object The object to iterate over. - * @param {Function} setter The function to set `accumulator` values. - * @param {Function} iteratee The iteratee to transform values. - * @param {Object} accumulator The initial inverted object. - * @returns {Function} Returns `accumulator`. - */ - function baseInverter(object, setter, iteratee, accumulator) { - baseForOwn(object, function(value, key, object) { - setter(accumulator, iteratee(value), key, object); - }); - return accumulator; - } - - /** - * The base implementation of `_.invoke` without support for individual - * method arguments. - * - * @private - * @param {Object} object The object to query. - * @param {Array|string} path The path of the method to invoke. - * @param {Array} args The arguments to invoke the method with. - * @returns {*} Returns the result of the invoked method. - */ - function baseInvoke(object, path, args) { - path = castPath(path, object); - object = parent(object, path); - var func = object == null ? object : object[toKey(last(path))]; - return func == null ? undefined : apply(func, object, args); - } - - /** - * The base implementation of `_.isArguments`. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is an `arguments` object, - */ - function baseIsArguments(value) { - return isObjectLike(value) && baseGetTag(value) == argsTag; - } - - /** - * The base implementation of `_.isArrayBuffer` without Node.js optimizations. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is an array buffer, else `false`. - */ - function baseIsArrayBuffer(value) { - return isObjectLike(value) && baseGetTag(value) == arrayBufferTag; - } - - /** - * The base implementation of `_.isDate` without Node.js optimizations. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a date object, else `false`. - */ - function baseIsDate(value) { - return isObjectLike(value) && baseGetTag(value) == dateTag; - } - - /** - * The base implementation of `_.isEqual` which supports partial comparisons - * and tracks traversed objects. - * - * @private - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @param {boolean} bitmask The bitmask flags. - * 1 - Unordered comparison - * 2 - Partial comparison - * @param {Function} [customizer] The function to customize comparisons. - * @param {Object} [stack] Tracks traversed `value` and `other` objects. - * @returns {boolean} Returns `true` if the values are equivalent, else `false`. - */ - function baseIsEqual(value, other, bitmask, customizer, stack) { - if (value === other) { - return true; - } - if (value == null || other == null || (!isObjectLike(value) && !isObjectLike(other))) { - return value !== value && other !== other; - } - return baseIsEqualDeep(value, other, bitmask, customizer, baseIsEqual, stack); - } - - /** - * A specialized version of `baseIsEqual` for arrays and objects which performs - * deep comparisons and tracks traversed objects enabling objects with circular - * references to be compared. - * - * @private - * @param {Object} object The object to compare. - * @param {Object} other The other object to compare. - * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details. - * @param {Function} customizer The function to customize comparisons. - * @param {Function} equalFunc The function to determine equivalents of values. - * @param {Object} [stack] Tracks traversed `object` and `other` objects. - * @returns {boolean} Returns `true` if the objects are equivalent, else `false`. - */ - function baseIsEqualDeep(object, other, bitmask, customizer, equalFunc, stack) { - var objIsArr = isArray(object), - othIsArr = isArray(other), - objTag = objIsArr ? arrayTag : getTag(object), - othTag = othIsArr ? arrayTag : getTag(other); - - objTag = objTag == argsTag ? objectTag : objTag; - othTag = othTag == argsTag ? objectTag : othTag; - - var objIsObj = objTag == objectTag, - othIsObj = othTag == objectTag, - isSameTag = objTag == othTag; - - if (isSameTag && isBuffer(object)) { - if (!isBuffer(other)) { - return false; - } - objIsArr = true; - objIsObj = false; - } - if (isSameTag && !objIsObj) { - stack || (stack = new Stack); - return (objIsArr || isTypedArray(object)) - ? equalArrays(object, other, bitmask, customizer, equalFunc, stack) - : equalByTag(object, other, objTag, bitmask, customizer, equalFunc, stack); - } - if (!(bitmask & COMPARE_PARTIAL_FLAG)) { - var objIsWrapped = objIsObj && hasOwnProperty.call(object, '__wrapped__'), - othIsWrapped = othIsObj && hasOwnProperty.call(other, '__wrapped__'); - - if (objIsWrapped || othIsWrapped) { - var objUnwrapped = objIsWrapped ? object.value() : object, - othUnwrapped = othIsWrapped ? other.value() : other; - - stack || (stack = new Stack); - return equalFunc(objUnwrapped, othUnwrapped, bitmask, customizer, stack); - } - } - if (!isSameTag) { - return false; - } - stack || (stack = new Stack); - return equalObjects(object, other, bitmask, customizer, equalFunc, stack); - } - - /** - * The base implementation of `_.isMap` without Node.js optimizations. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a map, else `false`. - */ - function baseIsMap(value) { - return isObjectLike(value) && getTag(value) == mapTag; - } - - /** - * The base implementation of `_.isMatch` without support for iteratee shorthands. - * - * @private - * @param {Object} object The object to inspect. - * @param {Object} source The object of property values to match. - * @param {Array} matchData The property names, values, and compare flags to match. - * @param {Function} [customizer] The function to customize comparisons. - * @returns {boolean} Returns `true` if `object` is a match, else `false`. - */ - function baseIsMatch(object, source, matchData, customizer) { - var index = matchData.length, - length = index, - noCustomizer = !customizer; - - if (object == null) { - return !length; - } - object = Object(object); - while (index--) { - var data = matchData[index]; - if ((noCustomizer && data[2]) - ? data[1] !== object[data[0]] - : !(data[0] in object) - ) { - return false; - } - } - while (++index < length) { - data = matchData[index]; - var key = data[0], - objValue = object[key], - srcValue = data[1]; - - if (noCustomizer && data[2]) { - if (objValue === undefined && !(key in object)) { - return false; - } - } else { - var stack = new Stack; - if (customizer) { - var result = customizer(objValue, srcValue, key, object, source, stack); - } - if (!(result === undefined - ? baseIsEqual(srcValue, objValue, COMPARE_PARTIAL_FLAG | COMPARE_UNORDERED_FLAG, customizer, stack) - : result - )) { - return false; - } - } - } - return true; - } - - /** - * The base implementation of `_.isNative` without bad shim checks. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a native function, - * else `false`. - */ - function baseIsNative(value) { - if (!isObject(value) || isMasked(value)) { - return false; - } - var pattern = isFunction(value) ? reIsNative : reIsHostCtor; - return pattern.test(toSource(value)); - } - - /** - * The base implementation of `_.isRegExp` without Node.js optimizations. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a regexp, else `false`. - */ - function baseIsRegExp(value) { - return isObjectLike(value) && baseGetTag(value) == regexpTag; - } - - /** - * The base implementation of `_.isSet` without Node.js optimizations. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a set, else `false`. - */ - function baseIsSet(value) { - return isObjectLike(value) && getTag(value) == setTag; - } - - /** - * The base implementation of `_.isTypedArray` without Node.js optimizations. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a typed array, else `false`. - */ - function baseIsTypedArray(value) { - return isObjectLike(value) && - isLength(value.length) && !!typedArrayTags[baseGetTag(value)]; - } - - /** - * The base implementation of `_.iteratee`. - * - * @private - * @param {*} [value=_.identity] The value to convert to an iteratee. - * @returns {Function} Returns the iteratee. - */ - function baseIteratee(value) { - // Don't store the `typeof` result in a variable to avoid a JIT bug in Safari 9. - // See https://bugs.webkit.org/show_bug.cgi?id=156034 for more details. - if (typeof value == 'function') { - return value; - } - if (value == null) { - return identity; - } - if (typeof value == 'object') { - return isArray(value) - ? baseMatchesProperty(value[0], value[1]) - : baseMatches(value); - } - return property(value); - } - - /** - * The base implementation of `_.keys` which doesn't treat sparse arrays as dense. - * - * @private - * @param {Object} object The object to query. - * @returns {Array} Returns the array of property names. - */ - function baseKeys(object) { - if (!isPrototype(object)) { - return nativeKeys(object); - } - var result = []; - for (var key in Object(object)) { - if (hasOwnProperty.call(object, key) && key != 'constructor') { - result.push(key); - } - } - return result; - } - - /** - * The base implementation of `_.keysIn` which doesn't treat sparse arrays as dense. - * - * @private - * @param {Object} object The object to query. - * @returns {Array} Returns the array of property names. - */ - function baseKeysIn(object) { - if (!isObject(object)) { - return nativeKeysIn(object); - } - var isProto = isPrototype(object), - result = []; - - for (var key in object) { - if (!(key == 'constructor' && (isProto || !hasOwnProperty.call(object, key)))) { - result.push(key); - } - } - return result; - } - - /** - * The base implementation of `_.lt` which doesn't coerce arguments. - * - * @private - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @returns {boolean} Returns `true` if `value` is less than `other`, - * else `false`. - */ - function baseLt(value, other) { - return value < other; - } - - /** - * The base implementation of `_.map` without support for iteratee shorthands. - * - * @private - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} iteratee The function invoked per iteration. - * @returns {Array} Returns the new mapped array. - */ - function baseMap(collection, iteratee) { - var index = -1, - result = isArrayLike(collection) ? Array(collection.length) : []; - - baseEach(collection, function(value, key, collection) { - result[++index] = iteratee(value, key, collection); - }); - return result; - } - - /** - * The base implementation of `_.matches` which doesn't clone `source`. - * - * @private - * @param {Object} source The object of property values to match. - * @returns {Function} Returns the new spec function. - */ - function baseMatches(source) { - var matchData = getMatchData(source); - if (matchData.length == 1 && matchData[0][2]) { - return matchesStrictComparable(matchData[0][0], matchData[0][1]); - } - return function(object) { - return object === source || baseIsMatch(object, source, matchData); - }; - } - - /** - * The base implementation of `_.matchesProperty` which doesn't clone `srcValue`. - * - * @private - * @param {string} path The path of the property to get. - * @param {*} srcValue The value to match. - * @returns {Function} Returns the new spec function. - */ - function baseMatchesProperty(path, srcValue) { - if (isKey(path) && isStrictComparable(srcValue)) { - return matchesStrictComparable(toKey(path), srcValue); - } - return function(object) { - var objValue = get(object, path); - return (objValue === undefined && objValue === srcValue) - ? hasIn(object, path) - : baseIsEqual(srcValue, objValue, COMPARE_PARTIAL_FLAG | COMPARE_UNORDERED_FLAG); - }; - } - - /** - * The base implementation of `_.merge` without support for multiple sources. - * - * @private - * @param {Object} object The destination object. - * @param {Object} source The source object. - * @param {number} srcIndex The index of `source`. - * @param {Function} [customizer] The function to customize merged values. - * @param {Object} [stack] Tracks traversed source values and their merged - * counterparts. - */ - function baseMerge(object, source, srcIndex, customizer, stack) { - if (object === source) { - return; - } - baseFor(source, function(srcValue, key) { - if (isObject(srcValue)) { - stack || (stack = new Stack); - baseMergeDeep(object, source, key, srcIndex, baseMerge, customizer, stack); - } - else { - var newValue = customizer - ? customizer(object[key], srcValue, (key + ''), object, source, stack) - : undefined; - - if (newValue === undefined) { - newValue = srcValue; - } - assignMergeValue(object, key, newValue); - } - }, keysIn); - } - - /** - * A specialized version of `baseMerge` for arrays and objects which performs - * deep merges and tracks traversed objects enabling objects with circular - * references to be merged. - * - * @private - * @param {Object} object The destination object. - * @param {Object} source The source object. - * @param {string} key The key of the value to merge. - * @param {number} srcIndex The index of `source`. - * @param {Function} mergeFunc The function to merge values. - * @param {Function} [customizer] The function to customize assigned values. - * @param {Object} [stack] Tracks traversed source values and their merged - * counterparts. - */ - function baseMergeDeep(object, source, key, srcIndex, mergeFunc, customizer, stack) { - var objValue = object[key], - srcValue = source[key], - stacked = stack.get(srcValue); - - if (stacked) { - assignMergeValue(object, key, stacked); - return; - } - var newValue = customizer - ? customizer(objValue, srcValue, (key + ''), object, source, stack) - : undefined; - - var isCommon = newValue === undefined; - - if (isCommon) { - var isArr = isArray(srcValue), - isBuff = !isArr && isBuffer(srcValue), - isTyped = !isArr && !isBuff && isTypedArray(srcValue); - - newValue = srcValue; - if (isArr || isBuff || isTyped) { - if (isArray(objValue)) { - newValue = objValue; - } - else if (isArrayLikeObject(objValue)) { - newValue = copyArray(objValue); - } - else if (isBuff) { - isCommon = false; - newValue = cloneBuffer(srcValue, true); - } - else if (isTyped) { - isCommon = false; - newValue = cloneTypedArray(srcValue, true); - } - else { - newValue = []; - } - } - else if (isPlainObject(srcValue) || isArguments(srcValue)) { - newValue = objValue; - if (isArguments(objValue)) { - newValue = toPlainObject(objValue); - } - else if (!isObject(objValue) || (srcIndex && isFunction(objValue))) { - newValue = initCloneObject(srcValue); - } - } - else { - isCommon = false; - } - } - if (isCommon) { - // Recursively merge objects and arrays (susceptible to call stack limits). - stack.set(srcValue, newValue); - mergeFunc(newValue, srcValue, srcIndex, customizer, stack); - stack['delete'](srcValue); - } - assignMergeValue(object, key, newValue); - } - - /** - * The base implementation of `_.nth` which doesn't coerce arguments. - * - * @private - * @param {Array} array The array to query. - * @param {number} n The index of the element to return. - * @returns {*} Returns the nth element of `array`. - */ - function baseNth(array, n) { - var length = array.length; - if (!length) { - return; - } - n += n < 0 ? length : 0; - return isIndex(n, length) ? array[n] : undefined; - } - - /** - * The base implementation of `_.orderBy` without param guards. - * - * @private - * @param {Array|Object} collection The collection to iterate over. - * @param {Function[]|Object[]|string[]} iteratees The iteratees to sort by. - * @param {string[]} orders The sort orders of `iteratees`. - * @returns {Array} Returns the new sorted array. - */ - function baseOrderBy(collection, iteratees, orders) { - var index = -1; - iteratees = arrayMap(iteratees.length ? iteratees : [identity], baseUnary(getIteratee())); - - var result = baseMap(collection, function(value, key, collection) { - var criteria = arrayMap(iteratees, function(iteratee) { - return iteratee(value); - }); - return { 'criteria': criteria, 'index': ++index, 'value': value }; - }); - - return baseSortBy(result, function(object, other) { - return compareMultiple(object, other, orders); - }); - } - - /** - * The base implementation of `_.pick` without support for individual - * property identifiers. - * - * @private - * @param {Object} object The source object. - * @param {string[]} paths The property paths to pick. - * @returns {Object} Returns the new object. - */ - function basePick(object, paths) { - return basePickBy(object, paths, function(value, path) { - return hasIn(object, path); - }); - } - - /** - * The base implementation of `_.pickBy` without support for iteratee shorthands. - * - * @private - * @param {Object} object The source object. - * @param {string[]} paths The property paths to pick. - * @param {Function} predicate The function invoked per property. - * @returns {Object} Returns the new object. - */ - function basePickBy(object, paths, predicate) { - var index = -1, - length = paths.length, - result = {}; - - while (++index < length) { - var path = paths[index], - value = baseGet(object, path); - - if (predicate(value, path)) { - baseSet(result, castPath(path, object), value); - } - } - return result; - } - - /** - * A specialized version of `baseProperty` which supports deep paths. - * - * @private - * @param {Array|string} path The path of the property to get. - * @returns {Function} Returns the new accessor function. - */ - function basePropertyDeep(path) { - return function(object) { - return baseGet(object, path); - }; - } - - /** - * The base implementation of `_.pullAllBy` without support for iteratee - * shorthands. - * - * @private - * @param {Array} array The array to modify. - * @param {Array} values The values to remove. - * @param {Function} [iteratee] The iteratee invoked per element. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns `array`. - */ - function basePullAll(array, values, iteratee, comparator) { - var indexOf = comparator ? baseIndexOfWith : baseIndexOf, - index = -1, - length = values.length, - seen = array; - - if (array === values) { - values = copyArray(values); - } - if (iteratee) { - seen = arrayMap(array, baseUnary(iteratee)); - } - while (++index < length) { - var fromIndex = 0, - value = values[index], - computed = iteratee ? iteratee(value) : value; - - while ((fromIndex = indexOf(seen, computed, fromIndex, comparator)) > -1) { - if (seen !== array) { - splice.call(seen, fromIndex, 1); - } - splice.call(array, fromIndex, 1); - } - } - return array; - } - - /** - * The base implementation of `_.pullAt` without support for individual - * indexes or capturing the removed elements. - * - * @private - * @param {Array} array The array to modify. - * @param {number[]} indexes The indexes of elements to remove. - * @returns {Array} Returns `array`. - */ - function basePullAt(array, indexes) { - var length = array ? indexes.length : 0, - lastIndex = length - 1; - - while (length--) { - var index = indexes[length]; - if (length == lastIndex || index !== previous) { - var previous = index; - if (isIndex(index)) { - splice.call(array, index, 1); - } else { - baseUnset(array, index); - } - } - } - return array; - } - - /** - * The base implementation of `_.random` without support for returning - * floating-point numbers. - * - * @private - * @param {number} lower The lower bound. - * @param {number} upper The upper bound. - * @returns {number} Returns the random number. - */ - function baseRandom(lower, upper) { - return lower + nativeFloor(nativeRandom() * (upper - lower + 1)); - } - - /** - * The base implementation of `_.range` and `_.rangeRight` which doesn't - * coerce arguments. - * - * @private - * @param {number} start The start of the range. - * @param {number} end The end of the range. - * @param {number} step The value to increment or decrement by. - * @param {boolean} [fromRight] Specify iterating from right to left. - * @returns {Array} Returns the range of numbers. - */ - function baseRange(start, end, step, fromRight) { - var index = -1, - length = nativeMax(nativeCeil((end - start) / (step || 1)), 0), - result = Array(length); - - while (length--) { - result[fromRight ? length : ++index] = start; - start += step; - } - return result; - } - - /** - * The base implementation of `_.repeat` which doesn't coerce arguments. - * - * @private - * @param {string} string The string to repeat. - * @param {number} n The number of times to repeat the string. - * @returns {string} Returns the repeated string. - */ - function baseRepeat(string, n) { - var result = ''; - if (!string || n < 1 || n > MAX_SAFE_INTEGER) { - return result; - } - // Leverage the exponentiation by squaring algorithm for a faster repeat. - // See https://en.wikipedia.org/wiki/Exponentiation_by_squaring for more details. - do { - if (n % 2) { - result += string; - } - n = nativeFloor(n / 2); - if (n) { - string += string; - } - } while (n); - - return result; - } - - /** - * The base implementation of `_.rest` which doesn't validate or coerce arguments. - * - * @private - * @param {Function} func The function to apply a rest parameter to. - * @param {number} [start=func.length-1] The start position of the rest parameter. - * @returns {Function} Returns the new function. - */ - function baseRest(func, start) { - return setToString(overRest(func, start, identity), func + ''); - } - - /** - * The base implementation of `_.sample`. - * - * @private - * @param {Array|Object} collection The collection to sample. - * @returns {*} Returns the random element. - */ - function baseSample(collection) { - return arraySample(values(collection)); - } - - /** - * The base implementation of `_.sampleSize` without param guards. - * - * @private - * @param {Array|Object} collection The collection to sample. - * @param {number} n The number of elements to sample. - * @returns {Array} Returns the random elements. - */ - function baseSampleSize(collection, n) { - var array = values(collection); - return shuffleSelf(array, baseClamp(n, 0, array.length)); - } - - /** - * The base implementation of `_.set`. - * - * @private - * @param {Object} object The object to modify. - * @param {Array|string} path The path of the property to set. - * @param {*} value The value to set. - * @param {Function} [customizer] The function to customize path creation. - * @returns {Object} Returns `object`. - */ - function baseSet(object, path, value, customizer) { - if (!isObject(object)) { - return object; - } - path = castPath(path, object); - - var index = -1, - length = path.length, - lastIndex = length - 1, - nested = object; - - while (nested != null && ++index < length) { - var key = toKey(path[index]), - newValue = value; - - if (index != lastIndex) { - var objValue = nested[key]; - newValue = customizer ? customizer(objValue, key, nested) : undefined; - if (newValue === undefined) { - newValue = isObject(objValue) - ? objValue - : (isIndex(path[index + 1]) ? [] : {}); - } - } - assignValue(nested, key, newValue); - nested = nested[key]; - } - return object; - } - - /** - * The base implementation of `setData` without support for hot loop shorting. - * - * @private - * @param {Function} func The function to associate metadata with. - * @param {*} data The metadata. - * @returns {Function} Returns `func`. - */ - var baseSetData = !metaMap ? identity : function(func, data) { - metaMap.set(func, data); - return func; - }; - - /** - * The base implementation of `setToString` without support for hot loop shorting. - * - * @private - * @param {Function} func The function to modify. - * @param {Function} string The `toString` result. - * @returns {Function} Returns `func`. - */ - var baseSetToString = !defineProperty ? identity : function(func, string) { - return defineProperty(func, 'toString', { - 'configurable': true, - 'enumerable': false, - 'value': constant(string), - 'writable': true - }); - }; - - /** - * The base implementation of `_.shuffle`. - * - * @private - * @param {Array|Object} collection The collection to shuffle. - * @returns {Array} Returns the new shuffled array. - */ - function baseShuffle(collection) { - return shuffleSelf(values(collection)); - } - - /** - * The base implementation of `_.slice` without an iteratee call guard. - * - * @private - * @param {Array} array The array to slice. - * @param {number} [start=0] The start position. - * @param {number} [end=array.length] The end position. - * @returns {Array} Returns the slice of `array`. - */ - function baseSlice(array, start, end) { - var index = -1, - length = array.length; - - if (start < 0) { - start = -start > length ? 0 : (length + start); - } - end = end > length ? length : end; - if (end < 0) { - end += length; - } - length = start > end ? 0 : ((end - start) >>> 0); - start >>>= 0; - - var result = Array(length); - while (++index < length) { - result[index] = array[index + start]; - } - return result; - } - - /** - * The base implementation of `_.some` without support for iteratee shorthands. - * - * @private - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} predicate The function invoked per iteration. - * @returns {boolean} Returns `true` if any element passes the predicate check, - * else `false`. - */ - function baseSome(collection, predicate) { - var result; - - baseEach(collection, function(value, index, collection) { - result = predicate(value, index, collection); - return !result; - }); - return !!result; - } - - /** - * The base implementation of `_.sortedIndex` and `_.sortedLastIndex` which - * performs a binary search of `array` to determine the index at which `value` - * should be inserted into `array` in order to maintain its sort order. - * - * @private - * @param {Array} array The sorted array to inspect. - * @param {*} value The value to evaluate. - * @param {boolean} [retHighest] Specify returning the highest qualified index. - * @returns {number} Returns the index at which `value` should be inserted - * into `array`. - */ - function baseSortedIndex(array, value, retHighest) { - var low = 0, - high = array == null ? low : array.length; - - if (typeof value == 'number' && value === value && high <= HALF_MAX_ARRAY_LENGTH) { - while (low < high) { - var mid = (low + high) >>> 1, - computed = array[mid]; - - if (computed !== null && !isSymbol(computed) && - (retHighest ? (computed <= value) : (computed < value))) { - low = mid + 1; - } else { - high = mid; - } - } - return high; - } - return baseSortedIndexBy(array, value, identity, retHighest); - } - - /** - * The base implementation of `_.sortedIndexBy` and `_.sortedLastIndexBy` - * which invokes `iteratee` for `value` and each element of `array` to compute - * their sort ranking. The iteratee is invoked with one argument; (value). - * - * @private - * @param {Array} array The sorted array to inspect. - * @param {*} value The value to evaluate. - * @param {Function} iteratee The iteratee invoked per element. - * @param {boolean} [retHighest] Specify returning the highest qualified index. - * @returns {number} Returns the index at which `value` should be inserted - * into `array`. - */ - function baseSortedIndexBy(array, value, iteratee, retHighest) { - value = iteratee(value); - - var low = 0, - high = array == null ? 0 : array.length, - valIsNaN = value !== value, - valIsNull = value === null, - valIsSymbol = isSymbol(value), - valIsUndefined = value === undefined; - - while (low < high) { - var mid = nativeFloor((low + high) / 2), - computed = iteratee(array[mid]), - othIsDefined = computed !== undefined, - othIsNull = computed === null, - othIsReflexive = computed === computed, - othIsSymbol = isSymbol(computed); - - if (valIsNaN) { - var setLow = retHighest || othIsReflexive; - } else if (valIsUndefined) { - setLow = othIsReflexive && (retHighest || othIsDefined); - } else if (valIsNull) { - setLow = othIsReflexive && othIsDefined && (retHighest || !othIsNull); - } else if (valIsSymbol) { - setLow = othIsReflexive && othIsDefined && !othIsNull && (retHighest || !othIsSymbol); - } else if (othIsNull || othIsSymbol) { - setLow = false; - } else { - setLow = retHighest ? (computed <= value) : (computed < value); - } - if (setLow) { - low = mid + 1; - } else { - high = mid; - } - } - return nativeMin(high, MAX_ARRAY_INDEX); - } - - /** - * The base implementation of `_.sortedUniq` and `_.sortedUniqBy` without - * support for iteratee shorthands. - * - * @private - * @param {Array} array The array to inspect. - * @param {Function} [iteratee] The iteratee invoked per element. - * @returns {Array} Returns the new duplicate free array. - */ - function baseSortedUniq(array, iteratee) { - var index = -1, - length = array.length, - resIndex = 0, - result = []; - - while (++index < length) { - var value = array[index], - computed = iteratee ? iteratee(value) : value; - - if (!index || !eq(computed, seen)) { - var seen = computed; - result[resIndex++] = value === 0 ? 0 : value; - } - } - return result; - } - - /** - * The base implementation of `_.toNumber` which doesn't ensure correct - * conversions of binary, hexadecimal, or octal string values. - * - * @private - * @param {*} value The value to process. - * @returns {number} Returns the number. - */ - function baseToNumber(value) { - if (typeof value == 'number') { - return value; - } - if (isSymbol(value)) { - return NAN; - } - return +value; - } - - /** - * The base implementation of `_.toString` which doesn't convert nullish - * values to empty strings. - * - * @private - * @param {*} value The value to process. - * @returns {string} Returns the string. - */ - function baseToString(value) { - // Exit early for strings to avoid a performance hit in some environments. - if (typeof value == 'string') { - return value; - } - if (isArray(value)) { - // Recursively convert values (susceptible to call stack limits). - return arrayMap(value, baseToString) + ''; - } - if (isSymbol(value)) { - return symbolToString ? symbolToString.call(value) : ''; - } - var result = (value + ''); - return (result == '0' && (1 / value) == -INFINITY) ? '-0' : result; - } - - /** - * The base implementation of `_.uniqBy` without support for iteratee shorthands. - * - * @private - * @param {Array} array The array to inspect. - * @param {Function} [iteratee] The iteratee invoked per element. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns the new duplicate free array. - */ - function baseUniq(array, iteratee, comparator) { - var index = -1, - includes = arrayIncludes, - length = array.length, - isCommon = true, - result = [], - seen = result; - - if (comparator) { - isCommon = false; - includes = arrayIncludesWith; - } - else if (length >= LARGE_ARRAY_SIZE) { - var set = iteratee ? null : createSet(array); - if (set) { - return setToArray(set); - } - isCommon = false; - includes = cacheHas; - seen = new SetCache; - } - else { - seen = iteratee ? [] : result; - } - outer: - while (++index < length) { - var value = array[index], - computed = iteratee ? iteratee(value) : value; - - value = (comparator || value !== 0) ? value : 0; - if (isCommon && computed === computed) { - var seenIndex = seen.length; - while (seenIndex--) { - if (seen[seenIndex] === computed) { - continue outer; - } - } - if (iteratee) { - seen.push(computed); - } - result.push(value); - } - else if (!includes(seen, computed, comparator)) { - if (seen !== result) { - seen.push(computed); - } - result.push(value); - } - } - return result; - } - - /** - * The base implementation of `_.unset`. - * - * @private - * @param {Object} object The object to modify. - * @param {Array|string} path The property path to unset. - * @returns {boolean} Returns `true` if the property is deleted, else `false`. - */ - function baseUnset(object, path) { - path = castPath(path, object); - object = parent(object, path); - return object == null || delete object[toKey(last(path))]; - } - - /** - * The base implementation of `_.update`. - * - * @private - * @param {Object} object The object to modify. - * @param {Array|string} path The path of the property to update. - * @param {Function} updater The function to produce the updated value. - * @param {Function} [customizer] The function to customize path creation. - * @returns {Object} Returns `object`. - */ - function baseUpdate(object, path, updater, customizer) { - return baseSet(object, path, updater(baseGet(object, path)), customizer); - } - - /** - * The base implementation of methods like `_.dropWhile` and `_.takeWhile` - * without support for iteratee shorthands. - * - * @private - * @param {Array} array The array to query. - * @param {Function} predicate The function invoked per iteration. - * @param {boolean} [isDrop] Specify dropping elements instead of taking them. - * @param {boolean} [fromRight] Specify iterating from right to left. - * @returns {Array} Returns the slice of `array`. - */ - function baseWhile(array, predicate, isDrop, fromRight) { - var length = array.length, - index = fromRight ? length : -1; - - while ((fromRight ? index-- : ++index < length) && - predicate(array[index], index, array)) {} - - return isDrop - ? baseSlice(array, (fromRight ? 0 : index), (fromRight ? index + 1 : length)) - : baseSlice(array, (fromRight ? index + 1 : 0), (fromRight ? length : index)); - } - - /** - * The base implementation of `wrapperValue` which returns the result of - * performing a sequence of actions on the unwrapped `value`, where each - * successive action is supplied the return value of the previous. - * - * @private - * @param {*} value The unwrapped value. - * @param {Array} actions Actions to perform to resolve the unwrapped value. - * @returns {*} Returns the resolved value. - */ - function baseWrapperValue(value, actions) { - var result = value; - if (result instanceof LazyWrapper) { - result = result.value(); - } - return arrayReduce(actions, function(result, action) { - return action.func.apply(action.thisArg, arrayPush([result], action.args)); - }, result); - } - - /** - * The base implementation of methods like `_.xor`, without support for - * iteratee shorthands, that accepts an array of arrays to inspect. - * - * @private - * @param {Array} arrays The arrays to inspect. - * @param {Function} [iteratee] The iteratee invoked per element. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns the new array of values. - */ - function baseXor(arrays, iteratee, comparator) { - var length = arrays.length; - if (length < 2) { - return length ? baseUniq(arrays[0]) : []; - } - var index = -1, - result = Array(length); - - while (++index < length) { - var array = arrays[index], - othIndex = -1; - - while (++othIndex < length) { - if (othIndex != index) { - result[index] = baseDifference(result[index] || array, arrays[othIndex], iteratee, comparator); - } - } - } - return baseUniq(baseFlatten(result, 1), iteratee, comparator); - } - - /** - * This base implementation of `_.zipObject` which assigns values using `assignFunc`. - * - * @private - * @param {Array} props The property identifiers. - * @param {Array} values The property values. - * @param {Function} assignFunc The function to assign values. - * @returns {Object} Returns the new object. - */ - function baseZipObject(props, values, assignFunc) { - var index = -1, - length = props.length, - valsLength = values.length, - result = {}; - - while (++index < length) { - var value = index < valsLength ? values[index] : undefined; - assignFunc(result, props[index], value); - } - return result; - } - - /** - * Casts `value` to an empty array if it's not an array like object. - * - * @private - * @param {*} value The value to inspect. - * @returns {Array|Object} Returns the cast array-like object. - */ - function castArrayLikeObject(value) { - return isArrayLikeObject(value) ? value : []; - } - - /** - * Casts `value` to `identity` if it's not a function. - * - * @private - * @param {*} value The value to inspect. - * @returns {Function} Returns cast function. - */ - function castFunction(value) { - return typeof value == 'function' ? value : identity; - } - - /** - * Casts `value` to a path array if it's not one. - * - * @private - * @param {*} value The value to inspect. - * @param {Object} [object] The object to query keys on. - * @returns {Array} Returns the cast property path array. - */ - function castPath(value, object) { - if (isArray(value)) { - return value; - } - return isKey(value, object) ? [value] : stringToPath(toString(value)); - } - - /** - * A `baseRest` alias which can be replaced with `identity` by module - * replacement plugins. - * - * @private - * @type {Function} - * @param {Function} func The function to apply a rest parameter to. - * @returns {Function} Returns the new function. - */ - var castRest = baseRest; - - /** - * Casts `array` to a slice if it's needed. - * - * @private - * @param {Array} array The array to inspect. - * @param {number} start The start position. - * @param {number} [end=array.length] The end position. - * @returns {Array} Returns the cast slice. - */ - function castSlice(array, start, end) { - var length = array.length; - end = end === undefined ? length : end; - return (!start && end >= length) ? array : baseSlice(array, start, end); - } - - /** - * A simple wrapper around the global [`clearTimeout`](https://mdn.io/clearTimeout). - * - * @private - * @param {number|Object} id The timer id or timeout object of the timer to clear. - */ - var clearTimeout = ctxClearTimeout || function(id) { - return root.clearTimeout(id); - }; - - /** - * Creates a clone of `buffer`. - * - * @private - * @param {Buffer} buffer The buffer to clone. - * @param {boolean} [isDeep] Specify a deep clone. - * @returns {Buffer} Returns the cloned buffer. - */ - function cloneBuffer(buffer, isDeep) { - if (isDeep) { - return buffer.slice(); - } - var length = buffer.length, - result = allocUnsafe ? allocUnsafe(length) : new buffer.constructor(length); - - buffer.copy(result); - return result; - } - - /** - * Creates a clone of `arrayBuffer`. - * - * @private - * @param {ArrayBuffer} arrayBuffer The array buffer to clone. - * @returns {ArrayBuffer} Returns the cloned array buffer. - */ - function cloneArrayBuffer(arrayBuffer) { - var result = new arrayBuffer.constructor(arrayBuffer.byteLength); - new Uint8Array(result).set(new Uint8Array(arrayBuffer)); - return result; - } - - /** - * Creates a clone of `dataView`. - * - * @private - * @param {Object} dataView The data view to clone. - * @param {boolean} [isDeep] Specify a deep clone. - * @returns {Object} Returns the cloned data view. - */ - function cloneDataView(dataView, isDeep) { - var buffer = isDeep ? cloneArrayBuffer(dataView.buffer) : dataView.buffer; - return new dataView.constructor(buffer, dataView.byteOffset, dataView.byteLength); - } - - /** - * Creates a clone of `map`. - * - * @private - * @param {Object} map The map to clone. - * @param {Function} cloneFunc The function to clone values. - * @param {boolean} [isDeep] Specify a deep clone. - * @returns {Object} Returns the cloned map. - */ - function cloneMap(map, isDeep, cloneFunc) { - var array = isDeep ? cloneFunc(mapToArray(map), CLONE_DEEP_FLAG) : mapToArray(map); - return arrayReduce(array, addMapEntry, new map.constructor); - } - - /** - * Creates a clone of `regexp`. - * - * @private - * @param {Object} regexp The regexp to clone. - * @returns {Object} Returns the cloned regexp. - */ - function cloneRegExp(regexp) { - var result = new regexp.constructor(regexp.source, reFlags.exec(regexp)); - result.lastIndex = regexp.lastIndex; - return result; - } - - /** - * Creates a clone of `set`. - * - * @private - * @param {Object} set The set to clone. - * @param {Function} cloneFunc The function to clone values. - * @param {boolean} [isDeep] Specify a deep clone. - * @returns {Object} Returns the cloned set. - */ - function cloneSet(set, isDeep, cloneFunc) { - var array = isDeep ? cloneFunc(setToArray(set), CLONE_DEEP_FLAG) : setToArray(set); - return arrayReduce(array, addSetEntry, new set.constructor); - } - - /** - * Creates a clone of the `symbol` object. - * - * @private - * @param {Object} symbol The symbol object to clone. - * @returns {Object} Returns the cloned symbol object. - */ - function cloneSymbol(symbol) { - return symbolValueOf ? Object(symbolValueOf.call(symbol)) : {}; - } - - /** - * Creates a clone of `typedArray`. - * - * @private - * @param {Object} typedArray The typed array to clone. - * @param {boolean} [isDeep] Specify a deep clone. - * @returns {Object} Returns the cloned typed array. - */ - function cloneTypedArray(typedArray, isDeep) { - var buffer = isDeep ? cloneArrayBuffer(typedArray.buffer) : typedArray.buffer; - return new typedArray.constructor(buffer, typedArray.byteOffset, typedArray.length); - } - - /** - * Compares values to sort them in ascending order. - * - * @private - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @returns {number} Returns the sort order indicator for `value`. - */ - function compareAscending(value, other) { - if (value !== other) { - var valIsDefined = value !== undefined, - valIsNull = value === null, - valIsReflexive = value === value, - valIsSymbol = isSymbol(value); - - var othIsDefined = other !== undefined, - othIsNull = other === null, - othIsReflexive = other === other, - othIsSymbol = isSymbol(other); - - if ((!othIsNull && !othIsSymbol && !valIsSymbol && value > other) || - (valIsSymbol && othIsDefined && othIsReflexive && !othIsNull && !othIsSymbol) || - (valIsNull && othIsDefined && othIsReflexive) || - (!valIsDefined && othIsReflexive) || - !valIsReflexive) { - return 1; - } - if ((!valIsNull && !valIsSymbol && !othIsSymbol && value < other) || - (othIsSymbol && valIsDefined && valIsReflexive && !valIsNull && !valIsSymbol) || - (othIsNull && valIsDefined && valIsReflexive) || - (!othIsDefined && valIsReflexive) || - !othIsReflexive) { - return -1; - } - } - return 0; - } - - /** - * Used by `_.orderBy` to compare multiple properties of a value to another - * and stable sort them. - * - * If `orders` is unspecified, all values are sorted in ascending order. Otherwise, - * specify an order of "desc" for descending or "asc" for ascending sort order - * of corresponding values. - * - * @private - * @param {Object} object The object to compare. - * @param {Object} other The other object to compare. - * @param {boolean[]|string[]} orders The order to sort by for each property. - * @returns {number} Returns the sort order indicator for `object`. - */ - function compareMultiple(object, other, orders) { - var index = -1, - objCriteria = object.criteria, - othCriteria = other.criteria, - length = objCriteria.length, - ordersLength = orders.length; - - while (++index < length) { - var result = compareAscending(objCriteria[index], othCriteria[index]); - if (result) { - if (index >= ordersLength) { - return result; - } - var order = orders[index]; - return result * (order == 'desc' ? -1 : 1); - } - } - // Fixes an `Array#sort` bug in the JS engine embedded in Adobe applications - // that causes it, under certain circumstances, to provide the same value for - // `object` and `other`. See https://github.com/jashkenas/underscore/pull/1247 - // for more details. - // - // This also ensures a stable sort in V8 and other engines. - // See https://bugs.chromium.org/p/v8/issues/detail?id=90 for more details. - return object.index - other.index; - } - - /** - * Creates an array that is the composition of partially applied arguments, - * placeholders, and provided arguments into a single array of arguments. - * - * @private - * @param {Array} args The provided arguments. - * @param {Array} partials The arguments to prepend to those provided. - * @param {Array} holders The `partials` placeholder indexes. - * @params {boolean} [isCurried] Specify composing for a curried function. - * @returns {Array} Returns the new array of composed arguments. - */ - function composeArgs(args, partials, holders, isCurried) { - var argsIndex = -1, - argsLength = args.length, - holdersLength = holders.length, - leftIndex = -1, - leftLength = partials.length, - rangeLength = nativeMax(argsLength - holdersLength, 0), - result = Array(leftLength + rangeLength), - isUncurried = !isCurried; - - while (++leftIndex < leftLength) { - result[leftIndex] = partials[leftIndex]; - } - while (++argsIndex < holdersLength) { - if (isUncurried || argsIndex < argsLength) { - result[holders[argsIndex]] = args[argsIndex]; - } - } - while (rangeLength--) { - result[leftIndex++] = args[argsIndex++]; - } - return result; - } - - /** - * This function is like `composeArgs` except that the arguments composition - * is tailored for `_.partialRight`. - * - * @private - * @param {Array} args The provided arguments. - * @param {Array} partials The arguments to append to those provided. - * @param {Array} holders The `partials` placeholder indexes. - * @params {boolean} [isCurried] Specify composing for a curried function. - * @returns {Array} Returns the new array of composed arguments. - */ - function composeArgsRight(args, partials, holders, isCurried) { - var argsIndex = -1, - argsLength = args.length, - holdersIndex = -1, - holdersLength = holders.length, - rightIndex = -1, - rightLength = partials.length, - rangeLength = nativeMax(argsLength - holdersLength, 0), - result = Array(rangeLength + rightLength), - isUncurried = !isCurried; - - while (++argsIndex < rangeLength) { - result[argsIndex] = args[argsIndex]; - } - var offset = argsIndex; - while (++rightIndex < rightLength) { - result[offset + rightIndex] = partials[rightIndex]; - } - while (++holdersIndex < holdersLength) { - if (isUncurried || argsIndex < argsLength) { - result[offset + holders[holdersIndex]] = args[argsIndex++]; - } - } - return result; - } - - /** - * Copies the values of `source` to `array`. - * - * @private - * @param {Array} source The array to copy values from. - * @param {Array} [array=[]] The array to copy values to. - * @returns {Array} Returns `array`. - */ - function copyArray(source, array) { - var index = -1, - length = source.length; - - array || (array = Array(length)); - while (++index < length) { - array[index] = source[index]; - } - return array; - } - - /** - * Copies properties of `source` to `object`. - * - * @private - * @param {Object} source The object to copy properties from. - * @param {Array} props The property identifiers to copy. - * @param {Object} [object={}] The object to copy properties to. - * @param {Function} [customizer] The function to customize copied values. - * @returns {Object} Returns `object`. - */ - function copyObject(source, props, object, customizer) { - var isNew = !object; - object || (object = {}); - - var index = -1, - length = props.length; - - while (++index < length) { - var key = props[index]; - - var newValue = customizer - ? customizer(object[key], source[key], key, object, source) - : undefined; - - if (newValue === undefined) { - newValue = source[key]; - } - if (isNew) { - baseAssignValue(object, key, newValue); - } else { - assignValue(object, key, newValue); - } - } - return object; - } - - /** - * Copies own symbols of `source` to `object`. - * - * @private - * @param {Object} source The object to copy symbols from. - * @param {Object} [object={}] The object to copy symbols to. - * @returns {Object} Returns `object`. - */ - function copySymbols(source, object) { - return copyObject(source, getSymbols(source), object); - } - - /** - * Copies own and inherited symbols of `source` to `object`. - * - * @private - * @param {Object} source The object to copy symbols from. - * @param {Object} [object={}] The object to copy symbols to. - * @returns {Object} Returns `object`. - */ - function copySymbolsIn(source, object) { - return copyObject(source, getSymbolsIn(source), object); - } - - /** - * Creates a function like `_.groupBy`. - * - * @private - * @param {Function} setter The function to set accumulator values. - * @param {Function} [initializer] The accumulator object initializer. - * @returns {Function} Returns the new aggregator function. - */ - function createAggregator(setter, initializer) { - return function(collection, iteratee) { - var func = isArray(collection) ? arrayAggregator : baseAggregator, - accumulator = initializer ? initializer() : {}; - - return func(collection, setter, getIteratee(iteratee, 2), accumulator); - }; - } - - /** - * Creates a function like `_.assign`. - * - * @private - * @param {Function} assigner The function to assign values. - * @returns {Function} Returns the new assigner function. - */ - function createAssigner(assigner) { - return baseRest(function(object, sources) { - var index = -1, - length = sources.length, - customizer = length > 1 ? sources[length - 1] : undefined, - guard = length > 2 ? sources[2] : undefined; - - customizer = (assigner.length > 3 && typeof customizer == 'function') - ? (length--, customizer) - : undefined; - - if (guard && isIterateeCall(sources[0], sources[1], guard)) { - customizer = length < 3 ? undefined : customizer; - length = 1; - } - object = Object(object); - while (++index < length) { - var source = sources[index]; - if (source) { - assigner(object, source, index, customizer); - } - } - return object; - }); - } - - /** - * Creates a `baseEach` or `baseEachRight` function. - * - * @private - * @param {Function} eachFunc The function to iterate over a collection. - * @param {boolean} [fromRight] Specify iterating from right to left. - * @returns {Function} Returns the new base function. - */ - function createBaseEach(eachFunc, fromRight) { - return function(collection, iteratee) { - if (collection == null) { - return collection; - } - if (!isArrayLike(collection)) { - return eachFunc(collection, iteratee); - } - var length = collection.length, - index = fromRight ? length : -1, - iterable = Object(collection); - - while ((fromRight ? index-- : ++index < length)) { - if (iteratee(iterable[index], index, iterable) === false) { - break; - } - } - return collection; - }; - } - - /** - * Creates a base function for methods like `_.forIn` and `_.forOwn`. - * - * @private - * @param {boolean} [fromRight] Specify iterating from right to left. - * @returns {Function} Returns the new base function. - */ - function createBaseFor(fromRight) { - return function(object, iteratee, keysFunc) { - var index = -1, - iterable = Object(object), - props = keysFunc(object), - length = props.length; - - while (length--) { - var key = props[fromRight ? length : ++index]; - if (iteratee(iterable[key], key, iterable) === false) { - break; - } - } - return object; - }; - } - - /** - * Creates a function that wraps `func` to invoke it with the optional `this` - * binding of `thisArg`. - * - * @private - * @param {Function} func The function to wrap. - * @param {number} bitmask The bitmask flags. See `createWrap` for more details. - * @param {*} [thisArg] The `this` binding of `func`. - * @returns {Function} Returns the new wrapped function. - */ - function createBind(func, bitmask, thisArg) { - var isBind = bitmask & WRAP_BIND_FLAG, - Ctor = createCtor(func); - - function wrapper() { - var fn = (this && this !== root && this instanceof wrapper) ? Ctor : func; - return fn.apply(isBind ? thisArg : this, arguments); - } - return wrapper; - } - - /** - * Creates a function like `_.lowerFirst`. - * - * @private - * @param {string} methodName The name of the `String` case method to use. - * @returns {Function} Returns the new case function. - */ - function createCaseFirst(methodName) { - return function(string) { - string = toString(string); - - var strSymbols = hasUnicode(string) - ? stringToArray(string) - : undefined; - - var chr = strSymbols - ? strSymbols[0] - : string.charAt(0); - - var trailing = strSymbols - ? castSlice(strSymbols, 1).join('') - : string.slice(1); - - return chr[methodName]() + trailing; - }; - } - - /** - * Creates a function like `_.camelCase`. - * - * @private - * @param {Function} callback The function to combine each word. - * @returns {Function} Returns the new compounder function. - */ - function createCompounder(callback) { - return function(string) { - return arrayReduce(words(deburr(string).replace(reApos, '')), callback, ''); - }; - } - - /** - * Creates a function that produces an instance of `Ctor` regardless of - * whether it was invoked as part of a `new` expression or by `call` or `apply`. - * - * @private - * @param {Function} Ctor The constructor to wrap. - * @returns {Function} Returns the new wrapped function. - */ - function createCtor(Ctor) { - return function() { - // Use a `switch` statement to work with class constructors. See - // http://ecma-international.org/ecma-262/7.0/#sec-ecmascript-function-objects-call-thisargument-argumentslist - // for more details. - var args = arguments; - switch (args.length) { - case 0: return new Ctor; - case 1: return new Ctor(args[0]); - case 2: return new Ctor(args[0], args[1]); - case 3: return new Ctor(args[0], args[1], args[2]); - case 4: return new Ctor(args[0], args[1], args[2], args[3]); - case 5: return new Ctor(args[0], args[1], args[2], args[3], args[4]); - case 6: return new Ctor(args[0], args[1], args[2], args[3], args[4], args[5]); - case 7: return new Ctor(args[0], args[1], args[2], args[3], args[4], args[5], args[6]); - } - var thisBinding = baseCreate(Ctor.prototype), - result = Ctor.apply(thisBinding, args); - - // Mimic the constructor's `return` behavior. - // See https://es5.github.io/#x13.2.2 for more details. - return isObject(result) ? result : thisBinding; - }; - } - - /** - * Creates a function that wraps `func` to enable currying. - * - * @private - * @param {Function} func The function to wrap. - * @param {number} bitmask The bitmask flags. See `createWrap` for more details. - * @param {number} arity The arity of `func`. - * @returns {Function} Returns the new wrapped function. - */ - function createCurry(func, bitmask, arity) { - var Ctor = createCtor(func); - - function wrapper() { - var length = arguments.length, - args = Array(length), - index = length, - placeholder = getHolder(wrapper); - - while (index--) { - args[index] = arguments[index]; - } - var holders = (length < 3 && args[0] !== placeholder && args[length - 1] !== placeholder) - ? [] - : replaceHolders(args, placeholder); - - length -= holders.length; - if (length < arity) { - return createRecurry( - func, bitmask, createHybrid, wrapper.placeholder, undefined, - args, holders, undefined, undefined, arity - length); - } - var fn = (this && this !== root && this instanceof wrapper) ? Ctor : func; - return apply(fn, this, args); - } - return wrapper; - } - - /** - * Creates a `_.find` or `_.findLast` function. - * - * @private - * @param {Function} findIndexFunc The function to find the collection index. - * @returns {Function} Returns the new find function. - */ - function createFind(findIndexFunc) { - return function(collection, predicate, fromIndex) { - var iterable = Object(collection); - if (!isArrayLike(collection)) { - var iteratee = getIteratee(predicate, 3); - collection = keys(collection); - predicate = function(key) { return iteratee(iterable[key], key, iterable); }; - } - var index = findIndexFunc(collection, predicate, fromIndex); - return index > -1 ? iterable[iteratee ? collection[index] : index] : undefined; - }; - } - - /** - * Creates a `_.flow` or `_.flowRight` function. - * - * @private - * @param {boolean} [fromRight] Specify iterating from right to left. - * @returns {Function} Returns the new flow function. - */ - function createFlow(fromRight) { - return flatRest(function(funcs) { - var length = funcs.length, - index = length, - prereq = LodashWrapper.prototype.thru; - - if (fromRight) { - funcs.reverse(); - } - while (index--) { - var func = funcs[index]; - if (typeof func != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - if (prereq && !wrapper && getFuncName(func) == 'wrapper') { - var wrapper = new LodashWrapper([], true); - } - } - index = wrapper ? index : length; - while (++index < length) { - func = funcs[index]; - - var funcName = getFuncName(func), - data = funcName == 'wrapper' ? getData(func) : undefined; - - if (data && isLaziable(data[0]) && - data[1] == (WRAP_ARY_FLAG | WRAP_CURRY_FLAG | WRAP_PARTIAL_FLAG | WRAP_REARG_FLAG) && - !data[4].length && data[9] == 1 - ) { - wrapper = wrapper[getFuncName(data[0])].apply(wrapper, data[3]); - } else { - wrapper = (func.length == 1 && isLaziable(func)) - ? wrapper[funcName]() - : wrapper.thru(func); - } - } - return function() { - var args = arguments, - value = args[0]; - - if (wrapper && args.length == 1 && isArray(value)) { - return wrapper.plant(value).value(); - } - var index = 0, - result = length ? funcs[index].apply(this, args) : value; - - while (++index < length) { - result = funcs[index].call(this, result); - } - return result; - }; - }); - } - - /** - * Creates a function that wraps `func` to invoke it with optional `this` - * binding of `thisArg`, partial application, and currying. - * - * @private - * @param {Function|string} func The function or method name to wrap. - * @param {number} bitmask The bitmask flags. See `createWrap` for more details. - * @param {*} [thisArg] The `this` binding of `func`. - * @param {Array} [partials] The arguments to prepend to those provided to - * the new function. - * @param {Array} [holders] The `partials` placeholder indexes. - * @param {Array} [partialsRight] The arguments to append to those provided - * to the new function. - * @param {Array} [holdersRight] The `partialsRight` placeholder indexes. - * @param {Array} [argPos] The argument positions of the new function. - * @param {number} [ary] The arity cap of `func`. - * @param {number} [arity] The arity of `func`. - * @returns {Function} Returns the new wrapped function. - */ - function createHybrid(func, bitmask, thisArg, partials, holders, partialsRight, holdersRight, argPos, ary, arity) { - var isAry = bitmask & WRAP_ARY_FLAG, - isBind = bitmask & WRAP_BIND_FLAG, - isBindKey = bitmask & WRAP_BIND_KEY_FLAG, - isCurried = bitmask & (WRAP_CURRY_FLAG | WRAP_CURRY_RIGHT_FLAG), - isFlip = bitmask & WRAP_FLIP_FLAG, - Ctor = isBindKey ? undefined : createCtor(func); - - function wrapper() { - var length = arguments.length, - args = Array(length), - index = length; - - while (index--) { - args[index] = arguments[index]; - } - if (isCurried) { - var placeholder = getHolder(wrapper), - holdersCount = countHolders(args, placeholder); - } - if (partials) { - args = composeArgs(args, partials, holders, isCurried); - } - if (partialsRight) { - args = composeArgsRight(args, partialsRight, holdersRight, isCurried); - } - length -= holdersCount; - if (isCurried && length < arity) { - var newHolders = replaceHolders(args, placeholder); - return createRecurry( - func, bitmask, createHybrid, wrapper.placeholder, thisArg, - args, newHolders, argPos, ary, arity - length - ); - } - var thisBinding = isBind ? thisArg : this, - fn = isBindKey ? thisBinding[func] : func; - - length = args.length; - if (argPos) { - args = reorder(args, argPos); - } else if (isFlip && length > 1) { - args.reverse(); - } - if (isAry && ary < length) { - args.length = ary; - } - if (this && this !== root && this instanceof wrapper) { - fn = Ctor || createCtor(fn); - } - return fn.apply(thisBinding, args); - } - return wrapper; - } - - /** - * Creates a function like `_.invertBy`. - * - * @private - * @param {Function} setter The function to set accumulator values. - * @param {Function} toIteratee The function to resolve iteratees. - * @returns {Function} Returns the new inverter function. - */ - function createInverter(setter, toIteratee) { - return function(object, iteratee) { - return baseInverter(object, setter, toIteratee(iteratee), {}); - }; - } - - /** - * Creates a function that performs a mathematical operation on two values. - * - * @private - * @param {Function} operator The function to perform the operation. - * @param {number} [defaultValue] The value used for `undefined` arguments. - * @returns {Function} Returns the new mathematical operation function. - */ - function createMathOperation(operator, defaultValue) { - return function(value, other) { - var result; - if (value === undefined && other === undefined) { - return defaultValue; - } - if (value !== undefined) { - result = value; - } - if (other !== undefined) { - if (result === undefined) { - return other; - } - if (typeof value == 'string' || typeof other == 'string') { - value = baseToString(value); - other = baseToString(other); - } else { - value = baseToNumber(value); - other = baseToNumber(other); - } - result = operator(value, other); - } - return result; - }; - } - - /** - * Creates a function like `_.over`. - * - * @private - * @param {Function} arrayFunc The function to iterate over iteratees. - * @returns {Function} Returns the new over function. - */ - function createOver(arrayFunc) { - return flatRest(function(iteratees) { - iteratees = arrayMap(iteratees, baseUnary(getIteratee())); - return baseRest(function(args) { - var thisArg = this; - return arrayFunc(iteratees, function(iteratee) { - return apply(iteratee, thisArg, args); - }); - }); - }); - } - - /** - * Creates the padding for `string` based on `length`. The `chars` string - * is truncated if the number of characters exceeds `length`. - * - * @private - * @param {number} length The padding length. - * @param {string} [chars=' '] The string used as padding. - * @returns {string} Returns the padding for `string`. - */ - function createPadding(length, chars) { - chars = chars === undefined ? ' ' : baseToString(chars); - - var charsLength = chars.length; - if (charsLength < 2) { - return charsLength ? baseRepeat(chars, length) : chars; - } - var result = baseRepeat(chars, nativeCeil(length / stringSize(chars))); - return hasUnicode(chars) - ? castSlice(stringToArray(result), 0, length).join('') - : result.slice(0, length); - } - - /** - * Creates a function that wraps `func` to invoke it with the `this` binding - * of `thisArg` and `partials` prepended to the arguments it receives. - * - * @private - * @param {Function} func The function to wrap. - * @param {number} bitmask The bitmask flags. See `createWrap` for more details. - * @param {*} thisArg The `this` binding of `func`. - * @param {Array} partials The arguments to prepend to those provided to - * the new function. - * @returns {Function} Returns the new wrapped function. - */ - function createPartial(func, bitmask, thisArg, partials) { - var isBind = bitmask & WRAP_BIND_FLAG, - Ctor = createCtor(func); - - function wrapper() { - var argsIndex = -1, - argsLength = arguments.length, - leftIndex = -1, - leftLength = partials.length, - args = Array(leftLength + argsLength), - fn = (this && this !== root && this instanceof wrapper) ? Ctor : func; - - while (++leftIndex < leftLength) { - args[leftIndex] = partials[leftIndex]; - } - while (argsLength--) { - args[leftIndex++] = arguments[++argsIndex]; - } - return apply(fn, isBind ? thisArg : this, args); - } - return wrapper; - } - - /** - * Creates a `_.range` or `_.rangeRight` function. - * - * @private - * @param {boolean} [fromRight] Specify iterating from right to left. - * @returns {Function} Returns the new range function. - */ - function createRange(fromRight) { - return function(start, end, step) { - if (step && typeof step != 'number' && isIterateeCall(start, end, step)) { - end = step = undefined; - } - // Ensure the sign of `-0` is preserved. - start = toFinite(start); - if (end === undefined) { - end = start; - start = 0; - } else { - end = toFinite(end); - } - step = step === undefined ? (start < end ? 1 : -1) : toFinite(step); - return baseRange(start, end, step, fromRight); - }; - } - - /** - * Creates a function that performs a relational operation on two values. - * - * @private - * @param {Function} operator The function to perform the operation. - * @returns {Function} Returns the new relational operation function. - */ - function createRelationalOperation(operator) { - return function(value, other) { - if (!(typeof value == 'string' && typeof other == 'string')) { - value = toNumber(value); - other = toNumber(other); - } - return operator(value, other); - }; - } - - /** - * Creates a function that wraps `func` to continue currying. - * - * @private - * @param {Function} func The function to wrap. - * @param {number} bitmask The bitmask flags. See `createWrap` for more details. - * @param {Function} wrapFunc The function to create the `func` wrapper. - * @param {*} placeholder The placeholder value. - * @param {*} [thisArg] The `this` binding of `func`. - * @param {Array} [partials] The arguments to prepend to those provided to - * the new function. - * @param {Array} [holders] The `partials` placeholder indexes. - * @param {Array} [argPos] The argument positions of the new function. - * @param {number} [ary] The arity cap of `func`. - * @param {number} [arity] The arity of `func`. - * @returns {Function} Returns the new wrapped function. - */ - function createRecurry(func, bitmask, wrapFunc, placeholder, thisArg, partials, holders, argPos, ary, arity) { - var isCurry = bitmask & WRAP_CURRY_FLAG, - newHolders = isCurry ? holders : undefined, - newHoldersRight = isCurry ? undefined : holders, - newPartials = isCurry ? partials : undefined, - newPartialsRight = isCurry ? undefined : partials; - - bitmask |= (isCurry ? WRAP_PARTIAL_FLAG : WRAP_PARTIAL_RIGHT_FLAG); - bitmask &= ~(isCurry ? WRAP_PARTIAL_RIGHT_FLAG : WRAP_PARTIAL_FLAG); - - if (!(bitmask & WRAP_CURRY_BOUND_FLAG)) { - bitmask &= ~(WRAP_BIND_FLAG | WRAP_BIND_KEY_FLAG); - } - var newData = [ - func, bitmask, thisArg, newPartials, newHolders, newPartialsRight, - newHoldersRight, argPos, ary, arity - ]; - - var result = wrapFunc.apply(undefined, newData); - if (isLaziable(func)) { - setData(result, newData); - } - result.placeholder = placeholder; - return setWrapToString(result, func, bitmask); - } - - /** - * Creates a function like `_.round`. - * - * @private - * @param {string} methodName The name of the `Math` method to use when rounding. - * @returns {Function} Returns the new round function. - */ - function createRound(methodName) { - var func = Math[methodName]; - return function(number, precision) { - number = toNumber(number); - precision = precision == null ? 0 : nativeMin(toInteger(precision), 292); - if (precision) { - // Shift with exponential notation to avoid floating-point issues. - // See [MDN](https://mdn.io/round#Examples) for more details. - var pair = (toString(number) + 'e').split('e'), - value = func(pair[0] + 'e' + (+pair[1] + precision)); - - pair = (toString(value) + 'e').split('e'); - return +(pair[0] + 'e' + (+pair[1] - precision)); - } - return func(number); - }; - } - - /** - * Creates a set object of `values`. - * - * @private - * @param {Array} values The values to add to the set. - * @returns {Object} Returns the new set. - */ - var createSet = !(Set && (1 / setToArray(new Set([,-0]))[1]) == INFINITY) ? noop : function(values) { - return new Set(values); - }; - - /** - * Creates a `_.toPairs` or `_.toPairsIn` function. - * - * @private - * @param {Function} keysFunc The function to get the keys of a given object. - * @returns {Function} Returns the new pairs function. - */ - function createToPairs(keysFunc) { - return function(object) { - var tag = getTag(object); - if (tag == mapTag) { - return mapToArray(object); - } - if (tag == setTag) { - return setToPairs(object); - } - return baseToPairs(object, keysFunc(object)); - }; - } - - /** - * Creates a function that either curries or invokes `func` with optional - * `this` binding and partially applied arguments. - * - * @private - * @param {Function|string} func The function or method name to wrap. - * @param {number} bitmask The bitmask flags. - * 1 - `_.bind` - * 2 - `_.bindKey` - * 4 - `_.curry` or `_.curryRight` of a bound function - * 8 - `_.curry` - * 16 - `_.curryRight` - * 32 - `_.partial` - * 64 - `_.partialRight` - * 128 - `_.rearg` - * 256 - `_.ary` - * 512 - `_.flip` - * @param {*} [thisArg] The `this` binding of `func`. - * @param {Array} [partials] The arguments to be partially applied. - * @param {Array} [holders] The `partials` placeholder indexes. - * @param {Array} [argPos] The argument positions of the new function. - * @param {number} [ary] The arity cap of `func`. - * @param {number} [arity] The arity of `func`. - * @returns {Function} Returns the new wrapped function. - */ - function createWrap(func, bitmask, thisArg, partials, holders, argPos, ary, arity) { - var isBindKey = bitmask & WRAP_BIND_KEY_FLAG; - if (!isBindKey && typeof func != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - var length = partials ? partials.length : 0; - if (!length) { - bitmask &= ~(WRAP_PARTIAL_FLAG | WRAP_PARTIAL_RIGHT_FLAG); - partials = holders = undefined; - } - ary = ary === undefined ? ary : nativeMax(toInteger(ary), 0); - arity = arity === undefined ? arity : toInteger(arity); - length -= holders ? holders.length : 0; - - if (bitmask & WRAP_PARTIAL_RIGHT_FLAG) { - var partialsRight = partials, - holdersRight = holders; - - partials = holders = undefined; - } - var data = isBindKey ? undefined : getData(func); - - var newData = [ - func, bitmask, thisArg, partials, holders, partialsRight, holdersRight, - argPos, ary, arity - ]; - - if (data) { - mergeData(newData, data); - } - func = newData[0]; - bitmask = newData[1]; - thisArg = newData[2]; - partials = newData[3]; - holders = newData[4]; - arity = newData[9] = newData[9] === undefined - ? (isBindKey ? 0 : func.length) - : nativeMax(newData[9] - length, 0); - - if (!arity && bitmask & (WRAP_CURRY_FLAG | WRAP_CURRY_RIGHT_FLAG)) { - bitmask &= ~(WRAP_CURRY_FLAG | WRAP_CURRY_RIGHT_FLAG); - } - if (!bitmask || bitmask == WRAP_BIND_FLAG) { - var result = createBind(func, bitmask, thisArg); - } else if (bitmask == WRAP_CURRY_FLAG || bitmask == WRAP_CURRY_RIGHT_FLAG) { - result = createCurry(func, bitmask, arity); - } else if ((bitmask == WRAP_PARTIAL_FLAG || bitmask == (WRAP_BIND_FLAG | WRAP_PARTIAL_FLAG)) && !holders.length) { - result = createPartial(func, bitmask, thisArg, partials); - } else { - result = createHybrid.apply(undefined, newData); - } - var setter = data ? baseSetData : setData; - return setWrapToString(setter(result, newData), func, bitmask); - } - - /** - * Used by `_.defaults` to customize its `_.assignIn` use to assign properties - * of source objects to the destination object for all destination properties - * that resolve to `undefined`. - * - * @private - * @param {*} objValue The destination value. - * @param {*} srcValue The source value. - * @param {string} key The key of the property to assign. - * @param {Object} object The parent object of `objValue`. - * @returns {*} Returns the value to assign. - */ - function customDefaultsAssignIn(objValue, srcValue, key, object) { - if (objValue === undefined || - (eq(objValue, objectProto[key]) && !hasOwnProperty.call(object, key))) { - return srcValue; - } - return objValue; - } - - /** - * Used by `_.defaultsDeep` to customize its `_.merge` use to merge source - * objects into destination objects that are passed thru. - * - * @private - * @param {*} objValue The destination value. - * @param {*} srcValue The source value. - * @param {string} key The key of the property to merge. - * @param {Object} object The parent object of `objValue`. - * @param {Object} source The parent object of `srcValue`. - * @param {Object} [stack] Tracks traversed source values and their merged - * counterparts. - * @returns {*} Returns the value to assign. - */ - function customDefaultsMerge(objValue, srcValue, key, object, source, stack) { - if (isObject(objValue) && isObject(srcValue)) { - // Recursively merge objects and arrays (susceptible to call stack limits). - stack.set(srcValue, objValue); - baseMerge(objValue, srcValue, undefined, customDefaultsMerge, stack); - stack['delete'](srcValue); - } - return objValue; - } - - /** - * Used by `_.omit` to customize its `_.cloneDeep` use to only clone plain - * objects. - * - * @private - * @param {*} value The value to inspect. - * @param {string} key The key of the property to inspect. - * @returns {*} Returns the uncloned value or `undefined` to defer cloning to `_.cloneDeep`. - */ - function customOmitClone(value) { - return isPlainObject(value) ? undefined : value; - } - - /** - * A specialized version of `baseIsEqualDeep` for arrays with support for - * partial deep comparisons. - * - * @private - * @param {Array} array The array to compare. - * @param {Array} other The other array to compare. - * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details. - * @param {Function} customizer The function to customize comparisons. - * @param {Function} equalFunc The function to determine equivalents of values. - * @param {Object} stack Tracks traversed `array` and `other` objects. - * @returns {boolean} Returns `true` if the arrays are equivalent, else `false`. - */ - function equalArrays(array, other, bitmask, customizer, equalFunc, stack) { - var isPartial = bitmask & COMPARE_PARTIAL_FLAG, - arrLength = array.length, - othLength = other.length; - - if (arrLength != othLength && !(isPartial && othLength > arrLength)) { - return false; - } - // Assume cyclic values are equal. - var stacked = stack.get(array); - if (stacked && stack.get(other)) { - return stacked == other; - } - var index = -1, - result = true, - seen = (bitmask & COMPARE_UNORDERED_FLAG) ? new SetCache : undefined; - - stack.set(array, other); - stack.set(other, array); - - // Ignore non-index properties. - while (++index < arrLength) { - var arrValue = array[index], - othValue = other[index]; - - if (customizer) { - var compared = isPartial - ? customizer(othValue, arrValue, index, other, array, stack) - : customizer(arrValue, othValue, index, array, other, stack); - } - if (compared !== undefined) { - if (compared) { - continue; - } - result = false; - break; - } - // Recursively compare arrays (susceptible to call stack limits). - if (seen) { - if (!arraySome(other, function(othValue, othIndex) { - if (!cacheHas(seen, othIndex) && - (arrValue === othValue || equalFunc(arrValue, othValue, bitmask, customizer, stack))) { - return seen.push(othIndex); - } - })) { - result = false; - break; - } - } else if (!( - arrValue === othValue || - equalFunc(arrValue, othValue, bitmask, customizer, stack) - )) { - result = false; - break; - } - } - stack['delete'](array); - stack['delete'](other); - return result; - } - - /** - * A specialized version of `baseIsEqualDeep` for comparing objects of - * the same `toStringTag`. - * - * **Note:** This function only supports comparing values with tags of - * `Boolean`, `Date`, `Error`, `Number`, `RegExp`, or `String`. - * - * @private - * @param {Object} object The object to compare. - * @param {Object} other The other object to compare. - * @param {string} tag The `toStringTag` of the objects to compare. - * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details. - * @param {Function} customizer The function to customize comparisons. - * @param {Function} equalFunc The function to determine equivalents of values. - * @param {Object} stack Tracks traversed `object` and `other` objects. - * @returns {boolean} Returns `true` if the objects are equivalent, else `false`. - */ - function equalByTag(object, other, tag, bitmask, customizer, equalFunc, stack) { - switch (tag) { - case dataViewTag: - if ((object.byteLength != other.byteLength) || - (object.byteOffset != other.byteOffset)) { - return false; - } - object = object.buffer; - other = other.buffer; - - case arrayBufferTag: - if ((object.byteLength != other.byteLength) || - !equalFunc(new Uint8Array(object), new Uint8Array(other))) { - return false; - } - return true; - - case boolTag: - case dateTag: - case numberTag: - // Coerce booleans to `1` or `0` and dates to milliseconds. - // Invalid dates are coerced to `NaN`. - return eq(+object, +other); - - case errorTag: - return object.name == other.name && object.message == other.message; - - case regexpTag: - case stringTag: - // Coerce regexes to strings and treat strings, primitives and objects, - // as equal. See http://www.ecma-international.org/ecma-262/7.0/#sec-regexp.prototype.tostring - // for more details. - return object == (other + ''); - - case mapTag: - var convert = mapToArray; - - case setTag: - var isPartial = bitmask & COMPARE_PARTIAL_FLAG; - convert || (convert = setToArray); - - if (object.size != other.size && !isPartial) { - return false; - } - // Assume cyclic values are equal. - var stacked = stack.get(object); - if (stacked) { - return stacked == other; - } - bitmask |= COMPARE_UNORDERED_FLAG; - - // Recursively compare objects (susceptible to call stack limits). - stack.set(object, other); - var result = equalArrays(convert(object), convert(other), bitmask, customizer, equalFunc, stack); - stack['delete'](object); - return result; - - case symbolTag: - if (symbolValueOf) { - return symbolValueOf.call(object) == symbolValueOf.call(other); - } - } - return false; - } - - /** - * A specialized version of `baseIsEqualDeep` for objects with support for - * partial deep comparisons. - * - * @private - * @param {Object} object The object to compare. - * @param {Object} other The other object to compare. - * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details. - * @param {Function} customizer The function to customize comparisons. - * @param {Function} equalFunc The function to determine equivalents of values. - * @param {Object} stack Tracks traversed `object` and `other` objects. - * @returns {boolean} Returns `true` if the objects are equivalent, else `false`. - */ - function equalObjects(object, other, bitmask, customizer, equalFunc, stack) { - var isPartial = bitmask & COMPARE_PARTIAL_FLAG, - objProps = getAllKeys(object), - objLength = objProps.length, - othProps = getAllKeys(other), - othLength = othProps.length; - - if (objLength != othLength && !isPartial) { - return false; - } - var index = objLength; - while (index--) { - var key = objProps[index]; - if (!(isPartial ? key in other : hasOwnProperty.call(other, key))) { - return false; - } - } - // Assume cyclic values are equal. - var stacked = stack.get(object); - if (stacked && stack.get(other)) { - return stacked == other; - } - var result = true; - stack.set(object, other); - stack.set(other, object); - - var skipCtor = isPartial; - while (++index < objLength) { - key = objProps[index]; - var objValue = object[key], - othValue = other[key]; - - if (customizer) { - var compared = isPartial - ? customizer(othValue, objValue, key, other, object, stack) - : customizer(objValue, othValue, key, object, other, stack); - } - // Recursively compare objects (susceptible to call stack limits). - if (!(compared === undefined - ? (objValue === othValue || equalFunc(objValue, othValue, bitmask, customizer, stack)) - : compared - )) { - result = false; - break; - } - skipCtor || (skipCtor = key == 'constructor'); - } - if (result && !skipCtor) { - var objCtor = object.constructor, - othCtor = other.constructor; - - // Non `Object` object instances with different constructors are not equal. - if (objCtor != othCtor && - ('constructor' in object && 'constructor' in other) && - !(typeof objCtor == 'function' && objCtor instanceof objCtor && - typeof othCtor == 'function' && othCtor instanceof othCtor)) { - result = false; - } - } - stack['delete'](object); - stack['delete'](other); - return result; - } - - /** - * A specialized version of `baseRest` which flattens the rest array. - * - * @private - * @param {Function} func The function to apply a rest parameter to. - * @returns {Function} Returns the new function. - */ - function flatRest(func) { - return setToString(overRest(func, undefined, flatten), func + ''); - } - - /** - * Creates an array of own enumerable property names and symbols of `object`. - * - * @private - * @param {Object} object The object to query. - * @returns {Array} Returns the array of property names and symbols. - */ - function getAllKeys(object) { - return baseGetAllKeys(object, keys, getSymbols); - } - - /** - * Creates an array of own and inherited enumerable property names and - * symbols of `object`. - * - * @private - * @param {Object} object The object to query. - * @returns {Array} Returns the array of property names and symbols. - */ - function getAllKeysIn(object) { - return baseGetAllKeys(object, keysIn, getSymbolsIn); - } - - /** - * Gets metadata for `func`. - * - * @private - * @param {Function} func The function to query. - * @returns {*} Returns the metadata for `func`. - */ - var getData = !metaMap ? noop : function(func) { - return metaMap.get(func); - }; - - /** - * Gets the name of `func`. - * - * @private - * @param {Function} func The function to query. - * @returns {string} Returns the function name. - */ - function getFuncName(func) { - var result = (func.name + ''), - array = realNames[result], - length = hasOwnProperty.call(realNames, result) ? array.length : 0; - - while (length--) { - var data = array[length], - otherFunc = data.func; - if (otherFunc == null || otherFunc == func) { - return data.name; - } - } - return result; - } - - /** - * Gets the argument placeholder value for `func`. - * - * @private - * @param {Function} func The function to inspect. - * @returns {*} Returns the placeholder value. - */ - function getHolder(func) { - var object = hasOwnProperty.call(lodash, 'placeholder') ? lodash : func; - return object.placeholder; - } - - /** - * Gets the appropriate "iteratee" function. If `_.iteratee` is customized, - * this function returns the custom method, otherwise it returns `baseIteratee`. - * If arguments are provided, the chosen function is invoked with them and - * its result is returned. - * - * @private - * @param {*} [value] The value to convert to an iteratee. - * @param {number} [arity] The arity of the created iteratee. - * @returns {Function} Returns the chosen function or its result. - */ - function getIteratee() { - var result = lodash.iteratee || iteratee; - result = result === iteratee ? baseIteratee : result; - return arguments.length ? result(arguments[0], arguments[1]) : result; - } - - /** - * Gets the data for `map`. - * - * @private - * @param {Object} map The map to query. - * @param {string} key The reference key. - * @returns {*} Returns the map data. - */ - function getMapData(map, key) { - var data = map.__data__; - return isKeyable(key) - ? data[typeof key == 'string' ? 'string' : 'hash'] - : data.map; - } - - /** - * Gets the property names, values, and compare flags of `object`. - * - * @private - * @param {Object} object The object to query. - * @returns {Array} Returns the match data of `object`. - */ - function getMatchData(object) { - var result = keys(object), - length = result.length; - - while (length--) { - var key = result[length], - value = object[key]; - - result[length] = [key, value, isStrictComparable(value)]; - } - return result; - } - - /** - * Gets the native function at `key` of `object`. - * - * @private - * @param {Object} object The object to query. - * @param {string} key The key of the method to get. - * @returns {*} Returns the function if it's native, else `undefined`. - */ - function getNative(object, key) { - var value = getValue(object, key); - return baseIsNative(value) ? value : undefined; - } - - /** - * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values. - * - * @private - * @param {*} value The value to query. - * @returns {string} Returns the raw `toStringTag`. - */ - function getRawTag(value) { - var isOwn = hasOwnProperty.call(value, symToStringTag), - tag = value[symToStringTag]; - - try { - value[symToStringTag] = undefined; - var unmasked = true; - } catch (e) {} - - var result = nativeObjectToString.call(value); - if (unmasked) { - if (isOwn) { - value[symToStringTag] = tag; - } else { - delete value[symToStringTag]; - } - } - return result; - } - - /** - * Creates an array of the own enumerable symbols of `object`. - * - * @private - * @param {Object} object The object to query. - * @returns {Array} Returns the array of symbols. - */ - var getSymbols = !nativeGetSymbols ? stubArray : function(object) { - if (object == null) { - return []; - } - object = Object(object); - return arrayFilter(nativeGetSymbols(object), function(symbol) { - return propertyIsEnumerable.call(object, symbol); - }); - }; - - /** - * Creates an array of the own and inherited enumerable symbols of `object`. - * - * @private - * @param {Object} object The object to query. - * @returns {Array} Returns the array of symbols. - */ - var getSymbolsIn = !nativeGetSymbols ? stubArray : function(object) { - var result = []; - while (object) { - arrayPush(result, getSymbols(object)); - object = getPrototype(object); - } - return result; - }; - - /** - * Gets the `toStringTag` of `value`. - * - * @private - * @param {*} value The value to query. - * @returns {string} Returns the `toStringTag`. - */ - var getTag = baseGetTag; - - // Fallback for data views, maps, sets, and weak maps in IE 11 and promises in Node.js < 6. - if ((DataView && getTag(new DataView(new ArrayBuffer(1))) != dataViewTag) || - (Map && getTag(new Map) != mapTag) || - (Promise && getTag(Promise.resolve()) != promiseTag) || - (Set && getTag(new Set) != setTag) || - (WeakMap && getTag(new WeakMap) != weakMapTag)) { - getTag = function(value) { - var result = baseGetTag(value), - Ctor = result == objectTag ? value.constructor : undefined, - ctorString = Ctor ? toSource(Ctor) : ''; - - if (ctorString) { - switch (ctorString) { - case dataViewCtorString: return dataViewTag; - case mapCtorString: return mapTag; - case promiseCtorString: return promiseTag; - case setCtorString: return setTag; - case weakMapCtorString: return weakMapTag; - } - } - return result; - }; - } - - /** - * Gets the view, applying any `transforms` to the `start` and `end` positions. - * - * @private - * @param {number} start The start of the view. - * @param {number} end The end of the view. - * @param {Array} transforms The transformations to apply to the view. - * @returns {Object} Returns an object containing the `start` and `end` - * positions of the view. - */ - function getView(start, end, transforms) { - var index = -1, - length = transforms.length; - - while (++index < length) { - var data = transforms[index], - size = data.size; - - switch (data.type) { - case 'drop': start += size; break; - case 'dropRight': end -= size; break; - case 'take': end = nativeMin(end, start + size); break; - case 'takeRight': start = nativeMax(start, end - size); break; - } - } - return { 'start': start, 'end': end }; - } - - /** - * Extracts wrapper details from the `source` body comment. - * - * @private - * @param {string} source The source to inspect. - * @returns {Array} Returns the wrapper details. - */ - function getWrapDetails(source) { - var match = source.match(reWrapDetails); - return match ? match[1].split(reSplitDetails) : []; - } - - /** - * Checks if `path` exists on `object`. - * - * @private - * @param {Object} object The object to query. - * @param {Array|string} path The path to check. - * @param {Function} hasFunc The function to check properties. - * @returns {boolean} Returns `true` if `path` exists, else `false`. - */ - function hasPath(object, path, hasFunc) { - path = castPath(path, object); - - var index = -1, - length = path.length, - result = false; - - while (++index < length) { - var key = toKey(path[index]); - if (!(result = object != null && hasFunc(object, key))) { - break; - } - object = object[key]; - } - if (result || ++index != length) { - return result; - } - length = object == null ? 0 : object.length; - return !!length && isLength(length) && isIndex(key, length) && - (isArray(object) || isArguments(object)); - } - - /** - * Initializes an array clone. - * - * @private - * @param {Array} array The array to clone. - * @returns {Array} Returns the initialized clone. - */ - function initCloneArray(array) { - var length = array.length, - result = array.constructor(length); - - // Add properties assigned by `RegExp#exec`. - if (length && typeof array[0] == 'string' && hasOwnProperty.call(array, 'index')) { - result.index = array.index; - result.input = array.input; - } - return result; - } - - /** - * Initializes an object clone. - * - * @private - * @param {Object} object The object to clone. - * @returns {Object} Returns the initialized clone. - */ - function initCloneObject(object) { - return (typeof object.constructor == 'function' && !isPrototype(object)) - ? baseCreate(getPrototype(object)) - : {}; - } - - /** - * Initializes an object clone based on its `toStringTag`. - * - * **Note:** This function only supports cloning values with tags of - * `Boolean`, `Date`, `Error`, `Number`, `RegExp`, or `String`. - * - * @private - * @param {Object} object The object to clone. - * @param {string} tag The `toStringTag` of the object to clone. - * @param {Function} cloneFunc The function to clone values. - * @param {boolean} [isDeep] Specify a deep clone. - * @returns {Object} Returns the initialized clone. - */ - function initCloneByTag(object, tag, cloneFunc, isDeep) { - var Ctor = object.constructor; - switch (tag) { - case arrayBufferTag: - return cloneArrayBuffer(object); - - case boolTag: - case dateTag: - return new Ctor(+object); - - case dataViewTag: - return cloneDataView(object, isDeep); - - case float32Tag: case float64Tag: - case int8Tag: case int16Tag: case int32Tag: - case uint8Tag: case uint8ClampedTag: case uint16Tag: case uint32Tag: - return cloneTypedArray(object, isDeep); - - case mapTag: - return cloneMap(object, isDeep, cloneFunc); - - case numberTag: - case stringTag: - return new Ctor(object); - - case regexpTag: - return cloneRegExp(object); - - case setTag: - return cloneSet(object, isDeep, cloneFunc); - - case symbolTag: - return cloneSymbol(object); - } - } - - /** - * Inserts wrapper `details` in a comment at the top of the `source` body. - * - * @private - * @param {string} source The source to modify. - * @returns {Array} details The details to insert. - * @returns {string} Returns the modified source. - */ - function insertWrapDetails(source, details) { - var length = details.length; - if (!length) { - return source; - } - var lastIndex = length - 1; - details[lastIndex] = (length > 1 ? '& ' : '') + details[lastIndex]; - details = details.join(length > 2 ? ', ' : ' '); - return source.replace(reWrapComment, '{\n/* [wrapped with ' + details + '] */\n'); - } - - /** - * Checks if `value` is a flattenable `arguments` object or array. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is flattenable, else `false`. - */ - function isFlattenable(value) { - return isArray(value) || isArguments(value) || - !!(spreadableSymbol && value && value[spreadableSymbol]); - } - - /** - * Checks if `value` is a valid array-like index. - * - * @private - * @param {*} value The value to check. - * @param {number} [length=MAX_SAFE_INTEGER] The upper bounds of a valid index. - * @returns {boolean} Returns `true` if `value` is a valid index, else `false`. - */ - function isIndex(value, length) { - length = length == null ? MAX_SAFE_INTEGER : length; - return !!length && - (typeof value == 'number' || reIsUint.test(value)) && - (value > -1 && value % 1 == 0 && value < length); - } - - /** - * Checks if the given arguments are from an iteratee call. - * - * @private - * @param {*} value The potential iteratee value argument. - * @param {*} index The potential iteratee index or key argument. - * @param {*} object The potential iteratee object argument. - * @returns {boolean} Returns `true` if the arguments are from an iteratee call, - * else `false`. - */ - function isIterateeCall(value, index, object) { - if (!isObject(object)) { - return false; - } - var type = typeof index; - if (type == 'number' - ? (isArrayLike(object) && isIndex(index, object.length)) - : (type == 'string' && index in object) - ) { - return eq(object[index], value); - } - return false; - } - - /** - * Checks if `value` is a property name and not a property path. - * - * @private - * @param {*} value The value to check. - * @param {Object} [object] The object to query keys on. - * @returns {boolean} Returns `true` if `value` is a property name, else `false`. - */ - function isKey(value, object) { - if (isArray(value)) { - return false; - } - var type = typeof value; - if (type == 'number' || type == 'symbol' || type == 'boolean' || - value == null || isSymbol(value)) { - return true; - } - return reIsPlainProp.test(value) || !reIsDeepProp.test(value) || - (object != null && value in Object(object)); - } - - /** - * Checks if `value` is suitable for use as unique object key. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is suitable, else `false`. - */ - function isKeyable(value) { - var type = typeof value; - return (type == 'string' || type == 'number' || type == 'symbol' || type == 'boolean') - ? (value !== '__proto__') - : (value === null); - } - - /** - * Checks if `func` has a lazy counterpart. - * - * @private - * @param {Function} func The function to check. - * @returns {boolean} Returns `true` if `func` has a lazy counterpart, - * else `false`. - */ - function isLaziable(func) { - var funcName = getFuncName(func), - other = lodash[funcName]; - - if (typeof other != 'function' || !(funcName in LazyWrapper.prototype)) { - return false; - } - if (func === other) { - return true; - } - var data = getData(other); - return !!data && func === data[0]; - } - - /** - * Checks if `func` has its source masked. - * - * @private - * @param {Function} func The function to check. - * @returns {boolean} Returns `true` if `func` is masked, else `false`. - */ - function isMasked(func) { - return !!maskSrcKey && (maskSrcKey in func); - } - - /** - * Checks if `func` is capable of being masked. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `func` is maskable, else `false`. - */ - var isMaskable = coreJsData ? isFunction : stubFalse; - - /** - * Checks if `value` is likely a prototype object. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a prototype, else `false`. - */ - function isPrototype(value) { - var Ctor = value && value.constructor, - proto = (typeof Ctor == 'function' && Ctor.prototype) || objectProto; - - return value === proto; - } - - /** - * Checks if `value` is suitable for strict equality comparisons, i.e. `===`. - * - * @private - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` if suitable for strict - * equality comparisons, else `false`. - */ - function isStrictComparable(value) { - return value === value && !isObject(value); - } - - /** - * A specialized version of `matchesProperty` for source values suitable - * for strict equality comparisons, i.e. `===`. - * - * @private - * @param {string} key The key of the property to get. - * @param {*} srcValue The value to match. - * @returns {Function} Returns the new spec function. - */ - function matchesStrictComparable(key, srcValue) { - return function(object) { - if (object == null) { - return false; - } - return object[key] === srcValue && - (srcValue !== undefined || (key in Object(object))); - }; - } - - /** - * A specialized version of `_.memoize` which clears the memoized function's - * cache when it exceeds `MAX_MEMOIZE_SIZE`. - * - * @private - * @param {Function} func The function to have its output memoized. - * @returns {Function} Returns the new memoized function. - */ - function memoizeCapped(func) { - var result = memoize(func, function(key) { - if (cache.size === MAX_MEMOIZE_SIZE) { - cache.clear(); - } - return key; - }); - - var cache = result.cache; - return result; - } - - /** - * Merges the function metadata of `source` into `data`. - * - * Merging metadata reduces the number of wrappers used to invoke a function. - * This is possible because methods like `_.bind`, `_.curry`, and `_.partial` - * may be applied regardless of execution order. Methods like `_.ary` and - * `_.rearg` modify function arguments, making the order in which they are - * executed important, preventing the merging of metadata. However, we make - * an exception for a safe combined case where curried functions have `_.ary` - * and or `_.rearg` applied. - * - * @private - * @param {Array} data The destination metadata. - * @param {Array} source The source metadata. - * @returns {Array} Returns `data`. - */ - function mergeData(data, source) { - var bitmask = data[1], - srcBitmask = source[1], - newBitmask = bitmask | srcBitmask, - isCommon = newBitmask < (WRAP_BIND_FLAG | WRAP_BIND_KEY_FLAG | WRAP_ARY_FLAG); - - var isCombo = - ((srcBitmask == WRAP_ARY_FLAG) && (bitmask == WRAP_CURRY_FLAG)) || - ((srcBitmask == WRAP_ARY_FLAG) && (bitmask == WRAP_REARG_FLAG) && (data[7].length <= source[8])) || - ((srcBitmask == (WRAP_ARY_FLAG | WRAP_REARG_FLAG)) && (source[7].length <= source[8]) && (bitmask == WRAP_CURRY_FLAG)); - - // Exit early if metadata can't be merged. - if (!(isCommon || isCombo)) { - return data; - } - // Use source `thisArg` if available. - if (srcBitmask & WRAP_BIND_FLAG) { - data[2] = source[2]; - // Set when currying a bound function. - newBitmask |= bitmask & WRAP_BIND_FLAG ? 0 : WRAP_CURRY_BOUND_FLAG; - } - // Compose partial arguments. - var value = source[3]; - if (value) { - var partials = data[3]; - data[3] = partials ? composeArgs(partials, value, source[4]) : value; - data[4] = partials ? replaceHolders(data[3], PLACEHOLDER) : source[4]; - } - // Compose partial right arguments. - value = source[5]; - if (value) { - partials = data[5]; - data[5] = partials ? composeArgsRight(partials, value, source[6]) : value; - data[6] = partials ? replaceHolders(data[5], PLACEHOLDER) : source[6]; - } - // Use source `argPos` if available. - value = source[7]; - if (value) { - data[7] = value; - } - // Use source `ary` if it's smaller. - if (srcBitmask & WRAP_ARY_FLAG) { - data[8] = data[8] == null ? source[8] : nativeMin(data[8], source[8]); - } - // Use source `arity` if one is not provided. - if (data[9] == null) { - data[9] = source[9]; - } - // Use source `func` and merge bitmasks. - data[0] = source[0]; - data[1] = newBitmask; - - return data; - } - - /** - * This function is like - * [`Object.keys`](http://ecma-international.org/ecma-262/7.0/#sec-object.keys) - * except that it includes inherited enumerable properties. - * - * @private - * @param {Object} object The object to query. - * @returns {Array} Returns the array of property names. - */ - function nativeKeysIn(object) { - var result = []; - if (object != null) { - for (var key in Object(object)) { - result.push(key); - } - } - return result; - } - - /** - * Converts `value` to a string using `Object.prototype.toString`. - * - * @private - * @param {*} value The value to convert. - * @returns {string} Returns the converted string. - */ - function objectToString(value) { - return nativeObjectToString.call(value); - } - - /** - * A specialized version of `baseRest` which transforms the rest array. - * - * @private - * @param {Function} func The function to apply a rest parameter to. - * @param {number} [start=func.length-1] The start position of the rest parameter. - * @param {Function} transform The rest array transform. - * @returns {Function} Returns the new function. - */ - function overRest(func, start, transform) { - start = nativeMax(start === undefined ? (func.length - 1) : start, 0); - return function() { - var args = arguments, - index = -1, - length = nativeMax(args.length - start, 0), - array = Array(length); - - while (++index < length) { - array[index] = args[start + index]; - } - index = -1; - var otherArgs = Array(start + 1); - while (++index < start) { - otherArgs[index] = args[index]; - } - otherArgs[start] = transform(array); - return apply(func, this, otherArgs); - }; - } - - /** - * Gets the parent value at `path` of `object`. - * - * @private - * @param {Object} object The object to query. - * @param {Array} path The path to get the parent value of. - * @returns {*} Returns the parent value. - */ - function parent(object, path) { - return path.length < 2 ? object : baseGet(object, baseSlice(path, 0, -1)); - } - - /** - * Reorder `array` according to the specified indexes where the element at - * the first index is assigned as the first element, the element at - * the second index is assigned as the second element, and so on. - * - * @private - * @param {Array} array The array to reorder. - * @param {Array} indexes The arranged array indexes. - * @returns {Array} Returns `array`. - */ - function reorder(array, indexes) { - var arrLength = array.length, - length = nativeMin(indexes.length, arrLength), - oldArray = copyArray(array); - - while (length--) { - var index = indexes[length]; - array[length] = isIndex(index, arrLength) ? oldArray[index] : undefined; - } - return array; - } - - /** - * Sets metadata for `func`. - * - * **Note:** If this function becomes hot, i.e. is invoked a lot in a short - * period of time, it will trip its breaker and transition to an identity - * function to avoid garbage collection pauses in V8. See - * [V8 issue 2070](https://bugs.chromium.org/p/v8/issues/detail?id=2070) - * for more details. - * - * @private - * @param {Function} func The function to associate metadata with. - * @param {*} data The metadata. - * @returns {Function} Returns `func`. - */ - var setData = shortOut(baseSetData); - - /** - * A simple wrapper around the global [`setTimeout`](https://mdn.io/setTimeout). - * - * @private - * @param {Function} func The function to delay. - * @param {number} wait The number of milliseconds to delay invocation. - * @returns {number|Object} Returns the timer id or timeout object. - */ - var setTimeout = ctxSetTimeout || function(func, wait) { - return root.setTimeout(func, wait); - }; - - /** - * Sets the `toString` method of `func` to return `string`. - * - * @private - * @param {Function} func The function to modify. - * @param {Function} string The `toString` result. - * @returns {Function} Returns `func`. - */ - var setToString = shortOut(baseSetToString); - - /** - * Sets the `toString` method of `wrapper` to mimic the source of `reference` - * with wrapper details in a comment at the top of the source body. - * - * @private - * @param {Function} wrapper The function to modify. - * @param {Function} reference The reference function. - * @param {number} bitmask The bitmask flags. See `createWrap` for more details. - * @returns {Function} Returns `wrapper`. - */ - function setWrapToString(wrapper, reference, bitmask) { - var source = (reference + ''); - return setToString(wrapper, insertWrapDetails(source, updateWrapDetails(getWrapDetails(source), bitmask))); - } - - /** - * Creates a function that'll short out and invoke `identity` instead - * of `func` when it's called `HOT_COUNT` or more times in `HOT_SPAN` - * milliseconds. - * - * @private - * @param {Function} func The function to restrict. - * @returns {Function} Returns the new shortable function. - */ - function shortOut(func) { - var count = 0, - lastCalled = 0; - - return function() { - var stamp = nativeNow(), - remaining = HOT_SPAN - (stamp - lastCalled); - - lastCalled = stamp; - if (remaining > 0) { - if (++count >= HOT_COUNT) { - return arguments[0]; - } - } else { - count = 0; - } - return func.apply(undefined, arguments); - }; - } - - /** - * A specialized version of `_.shuffle` which mutates and sets the size of `array`. - * - * @private - * @param {Array} array The array to shuffle. - * @param {number} [size=array.length] The size of `array`. - * @returns {Array} Returns `array`. - */ - function shuffleSelf(array, size) { - var index = -1, - length = array.length, - lastIndex = length - 1; - - size = size === undefined ? length : size; - while (++index < size) { - var rand = baseRandom(index, lastIndex), - value = array[rand]; - - array[rand] = array[index]; - array[index] = value; - } - array.length = size; - return array; - } - - /** - * Converts `string` to a property path array. - * - * @private - * @param {string} string The string to convert. - * @returns {Array} Returns the property path array. - */ - var stringToPath = memoizeCapped(function(string) { - var result = []; - if (reLeadingDot.test(string)) { - result.push(''); - } - string.replace(rePropName, function(match, number, quote, string) { - result.push(quote ? string.replace(reEscapeChar, '$1') : (number || match)); - }); - return result; - }); - - /** - * Converts `value` to a string key if it's not a string or symbol. - * - * @private - * @param {*} value The value to inspect. - * @returns {string|symbol} Returns the key. - */ - function toKey(value) { - if (typeof value == 'string' || isSymbol(value)) { - return value; - } - var result = (value + ''); - return (result == '0' && (1 / value) == -INFINITY) ? '-0' : result; - } - - /** - * Converts `func` to its source code. - * - * @private - * @param {Function} func The function to convert. - * @returns {string} Returns the source code. - */ - function toSource(func) { - if (func != null) { - try { - return funcToString.call(func); - } catch (e) {} - try { - return (func + ''); - } catch (e) {} - } - return ''; - } - - /** - * Updates wrapper `details` based on `bitmask` flags. - * - * @private - * @returns {Array} details The details to modify. - * @param {number} bitmask The bitmask flags. See `createWrap` for more details. - * @returns {Array} Returns `details`. - */ - function updateWrapDetails(details, bitmask) { - arrayEach(wrapFlags, function(pair) { - var value = '_.' + pair[0]; - if ((bitmask & pair[1]) && !arrayIncludes(details, value)) { - details.push(value); - } - }); - return details.sort(); - } - - /** - * Creates a clone of `wrapper`. - * - * @private - * @param {Object} wrapper The wrapper to clone. - * @returns {Object} Returns the cloned wrapper. - */ - function wrapperClone(wrapper) { - if (wrapper instanceof LazyWrapper) { - return wrapper.clone(); - } - var result = new LodashWrapper(wrapper.__wrapped__, wrapper.__chain__); - result.__actions__ = copyArray(wrapper.__actions__); - result.__index__ = wrapper.__index__; - result.__values__ = wrapper.__values__; - return result; - } - - /*------------------------------------------------------------------------*/ - - /** - * Creates an array of elements split into groups the length of `size`. - * If `array` can't be split evenly, the final chunk will be the remaining - * elements. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to process. - * @param {number} [size=1] The length of each chunk - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Array} Returns the new array of chunks. - * @example - * - * _.chunk(['a', 'b', 'c', 'd'], 2); - * // => [['a', 'b'], ['c', 'd']] - * - * _.chunk(['a', 'b', 'c', 'd'], 3); - * // => [['a', 'b', 'c'], ['d']] - */ - function chunk(array, size, guard) { - if ((guard ? isIterateeCall(array, size, guard) : size === undefined)) { - size = 1; - } else { - size = nativeMax(toInteger(size), 0); - } - var length = array == null ? 0 : array.length; - if (!length || size < 1) { - return []; - } - var index = 0, - resIndex = 0, - result = Array(nativeCeil(length / size)); - - while (index < length) { - result[resIndex++] = baseSlice(array, index, (index += size)); - } - return result; - } - - /** - * Creates an array with all falsey values removed. The values `false`, `null`, - * `0`, `""`, `undefined`, and `NaN` are falsey. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to compact. - * @returns {Array} Returns the new array of filtered values. - * @example - * - * _.compact([0, 1, false, 2, '', 3]); - * // => [1, 2, 3] - */ - function compact(array) { - var index = -1, - length = array == null ? 0 : array.length, - resIndex = 0, - result = []; - - while (++index < length) { - var value = array[index]; - if (value) { - result[resIndex++] = value; - } - } - return result; - } - - /** - * Creates a new array concatenating `array` with any additional arrays - * and/or values. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to concatenate. - * @param {...*} [values] The values to concatenate. - * @returns {Array} Returns the new concatenated array. - * @example - * - * var array = [1]; - * var other = _.concat(array, 2, [3], [[4]]); - * - * console.log(other); - * // => [1, 2, 3, [4]] - * - * console.log(array); - * // => [1] - */ - function concat() { - var length = arguments.length; - if (!length) { - return []; - } - var args = Array(length - 1), - array = arguments[0], - index = length; - - while (index--) { - args[index - 1] = arguments[index]; - } - return arrayPush(isArray(array) ? copyArray(array) : [array], baseFlatten(args, 1)); - } - - /** - * Creates an array of `array` values not included in the other given arrays - * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * for equality comparisons. The order and references of result values are - * determined by the first array. - * - * **Note:** Unlike `_.pullAll`, this method returns a new array. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {...Array} [values] The values to exclude. - * @returns {Array} Returns the new array of filtered values. - * @see _.without, _.xor - * @example - * - * _.difference([2, 1], [2, 3]); - * // => [1] - */ - var difference = baseRest(function(array, values) { - return isArrayLikeObject(array) - ? baseDifference(array, baseFlatten(values, 1, isArrayLikeObject, true)) - : []; - }); - - /** - * This method is like `_.difference` except that it accepts `iteratee` which - * is invoked for each element of `array` and `values` to generate the criterion - * by which they're compared. The order and references of result values are - * determined by the first array. The iteratee is invoked with one argument: - * (value). - * - * **Note:** Unlike `_.pullAllBy`, this method returns a new array. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {...Array} [values] The values to exclude. - * @param {Function} [iteratee=_.identity] The iteratee invoked per element. - * @returns {Array} Returns the new array of filtered values. - * @example - * - * _.differenceBy([2.1, 1.2], [2.3, 3.4], Math.floor); - * // => [1.2] - * - * // The `_.property` iteratee shorthand. - * _.differenceBy([{ 'x': 2 }, { 'x': 1 }], [{ 'x': 1 }], 'x'); - * // => [{ 'x': 2 }] - */ - var differenceBy = baseRest(function(array, values) { - var iteratee = last(values); - if (isArrayLikeObject(iteratee)) { - iteratee = undefined; - } - return isArrayLikeObject(array) - ? baseDifference(array, baseFlatten(values, 1, isArrayLikeObject, true), getIteratee(iteratee, 2)) - : []; - }); - - /** - * This method is like `_.difference` except that it accepts `comparator` - * which is invoked to compare elements of `array` to `values`. The order and - * references of result values are determined by the first array. The comparator - * is invoked with two arguments: (arrVal, othVal). - * - * **Note:** Unlike `_.pullAllWith`, this method returns a new array. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {...Array} [values] The values to exclude. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns the new array of filtered values. - * @example - * - * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }]; - * - * _.differenceWith(objects, [{ 'x': 1, 'y': 2 }], _.isEqual); - * // => [{ 'x': 2, 'y': 1 }] - */ - var differenceWith = baseRest(function(array, values) { - var comparator = last(values); - if (isArrayLikeObject(comparator)) { - comparator = undefined; - } - return isArrayLikeObject(array) - ? baseDifference(array, baseFlatten(values, 1, isArrayLikeObject, true), undefined, comparator) - : []; - }); - - /** - * Creates a slice of `array` with `n` elements dropped from the beginning. - * - * @static - * @memberOf _ - * @since 0.5.0 - * @category Array - * @param {Array} array The array to query. - * @param {number} [n=1] The number of elements to drop. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Array} Returns the slice of `array`. - * @example - * - * _.drop([1, 2, 3]); - * // => [2, 3] - * - * _.drop([1, 2, 3], 2); - * // => [3] - * - * _.drop([1, 2, 3], 5); - * // => [] - * - * _.drop([1, 2, 3], 0); - * // => [1, 2, 3] - */ - function drop(array, n, guard) { - var length = array == null ? 0 : array.length; - if (!length) { - return []; - } - n = (guard || n === undefined) ? 1 : toInteger(n); - return baseSlice(array, n < 0 ? 0 : n, length); - } - - /** - * Creates a slice of `array` with `n` elements dropped from the end. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to query. - * @param {number} [n=1] The number of elements to drop. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Array} Returns the slice of `array`. - * @example - * - * _.dropRight([1, 2, 3]); - * // => [1, 2] - * - * _.dropRight([1, 2, 3], 2); - * // => [1] - * - * _.dropRight([1, 2, 3], 5); - * // => [] - * - * _.dropRight([1, 2, 3], 0); - * // => [1, 2, 3] - */ - function dropRight(array, n, guard) { - var length = array == null ? 0 : array.length; - if (!length) { - return []; - } - n = (guard || n === undefined) ? 1 : toInteger(n); - n = length - n; - return baseSlice(array, 0, n < 0 ? 0 : n); - } - - /** - * Creates a slice of `array` excluding elements dropped from the end. - * Elements are dropped until `predicate` returns falsey. The predicate is - * invoked with three arguments: (value, index, array). - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to query. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {Array} Returns the slice of `array`. - * @example - * - * var users = [ - * { 'user': 'barney', 'active': true }, - * { 'user': 'fred', 'active': false }, - * { 'user': 'pebbles', 'active': false } - * ]; - * - * _.dropRightWhile(users, function(o) { return !o.active; }); - * // => objects for ['barney'] - * - * // The `_.matches` iteratee shorthand. - * _.dropRightWhile(users, { 'user': 'pebbles', 'active': false }); - * // => objects for ['barney', 'fred'] - * - * // The `_.matchesProperty` iteratee shorthand. - * _.dropRightWhile(users, ['active', false]); - * // => objects for ['barney'] - * - * // The `_.property` iteratee shorthand. - * _.dropRightWhile(users, 'active'); - * // => objects for ['barney', 'fred', 'pebbles'] - */ - function dropRightWhile(array, predicate) { - return (array && array.length) - ? baseWhile(array, getIteratee(predicate, 3), true, true) - : []; - } - - /** - * Creates a slice of `array` excluding elements dropped from the beginning. - * Elements are dropped until `predicate` returns falsey. The predicate is - * invoked with three arguments: (value, index, array). - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to query. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {Array} Returns the slice of `array`. - * @example - * - * var users = [ - * { 'user': 'barney', 'active': false }, - * { 'user': 'fred', 'active': false }, - * { 'user': 'pebbles', 'active': true } - * ]; - * - * _.dropWhile(users, function(o) { return !o.active; }); - * // => objects for ['pebbles'] - * - * // The `_.matches` iteratee shorthand. - * _.dropWhile(users, { 'user': 'barney', 'active': false }); - * // => objects for ['fred', 'pebbles'] - * - * // The `_.matchesProperty` iteratee shorthand. - * _.dropWhile(users, ['active', false]); - * // => objects for ['pebbles'] - * - * // The `_.property` iteratee shorthand. - * _.dropWhile(users, 'active'); - * // => objects for ['barney', 'fred', 'pebbles'] - */ - function dropWhile(array, predicate) { - return (array && array.length) - ? baseWhile(array, getIteratee(predicate, 3), true) - : []; - } - - /** - * Fills elements of `array` with `value` from `start` up to, but not - * including, `end`. - * - * **Note:** This method mutates `array`. - * - * @static - * @memberOf _ - * @since 3.2.0 - * @category Array - * @param {Array} array The array to fill. - * @param {*} value The value to fill `array` with. - * @param {number} [start=0] The start position. - * @param {number} [end=array.length] The end position. - * @returns {Array} Returns `array`. - * @example - * - * var array = [1, 2, 3]; - * - * _.fill(array, 'a'); - * console.log(array); - * // => ['a', 'a', 'a'] - * - * _.fill(Array(3), 2); - * // => [2, 2, 2] - * - * _.fill([4, 6, 8, 10], '*', 1, 3); - * // => [4, '*', '*', 10] - */ - function fill(array, value, start, end) { - var length = array == null ? 0 : array.length; - if (!length) { - return []; - } - if (start && typeof start != 'number' && isIterateeCall(array, value, start)) { - start = 0; - end = length; - } - return baseFill(array, value, start, end); - } - - /** - * This method is like `_.find` except that it returns the index of the first - * element `predicate` returns truthy for instead of the element itself. - * - * @static - * @memberOf _ - * @since 1.1.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @param {number} [fromIndex=0] The index to search from. - * @returns {number} Returns the index of the found element, else `-1`. - * @example - * - * var users = [ - * { 'user': 'barney', 'active': false }, - * { 'user': 'fred', 'active': false }, - * { 'user': 'pebbles', 'active': true } - * ]; - * - * _.findIndex(users, function(o) { return o.user == 'barney'; }); - * // => 0 - * - * // The `_.matches` iteratee shorthand. - * _.findIndex(users, { 'user': 'fred', 'active': false }); - * // => 1 - * - * // The `_.matchesProperty` iteratee shorthand. - * _.findIndex(users, ['active', false]); - * // => 0 - * - * // The `_.property` iteratee shorthand. - * _.findIndex(users, 'active'); - * // => 2 - */ - function findIndex(array, predicate, fromIndex) { - var length = array == null ? 0 : array.length; - if (!length) { - return -1; - } - var index = fromIndex == null ? 0 : toInteger(fromIndex); - if (index < 0) { - index = nativeMax(length + index, 0); - } - return baseFindIndex(array, getIteratee(predicate, 3), index); - } - - /** - * This method is like `_.findIndex` except that it iterates over elements - * of `collection` from right to left. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @param {number} [fromIndex=array.length-1] The index to search from. - * @returns {number} Returns the index of the found element, else `-1`. - * @example - * - * var users = [ - * { 'user': 'barney', 'active': true }, - * { 'user': 'fred', 'active': false }, - * { 'user': 'pebbles', 'active': false } - * ]; - * - * _.findLastIndex(users, function(o) { return o.user == 'pebbles'; }); - * // => 2 - * - * // The `_.matches` iteratee shorthand. - * _.findLastIndex(users, { 'user': 'barney', 'active': true }); - * // => 0 - * - * // The `_.matchesProperty` iteratee shorthand. - * _.findLastIndex(users, ['active', false]); - * // => 2 - * - * // The `_.property` iteratee shorthand. - * _.findLastIndex(users, 'active'); - * // => 0 - */ - function findLastIndex(array, predicate, fromIndex) { - var length = array == null ? 0 : array.length; - if (!length) { - return -1; - } - var index = length - 1; - if (fromIndex !== undefined) { - index = toInteger(fromIndex); - index = fromIndex < 0 - ? nativeMax(length + index, 0) - : nativeMin(index, length - 1); - } - return baseFindIndex(array, getIteratee(predicate, 3), index, true); - } - - /** - * Flattens `array` a single level deep. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to flatten. - * @returns {Array} Returns the new flattened array. - * @example - * - * _.flatten([1, [2, [3, [4]], 5]]); - * // => [1, 2, [3, [4]], 5] - */ - function flatten(array) { - var length = array == null ? 0 : array.length; - return length ? baseFlatten(array, 1) : []; - } - - /** - * Recursively flattens `array`. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to flatten. - * @returns {Array} Returns the new flattened array. - * @example - * - * _.flattenDeep([1, [2, [3, [4]], 5]]); - * // => [1, 2, 3, 4, 5] - */ - function flattenDeep(array) { - var length = array == null ? 0 : array.length; - return length ? baseFlatten(array, INFINITY) : []; - } - - /** - * Recursively flatten `array` up to `depth` times. - * - * @static - * @memberOf _ - * @since 4.4.0 - * @category Array - * @param {Array} array The array to flatten. - * @param {number} [depth=1] The maximum recursion depth. - * @returns {Array} Returns the new flattened array. - * @example - * - * var array = [1, [2, [3, [4]], 5]]; - * - * _.flattenDepth(array, 1); - * // => [1, 2, [3, [4]], 5] - * - * _.flattenDepth(array, 2); - * // => [1, 2, 3, [4], 5] - */ - function flattenDepth(array, depth) { - var length = array == null ? 0 : array.length; - if (!length) { - return []; - } - depth = depth === undefined ? 1 : toInteger(depth); - return baseFlatten(array, depth); - } - - /** - * The inverse of `_.toPairs`; this method returns an object composed - * from key-value `pairs`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} pairs The key-value pairs. - * @returns {Object} Returns the new object. - * @example - * - * _.fromPairs([['a', 1], ['b', 2]]); - * // => { 'a': 1, 'b': 2 } - */ - function fromPairs(pairs) { - var index = -1, - length = pairs == null ? 0 : pairs.length, - result = {}; - - while (++index < length) { - var pair = pairs[index]; - result[pair[0]] = pair[1]; - } - return result; - } - - /** - * Gets the first element of `array`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @alias first - * @category Array - * @param {Array} array The array to query. - * @returns {*} Returns the first element of `array`. - * @example - * - * _.head([1, 2, 3]); - * // => 1 - * - * _.head([]); - * // => undefined - */ - function head(array) { - return (array && array.length) ? array[0] : undefined; - } - - /** - * Gets the index at which the first occurrence of `value` is found in `array` - * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * for equality comparisons. If `fromIndex` is negative, it's used as the - * offset from the end of `array`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {*} value The value to search for. - * @param {number} [fromIndex=0] The index to search from. - * @returns {number} Returns the index of the matched value, else `-1`. - * @example - * - * _.indexOf([1, 2, 1, 2], 2); - * // => 1 - * - * // Search from the `fromIndex`. - * _.indexOf([1, 2, 1, 2], 2, 2); - * // => 3 - */ - function indexOf(array, value, fromIndex) { - var length = array == null ? 0 : array.length; - if (!length) { - return -1; - } - var index = fromIndex == null ? 0 : toInteger(fromIndex); - if (index < 0) { - index = nativeMax(length + index, 0); - } - return baseIndexOf(array, value, index); - } - - /** - * Gets all but the last element of `array`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to query. - * @returns {Array} Returns the slice of `array`. - * @example - * - * _.initial([1, 2, 3]); - * // => [1, 2] - */ - function initial(array) { - var length = array == null ? 0 : array.length; - return length ? baseSlice(array, 0, -1) : []; - } - - /** - * Creates an array of unique values that are included in all given arrays - * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * for equality comparisons. The order and references of result values are - * determined by the first array. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {...Array} [arrays] The arrays to inspect. - * @returns {Array} Returns the new array of intersecting values. - * @example - * - * _.intersection([2, 1], [2, 3]); - * // => [2] - */ - var intersection = baseRest(function(arrays) { - var mapped = arrayMap(arrays, castArrayLikeObject); - return (mapped.length && mapped[0] === arrays[0]) - ? baseIntersection(mapped) - : []; - }); - - /** - * This method is like `_.intersection` except that it accepts `iteratee` - * which is invoked for each element of each `arrays` to generate the criterion - * by which they're compared. The order and references of result values are - * determined by the first array. The iteratee is invoked with one argument: - * (value). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {...Array} [arrays] The arrays to inspect. - * @param {Function} [iteratee=_.identity] The iteratee invoked per element. - * @returns {Array} Returns the new array of intersecting values. - * @example - * - * _.intersectionBy([2.1, 1.2], [2.3, 3.4], Math.floor); - * // => [2.1] - * - * // The `_.property` iteratee shorthand. - * _.intersectionBy([{ 'x': 1 }], [{ 'x': 2 }, { 'x': 1 }], 'x'); - * // => [{ 'x': 1 }] - */ - var intersectionBy = baseRest(function(arrays) { - var iteratee = last(arrays), - mapped = arrayMap(arrays, castArrayLikeObject); - - if (iteratee === last(mapped)) { - iteratee = undefined; - } else { - mapped.pop(); - } - return (mapped.length && mapped[0] === arrays[0]) - ? baseIntersection(mapped, getIteratee(iteratee, 2)) - : []; - }); - - /** - * This method is like `_.intersection` except that it accepts `comparator` - * which is invoked to compare elements of `arrays`. The order and references - * of result values are determined by the first array. The comparator is - * invoked with two arguments: (arrVal, othVal). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {...Array} [arrays] The arrays to inspect. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns the new array of intersecting values. - * @example - * - * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }]; - * var others = [{ 'x': 1, 'y': 1 }, { 'x': 1, 'y': 2 }]; - * - * _.intersectionWith(objects, others, _.isEqual); - * // => [{ 'x': 1, 'y': 2 }] - */ - var intersectionWith = baseRest(function(arrays) { - var comparator = last(arrays), - mapped = arrayMap(arrays, castArrayLikeObject); - - comparator = typeof comparator == 'function' ? comparator : undefined; - if (comparator) { - mapped.pop(); - } - return (mapped.length && mapped[0] === arrays[0]) - ? baseIntersection(mapped, undefined, comparator) - : []; - }); - - /** - * Converts all elements in `array` into a string separated by `separator`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to convert. - * @param {string} [separator=','] The element separator. - * @returns {string} Returns the joined string. - * @example - * - * _.join(['a', 'b', 'c'], '~'); - * // => 'a~b~c' - */ - function join(array, separator) { - return array == null ? '' : nativeJoin.call(array, separator); - } - - /** - * Gets the last element of `array`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to query. - * @returns {*} Returns the last element of `array`. - * @example - * - * _.last([1, 2, 3]); - * // => 3 - */ - function last(array) { - var length = array == null ? 0 : array.length; - return length ? array[length - 1] : undefined; - } - - /** - * This method is like `_.indexOf` except that it iterates over elements of - * `array` from right to left. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {*} value The value to search for. - * @param {number} [fromIndex=array.length-1] The index to search from. - * @returns {number} Returns the index of the matched value, else `-1`. - * @example - * - * _.lastIndexOf([1, 2, 1, 2], 2); - * // => 3 - * - * // Search from the `fromIndex`. - * _.lastIndexOf([1, 2, 1, 2], 2, 2); - * // => 1 - */ - function lastIndexOf(array, value, fromIndex) { - var length = array == null ? 0 : array.length; - if (!length) { - return -1; - } - var index = length; - if (fromIndex !== undefined) { - index = toInteger(fromIndex); - index = index < 0 ? nativeMax(length + index, 0) : nativeMin(index, length - 1); - } - return value === value - ? strictLastIndexOf(array, value, index) - : baseFindIndex(array, baseIsNaN, index, true); - } - - /** - * Gets the element at index `n` of `array`. If `n` is negative, the nth - * element from the end is returned. - * - * @static - * @memberOf _ - * @since 4.11.0 - * @category Array - * @param {Array} array The array to query. - * @param {number} [n=0] The index of the element to return. - * @returns {*} Returns the nth element of `array`. - * @example - * - * var array = ['a', 'b', 'c', 'd']; - * - * _.nth(array, 1); - * // => 'b' - * - * _.nth(array, -2); - * // => 'c'; - */ - function nth(array, n) { - return (array && array.length) ? baseNth(array, toInteger(n)) : undefined; - } - - /** - * Removes all given values from `array` using - * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * for equality comparisons. - * - * **Note:** Unlike `_.without`, this method mutates `array`. Use `_.remove` - * to remove elements from an array by predicate. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @category Array - * @param {Array} array The array to modify. - * @param {...*} [values] The values to remove. - * @returns {Array} Returns `array`. - * @example - * - * var array = ['a', 'b', 'c', 'a', 'b', 'c']; - * - * _.pull(array, 'a', 'c'); - * console.log(array); - * // => ['b', 'b'] - */ - var pull = baseRest(pullAll); - - /** - * This method is like `_.pull` except that it accepts an array of values to remove. - * - * **Note:** Unlike `_.difference`, this method mutates `array`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to modify. - * @param {Array} values The values to remove. - * @returns {Array} Returns `array`. - * @example - * - * var array = ['a', 'b', 'c', 'a', 'b', 'c']; - * - * _.pullAll(array, ['a', 'c']); - * console.log(array); - * // => ['b', 'b'] - */ - function pullAll(array, values) { - return (array && array.length && values && values.length) - ? basePullAll(array, values) - : array; - } - - /** - * This method is like `_.pullAll` except that it accepts `iteratee` which is - * invoked for each element of `array` and `values` to generate the criterion - * by which they're compared. The iteratee is invoked with one argument: (value). - * - * **Note:** Unlike `_.differenceBy`, this method mutates `array`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to modify. - * @param {Array} values The values to remove. - * @param {Function} [iteratee=_.identity] The iteratee invoked per element. - * @returns {Array} Returns `array`. - * @example - * - * var array = [{ 'x': 1 }, { 'x': 2 }, { 'x': 3 }, { 'x': 1 }]; - * - * _.pullAllBy(array, [{ 'x': 1 }, { 'x': 3 }], 'x'); - * console.log(array); - * // => [{ 'x': 2 }] - */ - function pullAllBy(array, values, iteratee) { - return (array && array.length && values && values.length) - ? basePullAll(array, values, getIteratee(iteratee, 2)) - : array; - } - - /** - * This method is like `_.pullAll` except that it accepts `comparator` which - * is invoked to compare elements of `array` to `values`. The comparator is - * invoked with two arguments: (arrVal, othVal). - * - * **Note:** Unlike `_.differenceWith`, this method mutates `array`. - * - * @static - * @memberOf _ - * @since 4.6.0 - * @category Array - * @param {Array} array The array to modify. - * @param {Array} values The values to remove. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns `array`. - * @example - * - * var array = [{ 'x': 1, 'y': 2 }, { 'x': 3, 'y': 4 }, { 'x': 5, 'y': 6 }]; - * - * _.pullAllWith(array, [{ 'x': 3, 'y': 4 }], _.isEqual); - * console.log(array); - * // => [{ 'x': 1, 'y': 2 }, { 'x': 5, 'y': 6 }] - */ - function pullAllWith(array, values, comparator) { - return (array && array.length && values && values.length) - ? basePullAll(array, values, undefined, comparator) - : array; - } - - /** - * Removes elements from `array` corresponding to `indexes` and returns an - * array of removed elements. - * - * **Note:** Unlike `_.at`, this method mutates `array`. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to modify. - * @param {...(number|number[])} [indexes] The indexes of elements to remove. - * @returns {Array} Returns the new array of removed elements. - * @example - * - * var array = ['a', 'b', 'c', 'd']; - * var pulled = _.pullAt(array, [1, 3]); - * - * console.log(array); - * // => ['a', 'c'] - * - * console.log(pulled); - * // => ['b', 'd'] - */ - var pullAt = flatRest(function(array, indexes) { - var length = array == null ? 0 : array.length, - result = baseAt(array, indexes); - - basePullAt(array, arrayMap(indexes, function(index) { - return isIndex(index, length) ? +index : index; - }).sort(compareAscending)); - - return result; - }); - - /** - * Removes all elements from `array` that `predicate` returns truthy for - * and returns an array of the removed elements. The predicate is invoked - * with three arguments: (value, index, array). - * - * **Note:** Unlike `_.filter`, this method mutates `array`. Use `_.pull` - * to pull elements from an array by value. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @category Array - * @param {Array} array The array to modify. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {Array} Returns the new array of removed elements. - * @example - * - * var array = [1, 2, 3, 4]; - * var evens = _.remove(array, function(n) { - * return n % 2 == 0; - * }); - * - * console.log(array); - * // => [1, 3] - * - * console.log(evens); - * // => [2, 4] - */ - function remove(array, predicate) { - var result = []; - if (!(array && array.length)) { - return result; - } - var index = -1, - indexes = [], - length = array.length; - - predicate = getIteratee(predicate, 3); - while (++index < length) { - var value = array[index]; - if (predicate(value, index, array)) { - result.push(value); - indexes.push(index); - } - } - basePullAt(array, indexes); - return result; - } - - /** - * Reverses `array` so that the first element becomes the last, the second - * element becomes the second to last, and so on. - * - * **Note:** This method mutates `array` and is based on - * [`Array#reverse`](https://mdn.io/Array/reverse). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to modify. - * @returns {Array} Returns `array`. - * @example - * - * var array = [1, 2, 3]; - * - * _.reverse(array); - * // => [3, 2, 1] - * - * console.log(array); - * // => [3, 2, 1] - */ - function reverse(array) { - return array == null ? array : nativeReverse.call(array); - } - - /** - * Creates a slice of `array` from `start` up to, but not including, `end`. - * - * **Note:** This method is used instead of - * [`Array#slice`](https://mdn.io/Array/slice) to ensure dense arrays are - * returned. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to slice. - * @param {number} [start=0] The start position. - * @param {number} [end=array.length] The end position. - * @returns {Array} Returns the slice of `array`. - */ - function slice(array, start, end) { - var length = array == null ? 0 : array.length; - if (!length) { - return []; - } - if (end && typeof end != 'number' && isIterateeCall(array, start, end)) { - start = 0; - end = length; - } - else { - start = start == null ? 0 : toInteger(start); - end = end === undefined ? length : toInteger(end); - } - return baseSlice(array, start, end); - } - - /** - * Uses a binary search to determine the lowest index at which `value` - * should be inserted into `array` in order to maintain its sort order. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The sorted array to inspect. - * @param {*} value The value to evaluate. - * @returns {number} Returns the index at which `value` should be inserted - * into `array`. - * @example - * - * _.sortedIndex([30, 50], 40); - * // => 1 - */ - function sortedIndex(array, value) { - return baseSortedIndex(array, value); - } - - /** - * This method is like `_.sortedIndex` except that it accepts `iteratee` - * which is invoked for `value` and each element of `array` to compute their - * sort ranking. The iteratee is invoked with one argument: (value). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The sorted array to inspect. - * @param {*} value The value to evaluate. - * @param {Function} [iteratee=_.identity] The iteratee invoked per element. - * @returns {number} Returns the index at which `value` should be inserted - * into `array`. - * @example - * - * var objects = [{ 'x': 4 }, { 'x': 5 }]; - * - * _.sortedIndexBy(objects, { 'x': 4 }, function(o) { return o.x; }); - * // => 0 - * - * // The `_.property` iteratee shorthand. - * _.sortedIndexBy(objects, { 'x': 4 }, 'x'); - * // => 0 - */ - function sortedIndexBy(array, value, iteratee) { - return baseSortedIndexBy(array, value, getIteratee(iteratee, 2)); - } - - /** - * This method is like `_.indexOf` except that it performs a binary - * search on a sorted `array`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {*} value The value to search for. - * @returns {number} Returns the index of the matched value, else `-1`. - * @example - * - * _.sortedIndexOf([4, 5, 5, 5, 6], 5); - * // => 1 - */ - function sortedIndexOf(array, value) { - var length = array == null ? 0 : array.length; - if (length) { - var index = baseSortedIndex(array, value); - if (index < length && eq(array[index], value)) { - return index; - } - } - return -1; - } - - /** - * This method is like `_.sortedIndex` except that it returns the highest - * index at which `value` should be inserted into `array` in order to - * maintain its sort order. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The sorted array to inspect. - * @param {*} value The value to evaluate. - * @returns {number} Returns the index at which `value` should be inserted - * into `array`. - * @example - * - * _.sortedLastIndex([4, 5, 5, 5, 6], 5); - * // => 4 - */ - function sortedLastIndex(array, value) { - return baseSortedIndex(array, value, true); - } - - /** - * This method is like `_.sortedLastIndex` except that it accepts `iteratee` - * which is invoked for `value` and each element of `array` to compute their - * sort ranking. The iteratee is invoked with one argument: (value). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The sorted array to inspect. - * @param {*} value The value to evaluate. - * @param {Function} [iteratee=_.identity] The iteratee invoked per element. - * @returns {number} Returns the index at which `value` should be inserted - * into `array`. - * @example - * - * var objects = [{ 'x': 4 }, { 'x': 5 }]; - * - * _.sortedLastIndexBy(objects, { 'x': 4 }, function(o) { return o.x; }); - * // => 1 - * - * // The `_.property` iteratee shorthand. - * _.sortedLastIndexBy(objects, { 'x': 4 }, 'x'); - * // => 1 - */ - function sortedLastIndexBy(array, value, iteratee) { - return baseSortedIndexBy(array, value, getIteratee(iteratee, 2), true); - } - - /** - * This method is like `_.lastIndexOf` except that it performs a binary - * search on a sorted `array`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {*} value The value to search for. - * @returns {number} Returns the index of the matched value, else `-1`. - * @example - * - * _.sortedLastIndexOf([4, 5, 5, 5, 6], 5); - * // => 3 - */ - function sortedLastIndexOf(array, value) { - var length = array == null ? 0 : array.length; - if (length) { - var index = baseSortedIndex(array, value, true) - 1; - if (eq(array[index], value)) { - return index; - } - } - return -1; - } - - /** - * This method is like `_.uniq` except that it's designed and optimized - * for sorted arrays. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to inspect. - * @returns {Array} Returns the new duplicate free array. - * @example - * - * _.sortedUniq([1, 1, 2]); - * // => [1, 2] - */ - function sortedUniq(array) { - return (array && array.length) - ? baseSortedUniq(array) - : []; - } - - /** - * This method is like `_.uniqBy` except that it's designed and optimized - * for sorted arrays. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {Function} [iteratee] The iteratee invoked per element. - * @returns {Array} Returns the new duplicate free array. - * @example - * - * _.sortedUniqBy([1.1, 1.2, 2.3, 2.4], Math.floor); - * // => [1.1, 2.3] - */ - function sortedUniqBy(array, iteratee) { - return (array && array.length) - ? baseSortedUniq(array, getIteratee(iteratee, 2)) - : []; - } - - /** - * Gets all but the first element of `array`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to query. - * @returns {Array} Returns the slice of `array`. - * @example - * - * _.tail([1, 2, 3]); - * // => [2, 3] - */ - function tail(array) { - var length = array == null ? 0 : array.length; - return length ? baseSlice(array, 1, length) : []; - } - - /** - * Creates a slice of `array` with `n` elements taken from the beginning. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to query. - * @param {number} [n=1] The number of elements to take. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Array} Returns the slice of `array`. - * @example - * - * _.take([1, 2, 3]); - * // => [1] - * - * _.take([1, 2, 3], 2); - * // => [1, 2] - * - * _.take([1, 2, 3], 5); - * // => [1, 2, 3] - * - * _.take([1, 2, 3], 0); - * // => [] - */ - function take(array, n, guard) { - if (!(array && array.length)) { - return []; - } - n = (guard || n === undefined) ? 1 : toInteger(n); - return baseSlice(array, 0, n < 0 ? 0 : n); - } - - /** - * Creates a slice of `array` with `n` elements taken from the end. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to query. - * @param {number} [n=1] The number of elements to take. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Array} Returns the slice of `array`. - * @example - * - * _.takeRight([1, 2, 3]); - * // => [3] - * - * _.takeRight([1, 2, 3], 2); - * // => [2, 3] - * - * _.takeRight([1, 2, 3], 5); - * // => [1, 2, 3] - * - * _.takeRight([1, 2, 3], 0); - * // => [] - */ - function takeRight(array, n, guard) { - var length = array == null ? 0 : array.length; - if (!length) { - return []; - } - n = (guard || n === undefined) ? 1 : toInteger(n); - n = length - n; - return baseSlice(array, n < 0 ? 0 : n, length); - } - - /** - * Creates a slice of `array` with elements taken from the end. Elements are - * taken until `predicate` returns falsey. The predicate is invoked with - * three arguments: (value, index, array). - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to query. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {Array} Returns the slice of `array`. - * @example - * - * var users = [ - * { 'user': 'barney', 'active': true }, - * { 'user': 'fred', 'active': false }, - * { 'user': 'pebbles', 'active': false } - * ]; - * - * _.takeRightWhile(users, function(o) { return !o.active; }); - * // => objects for ['fred', 'pebbles'] - * - * // The `_.matches` iteratee shorthand. - * _.takeRightWhile(users, { 'user': 'pebbles', 'active': false }); - * // => objects for ['pebbles'] - * - * // The `_.matchesProperty` iteratee shorthand. - * _.takeRightWhile(users, ['active', false]); - * // => objects for ['fred', 'pebbles'] - * - * // The `_.property` iteratee shorthand. - * _.takeRightWhile(users, 'active'); - * // => [] - */ - function takeRightWhile(array, predicate) { - return (array && array.length) - ? baseWhile(array, getIteratee(predicate, 3), false, true) - : []; - } - - /** - * Creates a slice of `array` with elements taken from the beginning. Elements - * are taken until `predicate` returns falsey. The predicate is invoked with - * three arguments: (value, index, array). - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Array - * @param {Array} array The array to query. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {Array} Returns the slice of `array`. - * @example - * - * var users = [ - * { 'user': 'barney', 'active': false }, - * { 'user': 'fred', 'active': false }, - * { 'user': 'pebbles', 'active': true } - * ]; - * - * _.takeWhile(users, function(o) { return !o.active; }); - * // => objects for ['barney', 'fred'] - * - * // The `_.matches` iteratee shorthand. - * _.takeWhile(users, { 'user': 'barney', 'active': false }); - * // => objects for ['barney'] - * - * // The `_.matchesProperty` iteratee shorthand. - * _.takeWhile(users, ['active', false]); - * // => objects for ['barney', 'fred'] - * - * // The `_.property` iteratee shorthand. - * _.takeWhile(users, 'active'); - * // => [] - */ - function takeWhile(array, predicate) { - return (array && array.length) - ? baseWhile(array, getIteratee(predicate, 3)) - : []; - } - - /** - * Creates an array of unique values, in order, from all given arrays using - * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * for equality comparisons. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {...Array} [arrays] The arrays to inspect. - * @returns {Array} Returns the new array of combined values. - * @example - * - * _.union([2], [1, 2]); - * // => [2, 1] - */ - var union = baseRest(function(arrays) { - return baseUniq(baseFlatten(arrays, 1, isArrayLikeObject, true)); - }); - - /** - * This method is like `_.union` except that it accepts `iteratee` which is - * invoked for each element of each `arrays` to generate the criterion by - * which uniqueness is computed. Result values are chosen from the first - * array in which the value occurs. The iteratee is invoked with one argument: - * (value). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {...Array} [arrays] The arrays to inspect. - * @param {Function} [iteratee=_.identity] The iteratee invoked per element. - * @returns {Array} Returns the new array of combined values. - * @example - * - * _.unionBy([2.1], [1.2, 2.3], Math.floor); - * // => [2.1, 1.2] - * - * // The `_.property` iteratee shorthand. - * _.unionBy([{ 'x': 1 }], [{ 'x': 2 }, { 'x': 1 }], 'x'); - * // => [{ 'x': 1 }, { 'x': 2 }] - */ - var unionBy = baseRest(function(arrays) { - var iteratee = last(arrays); - if (isArrayLikeObject(iteratee)) { - iteratee = undefined; - } - return baseUniq(baseFlatten(arrays, 1, isArrayLikeObject, true), getIteratee(iteratee, 2)); - }); - - /** - * This method is like `_.union` except that it accepts `comparator` which - * is invoked to compare elements of `arrays`. Result values are chosen from - * the first array in which the value occurs. The comparator is invoked - * with two arguments: (arrVal, othVal). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {...Array} [arrays] The arrays to inspect. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns the new array of combined values. - * @example - * - * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }]; - * var others = [{ 'x': 1, 'y': 1 }, { 'x': 1, 'y': 2 }]; - * - * _.unionWith(objects, others, _.isEqual); - * // => [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }, { 'x': 1, 'y': 1 }] - */ - var unionWith = baseRest(function(arrays) { - var comparator = last(arrays); - comparator = typeof comparator == 'function' ? comparator : undefined; - return baseUniq(baseFlatten(arrays, 1, isArrayLikeObject, true), undefined, comparator); - }); - - /** - * Creates a duplicate-free version of an array, using - * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * for equality comparisons, in which only the first occurrence of each element - * is kept. The order of result values is determined by the order they occur - * in the array. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to inspect. - * @returns {Array} Returns the new duplicate free array. - * @example - * - * _.uniq([2, 1, 2]); - * // => [2, 1] - */ - function uniq(array) { - return (array && array.length) ? baseUniq(array) : []; - } - - /** - * This method is like `_.uniq` except that it accepts `iteratee` which is - * invoked for each element in `array` to generate the criterion by which - * uniqueness is computed. The order of result values is determined by the - * order they occur in the array. The iteratee is invoked with one argument: - * (value). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {Function} [iteratee=_.identity] The iteratee invoked per element. - * @returns {Array} Returns the new duplicate free array. - * @example - * - * _.uniqBy([2.1, 1.2, 2.3], Math.floor); - * // => [2.1, 1.2] - * - * // The `_.property` iteratee shorthand. - * _.uniqBy([{ 'x': 1 }, { 'x': 2 }, { 'x': 1 }], 'x'); - * // => [{ 'x': 1 }, { 'x': 2 }] - */ - function uniqBy(array, iteratee) { - return (array && array.length) ? baseUniq(array, getIteratee(iteratee, 2)) : []; - } - - /** - * This method is like `_.uniq` except that it accepts `comparator` which - * is invoked to compare elements of `array`. The order of result values is - * determined by the order they occur in the array.The comparator is invoked - * with two arguments: (arrVal, othVal). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns the new duplicate free array. - * @example - * - * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }, { 'x': 1, 'y': 2 }]; - * - * _.uniqWith(objects, _.isEqual); - * // => [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }] - */ - function uniqWith(array, comparator) { - comparator = typeof comparator == 'function' ? comparator : undefined; - return (array && array.length) ? baseUniq(array, undefined, comparator) : []; - } - - /** - * This method is like `_.zip` except that it accepts an array of grouped - * elements and creates an array regrouping the elements to their pre-zip - * configuration. - * - * @static - * @memberOf _ - * @since 1.2.0 - * @category Array - * @param {Array} array The array of grouped elements to process. - * @returns {Array} Returns the new array of regrouped elements. - * @example - * - * var zipped = _.zip(['a', 'b'], [1, 2], [true, false]); - * // => [['a', 1, true], ['b', 2, false]] - * - * _.unzip(zipped); - * // => [['a', 'b'], [1, 2], [true, false]] - */ - function unzip(array) { - if (!(array && array.length)) { - return []; - } - var length = 0; - array = arrayFilter(array, function(group) { - if (isArrayLikeObject(group)) { - length = nativeMax(group.length, length); - return true; - } - }); - return baseTimes(length, function(index) { - return arrayMap(array, baseProperty(index)); - }); - } - - /** - * This method is like `_.unzip` except that it accepts `iteratee` to specify - * how regrouped values should be combined. The iteratee is invoked with the - * elements of each group: (...group). - * - * @static - * @memberOf _ - * @since 3.8.0 - * @category Array - * @param {Array} array The array of grouped elements to process. - * @param {Function} [iteratee=_.identity] The function to combine - * regrouped values. - * @returns {Array} Returns the new array of regrouped elements. - * @example - * - * var zipped = _.zip([1, 2], [10, 20], [100, 200]); - * // => [[1, 10, 100], [2, 20, 200]] - * - * _.unzipWith(zipped, _.add); - * // => [3, 30, 300] - */ - function unzipWith(array, iteratee) { - if (!(array && array.length)) { - return []; - } - var result = unzip(array); - if (iteratee == null) { - return result; - } - return arrayMap(result, function(group) { - return apply(iteratee, undefined, group); - }); - } - - /** - * Creates an array excluding all given values using - * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * for equality comparisons. - * - * **Note:** Unlike `_.pull`, this method returns a new array. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {Array} array The array to inspect. - * @param {...*} [values] The values to exclude. - * @returns {Array} Returns the new array of filtered values. - * @see _.difference, _.xor - * @example - * - * _.without([2, 1, 2, 3], 1, 2); - * // => [3] - */ - var without = baseRest(function(array, values) { - return isArrayLikeObject(array) - ? baseDifference(array, values) - : []; - }); - - /** - * Creates an array of unique values that is the - * [symmetric difference](https://en.wikipedia.org/wiki/Symmetric_difference) - * of the given arrays. The order of result values is determined by the order - * they occur in the arrays. - * - * @static - * @memberOf _ - * @since 2.4.0 - * @category Array - * @param {...Array} [arrays] The arrays to inspect. - * @returns {Array} Returns the new array of filtered values. - * @see _.difference, _.without - * @example - * - * _.xor([2, 1], [2, 3]); - * // => [1, 3] - */ - var xor = baseRest(function(arrays) { - return baseXor(arrayFilter(arrays, isArrayLikeObject)); - }); - - /** - * This method is like `_.xor` except that it accepts `iteratee` which is - * invoked for each element of each `arrays` to generate the criterion by - * which by which they're compared. The order of result values is determined - * by the order they occur in the arrays. The iteratee is invoked with one - * argument: (value). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {...Array} [arrays] The arrays to inspect. - * @param {Function} [iteratee=_.identity] The iteratee invoked per element. - * @returns {Array} Returns the new array of filtered values. - * @example - * - * _.xorBy([2.1, 1.2], [2.3, 3.4], Math.floor); - * // => [1.2, 3.4] - * - * // The `_.property` iteratee shorthand. - * _.xorBy([{ 'x': 1 }], [{ 'x': 2 }, { 'x': 1 }], 'x'); - * // => [{ 'x': 2 }] - */ - var xorBy = baseRest(function(arrays) { - var iteratee = last(arrays); - if (isArrayLikeObject(iteratee)) { - iteratee = undefined; - } - return baseXor(arrayFilter(arrays, isArrayLikeObject), getIteratee(iteratee, 2)); - }); - - /** - * This method is like `_.xor` except that it accepts `comparator` which is - * invoked to compare elements of `arrays`. The order of result values is - * determined by the order they occur in the arrays. The comparator is invoked - * with two arguments: (arrVal, othVal). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Array - * @param {...Array} [arrays] The arrays to inspect. - * @param {Function} [comparator] The comparator invoked per element. - * @returns {Array} Returns the new array of filtered values. - * @example - * - * var objects = [{ 'x': 1, 'y': 2 }, { 'x': 2, 'y': 1 }]; - * var others = [{ 'x': 1, 'y': 1 }, { 'x': 1, 'y': 2 }]; - * - * _.xorWith(objects, others, _.isEqual); - * // => [{ 'x': 2, 'y': 1 }, { 'x': 1, 'y': 1 }] - */ - var xorWith = baseRest(function(arrays) { - var comparator = last(arrays); - comparator = typeof comparator == 'function' ? comparator : undefined; - return baseXor(arrayFilter(arrays, isArrayLikeObject), undefined, comparator); - }); - - /** - * Creates an array of grouped elements, the first of which contains the - * first elements of the given arrays, the second of which contains the - * second elements of the given arrays, and so on. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Array - * @param {...Array} [arrays] The arrays to process. - * @returns {Array} Returns the new array of grouped elements. - * @example - * - * _.zip(['a', 'b'], [1, 2], [true, false]); - * // => [['a', 1, true], ['b', 2, false]] - */ - var zip = baseRest(unzip); - - /** - * This method is like `_.fromPairs` except that it accepts two arrays, - * one of property identifiers and one of corresponding values. - * - * @static - * @memberOf _ - * @since 0.4.0 - * @category Array - * @param {Array} [props=[]] The property identifiers. - * @param {Array} [values=[]] The property values. - * @returns {Object} Returns the new object. - * @example - * - * _.zipObject(['a', 'b'], [1, 2]); - * // => { 'a': 1, 'b': 2 } - */ - function zipObject(props, values) { - return baseZipObject(props || [], values || [], assignValue); - } - - /** - * This method is like `_.zipObject` except that it supports property paths. - * - * @static - * @memberOf _ - * @since 4.1.0 - * @category Array - * @param {Array} [props=[]] The property identifiers. - * @param {Array} [values=[]] The property values. - * @returns {Object} Returns the new object. - * @example - * - * _.zipObjectDeep(['a.b[0].c', 'a.b[1].d'], [1, 2]); - * // => { 'a': { 'b': [{ 'c': 1 }, { 'd': 2 }] } } - */ - function zipObjectDeep(props, values) { - return baseZipObject(props || [], values || [], baseSet); - } - - /** - * This method is like `_.zip` except that it accepts `iteratee` to specify - * how grouped values should be combined. The iteratee is invoked with the - * elements of each group: (...group). - * - * @static - * @memberOf _ - * @since 3.8.0 - * @category Array - * @param {...Array} [arrays] The arrays to process. - * @param {Function} [iteratee=_.identity] The function to combine - * grouped values. - * @returns {Array} Returns the new array of grouped elements. - * @example - * - * _.zipWith([1, 2], [10, 20], [100, 200], function(a, b, c) { - * return a + b + c; - * }); - * // => [111, 222] - */ - var zipWith = baseRest(function(arrays) { - var length = arrays.length, - iteratee = length > 1 ? arrays[length - 1] : undefined; - - iteratee = typeof iteratee == 'function' ? (arrays.pop(), iteratee) : undefined; - return unzipWith(arrays, iteratee); - }); - - /*------------------------------------------------------------------------*/ - - /** - * Creates a `lodash` wrapper instance that wraps `value` with explicit method - * chain sequences enabled. The result of such sequences must be unwrapped - * with `_#value`. - * - * @static - * @memberOf _ - * @since 1.3.0 - * @category Seq - * @param {*} value The value to wrap. - * @returns {Object} Returns the new `lodash` wrapper instance. - * @example - * - * var users = [ - * { 'user': 'barney', 'age': 36 }, - * { 'user': 'fred', 'age': 40 }, - * { 'user': 'pebbles', 'age': 1 } - * ]; - * - * var youngest = _ - * .chain(users) - * .sortBy('age') - * .map(function(o) { - * return o.user + ' is ' + o.age; - * }) - * .head() - * .value(); - * // => 'pebbles is 1' - */ - function chain(value) { - var result = lodash(value); - result.__chain__ = true; - return result; - } - - /** - * This method invokes `interceptor` and returns `value`. The interceptor - * is invoked with one argument; (value). The purpose of this method is to - * "tap into" a method chain sequence in order to modify intermediate results. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Seq - * @param {*} value The value to provide to `interceptor`. - * @param {Function} interceptor The function to invoke. - * @returns {*} Returns `value`. - * @example - * - * _([1, 2, 3]) - * .tap(function(array) { - * // Mutate input array. - * array.pop(); - * }) - * .reverse() - * .value(); - * // => [2, 1] - */ - function tap(value, interceptor) { - interceptor(value); - return value; - } - - /** - * This method is like `_.tap` except that it returns the result of `interceptor`. - * The purpose of this method is to "pass thru" values replacing intermediate - * results in a method chain sequence. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Seq - * @param {*} value The value to provide to `interceptor`. - * @param {Function} interceptor The function to invoke. - * @returns {*} Returns the result of `interceptor`. - * @example - * - * _(' abc ') - * .chain() - * .trim() - * .thru(function(value) { - * return [value]; - * }) - * .value(); - * // => ['abc'] - */ - function thru(value, interceptor) { - return interceptor(value); - } - - /** - * This method is the wrapper version of `_.at`. - * - * @name at - * @memberOf _ - * @since 1.0.0 - * @category Seq - * @param {...(string|string[])} [paths] The property paths to pick. - * @returns {Object} Returns the new `lodash` wrapper instance. - * @example - * - * var object = { 'a': [{ 'b': { 'c': 3 } }, 4] }; - * - * _(object).at(['a[0].b.c', 'a[1]']).value(); - * // => [3, 4] - */ - var wrapperAt = flatRest(function(paths) { - var length = paths.length, - start = length ? paths[0] : 0, - value = this.__wrapped__, - interceptor = function(object) { return baseAt(object, paths); }; - - if (length > 1 || this.__actions__.length || - !(value instanceof LazyWrapper) || !isIndex(start)) { - return this.thru(interceptor); - } - value = value.slice(start, +start + (length ? 1 : 0)); - value.__actions__.push({ - 'func': thru, - 'args': [interceptor], - 'thisArg': undefined - }); - return new LodashWrapper(value, this.__chain__).thru(function(array) { - if (length && !array.length) { - array.push(undefined); - } - return array; - }); - }); - - /** - * Creates a `lodash` wrapper instance with explicit method chain sequences enabled. - * - * @name chain - * @memberOf _ - * @since 0.1.0 - * @category Seq - * @returns {Object} Returns the new `lodash` wrapper instance. - * @example - * - * var users = [ - * { 'user': 'barney', 'age': 36 }, - * { 'user': 'fred', 'age': 40 } - * ]; - * - * // A sequence without explicit chaining. - * _(users).head(); - * // => { 'user': 'barney', 'age': 36 } - * - * // A sequence with explicit chaining. - * _(users) - * .chain() - * .head() - * .pick('user') - * .value(); - * // => { 'user': 'barney' } - */ - function wrapperChain() { - return chain(this); - } - - /** - * Executes the chain sequence and returns the wrapped result. - * - * @name commit - * @memberOf _ - * @since 3.2.0 - * @category Seq - * @returns {Object} Returns the new `lodash` wrapper instance. - * @example - * - * var array = [1, 2]; - * var wrapped = _(array).push(3); - * - * console.log(array); - * // => [1, 2] - * - * wrapped = wrapped.commit(); - * console.log(array); - * // => [1, 2, 3] - * - * wrapped.last(); - * // => 3 - * - * console.log(array); - * // => [1, 2, 3] - */ - function wrapperCommit() { - return new LodashWrapper(this.value(), this.__chain__); - } - - /** - * Gets the next value on a wrapped object following the - * [iterator protocol](https://mdn.io/iteration_protocols#iterator). - * - * @name next - * @memberOf _ - * @since 4.0.0 - * @category Seq - * @returns {Object} Returns the next iterator value. - * @example - * - * var wrapped = _([1, 2]); - * - * wrapped.next(); - * // => { 'done': false, 'value': 1 } - * - * wrapped.next(); - * // => { 'done': false, 'value': 2 } - * - * wrapped.next(); - * // => { 'done': true, 'value': undefined } - */ - function wrapperNext() { - if (this.__values__ === undefined) { - this.__values__ = toArray(this.value()); - } - var done = this.__index__ >= this.__values__.length, - value = done ? undefined : this.__values__[this.__index__++]; - - return { 'done': done, 'value': value }; - } - - /** - * Enables the wrapper to be iterable. - * - * @name Symbol.iterator - * @memberOf _ - * @since 4.0.0 - * @category Seq - * @returns {Object} Returns the wrapper object. - * @example - * - * var wrapped = _([1, 2]); - * - * wrapped[Symbol.iterator]() === wrapped; - * // => true - * - * Array.from(wrapped); - * // => [1, 2] - */ - function wrapperToIterator() { - return this; - } - - /** - * Creates a clone of the chain sequence planting `value` as the wrapped value. - * - * @name plant - * @memberOf _ - * @since 3.2.0 - * @category Seq - * @param {*} value The value to plant. - * @returns {Object} Returns the new `lodash` wrapper instance. - * @example - * - * function square(n) { - * return n * n; - * } - * - * var wrapped = _([1, 2]).map(square); - * var other = wrapped.plant([3, 4]); - * - * other.value(); - * // => [9, 16] - * - * wrapped.value(); - * // => [1, 4] - */ - function wrapperPlant(value) { - var result, - parent = this; - - while (parent instanceof baseLodash) { - var clone = wrapperClone(parent); - clone.__index__ = 0; - clone.__values__ = undefined; - if (result) { - previous.__wrapped__ = clone; - } else { - result = clone; - } - var previous = clone; - parent = parent.__wrapped__; - } - previous.__wrapped__ = value; - return result; - } - - /** - * This method is the wrapper version of `_.reverse`. - * - * **Note:** This method mutates the wrapped array. - * - * @name reverse - * @memberOf _ - * @since 0.1.0 - * @category Seq - * @returns {Object} Returns the new `lodash` wrapper instance. - * @example - * - * var array = [1, 2, 3]; - * - * _(array).reverse().value() - * // => [3, 2, 1] - * - * console.log(array); - * // => [3, 2, 1] - */ - function wrapperReverse() { - var value = this.__wrapped__; - if (value instanceof LazyWrapper) { - var wrapped = value; - if (this.__actions__.length) { - wrapped = new LazyWrapper(this); - } - wrapped = wrapped.reverse(); - wrapped.__actions__.push({ - 'func': thru, - 'args': [reverse], - 'thisArg': undefined - }); - return new LodashWrapper(wrapped, this.__chain__); - } - return this.thru(reverse); - } - - /** - * Executes the chain sequence to resolve the unwrapped value. - * - * @name value - * @memberOf _ - * @since 0.1.0 - * @alias toJSON, valueOf - * @category Seq - * @returns {*} Returns the resolved unwrapped value. - * @example - * - * _([1, 2, 3]).value(); - * // => [1, 2, 3] - */ - function wrapperValue() { - return baseWrapperValue(this.__wrapped__, this.__actions__); - } - - /*------------------------------------------------------------------------*/ - - /** - * Creates an object composed of keys generated from the results of running - * each element of `collection` thru `iteratee`. The corresponding value of - * each key is the number of times the key was returned by `iteratee`. The - * iteratee is invoked with one argument: (value). - * - * @static - * @memberOf _ - * @since 0.5.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The iteratee to transform keys. - * @returns {Object} Returns the composed aggregate object. - * @example - * - * _.countBy([6.1, 4.2, 6.3], Math.floor); - * // => { '4': 1, '6': 2 } - * - * // The `_.property` iteratee shorthand. - * _.countBy(['one', 'two', 'three'], 'length'); - * // => { '3': 2, '5': 1 } - */ - var countBy = createAggregator(function(result, value, key) { - if (hasOwnProperty.call(result, key)) { - ++result[key]; - } else { - baseAssignValue(result, key, 1); - } - }); - - /** - * Checks if `predicate` returns truthy for **all** elements of `collection`. - * Iteration is stopped once `predicate` returns falsey. The predicate is - * invoked with three arguments: (value, index|key, collection). - * - * **Note:** This method returns `true` for - * [empty collections](https://en.wikipedia.org/wiki/Empty_set) because - * [everything is true](https://en.wikipedia.org/wiki/Vacuous_truth) of - * elements of empty collections. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {boolean} Returns `true` if all elements pass the predicate check, - * else `false`. - * @example - * - * _.every([true, 1, null, 'yes'], Boolean); - * // => false - * - * var users = [ - * { 'user': 'barney', 'age': 36, 'active': false }, - * { 'user': 'fred', 'age': 40, 'active': false } - * ]; - * - * // The `_.matches` iteratee shorthand. - * _.every(users, { 'user': 'barney', 'active': false }); - * // => false - * - * // The `_.matchesProperty` iteratee shorthand. - * _.every(users, ['active', false]); - * // => true - * - * // The `_.property` iteratee shorthand. - * _.every(users, 'active'); - * // => false - */ - function every(collection, predicate, guard) { - var func = isArray(collection) ? arrayEvery : baseEvery; - if (guard && isIterateeCall(collection, predicate, guard)) { - predicate = undefined; - } - return func(collection, getIteratee(predicate, 3)); - } - - /** - * Iterates over elements of `collection`, returning an array of all elements - * `predicate` returns truthy for. The predicate is invoked with three - * arguments: (value, index|key, collection). - * - * **Note:** Unlike `_.remove`, this method returns a new array. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {Array} Returns the new filtered array. - * @see _.reject - * @example - * - * var users = [ - * { 'user': 'barney', 'age': 36, 'active': true }, - * { 'user': 'fred', 'age': 40, 'active': false } - * ]; - * - * _.filter(users, function(o) { return !o.active; }); - * // => objects for ['fred'] - * - * // The `_.matches` iteratee shorthand. - * _.filter(users, { 'age': 36, 'active': true }); - * // => objects for ['barney'] - * - * // The `_.matchesProperty` iteratee shorthand. - * _.filter(users, ['active', false]); - * // => objects for ['fred'] - * - * // The `_.property` iteratee shorthand. - * _.filter(users, 'active'); - * // => objects for ['barney'] - */ - function filter(collection, predicate) { - var func = isArray(collection) ? arrayFilter : baseFilter; - return func(collection, getIteratee(predicate, 3)); - } - - /** - * Iterates over elements of `collection`, returning the first element - * `predicate` returns truthy for. The predicate is invoked with three - * arguments: (value, index|key, collection). - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to inspect. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @param {number} [fromIndex=0] The index to search from. - * @returns {*} Returns the matched element, else `undefined`. - * @example - * - * var users = [ - * { 'user': 'barney', 'age': 36, 'active': true }, - * { 'user': 'fred', 'age': 40, 'active': false }, - * { 'user': 'pebbles', 'age': 1, 'active': true } - * ]; - * - * _.find(users, function(o) { return o.age < 40; }); - * // => object for 'barney' - * - * // The `_.matches` iteratee shorthand. - * _.find(users, { 'age': 1, 'active': true }); - * // => object for 'pebbles' - * - * // The `_.matchesProperty` iteratee shorthand. - * _.find(users, ['active', false]); - * // => object for 'fred' - * - * // The `_.property` iteratee shorthand. - * _.find(users, 'active'); - * // => object for 'barney' - */ - var find = createFind(findIndex); - - /** - * This method is like `_.find` except that it iterates over elements of - * `collection` from right to left. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @category Collection - * @param {Array|Object} collection The collection to inspect. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @param {number} [fromIndex=collection.length-1] The index to search from. - * @returns {*} Returns the matched element, else `undefined`. - * @example - * - * _.findLast([1, 2, 3, 4], function(n) { - * return n % 2 == 1; - * }); - * // => 3 - */ - var findLast = createFind(findLastIndex); - - /** - * Creates a flattened array of values by running each element in `collection` - * thru `iteratee` and flattening the mapped results. The iteratee is invoked - * with three arguments: (value, index|key, collection). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Array} Returns the new flattened array. - * @example - * - * function duplicate(n) { - * return [n, n]; - * } - * - * _.flatMap([1, 2], duplicate); - * // => [1, 1, 2, 2] - */ - function flatMap(collection, iteratee) { - return baseFlatten(map(collection, iteratee), 1); - } - - /** - * This method is like `_.flatMap` except that it recursively flattens the - * mapped results. - * - * @static - * @memberOf _ - * @since 4.7.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Array} Returns the new flattened array. - * @example - * - * function duplicate(n) { - * return [[[n, n]]]; - * } - * - * _.flatMapDeep([1, 2], duplicate); - * // => [1, 1, 2, 2] - */ - function flatMapDeep(collection, iteratee) { - return baseFlatten(map(collection, iteratee), INFINITY); - } - - /** - * This method is like `_.flatMap` except that it recursively flattens the - * mapped results up to `depth` times. - * - * @static - * @memberOf _ - * @since 4.7.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @param {number} [depth=1] The maximum recursion depth. - * @returns {Array} Returns the new flattened array. - * @example - * - * function duplicate(n) { - * return [[[n, n]]]; - * } - * - * _.flatMapDepth([1, 2], duplicate, 2); - * // => [[1, 1], [2, 2]] - */ - function flatMapDepth(collection, iteratee, depth) { - depth = depth === undefined ? 1 : toInteger(depth); - return baseFlatten(map(collection, iteratee), depth); - } - - /** - * Iterates over elements of `collection` and invokes `iteratee` for each element. - * The iteratee is invoked with three arguments: (value, index|key, collection). - * Iteratee functions may exit iteration early by explicitly returning `false`. - * - * **Note:** As with other "Collections" methods, objects with a "length" - * property are iterated like arrays. To avoid this behavior use `_.forIn` - * or `_.forOwn` for object iteration. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @alias each - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Array|Object} Returns `collection`. - * @see _.forEachRight - * @example - * - * _.forEach([1, 2], function(value) { - * console.log(value); - * }); - * // => Logs `1` then `2`. - * - * _.forEach({ 'a': 1, 'b': 2 }, function(value, key) { - * console.log(key); - * }); - * // => Logs 'a' then 'b' (iteration order is not guaranteed). - */ - function forEach(collection, iteratee) { - var func = isArray(collection) ? arrayEach : baseEach; - return func(collection, getIteratee(iteratee, 3)); - } - - /** - * This method is like `_.forEach` except that it iterates over elements of - * `collection` from right to left. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @alias eachRight - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Array|Object} Returns `collection`. - * @see _.forEach - * @example - * - * _.forEachRight([1, 2], function(value) { - * console.log(value); - * }); - * // => Logs `2` then `1`. - */ - function forEachRight(collection, iteratee) { - var func = isArray(collection) ? arrayEachRight : baseEachRight; - return func(collection, getIteratee(iteratee, 3)); - } - - /** - * Creates an object composed of keys generated from the results of running - * each element of `collection` thru `iteratee`. The order of grouped values - * is determined by the order they occur in `collection`. The corresponding - * value of each key is an array of elements responsible for generating the - * key. The iteratee is invoked with one argument: (value). - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The iteratee to transform keys. - * @returns {Object} Returns the composed aggregate object. - * @example - * - * _.groupBy([6.1, 4.2, 6.3], Math.floor); - * // => { '4': [4.2], '6': [6.1, 6.3] } - * - * // The `_.property` iteratee shorthand. - * _.groupBy(['one', 'two', 'three'], 'length'); - * // => { '3': ['one', 'two'], '5': ['three'] } - */ - var groupBy = createAggregator(function(result, value, key) { - if (hasOwnProperty.call(result, key)) { - result[key].push(value); - } else { - baseAssignValue(result, key, [value]); - } - }); - - /** - * Checks if `value` is in `collection`. If `collection` is a string, it's - * checked for a substring of `value`, otherwise - * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * is used for equality comparisons. If `fromIndex` is negative, it's used as - * the offset from the end of `collection`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object|string} collection The collection to inspect. - * @param {*} value The value to search for. - * @param {number} [fromIndex=0] The index to search from. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.reduce`. - * @returns {boolean} Returns `true` if `value` is found, else `false`. - * @example - * - * _.includes([1, 2, 3], 1); - * // => true - * - * _.includes([1, 2, 3], 1, 2); - * // => false - * - * _.includes({ 'a': 1, 'b': 2 }, 1); - * // => true - * - * _.includes('abcd', 'bc'); - * // => true - */ - function includes(collection, value, fromIndex, guard) { - collection = isArrayLike(collection) ? collection : values(collection); - fromIndex = (fromIndex && !guard) ? toInteger(fromIndex) : 0; - - var length = collection.length; - if (fromIndex < 0) { - fromIndex = nativeMax(length + fromIndex, 0); - } - return isString(collection) - ? (fromIndex <= length && collection.indexOf(value, fromIndex) > -1) - : (!!length && baseIndexOf(collection, value, fromIndex) > -1); - } - - /** - * Invokes the method at `path` of each element in `collection`, returning - * an array of the results of each invoked method. Any additional arguments - * are provided to each invoked method. If `path` is a function, it's invoked - * for, and `this` bound to, each element in `collection`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Array|Function|string} path The path of the method to invoke or - * the function invoked per iteration. - * @param {...*} [args] The arguments to invoke each method with. - * @returns {Array} Returns the array of results. - * @example - * - * _.invokeMap([[5, 1, 7], [3, 2, 1]], 'sort'); - * // => [[1, 5, 7], [1, 2, 3]] - * - * _.invokeMap([123, 456], String.prototype.split, ''); - * // => [['1', '2', '3'], ['4', '5', '6']] - */ - var invokeMap = baseRest(function(collection, path, args) { - var index = -1, - isFunc = typeof path == 'function', - result = isArrayLike(collection) ? Array(collection.length) : []; - - baseEach(collection, function(value) { - result[++index] = isFunc ? apply(path, value, args) : baseInvoke(value, path, args); - }); - return result; - }); - - /** - * Creates an object composed of keys generated from the results of running - * each element of `collection` thru `iteratee`. The corresponding value of - * each key is the last element responsible for generating the key. The - * iteratee is invoked with one argument: (value). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The iteratee to transform keys. - * @returns {Object} Returns the composed aggregate object. - * @example - * - * var array = [ - * { 'dir': 'left', 'code': 97 }, - * { 'dir': 'right', 'code': 100 } - * ]; - * - * _.keyBy(array, function(o) { - * return String.fromCharCode(o.code); - * }); - * // => { 'a': { 'dir': 'left', 'code': 97 }, 'd': { 'dir': 'right', 'code': 100 } } - * - * _.keyBy(array, 'dir'); - * // => { 'left': { 'dir': 'left', 'code': 97 }, 'right': { 'dir': 'right', 'code': 100 } } - */ - var keyBy = createAggregator(function(result, value, key) { - baseAssignValue(result, key, value); - }); - - /** - * Creates an array of values by running each element in `collection` thru - * `iteratee`. The iteratee is invoked with three arguments: - * (value, index|key, collection). - * - * Many lodash methods are guarded to work as iteratees for methods like - * `_.every`, `_.filter`, `_.map`, `_.mapValues`, `_.reject`, and `_.some`. - * - * The guarded methods are: - * `ary`, `chunk`, `curry`, `curryRight`, `drop`, `dropRight`, `every`, - * `fill`, `invert`, `parseInt`, `random`, `range`, `rangeRight`, `repeat`, - * `sampleSize`, `slice`, `some`, `sortBy`, `split`, `take`, `takeRight`, - * `template`, `trim`, `trimEnd`, `trimStart`, and `words` - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Array} Returns the new mapped array. - * @example - * - * function square(n) { - * return n * n; - * } - * - * _.map([4, 8], square); - * // => [16, 64] - * - * _.map({ 'a': 4, 'b': 8 }, square); - * // => [16, 64] (iteration order is not guaranteed) - * - * var users = [ - * { 'user': 'barney' }, - * { 'user': 'fred' } - * ]; - * - * // The `_.property` iteratee shorthand. - * _.map(users, 'user'); - * // => ['barney', 'fred'] - */ - function map(collection, iteratee) { - var func = isArray(collection) ? arrayMap : baseMap; - return func(collection, getIteratee(iteratee, 3)); - } - - /** - * This method is like `_.sortBy` except that it allows specifying the sort - * orders of the iteratees to sort by. If `orders` is unspecified, all values - * are sorted in ascending order. Otherwise, specify an order of "desc" for - * descending or "asc" for ascending sort order of corresponding values. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Array[]|Function[]|Object[]|string[]} [iteratees=[_.identity]] - * The iteratees to sort by. - * @param {string[]} [orders] The sort orders of `iteratees`. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.reduce`. - * @returns {Array} Returns the new sorted array. - * @example - * - * var users = [ - * { 'user': 'fred', 'age': 48 }, - * { 'user': 'barney', 'age': 34 }, - * { 'user': 'fred', 'age': 40 }, - * { 'user': 'barney', 'age': 36 } - * ]; - * - * // Sort by `user` in ascending order and by `age` in descending order. - * _.orderBy(users, ['user', 'age'], ['asc', 'desc']); - * // => objects for [['barney', 36], ['barney', 34], ['fred', 48], ['fred', 40]] - */ - function orderBy(collection, iteratees, orders, guard) { - if (collection == null) { - return []; - } - if (!isArray(iteratees)) { - iteratees = iteratees == null ? [] : [iteratees]; - } - orders = guard ? undefined : orders; - if (!isArray(orders)) { - orders = orders == null ? [] : [orders]; - } - return baseOrderBy(collection, iteratees, orders); - } - - /** - * Creates an array of elements split into two groups, the first of which - * contains elements `predicate` returns truthy for, the second of which - * contains elements `predicate` returns falsey for. The predicate is - * invoked with one argument: (value). - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {Array} Returns the array of grouped elements. - * @example - * - * var users = [ - * { 'user': 'barney', 'age': 36, 'active': false }, - * { 'user': 'fred', 'age': 40, 'active': true }, - * { 'user': 'pebbles', 'age': 1, 'active': false } - * ]; - * - * _.partition(users, function(o) { return o.active; }); - * // => objects for [['fred'], ['barney', 'pebbles']] - * - * // The `_.matches` iteratee shorthand. - * _.partition(users, { 'age': 1, 'active': false }); - * // => objects for [['pebbles'], ['barney', 'fred']] - * - * // The `_.matchesProperty` iteratee shorthand. - * _.partition(users, ['active', false]); - * // => objects for [['barney', 'pebbles'], ['fred']] - * - * // The `_.property` iteratee shorthand. - * _.partition(users, 'active'); - * // => objects for [['fred'], ['barney', 'pebbles']] - */ - var partition = createAggregator(function(result, value, key) { - result[key ? 0 : 1].push(value); - }, function() { return [[], []]; }); - - /** - * Reduces `collection` to a value which is the accumulated result of running - * each element in `collection` thru `iteratee`, where each successive - * invocation is supplied the return value of the previous. If `accumulator` - * is not given, the first element of `collection` is used as the initial - * value. The iteratee is invoked with four arguments: - * (accumulator, value, index|key, collection). - * - * Many lodash methods are guarded to work as iteratees for methods like - * `_.reduce`, `_.reduceRight`, and `_.transform`. - * - * The guarded methods are: - * `assign`, `defaults`, `defaultsDeep`, `includes`, `merge`, `orderBy`, - * and `sortBy` - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @param {*} [accumulator] The initial value. - * @returns {*} Returns the accumulated value. - * @see _.reduceRight - * @example - * - * _.reduce([1, 2], function(sum, n) { - * return sum + n; - * }, 0); - * // => 3 - * - * _.reduce({ 'a': 1, 'b': 2, 'c': 1 }, function(result, value, key) { - * (result[value] || (result[value] = [])).push(key); - * return result; - * }, {}); - * // => { '1': ['a', 'c'], '2': ['b'] } (iteration order is not guaranteed) - */ - function reduce(collection, iteratee, accumulator) { - var func = isArray(collection) ? arrayReduce : baseReduce, - initAccum = arguments.length < 3; - - return func(collection, getIteratee(iteratee, 4), accumulator, initAccum, baseEach); - } - - /** - * This method is like `_.reduce` except that it iterates over elements of - * `collection` from right to left. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @param {*} [accumulator] The initial value. - * @returns {*} Returns the accumulated value. - * @see _.reduce - * @example - * - * var array = [[0, 1], [2, 3], [4, 5]]; - * - * _.reduceRight(array, function(flattened, other) { - * return flattened.concat(other); - * }, []); - * // => [4, 5, 2, 3, 0, 1] - */ - function reduceRight(collection, iteratee, accumulator) { - var func = isArray(collection) ? arrayReduceRight : baseReduce, - initAccum = arguments.length < 3; - - return func(collection, getIteratee(iteratee, 4), accumulator, initAccum, baseEachRight); - } - - /** - * The opposite of `_.filter`; this method returns the elements of `collection` - * that `predicate` does **not** return truthy for. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {Array} Returns the new filtered array. - * @see _.filter - * @example - * - * var users = [ - * { 'user': 'barney', 'age': 36, 'active': false }, - * { 'user': 'fred', 'age': 40, 'active': true } - * ]; - * - * _.reject(users, function(o) { return !o.active; }); - * // => objects for ['fred'] - * - * // The `_.matches` iteratee shorthand. - * _.reject(users, { 'age': 40, 'active': true }); - * // => objects for ['barney'] - * - * // The `_.matchesProperty` iteratee shorthand. - * _.reject(users, ['active', false]); - * // => objects for ['fred'] - * - * // The `_.property` iteratee shorthand. - * _.reject(users, 'active'); - * // => objects for ['barney'] - */ - function reject(collection, predicate) { - var func = isArray(collection) ? arrayFilter : baseFilter; - return func(collection, negate(getIteratee(predicate, 3))); - } - - /** - * Gets a random element from `collection`. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @category Collection - * @param {Array|Object} collection The collection to sample. - * @returns {*} Returns the random element. - * @example - * - * _.sample([1, 2, 3, 4]); - * // => 2 - */ - function sample(collection) { - var func = isArray(collection) ? arraySample : baseSample; - return func(collection); - } - - /** - * Gets `n` random elements at unique keys from `collection` up to the - * size of `collection`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Collection - * @param {Array|Object} collection The collection to sample. - * @param {number} [n=1] The number of elements to sample. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Array} Returns the random elements. - * @example - * - * _.sampleSize([1, 2, 3], 2); - * // => [3, 1] - * - * _.sampleSize([1, 2, 3], 4); - * // => [2, 3, 1] - */ - function sampleSize(collection, n, guard) { - if ((guard ? isIterateeCall(collection, n, guard) : n === undefined)) { - n = 1; - } else { - n = toInteger(n); - } - var func = isArray(collection) ? arraySampleSize : baseSampleSize; - return func(collection, n); - } - - /** - * Creates an array of shuffled values, using a version of the - * [Fisher-Yates shuffle](https://en.wikipedia.org/wiki/Fisher-Yates_shuffle). - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to shuffle. - * @returns {Array} Returns the new shuffled array. - * @example - * - * _.shuffle([1, 2, 3, 4]); - * // => [4, 1, 3, 2] - */ - function shuffle(collection) { - var func = isArray(collection) ? arrayShuffle : baseShuffle; - return func(collection); - } - - /** - * Gets the size of `collection` by returning its length for array-like - * values or the number of own enumerable string keyed properties for objects. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object|string} collection The collection to inspect. - * @returns {number} Returns the collection size. - * @example - * - * _.size([1, 2, 3]); - * // => 3 - * - * _.size({ 'a': 1, 'b': 2 }); - * // => 2 - * - * _.size('pebbles'); - * // => 7 - */ - function size(collection) { - if (collection == null) { - return 0; - } - if (isArrayLike(collection)) { - return isString(collection) ? stringSize(collection) : collection.length; - } - var tag = getTag(collection); - if (tag == mapTag || tag == setTag) { - return collection.size; - } - return baseKeys(collection).length; - } - - /** - * Checks if `predicate` returns truthy for **any** element of `collection`. - * Iteration is stopped once `predicate` returns truthy. The predicate is - * invoked with three arguments: (value, index|key, collection). - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {boolean} Returns `true` if any element passes the predicate check, - * else `false`. - * @example - * - * _.some([null, 0, 'yes', false], Boolean); - * // => true - * - * var users = [ - * { 'user': 'barney', 'active': true }, - * { 'user': 'fred', 'active': false } - * ]; - * - * // The `_.matches` iteratee shorthand. - * _.some(users, { 'user': 'barney', 'active': false }); - * // => false - * - * // The `_.matchesProperty` iteratee shorthand. - * _.some(users, ['active', false]); - * // => true - * - * // The `_.property` iteratee shorthand. - * _.some(users, 'active'); - * // => true - */ - function some(collection, predicate, guard) { - var func = isArray(collection) ? arraySome : baseSome; - if (guard && isIterateeCall(collection, predicate, guard)) { - predicate = undefined; - } - return func(collection, getIteratee(predicate, 3)); - } - - /** - * Creates an array of elements, sorted in ascending order by the results of - * running each element in a collection thru each iteratee. This method - * performs a stable sort, that is, it preserves the original sort order of - * equal elements. The iteratees are invoked with one argument: (value). - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Collection - * @param {Array|Object} collection The collection to iterate over. - * @param {...(Function|Function[])} [iteratees=[_.identity]] - * The iteratees to sort by. - * @returns {Array} Returns the new sorted array. - * @example - * - * var users = [ - * { 'user': 'fred', 'age': 48 }, - * { 'user': 'barney', 'age': 36 }, - * { 'user': 'fred', 'age': 40 }, - * { 'user': 'barney', 'age': 34 } - * ]; - * - * _.sortBy(users, [function(o) { return o.user; }]); - * // => objects for [['barney', 36], ['barney', 34], ['fred', 48], ['fred', 40]] - * - * _.sortBy(users, ['user', 'age']); - * // => objects for [['barney', 34], ['barney', 36], ['fred', 40], ['fred', 48]] - */ - var sortBy = baseRest(function(collection, iteratees) { - if (collection == null) { - return []; - } - var length = iteratees.length; - if (length > 1 && isIterateeCall(collection, iteratees[0], iteratees[1])) { - iteratees = []; - } else if (length > 2 && isIterateeCall(iteratees[0], iteratees[1], iteratees[2])) { - iteratees = [iteratees[0]]; - } - return baseOrderBy(collection, baseFlatten(iteratees, 1), []); - }); - - /*------------------------------------------------------------------------*/ - - /** - * Gets the timestamp of the number of milliseconds that have elapsed since - * the Unix epoch (1 January 1970 00:00:00 UTC). - * - * @static - * @memberOf _ - * @since 2.4.0 - * @category Date - * @returns {number} Returns the timestamp. - * @example - * - * _.defer(function(stamp) { - * console.log(_.now() - stamp); - * }, _.now()); - * // => Logs the number of milliseconds it took for the deferred invocation. - */ - var now = ctxNow || function() { - return root.Date.now(); - }; - - /*------------------------------------------------------------------------*/ - - /** - * The opposite of `_.before`; this method creates a function that invokes - * `func` once it's called `n` or more times. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Function - * @param {number} n The number of calls before `func` is invoked. - * @param {Function} func The function to restrict. - * @returns {Function} Returns the new restricted function. - * @example - * - * var saves = ['profile', 'settings']; - * - * var done = _.after(saves.length, function() { - * console.log('done saving!'); - * }); - * - * _.forEach(saves, function(type) { - * asyncSave({ 'type': type, 'complete': done }); - * }); - * // => Logs 'done saving!' after the two async saves have completed. - */ - function after(n, func) { - if (typeof func != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - n = toInteger(n); - return function() { - if (--n < 1) { - return func.apply(this, arguments); - } - }; - } - - /** - * Creates a function that invokes `func`, with up to `n` arguments, - * ignoring any additional arguments. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Function - * @param {Function} func The function to cap arguments for. - * @param {number} [n=func.length] The arity cap. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Function} Returns the new capped function. - * @example - * - * _.map(['6', '8', '10'], _.ary(parseInt, 1)); - * // => [6, 8, 10] - */ - function ary(func, n, guard) { - n = guard ? undefined : n; - n = (func && n == null) ? func.length : n; - return createWrap(func, WRAP_ARY_FLAG, undefined, undefined, undefined, undefined, n); - } - - /** - * Creates a function that invokes `func`, with the `this` binding and arguments - * of the created function, while it's called less than `n` times. Subsequent - * calls to the created function return the result of the last `func` invocation. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Function - * @param {number} n The number of calls at which `func` is no longer invoked. - * @param {Function} func The function to restrict. - * @returns {Function} Returns the new restricted function. - * @example - * - * jQuery(element).on('click', _.before(5, addContactToList)); - * // => Allows adding up to 4 contacts to the list. - */ - function before(n, func) { - var result; - if (typeof func != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - n = toInteger(n); - return function() { - if (--n > 0) { - result = func.apply(this, arguments); - } - if (n <= 1) { - func = undefined; - } - return result; - }; - } - - /** - * Creates a function that invokes `func` with the `this` binding of `thisArg` - * and `partials` prepended to the arguments it receives. - * - * The `_.bind.placeholder` value, which defaults to `_` in monolithic builds, - * may be used as a placeholder for partially applied arguments. - * - * **Note:** Unlike native `Function#bind`, this method doesn't set the "length" - * property of bound functions. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Function - * @param {Function} func The function to bind. - * @param {*} thisArg The `this` binding of `func`. - * @param {...*} [partials] The arguments to be partially applied. - * @returns {Function} Returns the new bound function. - * @example - * - * function greet(greeting, punctuation) { - * return greeting + ' ' + this.user + punctuation; - * } - * - * var object = { 'user': 'fred' }; - * - * var bound = _.bind(greet, object, 'hi'); - * bound('!'); - * // => 'hi fred!' - * - * // Bound with placeholders. - * var bound = _.bind(greet, object, _, '!'); - * bound('hi'); - * // => 'hi fred!' - */ - var bind = baseRest(function(func, thisArg, partials) { - var bitmask = WRAP_BIND_FLAG; - if (partials.length) { - var holders = replaceHolders(partials, getHolder(bind)); - bitmask |= WRAP_PARTIAL_FLAG; - } - return createWrap(func, bitmask, thisArg, partials, holders); - }); - - /** - * Creates a function that invokes the method at `object[key]` with `partials` - * prepended to the arguments it receives. - * - * This method differs from `_.bind` by allowing bound functions to reference - * methods that may be redefined or don't yet exist. See - * [Peter Michaux's article](http://peter.michaux.ca/articles/lazy-function-definition-pattern) - * for more details. - * - * The `_.bindKey.placeholder` value, which defaults to `_` in monolithic - * builds, may be used as a placeholder for partially applied arguments. - * - * @static - * @memberOf _ - * @since 0.10.0 - * @category Function - * @param {Object} object The object to invoke the method on. - * @param {string} key The key of the method. - * @param {...*} [partials] The arguments to be partially applied. - * @returns {Function} Returns the new bound function. - * @example - * - * var object = { - * 'user': 'fred', - * 'greet': function(greeting, punctuation) { - * return greeting + ' ' + this.user + punctuation; - * } - * }; - * - * var bound = _.bindKey(object, 'greet', 'hi'); - * bound('!'); - * // => 'hi fred!' - * - * object.greet = function(greeting, punctuation) { - * return greeting + 'ya ' + this.user + punctuation; - * }; - * - * bound('!'); - * // => 'hiya fred!' - * - * // Bound with placeholders. - * var bound = _.bindKey(object, 'greet', _, '!'); - * bound('hi'); - * // => 'hiya fred!' - */ - var bindKey = baseRest(function(object, key, partials) { - var bitmask = WRAP_BIND_FLAG | WRAP_BIND_KEY_FLAG; - if (partials.length) { - var holders = replaceHolders(partials, getHolder(bindKey)); - bitmask |= WRAP_PARTIAL_FLAG; - } - return createWrap(key, bitmask, object, partials, holders); - }); - - /** - * Creates a function that accepts arguments of `func` and either invokes - * `func` returning its result, if at least `arity` number of arguments have - * been provided, or returns a function that accepts the remaining `func` - * arguments, and so on. The arity of `func` may be specified if `func.length` - * is not sufficient. - * - * The `_.curry.placeholder` value, which defaults to `_` in monolithic builds, - * may be used as a placeholder for provided arguments. - * - * **Note:** This method doesn't set the "length" property of curried functions. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @category Function - * @param {Function} func The function to curry. - * @param {number} [arity=func.length] The arity of `func`. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Function} Returns the new curried function. - * @example - * - * var abc = function(a, b, c) { - * return [a, b, c]; - * }; - * - * var curried = _.curry(abc); - * - * curried(1)(2)(3); - * // => [1, 2, 3] - * - * curried(1, 2)(3); - * // => [1, 2, 3] - * - * curried(1, 2, 3); - * // => [1, 2, 3] - * - * // Curried with placeholders. - * curried(1)(_, 3)(2); - * // => [1, 2, 3] - */ - function curry(func, arity, guard) { - arity = guard ? undefined : arity; - var result = createWrap(func, WRAP_CURRY_FLAG, undefined, undefined, undefined, undefined, undefined, arity); - result.placeholder = curry.placeholder; - return result; - } - - /** - * This method is like `_.curry` except that arguments are applied to `func` - * in the manner of `_.partialRight` instead of `_.partial`. - * - * The `_.curryRight.placeholder` value, which defaults to `_` in monolithic - * builds, may be used as a placeholder for provided arguments. - * - * **Note:** This method doesn't set the "length" property of curried functions. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Function - * @param {Function} func The function to curry. - * @param {number} [arity=func.length] The arity of `func`. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Function} Returns the new curried function. - * @example - * - * var abc = function(a, b, c) { - * return [a, b, c]; - * }; - * - * var curried = _.curryRight(abc); - * - * curried(3)(2)(1); - * // => [1, 2, 3] - * - * curried(2, 3)(1); - * // => [1, 2, 3] - * - * curried(1, 2, 3); - * // => [1, 2, 3] - * - * // Curried with placeholders. - * curried(3)(1, _)(2); - * // => [1, 2, 3] - */ - function curryRight(func, arity, guard) { - arity = guard ? undefined : arity; - var result = createWrap(func, WRAP_CURRY_RIGHT_FLAG, undefined, undefined, undefined, undefined, undefined, arity); - result.placeholder = curryRight.placeholder; - return result; - } - - /** - * Creates a debounced function that delays invoking `func` until after `wait` - * milliseconds have elapsed since the last time the debounced function was - * invoked. The debounced function comes with a `cancel` method to cancel - * delayed `func` invocations and a `flush` method to immediately invoke them. - * Provide `options` to indicate whether `func` should be invoked on the - * leading and/or trailing edge of the `wait` timeout. The `func` is invoked - * with the last arguments provided to the debounced function. Subsequent - * calls to the debounced function return the result of the last `func` - * invocation. - * - * **Note:** If `leading` and `trailing` options are `true`, `func` is - * invoked on the trailing edge of the timeout only if the debounced function - * is invoked more than once during the `wait` timeout. - * - * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred - * until to the next tick, similar to `setTimeout` with a timeout of `0`. - * - * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/) - * for details over the differences between `_.debounce` and `_.throttle`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Function - * @param {Function} func The function to debounce. - * @param {number} [wait=0] The number of milliseconds to delay. - * @param {Object} [options={}] The options object. - * @param {boolean} [options.leading=false] - * Specify invoking on the leading edge of the timeout. - * @param {number} [options.maxWait] - * The maximum time `func` is allowed to be delayed before it's invoked. - * @param {boolean} [options.trailing=true] - * Specify invoking on the trailing edge of the timeout. - * @returns {Function} Returns the new debounced function. - * @example - * - * // Avoid costly calculations while the window size is in flux. - * jQuery(window).on('resize', _.debounce(calculateLayout, 150)); - * - * // Invoke `sendMail` when clicked, debouncing subsequent calls. - * jQuery(element).on('click', _.debounce(sendMail, 300, { - * 'leading': true, - * 'trailing': false - * })); - * - * // Ensure `batchLog` is invoked once after 1 second of debounced calls. - * var debounced = _.debounce(batchLog, 250, { 'maxWait': 1000 }); - * var source = new EventSource('/stream'); - * jQuery(source).on('message', debounced); - * - * // Cancel the trailing debounced invocation. - * jQuery(window).on('popstate', debounced.cancel); - */ - function debounce(func, wait, options) { - var lastArgs, - lastThis, - maxWait, - result, - timerId, - lastCallTime, - lastInvokeTime = 0, - leading = false, - maxing = false, - trailing = true; - - if (typeof func != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - wait = toNumber(wait) || 0; - if (isObject(options)) { - leading = !!options.leading; - maxing = 'maxWait' in options; - maxWait = maxing ? nativeMax(toNumber(options.maxWait) || 0, wait) : maxWait; - trailing = 'trailing' in options ? !!options.trailing : trailing; - } - - function invokeFunc(time) { - var args = lastArgs, - thisArg = lastThis; - - lastArgs = lastThis = undefined; - lastInvokeTime = time; - result = func.apply(thisArg, args); - return result; - } - - function leadingEdge(time) { - // Reset any `maxWait` timer. - lastInvokeTime = time; - // Start the timer for the trailing edge. - timerId = setTimeout(timerExpired, wait); - // Invoke the leading edge. - return leading ? invokeFunc(time) : result; - } - - function remainingWait(time) { - var timeSinceLastCall = time - lastCallTime, - timeSinceLastInvoke = time - lastInvokeTime, - result = wait - timeSinceLastCall; - - return maxing ? nativeMin(result, maxWait - timeSinceLastInvoke) : result; - } - - function shouldInvoke(time) { - var timeSinceLastCall = time - lastCallTime, - timeSinceLastInvoke = time - lastInvokeTime; - - // Either this is the first call, activity has stopped and we're at the - // trailing edge, the system time has gone backwards and we're treating - // it as the trailing edge, or we've hit the `maxWait` limit. - return (lastCallTime === undefined || (timeSinceLastCall >= wait) || - (timeSinceLastCall < 0) || (maxing && timeSinceLastInvoke >= maxWait)); - } - - function timerExpired() { - var time = now(); - if (shouldInvoke(time)) { - return trailingEdge(time); - } - // Restart the timer. - timerId = setTimeout(timerExpired, remainingWait(time)); - } - - function trailingEdge(time) { - timerId = undefined; - - // Only invoke if we have `lastArgs` which means `func` has been - // debounced at least once. - if (trailing && lastArgs) { - return invokeFunc(time); - } - lastArgs = lastThis = undefined; - return result; - } - - function cancel() { - if (timerId !== undefined) { - clearTimeout(timerId); - } - lastInvokeTime = 0; - lastArgs = lastCallTime = lastThis = timerId = undefined; - } - - function flush() { - return timerId === undefined ? result : trailingEdge(now()); - } - - function debounced() { - var time = now(), - isInvoking = shouldInvoke(time); - - lastArgs = arguments; - lastThis = this; - lastCallTime = time; - - if (isInvoking) { - if (timerId === undefined) { - return leadingEdge(lastCallTime); - } - if (maxing) { - // Handle invocations in a tight loop. - timerId = setTimeout(timerExpired, wait); - return invokeFunc(lastCallTime); - } - } - if (timerId === undefined) { - timerId = setTimeout(timerExpired, wait); - } - return result; - } - debounced.cancel = cancel; - debounced.flush = flush; - return debounced; - } - - /** - * Defers invoking the `func` until the current call stack has cleared. Any - * additional arguments are provided to `func` when it's invoked. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Function - * @param {Function} func The function to defer. - * @param {...*} [args] The arguments to invoke `func` with. - * @returns {number} Returns the timer id. - * @example - * - * _.defer(function(text) { - * console.log(text); - * }, 'deferred'); - * // => Logs 'deferred' after one millisecond. - */ - var defer = baseRest(function(func, args) { - return baseDelay(func, 1, args); - }); - - /** - * Invokes `func` after `wait` milliseconds. Any additional arguments are - * provided to `func` when it's invoked. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Function - * @param {Function} func The function to delay. - * @param {number} wait The number of milliseconds to delay invocation. - * @param {...*} [args] The arguments to invoke `func` with. - * @returns {number} Returns the timer id. - * @example - * - * _.delay(function(text) { - * console.log(text); - * }, 1000, 'later'); - * // => Logs 'later' after one second. - */ - var delay = baseRest(function(func, wait, args) { - return baseDelay(func, toNumber(wait) || 0, args); - }); - - /** - * Creates a function that invokes `func` with arguments reversed. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Function - * @param {Function} func The function to flip arguments for. - * @returns {Function} Returns the new flipped function. - * @example - * - * var flipped = _.flip(function() { - * return _.toArray(arguments); - * }); - * - * flipped('a', 'b', 'c', 'd'); - * // => ['d', 'c', 'b', 'a'] - */ - function flip(func) { - return createWrap(func, WRAP_FLIP_FLAG); - } - - /** - * Creates a function that memoizes the result of `func`. If `resolver` is - * provided, it determines the cache key for storing the result based on the - * arguments provided to the memoized function. By default, the first argument - * provided to the memoized function is used as the map cache key. The `func` - * is invoked with the `this` binding of the memoized function. - * - * **Note:** The cache is exposed as the `cache` property on the memoized - * function. Its creation may be customized by replacing the `_.memoize.Cache` - * constructor with one whose instances implement the - * [`Map`](http://ecma-international.org/ecma-262/7.0/#sec-properties-of-the-map-prototype-object) - * method interface of `clear`, `delete`, `get`, `has`, and `set`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Function - * @param {Function} func The function to have its output memoized. - * @param {Function} [resolver] The function to resolve the cache key. - * @returns {Function} Returns the new memoized function. - * @example - * - * var object = { 'a': 1, 'b': 2 }; - * var other = { 'c': 3, 'd': 4 }; - * - * var values = _.memoize(_.values); - * values(object); - * // => [1, 2] - * - * values(other); - * // => [3, 4] - * - * object.a = 2; - * values(object); - * // => [1, 2] - * - * // Modify the result cache. - * values.cache.set(object, ['a', 'b']); - * values(object); - * // => ['a', 'b'] - * - * // Replace `_.memoize.Cache`. - * _.memoize.Cache = WeakMap; - */ - function memoize(func, resolver) { - if (typeof func != 'function' || (resolver != null && typeof resolver != 'function')) { - throw new TypeError(FUNC_ERROR_TEXT); - } - var memoized = function() { - var args = arguments, - key = resolver ? resolver.apply(this, args) : args[0], - cache = memoized.cache; - - if (cache.has(key)) { - return cache.get(key); - } - var result = func.apply(this, args); - memoized.cache = cache.set(key, result) || cache; - return result; - }; - memoized.cache = new (memoize.Cache || MapCache); - return memoized; - } - - // Expose `MapCache`. - memoize.Cache = MapCache; - - /** - * Creates a function that negates the result of the predicate `func`. The - * `func` predicate is invoked with the `this` binding and arguments of the - * created function. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Function - * @param {Function} predicate The predicate to negate. - * @returns {Function} Returns the new negated function. - * @example - * - * function isEven(n) { - * return n % 2 == 0; - * } - * - * _.filter([1, 2, 3, 4, 5, 6], _.negate(isEven)); - * // => [1, 3, 5] - */ - function negate(predicate) { - if (typeof predicate != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - return function() { - var args = arguments; - switch (args.length) { - case 0: return !predicate.call(this); - case 1: return !predicate.call(this, args[0]); - case 2: return !predicate.call(this, args[0], args[1]); - case 3: return !predicate.call(this, args[0], args[1], args[2]); - } - return !predicate.apply(this, args); - }; - } - - /** - * Creates a function that is restricted to invoking `func` once. Repeat calls - * to the function return the value of the first invocation. The `func` is - * invoked with the `this` binding and arguments of the created function. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Function - * @param {Function} func The function to restrict. - * @returns {Function} Returns the new restricted function. - * @example - * - * var initialize = _.once(createApplication); - * initialize(); - * initialize(); - * // => `createApplication` is invoked once - */ - function once(func) { - return before(2, func); - } - - /** - * Creates a function that invokes `func` with its arguments transformed. - * - * @static - * @since 4.0.0 - * @memberOf _ - * @category Function - * @param {Function} func The function to wrap. - * @param {...(Function|Function[])} [transforms=[_.identity]] - * The argument transforms. - * @returns {Function} Returns the new function. - * @example - * - * function doubled(n) { - * return n * 2; - * } - * - * function square(n) { - * return n * n; - * } - * - * var func = _.overArgs(function(x, y) { - * return [x, y]; - * }, [square, doubled]); - * - * func(9, 3); - * // => [81, 6] - * - * func(10, 5); - * // => [100, 10] - */ - var overArgs = castRest(function(func, transforms) { - transforms = (transforms.length == 1 && isArray(transforms[0])) - ? arrayMap(transforms[0], baseUnary(getIteratee())) - : arrayMap(baseFlatten(transforms, 1), baseUnary(getIteratee())); - - var funcsLength = transforms.length; - return baseRest(function(args) { - var index = -1, - length = nativeMin(args.length, funcsLength); - - while (++index < length) { - args[index] = transforms[index].call(this, args[index]); - } - return apply(func, this, args); - }); - }); - - /** - * Creates a function that invokes `func` with `partials` prepended to the - * arguments it receives. This method is like `_.bind` except it does **not** - * alter the `this` binding. - * - * The `_.partial.placeholder` value, which defaults to `_` in monolithic - * builds, may be used as a placeholder for partially applied arguments. - * - * **Note:** This method doesn't set the "length" property of partially - * applied functions. - * - * @static - * @memberOf _ - * @since 0.2.0 - * @category Function - * @param {Function} func The function to partially apply arguments to. - * @param {...*} [partials] The arguments to be partially applied. - * @returns {Function} Returns the new partially applied function. - * @example - * - * function greet(greeting, name) { - * return greeting + ' ' + name; - * } - * - * var sayHelloTo = _.partial(greet, 'hello'); - * sayHelloTo('fred'); - * // => 'hello fred' - * - * // Partially applied with placeholders. - * var greetFred = _.partial(greet, _, 'fred'); - * greetFred('hi'); - * // => 'hi fred' - */ - var partial = baseRest(function(func, partials) { - var holders = replaceHolders(partials, getHolder(partial)); - return createWrap(func, WRAP_PARTIAL_FLAG, undefined, partials, holders); - }); - - /** - * This method is like `_.partial` except that partially applied arguments - * are appended to the arguments it receives. - * - * The `_.partialRight.placeholder` value, which defaults to `_` in monolithic - * builds, may be used as a placeholder for partially applied arguments. - * - * **Note:** This method doesn't set the "length" property of partially - * applied functions. - * - * @static - * @memberOf _ - * @since 1.0.0 - * @category Function - * @param {Function} func The function to partially apply arguments to. - * @param {...*} [partials] The arguments to be partially applied. - * @returns {Function} Returns the new partially applied function. - * @example - * - * function greet(greeting, name) { - * return greeting + ' ' + name; - * } - * - * var greetFred = _.partialRight(greet, 'fred'); - * greetFred('hi'); - * // => 'hi fred' - * - * // Partially applied with placeholders. - * var sayHelloTo = _.partialRight(greet, 'hello', _); - * sayHelloTo('fred'); - * // => 'hello fred' - */ - var partialRight = baseRest(function(func, partials) { - var holders = replaceHolders(partials, getHolder(partialRight)); - return createWrap(func, WRAP_PARTIAL_RIGHT_FLAG, undefined, partials, holders); - }); - - /** - * Creates a function that invokes `func` with arguments arranged according - * to the specified `indexes` where the argument value at the first index is - * provided as the first argument, the argument value at the second index is - * provided as the second argument, and so on. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Function - * @param {Function} func The function to rearrange arguments for. - * @param {...(number|number[])} indexes The arranged argument indexes. - * @returns {Function} Returns the new function. - * @example - * - * var rearged = _.rearg(function(a, b, c) { - * return [a, b, c]; - * }, [2, 0, 1]); - * - * rearged('b', 'c', 'a') - * // => ['a', 'b', 'c'] - */ - var rearg = flatRest(function(func, indexes) { - return createWrap(func, WRAP_REARG_FLAG, undefined, undefined, undefined, indexes); - }); - - /** - * Creates a function that invokes `func` with the `this` binding of the - * created function and arguments from `start` and beyond provided as - * an array. - * - * **Note:** This method is based on the - * [rest parameter](https://mdn.io/rest_parameters). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Function - * @param {Function} func The function to apply a rest parameter to. - * @param {number} [start=func.length-1] The start position of the rest parameter. - * @returns {Function} Returns the new function. - * @example - * - * var say = _.rest(function(what, names) { - * return what + ' ' + _.initial(names).join(', ') + - * (_.size(names) > 1 ? ', & ' : '') + _.last(names); - * }); - * - * say('hello', 'fred', 'barney', 'pebbles'); - * // => 'hello fred, barney, & pebbles' - */ - function rest(func, start) { - if (typeof func != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - start = start === undefined ? start : toInteger(start); - return baseRest(func, start); - } - - /** - * Creates a function that invokes `func` with the `this` binding of the - * create function and an array of arguments much like - * [`Function#apply`](http://www.ecma-international.org/ecma-262/7.0/#sec-function.prototype.apply). - * - * **Note:** This method is based on the - * [spread operator](https://mdn.io/spread_operator). - * - * @static - * @memberOf _ - * @since 3.2.0 - * @category Function - * @param {Function} func The function to spread arguments over. - * @param {number} [start=0] The start position of the spread. - * @returns {Function} Returns the new function. - * @example - * - * var say = _.spread(function(who, what) { - * return who + ' says ' + what; - * }); - * - * say(['fred', 'hello']); - * // => 'fred says hello' - * - * var numbers = Promise.all([ - * Promise.resolve(40), - * Promise.resolve(36) - * ]); - * - * numbers.then(_.spread(function(x, y) { - * return x + y; - * })); - * // => a Promise of 76 - */ - function spread(func, start) { - if (typeof func != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - start = start == null ? 0 : nativeMax(toInteger(start), 0); - return baseRest(function(args) { - var array = args[start], - otherArgs = castSlice(args, 0, start); - - if (array) { - arrayPush(otherArgs, array); - } - return apply(func, this, otherArgs); - }); - } - - /** - * Creates a throttled function that only invokes `func` at most once per - * every `wait` milliseconds. The throttled function comes with a `cancel` - * method to cancel delayed `func` invocations and a `flush` method to - * immediately invoke them. Provide `options` to indicate whether `func` - * should be invoked on the leading and/or trailing edge of the `wait` - * timeout. The `func` is invoked with the last arguments provided to the - * throttled function. Subsequent calls to the throttled function return the - * result of the last `func` invocation. - * - * **Note:** If `leading` and `trailing` options are `true`, `func` is - * invoked on the trailing edge of the timeout only if the throttled function - * is invoked more than once during the `wait` timeout. - * - * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred - * until to the next tick, similar to `setTimeout` with a timeout of `0`. - * - * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/) - * for details over the differences between `_.throttle` and `_.debounce`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Function - * @param {Function} func The function to throttle. - * @param {number} [wait=0] The number of milliseconds to throttle invocations to. - * @param {Object} [options={}] The options object. - * @param {boolean} [options.leading=true] - * Specify invoking on the leading edge of the timeout. - * @param {boolean} [options.trailing=true] - * Specify invoking on the trailing edge of the timeout. - * @returns {Function} Returns the new throttled function. - * @example - * - * // Avoid excessively updating the position while scrolling. - * jQuery(window).on('scroll', _.throttle(updatePosition, 100)); - * - * // Invoke `renewToken` when the click event is fired, but not more than once every 5 minutes. - * var throttled = _.throttle(renewToken, 300000, { 'trailing': false }); - * jQuery(element).on('click', throttled); - * - * // Cancel the trailing throttled invocation. - * jQuery(window).on('popstate', throttled.cancel); - */ - function throttle(func, wait, options) { - var leading = true, - trailing = true; - - if (typeof func != 'function') { - throw new TypeError(FUNC_ERROR_TEXT); - } - if (isObject(options)) { - leading = 'leading' in options ? !!options.leading : leading; - trailing = 'trailing' in options ? !!options.trailing : trailing; - } - return debounce(func, wait, { - 'leading': leading, - 'maxWait': wait, - 'trailing': trailing - }); - } - - /** - * Creates a function that accepts up to one argument, ignoring any - * additional arguments. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Function - * @param {Function} func The function to cap arguments for. - * @returns {Function} Returns the new capped function. - * @example - * - * _.map(['6', '8', '10'], _.unary(parseInt)); - * // => [6, 8, 10] - */ - function unary(func) { - return ary(func, 1); - } - - /** - * Creates a function that provides `value` to `wrapper` as its first - * argument. Any additional arguments provided to the function are appended - * to those provided to the `wrapper`. The wrapper is invoked with the `this` - * binding of the created function. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Function - * @param {*} value The value to wrap. - * @param {Function} [wrapper=identity] The wrapper function. - * @returns {Function} Returns the new function. - * @example - * - * var p = _.wrap(_.escape, function(func, text) { - * return '

' + func(text) + '

'; - * }); - * - * p('fred, barney, & pebbles'); - * // => '

fred, barney, & pebbles

' - */ - function wrap(value, wrapper) { - return partial(castFunction(wrapper), value); - } - - /*------------------------------------------------------------------------*/ - - /** - * Casts `value` as an array if it's not one. - * - * @static - * @memberOf _ - * @since 4.4.0 - * @category Lang - * @param {*} value The value to inspect. - * @returns {Array} Returns the cast array. - * @example - * - * _.castArray(1); - * // => [1] - * - * _.castArray({ 'a': 1 }); - * // => [{ 'a': 1 }] - * - * _.castArray('abc'); - * // => ['abc'] - * - * _.castArray(null); - * // => [null] - * - * _.castArray(undefined); - * // => [undefined] - * - * _.castArray(); - * // => [] - * - * var array = [1, 2, 3]; - * console.log(_.castArray(array) === array); - * // => true - */ - function castArray() { - if (!arguments.length) { - return []; - } - var value = arguments[0]; - return isArray(value) ? value : [value]; - } - - /** - * Creates a shallow clone of `value`. - * - * **Note:** This method is loosely based on the - * [structured clone algorithm](https://mdn.io/Structured_clone_algorithm) - * and supports cloning arrays, array buffers, booleans, date objects, maps, - * numbers, `Object` objects, regexes, sets, strings, symbols, and typed - * arrays. The own enumerable properties of `arguments` objects are cloned - * as plain objects. An empty object is returned for uncloneable values such - * as error objects, functions, DOM nodes, and WeakMaps. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to clone. - * @returns {*} Returns the cloned value. - * @see _.cloneDeep - * @example - * - * var objects = [{ 'a': 1 }, { 'b': 2 }]; - * - * var shallow = _.clone(objects); - * console.log(shallow[0] === objects[0]); - * // => true - */ - function clone(value) { - return baseClone(value, CLONE_SYMBOLS_FLAG); - } - - /** - * This method is like `_.clone` except that it accepts `customizer` which - * is invoked to produce the cloned value. If `customizer` returns `undefined`, - * cloning is handled by the method instead. The `customizer` is invoked with - * up to four arguments; (value [, index|key, object, stack]). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to clone. - * @param {Function} [customizer] The function to customize cloning. - * @returns {*} Returns the cloned value. - * @see _.cloneDeepWith - * @example - * - * function customizer(value) { - * if (_.isElement(value)) { - * return value.cloneNode(false); - * } - * } - * - * var el = _.cloneWith(document.body, customizer); - * - * console.log(el === document.body); - * // => false - * console.log(el.nodeName); - * // => 'BODY' - * console.log(el.childNodes.length); - * // => 0 - */ - function cloneWith(value, customizer) { - customizer = typeof customizer == 'function' ? customizer : undefined; - return baseClone(value, CLONE_SYMBOLS_FLAG, customizer); - } - - /** - * This method is like `_.clone` except that it recursively clones `value`. - * - * @static - * @memberOf _ - * @since 1.0.0 - * @category Lang - * @param {*} value The value to recursively clone. - * @returns {*} Returns the deep cloned value. - * @see _.clone - * @example - * - * var objects = [{ 'a': 1 }, { 'b': 2 }]; - * - * var deep = _.cloneDeep(objects); - * console.log(deep[0] === objects[0]); - * // => false - */ - function cloneDeep(value) { - return baseClone(value, CLONE_DEEP_FLAG | CLONE_SYMBOLS_FLAG); - } - - /** - * This method is like `_.cloneWith` except that it recursively clones `value`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to recursively clone. - * @param {Function} [customizer] The function to customize cloning. - * @returns {*} Returns the deep cloned value. - * @see _.cloneWith - * @example - * - * function customizer(value) { - * if (_.isElement(value)) { - * return value.cloneNode(true); - * } - * } - * - * var el = _.cloneDeepWith(document.body, customizer); - * - * console.log(el === document.body); - * // => false - * console.log(el.nodeName); - * // => 'BODY' - * console.log(el.childNodes.length); - * // => 20 - */ - function cloneDeepWith(value, customizer) { - customizer = typeof customizer == 'function' ? customizer : undefined; - return baseClone(value, CLONE_DEEP_FLAG | CLONE_SYMBOLS_FLAG, customizer); - } - - /** - * Checks if `object` conforms to `source` by invoking the predicate - * properties of `source` with the corresponding property values of `object`. - * - * **Note:** This method is equivalent to `_.conforms` when `source` is - * partially applied. - * - * @static - * @memberOf _ - * @since 4.14.0 - * @category Lang - * @param {Object} object The object to inspect. - * @param {Object} source The object of property predicates to conform to. - * @returns {boolean} Returns `true` if `object` conforms, else `false`. - * @example - * - * var object = { 'a': 1, 'b': 2 }; - * - * _.conformsTo(object, { 'b': function(n) { return n > 1; } }); - * // => true - * - * _.conformsTo(object, { 'b': function(n) { return n > 2; } }); - * // => false - */ - function conformsTo(object, source) { - return source == null || baseConformsTo(object, source, keys(source)); - } - - /** - * Performs a - * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero) - * comparison between two values to determine if they are equivalent. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @returns {boolean} Returns `true` if the values are equivalent, else `false`. - * @example - * - * var object = { 'a': 1 }; - * var other = { 'a': 1 }; - * - * _.eq(object, object); - * // => true - * - * _.eq(object, other); - * // => false - * - * _.eq('a', 'a'); - * // => true - * - * _.eq('a', Object('a')); - * // => false - * - * _.eq(NaN, NaN); - * // => true - */ - function eq(value, other) { - return value === other || (value !== value && other !== other); - } - - /** - * Checks if `value` is greater than `other`. - * - * @static - * @memberOf _ - * @since 3.9.0 - * @category Lang - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @returns {boolean} Returns `true` if `value` is greater than `other`, - * else `false`. - * @see _.lt - * @example - * - * _.gt(3, 1); - * // => true - * - * _.gt(3, 3); - * // => false - * - * _.gt(1, 3); - * // => false - */ - var gt = createRelationalOperation(baseGt); - - /** - * Checks if `value` is greater than or equal to `other`. - * - * @static - * @memberOf _ - * @since 3.9.0 - * @category Lang - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @returns {boolean} Returns `true` if `value` is greater than or equal to - * `other`, else `false`. - * @see _.lte - * @example - * - * _.gte(3, 1); - * // => true - * - * _.gte(3, 3); - * // => true - * - * _.gte(1, 3); - * // => false - */ - var gte = createRelationalOperation(function(value, other) { - return value >= other; - }); - - /** - * Checks if `value` is likely an `arguments` object. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is an `arguments` object, - * else `false`. - * @example - * - * _.isArguments(function() { return arguments; }()); - * // => true - * - * _.isArguments([1, 2, 3]); - * // => false - */ - var isArguments = baseIsArguments(function() { return arguments; }()) ? baseIsArguments : function(value) { - return isObjectLike(value) && hasOwnProperty.call(value, 'callee') && - !propertyIsEnumerable.call(value, 'callee'); - }; - - /** - * Checks if `value` is classified as an `Array` object. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is an array, else `false`. - * @example - * - * _.isArray([1, 2, 3]); - * // => true - * - * _.isArray(document.body.children); - * // => false - * - * _.isArray('abc'); - * // => false - * - * _.isArray(_.noop); - * // => false - */ - var isArray = Array.isArray; - - /** - * Checks if `value` is classified as an `ArrayBuffer` object. - * - * @static - * @memberOf _ - * @since 4.3.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is an array buffer, else `false`. - * @example - * - * _.isArrayBuffer(new ArrayBuffer(2)); - * // => true - * - * _.isArrayBuffer(new Array(2)); - * // => false - */ - var isArrayBuffer = nodeIsArrayBuffer ? baseUnary(nodeIsArrayBuffer) : baseIsArrayBuffer; - - /** - * Checks if `value` is array-like. A value is considered array-like if it's - * not a function and has a `value.length` that's an integer greater than or - * equal to `0` and less than or equal to `Number.MAX_SAFE_INTEGER`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is array-like, else `false`. - * @example - * - * _.isArrayLike([1, 2, 3]); - * // => true - * - * _.isArrayLike(document.body.children); - * // => true - * - * _.isArrayLike('abc'); - * // => true - * - * _.isArrayLike(_.noop); - * // => false - */ - function isArrayLike(value) { - return value != null && isLength(value.length) && !isFunction(value); - } - - /** - * This method is like `_.isArrayLike` except that it also checks if `value` - * is an object. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is an array-like object, - * else `false`. - * @example - * - * _.isArrayLikeObject([1, 2, 3]); - * // => true - * - * _.isArrayLikeObject(document.body.children); - * // => true - * - * _.isArrayLikeObject('abc'); - * // => false - * - * _.isArrayLikeObject(_.noop); - * // => false - */ - function isArrayLikeObject(value) { - return isObjectLike(value) && isArrayLike(value); - } - - /** - * Checks if `value` is classified as a boolean primitive or object. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a boolean, else `false`. - * @example - * - * _.isBoolean(false); - * // => true - * - * _.isBoolean(null); - * // => false - */ - function isBoolean(value) { - return value === true || value === false || - (isObjectLike(value) && baseGetTag(value) == boolTag); - } - - /** - * Checks if `value` is a buffer. - * - * @static - * @memberOf _ - * @since 4.3.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a buffer, else `false`. - * @example - * - * _.isBuffer(new Buffer(2)); - * // => true - * - * _.isBuffer(new Uint8Array(2)); - * // => false - */ - var isBuffer = nativeIsBuffer || stubFalse; - - /** - * Checks if `value` is classified as a `Date` object. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a date object, else `false`. - * @example - * - * _.isDate(new Date); - * // => true - * - * _.isDate('Mon April 23 2012'); - * // => false - */ - var isDate = nodeIsDate ? baseUnary(nodeIsDate) : baseIsDate; - - /** - * Checks if `value` is likely a DOM element. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a DOM element, else `false`. - * @example - * - * _.isElement(document.body); - * // => true - * - * _.isElement(''); - * // => false - */ - function isElement(value) { - return isObjectLike(value) && value.nodeType === 1 && !isPlainObject(value); - } - - /** - * Checks if `value` is an empty object, collection, map, or set. - * - * Objects are considered empty if they have no own enumerable string keyed - * properties. - * - * Array-like values such as `arguments` objects, arrays, buffers, strings, or - * jQuery-like collections are considered empty if they have a `length` of `0`. - * Similarly, maps and sets are considered empty if they have a `size` of `0`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is empty, else `false`. - * @example - * - * _.isEmpty(null); - * // => true - * - * _.isEmpty(true); - * // => true - * - * _.isEmpty(1); - * // => true - * - * _.isEmpty([1, 2, 3]); - * // => false - * - * _.isEmpty({ 'a': 1 }); - * // => false - */ - function isEmpty(value) { - if (value == null) { - return true; - } - if (isArrayLike(value) && - (isArray(value) || typeof value == 'string' || typeof value.splice == 'function' || - isBuffer(value) || isTypedArray(value) || isArguments(value))) { - return !value.length; - } - var tag = getTag(value); - if (tag == mapTag || tag == setTag) { - return !value.size; - } - if (isPrototype(value)) { - return !baseKeys(value).length; - } - for (var key in value) { - if (hasOwnProperty.call(value, key)) { - return false; - } - } - return true; - } - - /** - * Performs a deep comparison between two values to determine if they are - * equivalent. - * - * **Note:** This method supports comparing arrays, array buffers, booleans, - * date objects, error objects, maps, numbers, `Object` objects, regexes, - * sets, strings, symbols, and typed arrays. `Object` objects are compared - * by their own, not inherited, enumerable properties. Functions and DOM - * nodes are compared by strict equality, i.e. `===`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @returns {boolean} Returns `true` if the values are equivalent, else `false`. - * @example - * - * var object = { 'a': 1 }; - * var other = { 'a': 1 }; - * - * _.isEqual(object, other); - * // => true - * - * object === other; - * // => false - */ - function isEqual(value, other) { - return baseIsEqual(value, other); - } - - /** - * This method is like `_.isEqual` except that it accepts `customizer` which - * is invoked to compare values. If `customizer` returns `undefined`, comparisons - * are handled by the method instead. The `customizer` is invoked with up to - * six arguments: (objValue, othValue [, index|key, object, other, stack]). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @param {Function} [customizer] The function to customize comparisons. - * @returns {boolean} Returns `true` if the values are equivalent, else `false`. - * @example - * - * function isGreeting(value) { - * return /^h(?:i|ello)$/.test(value); - * } - * - * function customizer(objValue, othValue) { - * if (isGreeting(objValue) && isGreeting(othValue)) { - * return true; - * } - * } - * - * var array = ['hello', 'goodbye']; - * var other = ['hi', 'goodbye']; - * - * _.isEqualWith(array, other, customizer); - * // => true - */ - function isEqualWith(value, other, customizer) { - customizer = typeof customizer == 'function' ? customizer : undefined; - var result = customizer ? customizer(value, other) : undefined; - return result === undefined ? baseIsEqual(value, other, undefined, customizer) : !!result; - } - - /** - * Checks if `value` is an `Error`, `EvalError`, `RangeError`, `ReferenceError`, - * `SyntaxError`, `TypeError`, or `URIError` object. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is an error object, else `false`. - * @example - * - * _.isError(new Error); - * // => true - * - * _.isError(Error); - * // => false - */ - function isError(value) { - if (!isObjectLike(value)) { - return false; - } - var tag = baseGetTag(value); - return tag == errorTag || tag == domExcTag || - (typeof value.message == 'string' && typeof value.name == 'string' && !isPlainObject(value)); - } - - /** - * Checks if `value` is a finite primitive number. - * - * **Note:** This method is based on - * [`Number.isFinite`](https://mdn.io/Number/isFinite). - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a finite number, else `false`. - * @example - * - * _.isFinite(3); - * // => true - * - * _.isFinite(Number.MIN_VALUE); - * // => true - * - * _.isFinite(Infinity); - * // => false - * - * _.isFinite('3'); - * // => false - */ - function isFinite(value) { - return typeof value == 'number' && nativeIsFinite(value); - } - - /** - * Checks if `value` is classified as a `Function` object. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a function, else `false`. - * @example - * - * _.isFunction(_); - * // => true - * - * _.isFunction(/abc/); - * // => false - */ - function isFunction(value) { - if (!isObject(value)) { - return false; - } - // The use of `Object#toString` avoids issues with the `typeof` operator - // in Safari 9 which returns 'object' for typed arrays and other constructors. - var tag = baseGetTag(value); - return tag == funcTag || tag == genTag || tag == asyncTag || tag == proxyTag; - } - - /** - * Checks if `value` is an integer. - * - * **Note:** This method is based on - * [`Number.isInteger`](https://mdn.io/Number/isInteger). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is an integer, else `false`. - * @example - * - * _.isInteger(3); - * // => true - * - * _.isInteger(Number.MIN_VALUE); - * // => false - * - * _.isInteger(Infinity); - * // => false - * - * _.isInteger('3'); - * // => false - */ - function isInteger(value) { - return typeof value == 'number' && value == toInteger(value); - } - - /** - * Checks if `value` is a valid array-like length. - * - * **Note:** This method is loosely based on - * [`ToLength`](http://ecma-international.org/ecma-262/7.0/#sec-tolength). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a valid length, else `false`. - * @example - * - * _.isLength(3); - * // => true - * - * _.isLength(Number.MIN_VALUE); - * // => false - * - * _.isLength(Infinity); - * // => false - * - * _.isLength('3'); - * // => false - */ - function isLength(value) { - return typeof value == 'number' && - value > -1 && value % 1 == 0 && value <= MAX_SAFE_INTEGER; - } - - /** - * Checks if `value` is the - * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types) - * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`) - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is an object, else `false`. - * @example - * - * _.isObject({}); - * // => true - * - * _.isObject([1, 2, 3]); - * // => true - * - * _.isObject(_.noop); - * // => true - * - * _.isObject(null); - * // => false - */ - function isObject(value) { - var type = typeof value; - return value != null && (type == 'object' || type == 'function'); - } - - /** - * Checks if `value` is object-like. A value is object-like if it's not `null` - * and has a `typeof` result of "object". - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is object-like, else `false`. - * @example - * - * _.isObjectLike({}); - * // => true - * - * _.isObjectLike([1, 2, 3]); - * // => true - * - * _.isObjectLike(_.noop); - * // => false - * - * _.isObjectLike(null); - * // => false - */ - function isObjectLike(value) { - return value != null && typeof value == 'object'; - } - - /** - * Checks if `value` is classified as a `Map` object. - * - * @static - * @memberOf _ - * @since 4.3.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a map, else `false`. - * @example - * - * _.isMap(new Map); - * // => true - * - * _.isMap(new WeakMap); - * // => false - */ - var isMap = nodeIsMap ? baseUnary(nodeIsMap) : baseIsMap; - - /** - * Performs a partial deep comparison between `object` and `source` to - * determine if `object` contains equivalent property values. - * - * **Note:** This method is equivalent to `_.matches` when `source` is - * partially applied. - * - * Partial comparisons will match empty array and empty object `source` - * values against any array or object value, respectively. See `_.isEqual` - * for a list of supported value comparisons. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Lang - * @param {Object} object The object to inspect. - * @param {Object} source The object of property values to match. - * @returns {boolean} Returns `true` if `object` is a match, else `false`. - * @example - * - * var object = { 'a': 1, 'b': 2 }; - * - * _.isMatch(object, { 'b': 2 }); - * // => true - * - * _.isMatch(object, { 'b': 1 }); - * // => false - */ - function isMatch(object, source) { - return object === source || baseIsMatch(object, source, getMatchData(source)); - } - - /** - * This method is like `_.isMatch` except that it accepts `customizer` which - * is invoked to compare values. If `customizer` returns `undefined`, comparisons - * are handled by the method instead. The `customizer` is invoked with five - * arguments: (objValue, srcValue, index|key, object, source). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {Object} object The object to inspect. - * @param {Object} source The object of property values to match. - * @param {Function} [customizer] The function to customize comparisons. - * @returns {boolean} Returns `true` if `object` is a match, else `false`. - * @example - * - * function isGreeting(value) { - * return /^h(?:i|ello)$/.test(value); - * } - * - * function customizer(objValue, srcValue) { - * if (isGreeting(objValue) && isGreeting(srcValue)) { - * return true; - * } - * } - * - * var object = { 'greeting': 'hello' }; - * var source = { 'greeting': 'hi' }; - * - * _.isMatchWith(object, source, customizer); - * // => true - */ - function isMatchWith(object, source, customizer) { - customizer = typeof customizer == 'function' ? customizer : undefined; - return baseIsMatch(object, source, getMatchData(source), customizer); - } - - /** - * Checks if `value` is `NaN`. - * - * **Note:** This method is based on - * [`Number.isNaN`](https://mdn.io/Number/isNaN) and is not the same as - * global [`isNaN`](https://mdn.io/isNaN) which returns `true` for - * `undefined` and other non-number values. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is `NaN`, else `false`. - * @example - * - * _.isNaN(NaN); - * // => true - * - * _.isNaN(new Number(NaN)); - * // => true - * - * isNaN(undefined); - * // => true - * - * _.isNaN(undefined); - * // => false - */ - function isNaN(value) { - // An `NaN` primitive is the only value that is not equal to itself. - // Perform the `toStringTag` check first to avoid errors with some - // ActiveX objects in IE. - return isNumber(value) && value != +value; - } - - /** - * Checks if `value` is a pristine native function. - * - * **Note:** This method can't reliably detect native functions in the presence - * of the core-js package because core-js circumvents this kind of detection. - * Despite multiple requests, the core-js maintainer has made it clear: any - * attempt to fix the detection will be obstructed. As a result, we're left - * with little choice but to throw an error. Unfortunately, this also affects - * packages, like [babel-polyfill](https://www.npmjs.com/package/babel-polyfill), - * which rely on core-js. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a native function, - * else `false`. - * @example - * - * _.isNative(Array.prototype.push); - * // => true - * - * _.isNative(_); - * // => false - */ - function isNative(value) { - if (isMaskable(value)) { - throw new Error(CORE_ERROR_TEXT); - } - return baseIsNative(value); - } - - /** - * Checks if `value` is `null`. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is `null`, else `false`. - * @example - * - * _.isNull(null); - * // => true - * - * _.isNull(void 0); - * // => false - */ - function isNull(value) { - return value === null; - } - - /** - * Checks if `value` is `null` or `undefined`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is nullish, else `false`. - * @example - * - * _.isNil(null); - * // => true - * - * _.isNil(void 0); - * // => true - * - * _.isNil(NaN); - * // => false - */ - function isNil(value) { - return value == null; - } - - /** - * Checks if `value` is classified as a `Number` primitive or object. - * - * **Note:** To exclude `Infinity`, `-Infinity`, and `NaN`, which are - * classified as numbers, use the `_.isFinite` method. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a number, else `false`. - * @example - * - * _.isNumber(3); - * // => true - * - * _.isNumber(Number.MIN_VALUE); - * // => true - * - * _.isNumber(Infinity); - * // => true - * - * _.isNumber('3'); - * // => false - */ - function isNumber(value) { - return typeof value == 'number' || - (isObjectLike(value) && baseGetTag(value) == numberTag); - } - - /** - * Checks if `value` is a plain object, that is, an object created by the - * `Object` constructor or one with a `[[Prototype]]` of `null`. - * - * @static - * @memberOf _ - * @since 0.8.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a plain object, else `false`. - * @example - * - * function Foo() { - * this.a = 1; - * } - * - * _.isPlainObject(new Foo); - * // => false - * - * _.isPlainObject([1, 2, 3]); - * // => false - * - * _.isPlainObject({ 'x': 0, 'y': 0 }); - * // => true - * - * _.isPlainObject(Object.create(null)); - * // => true - */ - function isPlainObject(value) { - if (!isObjectLike(value) || baseGetTag(value) != objectTag) { - return false; - } - var proto = getPrototype(value); - if (proto === null) { - return true; - } - var Ctor = hasOwnProperty.call(proto, 'constructor') && proto.constructor; - return typeof Ctor == 'function' && Ctor instanceof Ctor && - funcToString.call(Ctor) == objectCtorString; - } - - /** - * Checks if `value` is classified as a `RegExp` object. - * - * @static - * @memberOf _ - * @since 0.1.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a regexp, else `false`. - * @example - * - * _.isRegExp(/abc/); - * // => true - * - * _.isRegExp('/abc/'); - * // => false - */ - var isRegExp = nodeIsRegExp ? baseUnary(nodeIsRegExp) : baseIsRegExp; - - /** - * Checks if `value` is a safe integer. An integer is safe if it's an IEEE-754 - * double precision number which isn't the result of a rounded unsafe integer. - * - * **Note:** This method is based on - * [`Number.isSafeInteger`](https://mdn.io/Number/isSafeInteger). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a safe integer, else `false`. - * @example - * - * _.isSafeInteger(3); - * // => true - * - * _.isSafeInteger(Number.MIN_VALUE); - * // => false - * - * _.isSafeInteger(Infinity); - * // => false - * - * _.isSafeInteger('3'); - * // => false - */ - function isSafeInteger(value) { - return isInteger(value) && value >= -MAX_SAFE_INTEGER && value <= MAX_SAFE_INTEGER; - } - - /** - * Checks if `value` is classified as a `Set` object. - * - * @static - * @memberOf _ - * @since 4.3.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a set, else `false`. - * @example - * - * _.isSet(new Set); - * // => true - * - * _.isSet(new WeakSet); - * // => false - */ - var isSet = nodeIsSet ? baseUnary(nodeIsSet) : baseIsSet; - - /** - * Checks if `value` is classified as a `String` primitive or object. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a string, else `false`. - * @example - * - * _.isString('abc'); - * // => true - * - * _.isString(1); - * // => false - */ - function isString(value) { - return typeof value == 'string' || - (!isArray(value) && isObjectLike(value) && baseGetTag(value) == stringTag); - } - - /** - * Checks if `value` is classified as a `Symbol` primitive or object. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a symbol, else `false`. - * @example - * - * _.isSymbol(Symbol.iterator); - * // => true - * - * _.isSymbol('abc'); - * // => false - */ - function isSymbol(value) { - return typeof value == 'symbol' || - (isObjectLike(value) && baseGetTag(value) == symbolTag); - } - - /** - * Checks if `value` is classified as a typed array. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a typed array, else `false`. - * @example - * - * _.isTypedArray(new Uint8Array); - * // => true - * - * _.isTypedArray([]); - * // => false - */ - var isTypedArray = nodeIsTypedArray ? baseUnary(nodeIsTypedArray) : baseIsTypedArray; - - /** - * Checks if `value` is `undefined`. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is `undefined`, else `false`. - * @example - * - * _.isUndefined(void 0); - * // => true - * - * _.isUndefined(null); - * // => false - */ - function isUndefined(value) { - return value === undefined; - } - - /** - * Checks if `value` is classified as a `WeakMap` object. - * - * @static - * @memberOf _ - * @since 4.3.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a weak map, else `false`. - * @example - * - * _.isWeakMap(new WeakMap); - * // => true - * - * _.isWeakMap(new Map); - * // => false - */ - function isWeakMap(value) { - return isObjectLike(value) && getTag(value) == weakMapTag; - } - - /** - * Checks if `value` is classified as a `WeakSet` object. - * - * @static - * @memberOf _ - * @since 4.3.0 - * @category Lang - * @param {*} value The value to check. - * @returns {boolean} Returns `true` if `value` is a weak set, else `false`. - * @example - * - * _.isWeakSet(new WeakSet); - * // => true - * - * _.isWeakSet(new Set); - * // => false - */ - function isWeakSet(value) { - return isObjectLike(value) && baseGetTag(value) == weakSetTag; - } - - /** - * Checks if `value` is less than `other`. - * - * @static - * @memberOf _ - * @since 3.9.0 - * @category Lang - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @returns {boolean} Returns `true` if `value` is less than `other`, - * else `false`. - * @see _.gt - * @example - * - * _.lt(1, 3); - * // => true - * - * _.lt(3, 3); - * // => false - * - * _.lt(3, 1); - * // => false - */ - var lt = createRelationalOperation(baseLt); - - /** - * Checks if `value` is less than or equal to `other`. - * - * @static - * @memberOf _ - * @since 3.9.0 - * @category Lang - * @param {*} value The value to compare. - * @param {*} other The other value to compare. - * @returns {boolean} Returns `true` if `value` is less than or equal to - * `other`, else `false`. - * @see _.gte - * @example - * - * _.lte(1, 3); - * // => true - * - * _.lte(3, 3); - * // => true - * - * _.lte(3, 1); - * // => false - */ - var lte = createRelationalOperation(function(value, other) { - return value <= other; - }); - - /** - * Converts `value` to an array. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Lang - * @param {*} value The value to convert. - * @returns {Array} Returns the converted array. - * @example - * - * _.toArray({ 'a': 1, 'b': 2 }); - * // => [1, 2] - * - * _.toArray('abc'); - * // => ['a', 'b', 'c'] - * - * _.toArray(1); - * // => [] - * - * _.toArray(null); - * // => [] - */ - function toArray(value) { - if (!value) { - return []; - } - if (isArrayLike(value)) { - return isString(value) ? stringToArray(value) : copyArray(value); - } - if (symIterator && value[symIterator]) { - return iteratorToArray(value[symIterator]()); - } - var tag = getTag(value), - func = tag == mapTag ? mapToArray : (tag == setTag ? setToArray : values); - - return func(value); - } - - /** - * Converts `value` to a finite number. - * - * @static - * @memberOf _ - * @since 4.12.0 - * @category Lang - * @param {*} value The value to convert. - * @returns {number} Returns the converted number. - * @example - * - * _.toFinite(3.2); - * // => 3.2 - * - * _.toFinite(Number.MIN_VALUE); - * // => 5e-324 - * - * _.toFinite(Infinity); - * // => 1.7976931348623157e+308 - * - * _.toFinite('3.2'); - * // => 3.2 - */ - function toFinite(value) { - if (!value) { - return value === 0 ? value : 0; - } - value = toNumber(value); - if (value === INFINITY || value === -INFINITY) { - var sign = (value < 0 ? -1 : 1); - return sign * MAX_INTEGER; - } - return value === value ? value : 0; - } - - /** - * Converts `value` to an integer. - * - * **Note:** This method is loosely based on - * [`ToInteger`](http://www.ecma-international.org/ecma-262/7.0/#sec-tointeger). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to convert. - * @returns {number} Returns the converted integer. - * @example - * - * _.toInteger(3.2); - * // => 3 - * - * _.toInteger(Number.MIN_VALUE); - * // => 0 - * - * _.toInteger(Infinity); - * // => 1.7976931348623157e+308 - * - * _.toInteger('3.2'); - * // => 3 - */ - function toInteger(value) { - var result = toFinite(value), - remainder = result % 1; - - return result === result ? (remainder ? result - remainder : result) : 0; - } - - /** - * Converts `value` to an integer suitable for use as the length of an - * array-like object. - * - * **Note:** This method is based on - * [`ToLength`](http://ecma-international.org/ecma-262/7.0/#sec-tolength). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to convert. - * @returns {number} Returns the converted integer. - * @example - * - * _.toLength(3.2); - * // => 3 - * - * _.toLength(Number.MIN_VALUE); - * // => 0 - * - * _.toLength(Infinity); - * // => 4294967295 - * - * _.toLength('3.2'); - * // => 3 - */ - function toLength(value) { - return value ? baseClamp(toInteger(value), 0, MAX_ARRAY_LENGTH) : 0; - } - - /** - * Converts `value` to a number. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to process. - * @returns {number} Returns the number. - * @example - * - * _.toNumber(3.2); - * // => 3.2 - * - * _.toNumber(Number.MIN_VALUE); - * // => 5e-324 - * - * _.toNumber(Infinity); - * // => Infinity - * - * _.toNumber('3.2'); - * // => 3.2 - */ - function toNumber(value) { - if (typeof value == 'number') { - return value; - } - if (isSymbol(value)) { - return NAN; - } - if (isObject(value)) { - var other = typeof value.valueOf == 'function' ? value.valueOf() : value; - value = isObject(other) ? (other + '') : other; - } - if (typeof value != 'string') { - return value === 0 ? value : +value; - } - value = value.replace(reTrim, ''); - var isBinary = reIsBinary.test(value); - return (isBinary || reIsOctal.test(value)) - ? freeParseInt(value.slice(2), isBinary ? 2 : 8) - : (reIsBadHex.test(value) ? NAN : +value); - } - - /** - * Converts `value` to a plain object flattening inherited enumerable string - * keyed properties of `value` to own properties of the plain object. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Lang - * @param {*} value The value to convert. - * @returns {Object} Returns the converted plain object. - * @example - * - * function Foo() { - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.assign({ 'a': 1 }, new Foo); - * // => { 'a': 1, 'b': 2 } - * - * _.assign({ 'a': 1 }, _.toPlainObject(new Foo)); - * // => { 'a': 1, 'b': 2, 'c': 3 } - */ - function toPlainObject(value) { - return copyObject(value, keysIn(value)); - } - - /** - * Converts `value` to a safe integer. A safe integer can be compared and - * represented correctly. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to convert. - * @returns {number} Returns the converted integer. - * @example - * - * _.toSafeInteger(3.2); - * // => 3 - * - * _.toSafeInteger(Number.MIN_VALUE); - * // => 0 - * - * _.toSafeInteger(Infinity); - * // => 9007199254740991 - * - * _.toSafeInteger('3.2'); - * // => 3 - */ - function toSafeInteger(value) { - return value - ? baseClamp(toInteger(value), -MAX_SAFE_INTEGER, MAX_SAFE_INTEGER) - : (value === 0 ? value : 0); - } - - /** - * Converts `value` to a string. An empty string is returned for `null` - * and `undefined` values. The sign of `-0` is preserved. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Lang - * @param {*} value The value to convert. - * @returns {string} Returns the converted string. - * @example - * - * _.toString(null); - * // => '' - * - * _.toString(-0); - * // => '-0' - * - * _.toString([1, 2, 3]); - * // => '1,2,3' - */ - function toString(value) { - return value == null ? '' : baseToString(value); - } - - /*------------------------------------------------------------------------*/ - - /** - * Assigns own enumerable string keyed properties of source objects to the - * destination object. Source objects are applied from left to right. - * Subsequent sources overwrite property assignments of previous sources. - * - * **Note:** This method mutates `object` and is loosely based on - * [`Object.assign`](https://mdn.io/Object/assign). - * - * @static - * @memberOf _ - * @since 0.10.0 - * @category Object - * @param {Object} object The destination object. - * @param {...Object} [sources] The source objects. - * @returns {Object} Returns `object`. - * @see _.assignIn - * @example - * - * function Foo() { - * this.a = 1; - * } - * - * function Bar() { - * this.c = 3; - * } - * - * Foo.prototype.b = 2; - * Bar.prototype.d = 4; - * - * _.assign({ 'a': 0 }, new Foo, new Bar); - * // => { 'a': 1, 'c': 3 } - */ - var assign = createAssigner(function(object, source) { - if (isPrototype(source) || isArrayLike(source)) { - copyObject(source, keys(source), object); - return; - } - for (var key in source) { - if (hasOwnProperty.call(source, key)) { - assignValue(object, key, source[key]); - } - } - }); - - /** - * This method is like `_.assign` except that it iterates over own and - * inherited source properties. - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @alias extend - * @category Object - * @param {Object} object The destination object. - * @param {...Object} [sources] The source objects. - * @returns {Object} Returns `object`. - * @see _.assign - * @example - * - * function Foo() { - * this.a = 1; - * } - * - * function Bar() { - * this.c = 3; - * } - * - * Foo.prototype.b = 2; - * Bar.prototype.d = 4; - * - * _.assignIn({ 'a': 0 }, new Foo, new Bar); - * // => { 'a': 1, 'b': 2, 'c': 3, 'd': 4 } - */ - var assignIn = createAssigner(function(object, source) { - copyObject(source, keysIn(source), object); - }); - - /** - * This method is like `_.assignIn` except that it accepts `customizer` - * which is invoked to produce the assigned values. If `customizer` returns - * `undefined`, assignment is handled by the method instead. The `customizer` - * is invoked with five arguments: (objValue, srcValue, key, object, source). - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @alias extendWith - * @category Object - * @param {Object} object The destination object. - * @param {...Object} sources The source objects. - * @param {Function} [customizer] The function to customize assigned values. - * @returns {Object} Returns `object`. - * @see _.assignWith - * @example - * - * function customizer(objValue, srcValue) { - * return _.isUndefined(objValue) ? srcValue : objValue; - * } - * - * var defaults = _.partialRight(_.assignInWith, customizer); - * - * defaults({ 'a': 1 }, { 'b': 2 }, { 'a': 3 }); - * // => { 'a': 1, 'b': 2 } - */ - var assignInWith = createAssigner(function(object, source, srcIndex, customizer) { - copyObject(source, keysIn(source), object, customizer); - }); - - /** - * This method is like `_.assign` except that it accepts `customizer` - * which is invoked to produce the assigned values. If `customizer` returns - * `undefined`, assignment is handled by the method instead. The `customizer` - * is invoked with five arguments: (objValue, srcValue, key, object, source). - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Object - * @param {Object} object The destination object. - * @param {...Object} sources The source objects. - * @param {Function} [customizer] The function to customize assigned values. - * @returns {Object} Returns `object`. - * @see _.assignInWith - * @example - * - * function customizer(objValue, srcValue) { - * return _.isUndefined(objValue) ? srcValue : objValue; - * } - * - * var defaults = _.partialRight(_.assignWith, customizer); - * - * defaults({ 'a': 1 }, { 'b': 2 }, { 'a': 3 }); - * // => { 'a': 1, 'b': 2 } - */ - var assignWith = createAssigner(function(object, source, srcIndex, customizer) { - copyObject(source, keys(source), object, customizer); - }); - - /** - * Creates an array of values corresponding to `paths` of `object`. - * - * @static - * @memberOf _ - * @since 1.0.0 - * @category Object - * @param {Object} object The object to iterate over. - * @param {...(string|string[])} [paths] The property paths to pick. - * @returns {Array} Returns the picked values. - * @example - * - * var object = { 'a': [{ 'b': { 'c': 3 } }, 4] }; - * - * _.at(object, ['a[0].b.c', 'a[1]']); - * // => [3, 4] - */ - var at = flatRest(baseAt); - - /** - * Creates an object that inherits from the `prototype` object. If a - * `properties` object is given, its own enumerable string keyed properties - * are assigned to the created object. - * - * @static - * @memberOf _ - * @since 2.3.0 - * @category Object - * @param {Object} prototype The object to inherit from. - * @param {Object} [properties] The properties to assign to the object. - * @returns {Object} Returns the new object. - * @example - * - * function Shape() { - * this.x = 0; - * this.y = 0; - * } - * - * function Circle() { - * Shape.call(this); - * } - * - * Circle.prototype = _.create(Shape.prototype, { - * 'constructor': Circle - * }); - * - * var circle = new Circle; - * circle instanceof Circle; - * // => true - * - * circle instanceof Shape; - * // => true - */ - function create(prototype, properties) { - var result = baseCreate(prototype); - return properties == null ? result : baseAssign(result, properties); - } - - /** - * Assigns own and inherited enumerable string keyed properties of source - * objects to the destination object for all destination properties that - * resolve to `undefined`. Source objects are applied from left to right. - * Once a property is set, additional values of the same property are ignored. - * - * **Note:** This method mutates `object`. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Object - * @param {Object} object The destination object. - * @param {...Object} [sources] The source objects. - * @returns {Object} Returns `object`. - * @see _.defaultsDeep - * @example - * - * _.defaults({ 'a': 1 }, { 'b': 2 }, { 'a': 3 }); - * // => { 'a': 1, 'b': 2 } - */ - var defaults = baseRest(function(args) { - args.push(undefined, customDefaultsAssignIn); - return apply(assignInWith, undefined, args); - }); - - /** - * This method is like `_.defaults` except that it recursively assigns - * default properties. - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 3.10.0 - * @category Object - * @param {Object} object The destination object. - * @param {...Object} [sources] The source objects. - * @returns {Object} Returns `object`. - * @see _.defaults - * @example - * - * _.defaultsDeep({ 'a': { 'b': 2 } }, { 'a': { 'b': 1, 'c': 3 } }); - * // => { 'a': { 'b': 2, 'c': 3 } } - */ - var defaultsDeep = baseRest(function(args) { - args.push(undefined, customDefaultsMerge); - return apply(mergeWith, undefined, args); - }); - - /** - * This method is like `_.find` except that it returns the key of the first - * element `predicate` returns truthy for instead of the element itself. - * - * @static - * @memberOf _ - * @since 1.1.0 - * @category Object - * @param {Object} object The object to inspect. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {string|undefined} Returns the key of the matched element, - * else `undefined`. - * @example - * - * var users = { - * 'barney': { 'age': 36, 'active': true }, - * 'fred': { 'age': 40, 'active': false }, - * 'pebbles': { 'age': 1, 'active': true } - * }; - * - * _.findKey(users, function(o) { return o.age < 40; }); - * // => 'barney' (iteration order is not guaranteed) - * - * // The `_.matches` iteratee shorthand. - * _.findKey(users, { 'age': 1, 'active': true }); - * // => 'pebbles' - * - * // The `_.matchesProperty` iteratee shorthand. - * _.findKey(users, ['active', false]); - * // => 'fred' - * - * // The `_.property` iteratee shorthand. - * _.findKey(users, 'active'); - * // => 'barney' - */ - function findKey(object, predicate) { - return baseFindKey(object, getIteratee(predicate, 3), baseForOwn); - } - - /** - * This method is like `_.findKey` except that it iterates over elements of - * a collection in the opposite order. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @category Object - * @param {Object} object The object to inspect. - * @param {Function} [predicate=_.identity] The function invoked per iteration. - * @returns {string|undefined} Returns the key of the matched element, - * else `undefined`. - * @example - * - * var users = { - * 'barney': { 'age': 36, 'active': true }, - * 'fred': { 'age': 40, 'active': false }, - * 'pebbles': { 'age': 1, 'active': true } - * }; - * - * _.findLastKey(users, function(o) { return o.age < 40; }); - * // => returns 'pebbles' assuming `_.findKey` returns 'barney' - * - * // The `_.matches` iteratee shorthand. - * _.findLastKey(users, { 'age': 36, 'active': true }); - * // => 'barney' - * - * // The `_.matchesProperty` iteratee shorthand. - * _.findLastKey(users, ['active', false]); - * // => 'fred' - * - * // The `_.property` iteratee shorthand. - * _.findLastKey(users, 'active'); - * // => 'pebbles' - */ - function findLastKey(object, predicate) { - return baseFindKey(object, getIteratee(predicate, 3), baseForOwnRight); - } - - /** - * Iterates over own and inherited enumerable string keyed properties of an - * object and invokes `iteratee` for each property. The iteratee is invoked - * with three arguments: (value, key, object). Iteratee functions may exit - * iteration early by explicitly returning `false`. - * - * @static - * @memberOf _ - * @since 0.3.0 - * @category Object - * @param {Object} object The object to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Object} Returns `object`. - * @see _.forInRight - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.forIn(new Foo, function(value, key) { - * console.log(key); - * }); - * // => Logs 'a', 'b', then 'c' (iteration order is not guaranteed). - */ - function forIn(object, iteratee) { - return object == null - ? object - : baseFor(object, getIteratee(iteratee, 3), keysIn); - } - - /** - * This method is like `_.forIn` except that it iterates over properties of - * `object` in the opposite order. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @category Object - * @param {Object} object The object to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Object} Returns `object`. - * @see _.forIn - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.forInRight(new Foo, function(value, key) { - * console.log(key); - * }); - * // => Logs 'c', 'b', then 'a' assuming `_.forIn` logs 'a', 'b', then 'c'. - */ - function forInRight(object, iteratee) { - return object == null - ? object - : baseForRight(object, getIteratee(iteratee, 3), keysIn); - } - - /** - * Iterates over own enumerable string keyed properties of an object and - * invokes `iteratee` for each property. The iteratee is invoked with three - * arguments: (value, key, object). Iteratee functions may exit iteration - * early by explicitly returning `false`. - * - * @static - * @memberOf _ - * @since 0.3.0 - * @category Object - * @param {Object} object The object to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Object} Returns `object`. - * @see _.forOwnRight - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.forOwn(new Foo, function(value, key) { - * console.log(key); - * }); - * // => Logs 'a' then 'b' (iteration order is not guaranteed). - */ - function forOwn(object, iteratee) { - return object && baseForOwn(object, getIteratee(iteratee, 3)); - } - - /** - * This method is like `_.forOwn` except that it iterates over properties of - * `object` in the opposite order. - * - * @static - * @memberOf _ - * @since 2.0.0 - * @category Object - * @param {Object} object The object to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Object} Returns `object`. - * @see _.forOwn - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.forOwnRight(new Foo, function(value, key) { - * console.log(key); - * }); - * // => Logs 'b' then 'a' assuming `_.forOwn` logs 'a' then 'b'. - */ - function forOwnRight(object, iteratee) { - return object && baseForOwnRight(object, getIteratee(iteratee, 3)); - } - - /** - * Creates an array of function property names from own enumerable properties - * of `object`. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Object - * @param {Object} object The object to inspect. - * @returns {Array} Returns the function names. - * @see _.functionsIn - * @example - * - * function Foo() { - * this.a = _.constant('a'); - * this.b = _.constant('b'); - * } - * - * Foo.prototype.c = _.constant('c'); - * - * _.functions(new Foo); - * // => ['a', 'b'] - */ - function functions(object) { - return object == null ? [] : baseFunctions(object, keys(object)); - } - - /** - * Creates an array of function property names from own and inherited - * enumerable properties of `object`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Object - * @param {Object} object The object to inspect. - * @returns {Array} Returns the function names. - * @see _.functions - * @example - * - * function Foo() { - * this.a = _.constant('a'); - * this.b = _.constant('b'); - * } - * - * Foo.prototype.c = _.constant('c'); - * - * _.functionsIn(new Foo); - * // => ['a', 'b', 'c'] - */ - function functionsIn(object) { - return object == null ? [] : baseFunctions(object, keysIn(object)); - } - - /** - * Gets the value at `path` of `object`. If the resolved value is - * `undefined`, the `defaultValue` is returned in its place. - * - * @static - * @memberOf _ - * @since 3.7.0 - * @category Object - * @param {Object} object The object to query. - * @param {Array|string} path The path of the property to get. - * @param {*} [defaultValue] The value returned for `undefined` resolved values. - * @returns {*} Returns the resolved value. - * @example - * - * var object = { 'a': [{ 'b': { 'c': 3 } }] }; - * - * _.get(object, 'a[0].b.c'); - * // => 3 - * - * _.get(object, ['a', '0', 'b', 'c']); - * // => 3 - * - * _.get(object, 'a.b.c', 'default'); - * // => 'default' - */ - function get(object, path, defaultValue) { - var result = object == null ? undefined : baseGet(object, path); - return result === undefined ? defaultValue : result; - } - - /** - * Checks if `path` is a direct property of `object`. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Object - * @param {Object} object The object to query. - * @param {Array|string} path The path to check. - * @returns {boolean} Returns `true` if `path` exists, else `false`. - * @example - * - * var object = { 'a': { 'b': 2 } }; - * var other = _.create({ 'a': _.create({ 'b': 2 }) }); - * - * _.has(object, 'a'); - * // => true - * - * _.has(object, 'a.b'); - * // => true - * - * _.has(object, ['a', 'b']); - * // => true - * - * _.has(other, 'a'); - * // => false - */ - function has(object, path) { - return object != null && hasPath(object, path, baseHas); - } - - /** - * Checks if `path` is a direct or inherited property of `object`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Object - * @param {Object} object The object to query. - * @param {Array|string} path The path to check. - * @returns {boolean} Returns `true` if `path` exists, else `false`. - * @example - * - * var object = _.create({ 'a': _.create({ 'b': 2 }) }); - * - * _.hasIn(object, 'a'); - * // => true - * - * _.hasIn(object, 'a.b'); - * // => true - * - * _.hasIn(object, ['a', 'b']); - * // => true - * - * _.hasIn(object, 'b'); - * // => false - */ - function hasIn(object, path) { - return object != null && hasPath(object, path, baseHasIn); - } - - /** - * Creates an object composed of the inverted keys and values of `object`. - * If `object` contains duplicate values, subsequent values overwrite - * property assignments of previous values. - * - * @static - * @memberOf _ - * @since 0.7.0 - * @category Object - * @param {Object} object The object to invert. - * @returns {Object} Returns the new inverted object. - * @example - * - * var object = { 'a': 1, 'b': 2, 'c': 1 }; - * - * _.invert(object); - * // => { '1': 'c', '2': 'b' } - */ - var invert = createInverter(function(result, value, key) { - result[value] = key; - }, constant(identity)); - - /** - * This method is like `_.invert` except that the inverted object is generated - * from the results of running each element of `object` thru `iteratee`. The - * corresponding inverted value of each inverted key is an array of keys - * responsible for generating the inverted value. The iteratee is invoked - * with one argument: (value). - * - * @static - * @memberOf _ - * @since 4.1.0 - * @category Object - * @param {Object} object The object to invert. - * @param {Function} [iteratee=_.identity] The iteratee invoked per element. - * @returns {Object} Returns the new inverted object. - * @example - * - * var object = { 'a': 1, 'b': 2, 'c': 1 }; - * - * _.invertBy(object); - * // => { '1': ['a', 'c'], '2': ['b'] } - * - * _.invertBy(object, function(value) { - * return 'group' + value; - * }); - * // => { 'group1': ['a', 'c'], 'group2': ['b'] } - */ - var invertBy = createInverter(function(result, value, key) { - if (hasOwnProperty.call(result, value)) { - result[value].push(key); - } else { - result[value] = [key]; - } - }, getIteratee); - - /** - * Invokes the method at `path` of `object`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Object - * @param {Object} object The object to query. - * @param {Array|string} path The path of the method to invoke. - * @param {...*} [args] The arguments to invoke the method with. - * @returns {*} Returns the result of the invoked method. - * @example - * - * var object = { 'a': [{ 'b': { 'c': [1, 2, 3, 4] } }] }; - * - * _.invoke(object, 'a[0].b.c.slice', 1, 3); - * // => [2, 3] - */ - var invoke = baseRest(baseInvoke); - - /** - * Creates an array of the own enumerable property names of `object`. - * - * **Note:** Non-object values are coerced to objects. See the - * [ES spec](http://ecma-international.org/ecma-262/7.0/#sec-object.keys) - * for more details. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Object - * @param {Object} object The object to query. - * @returns {Array} Returns the array of property names. - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.keys(new Foo); - * // => ['a', 'b'] (iteration order is not guaranteed) - * - * _.keys('hi'); - * // => ['0', '1'] - */ - function keys(object) { - return isArrayLike(object) ? arrayLikeKeys(object) : baseKeys(object); - } - - /** - * Creates an array of the own and inherited enumerable property names of `object`. - * - * **Note:** Non-object values are coerced to objects. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Object - * @param {Object} object The object to query. - * @returns {Array} Returns the array of property names. - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.keysIn(new Foo); - * // => ['a', 'b', 'c'] (iteration order is not guaranteed) - */ - function keysIn(object) { - return isArrayLike(object) ? arrayLikeKeys(object, true) : baseKeysIn(object); - } - - /** - * The opposite of `_.mapValues`; this method creates an object with the - * same values as `object` and keys generated by running each own enumerable - * string keyed property of `object` thru `iteratee`. The iteratee is invoked - * with three arguments: (value, key, object). - * - * @static - * @memberOf _ - * @since 3.8.0 - * @category Object - * @param {Object} object The object to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Object} Returns the new mapped object. - * @see _.mapValues - * @example - * - * _.mapKeys({ 'a': 1, 'b': 2 }, function(value, key) { - * return key + value; - * }); - * // => { 'a1': 1, 'b2': 2 } - */ - function mapKeys(object, iteratee) { - var result = {}; - iteratee = getIteratee(iteratee, 3); - - baseForOwn(object, function(value, key, object) { - baseAssignValue(result, iteratee(value, key, object), value); - }); - return result; - } - - /** - * Creates an object with the same keys as `object` and values generated - * by running each own enumerable string keyed property of `object` thru - * `iteratee`. The iteratee is invoked with three arguments: - * (value, key, object). - * - * @static - * @memberOf _ - * @since 2.4.0 - * @category Object - * @param {Object} object The object to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @returns {Object} Returns the new mapped object. - * @see _.mapKeys - * @example - * - * var users = { - * 'fred': { 'user': 'fred', 'age': 40 }, - * 'pebbles': { 'user': 'pebbles', 'age': 1 } - * }; - * - * _.mapValues(users, function(o) { return o.age; }); - * // => { 'fred': 40, 'pebbles': 1 } (iteration order is not guaranteed) - * - * // The `_.property` iteratee shorthand. - * _.mapValues(users, 'age'); - * // => { 'fred': 40, 'pebbles': 1 } (iteration order is not guaranteed) - */ - function mapValues(object, iteratee) { - var result = {}; - iteratee = getIteratee(iteratee, 3); - - baseForOwn(object, function(value, key, object) { - baseAssignValue(result, key, iteratee(value, key, object)); - }); - return result; - } - - /** - * This method is like `_.assign` except that it recursively merges own and - * inherited enumerable string keyed properties of source objects into the - * destination object. Source properties that resolve to `undefined` are - * skipped if a destination value exists. Array and plain object properties - * are merged recursively. Other objects and value types are overridden by - * assignment. Source objects are applied from left to right. Subsequent - * sources overwrite property assignments of previous sources. - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 0.5.0 - * @category Object - * @param {Object} object The destination object. - * @param {...Object} [sources] The source objects. - * @returns {Object} Returns `object`. - * @example - * - * var object = { - * 'a': [{ 'b': 2 }, { 'd': 4 }] - * }; - * - * var other = { - * 'a': [{ 'c': 3 }, { 'e': 5 }] - * }; - * - * _.merge(object, other); - * // => { 'a': [{ 'b': 2, 'c': 3 }, { 'd': 4, 'e': 5 }] } - */ - var merge = createAssigner(function(object, source, srcIndex) { - baseMerge(object, source, srcIndex); - }); - - /** - * This method is like `_.merge` except that it accepts `customizer` which - * is invoked to produce the merged values of the destination and source - * properties. If `customizer` returns `undefined`, merging is handled by the - * method instead. The `customizer` is invoked with six arguments: - * (objValue, srcValue, key, object, source, stack). - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Object - * @param {Object} object The destination object. - * @param {...Object} sources The source objects. - * @param {Function} customizer The function to customize assigned values. - * @returns {Object} Returns `object`. - * @example - * - * function customizer(objValue, srcValue) { - * if (_.isArray(objValue)) { - * return objValue.concat(srcValue); - * } - * } - * - * var object = { 'a': [1], 'b': [2] }; - * var other = { 'a': [3], 'b': [4] }; - * - * _.mergeWith(object, other, customizer); - * // => { 'a': [1, 3], 'b': [2, 4] } - */ - var mergeWith = createAssigner(function(object, source, srcIndex, customizer) { - baseMerge(object, source, srcIndex, customizer); - }); - - /** - * The opposite of `_.pick`; this method creates an object composed of the - * own and inherited enumerable property paths of `object` that are not omitted. - * - * **Note:** This method is considerably slower than `_.pick`. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Object - * @param {Object} object The source object. - * @param {...(string|string[])} [paths] The property paths to omit. - * @returns {Object} Returns the new object. - * @example - * - * var object = { 'a': 1, 'b': '2', 'c': 3 }; - * - * _.omit(object, ['a', 'c']); - * // => { 'b': '2' } - */ - var omit = flatRest(function(object, paths) { - var result = {}; - if (object == null) { - return result; - } - var isDeep = false; - paths = arrayMap(paths, function(path) { - path = castPath(path, object); - isDeep || (isDeep = path.length > 1); - return path; - }); - copyObject(object, getAllKeysIn(object), result); - if (isDeep) { - result = baseClone(result, CLONE_DEEP_FLAG | CLONE_FLAT_FLAG | CLONE_SYMBOLS_FLAG, customOmitClone); - } - var length = paths.length; - while (length--) { - baseUnset(result, paths[length]); - } - return result; - }); - - /** - * The opposite of `_.pickBy`; this method creates an object composed of - * the own and inherited enumerable string keyed properties of `object` that - * `predicate` doesn't return truthy for. The predicate is invoked with two - * arguments: (value, key). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Object - * @param {Object} object The source object. - * @param {Function} [predicate=_.identity] The function invoked per property. - * @returns {Object} Returns the new object. - * @example - * - * var object = { 'a': 1, 'b': '2', 'c': 3 }; - * - * _.omitBy(object, _.isNumber); - * // => { 'b': '2' } - */ - function omitBy(object, predicate) { - return pickBy(object, negate(getIteratee(predicate))); - } - - /** - * Creates an object composed of the picked `object` properties. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Object - * @param {Object} object The source object. - * @param {...(string|string[])} [paths] The property paths to pick. - * @returns {Object} Returns the new object. - * @example - * - * var object = { 'a': 1, 'b': '2', 'c': 3 }; - * - * _.pick(object, ['a', 'c']); - * // => { 'a': 1, 'c': 3 } - */ - var pick = flatRest(function(object, paths) { - return object == null ? {} : basePick(object, paths); - }); - - /** - * Creates an object composed of the `object` properties `predicate` returns - * truthy for. The predicate is invoked with two arguments: (value, key). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Object - * @param {Object} object The source object. - * @param {Function} [predicate=_.identity] The function invoked per property. - * @returns {Object} Returns the new object. - * @example - * - * var object = { 'a': 1, 'b': '2', 'c': 3 }; - * - * _.pickBy(object, _.isNumber); - * // => { 'a': 1, 'c': 3 } - */ - function pickBy(object, predicate) { - if (object == null) { - return {}; - } - var props = arrayMap(getAllKeysIn(object), function(prop) { - return [prop]; - }); - predicate = getIteratee(predicate); - return basePickBy(object, props, function(value, path) { - return predicate(value, path[0]); - }); - } - - /** - * This method is like `_.get` except that if the resolved value is a - * function it's invoked with the `this` binding of its parent object and - * its result is returned. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Object - * @param {Object} object The object to query. - * @param {Array|string} path The path of the property to resolve. - * @param {*} [defaultValue] The value returned for `undefined` resolved values. - * @returns {*} Returns the resolved value. - * @example - * - * var object = { 'a': [{ 'b': { 'c1': 3, 'c2': _.constant(4) } }] }; - * - * _.result(object, 'a[0].b.c1'); - * // => 3 - * - * _.result(object, 'a[0].b.c2'); - * // => 4 - * - * _.result(object, 'a[0].b.c3', 'default'); - * // => 'default' - * - * _.result(object, 'a[0].b.c3', _.constant('default')); - * // => 'default' - */ - function result(object, path, defaultValue) { - path = castPath(path, object); - - var index = -1, - length = path.length; - - // Ensure the loop is entered when path is empty. - if (!length) { - length = 1; - object = undefined; - } - while (++index < length) { - var value = object == null ? undefined : object[toKey(path[index])]; - if (value === undefined) { - index = length; - value = defaultValue; - } - object = isFunction(value) ? value.call(object) : value; - } - return object; - } - - /** - * Sets the value at `path` of `object`. If a portion of `path` doesn't exist, - * it's created. Arrays are created for missing index properties while objects - * are created for all other missing properties. Use `_.setWith` to customize - * `path` creation. - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 3.7.0 - * @category Object - * @param {Object} object The object to modify. - * @param {Array|string} path The path of the property to set. - * @param {*} value The value to set. - * @returns {Object} Returns `object`. - * @example - * - * var object = { 'a': [{ 'b': { 'c': 3 } }] }; - * - * _.set(object, 'a[0].b.c', 4); - * console.log(object.a[0].b.c); - * // => 4 - * - * _.set(object, ['x', '0', 'y', 'z'], 5); - * console.log(object.x[0].y.z); - * // => 5 - */ - function set(object, path, value) { - return object == null ? object : baseSet(object, path, value); - } - - /** - * This method is like `_.set` except that it accepts `customizer` which is - * invoked to produce the objects of `path`. If `customizer` returns `undefined` - * path creation is handled by the method instead. The `customizer` is invoked - * with three arguments: (nsValue, key, nsObject). - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Object - * @param {Object} object The object to modify. - * @param {Array|string} path The path of the property to set. - * @param {*} value The value to set. - * @param {Function} [customizer] The function to customize assigned values. - * @returns {Object} Returns `object`. - * @example - * - * var object = {}; - * - * _.setWith(object, '[0][1]', 'a', Object); - * // => { '0': { '1': 'a' } } - */ - function setWith(object, path, value, customizer) { - customizer = typeof customizer == 'function' ? customizer : undefined; - return object == null ? object : baseSet(object, path, value, customizer); - } - - /** - * Creates an array of own enumerable string keyed-value pairs for `object` - * which can be consumed by `_.fromPairs`. If `object` is a map or set, its - * entries are returned. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @alias entries - * @category Object - * @param {Object} object The object to query. - * @returns {Array} Returns the key-value pairs. - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.toPairs(new Foo); - * // => [['a', 1], ['b', 2]] (iteration order is not guaranteed) - */ - var toPairs = createToPairs(keys); - - /** - * Creates an array of own and inherited enumerable string keyed-value pairs - * for `object` which can be consumed by `_.fromPairs`. If `object` is a map - * or set, its entries are returned. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @alias entriesIn - * @category Object - * @param {Object} object The object to query. - * @returns {Array} Returns the key-value pairs. - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.toPairsIn(new Foo); - * // => [['a', 1], ['b', 2], ['c', 3]] (iteration order is not guaranteed) - */ - var toPairsIn = createToPairs(keysIn); - - /** - * An alternative to `_.reduce`; this method transforms `object` to a new - * `accumulator` object which is the result of running each of its own - * enumerable string keyed properties thru `iteratee`, with each invocation - * potentially mutating the `accumulator` object. If `accumulator` is not - * provided, a new object with the same `[[Prototype]]` will be used. The - * iteratee is invoked with four arguments: (accumulator, value, key, object). - * Iteratee functions may exit iteration early by explicitly returning `false`. - * - * @static - * @memberOf _ - * @since 1.3.0 - * @category Object - * @param {Object} object The object to iterate over. - * @param {Function} [iteratee=_.identity] The function invoked per iteration. - * @param {*} [accumulator] The custom accumulator value. - * @returns {*} Returns the accumulated value. - * @example - * - * _.transform([2, 3, 4], function(result, n) { - * result.push(n *= n); - * return n % 2 == 0; - * }, []); - * // => [4, 9] - * - * _.transform({ 'a': 1, 'b': 2, 'c': 1 }, function(result, value, key) { - * (result[value] || (result[value] = [])).push(key); - * }, {}); - * // => { '1': ['a', 'c'], '2': ['b'] } - */ - function transform(object, iteratee, accumulator) { - var isArr = isArray(object), - isArrLike = isArr || isBuffer(object) || isTypedArray(object); - - iteratee = getIteratee(iteratee, 4); - if (accumulator == null) { - var Ctor = object && object.constructor; - if (isArrLike) { - accumulator = isArr ? new Ctor : []; - } - else if (isObject(object)) { - accumulator = isFunction(Ctor) ? baseCreate(getPrototype(object)) : {}; - } - else { - accumulator = {}; - } - } - (isArrLike ? arrayEach : baseForOwn)(object, function(value, index, object) { - return iteratee(accumulator, value, index, object); - }); - return accumulator; - } - - /** - * Removes the property at `path` of `object`. - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Object - * @param {Object} object The object to modify. - * @param {Array|string} path The path of the property to unset. - * @returns {boolean} Returns `true` if the property is deleted, else `false`. - * @example - * - * var object = { 'a': [{ 'b': { 'c': 7 } }] }; - * _.unset(object, 'a[0].b.c'); - * // => true - * - * console.log(object); - * // => { 'a': [{ 'b': {} }] }; - * - * _.unset(object, ['a', '0', 'b', 'c']); - * // => true - * - * console.log(object); - * // => { 'a': [{ 'b': {} }] }; - */ - function unset(object, path) { - return object == null ? true : baseUnset(object, path); - } - - /** - * This method is like `_.set` except that accepts `updater` to produce the - * value to set. Use `_.updateWith` to customize `path` creation. The `updater` - * is invoked with one argument: (value). - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 4.6.0 - * @category Object - * @param {Object} object The object to modify. - * @param {Array|string} path The path of the property to set. - * @param {Function} updater The function to produce the updated value. - * @returns {Object} Returns `object`. - * @example - * - * var object = { 'a': [{ 'b': { 'c': 3 } }] }; - * - * _.update(object, 'a[0].b.c', function(n) { return n * n; }); - * console.log(object.a[0].b.c); - * // => 9 - * - * _.update(object, 'x[0].y.z', function(n) { return n ? n + 1 : 0; }); - * console.log(object.x[0].y.z); - * // => 0 - */ - function update(object, path, updater) { - return object == null ? object : baseUpdate(object, path, castFunction(updater)); - } - - /** - * This method is like `_.update` except that it accepts `customizer` which is - * invoked to produce the objects of `path`. If `customizer` returns `undefined` - * path creation is handled by the method instead. The `customizer` is invoked - * with three arguments: (nsValue, key, nsObject). - * - * **Note:** This method mutates `object`. - * - * @static - * @memberOf _ - * @since 4.6.0 - * @category Object - * @param {Object} object The object to modify. - * @param {Array|string} path The path of the property to set. - * @param {Function} updater The function to produce the updated value. - * @param {Function} [customizer] The function to customize assigned values. - * @returns {Object} Returns `object`. - * @example - * - * var object = {}; - * - * _.updateWith(object, '[0][1]', _.constant('a'), Object); - * // => { '0': { '1': 'a' } } - */ - function updateWith(object, path, updater, customizer) { - customizer = typeof customizer == 'function' ? customizer : undefined; - return object == null ? object : baseUpdate(object, path, castFunction(updater), customizer); - } - - /** - * Creates an array of the own enumerable string keyed property values of `object`. - * - * **Note:** Non-object values are coerced to objects. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category Object - * @param {Object} object The object to query. - * @returns {Array} Returns the array of property values. - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.values(new Foo); - * // => [1, 2] (iteration order is not guaranteed) - * - * _.values('hi'); - * // => ['h', 'i'] - */ - function values(object) { - return object == null ? [] : baseValues(object, keys(object)); - } - - /** - * Creates an array of the own and inherited enumerable string keyed property - * values of `object`. - * - * **Note:** Non-object values are coerced to objects. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category Object - * @param {Object} object The object to query. - * @returns {Array} Returns the array of property values. - * @example - * - * function Foo() { - * this.a = 1; - * this.b = 2; - * } - * - * Foo.prototype.c = 3; - * - * _.valuesIn(new Foo); - * // => [1, 2, 3] (iteration order is not guaranteed) - */ - function valuesIn(object) { - return object == null ? [] : baseValues(object, keysIn(object)); - } - - /*------------------------------------------------------------------------*/ - - /** - * Clamps `number` within the inclusive `lower` and `upper` bounds. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category Number - * @param {number} number The number to clamp. - * @param {number} [lower] The lower bound. - * @param {number} upper The upper bound. - * @returns {number} Returns the clamped number. - * @example - * - * _.clamp(-10, -5, 5); - * // => -5 - * - * _.clamp(10, -5, 5); - * // => 5 - */ - function clamp(number, lower, upper) { - if (upper === undefined) { - upper = lower; - lower = undefined; - } - if (upper !== undefined) { - upper = toNumber(upper); - upper = upper === upper ? upper : 0; - } - if (lower !== undefined) { - lower = toNumber(lower); - lower = lower === lower ? lower : 0; - } - return baseClamp(toNumber(number), lower, upper); - } - - /** - * Checks if `n` is between `start` and up to, but not including, `end`. If - * `end` is not specified, it's set to `start` with `start` then set to `0`. - * If `start` is greater than `end` the params are swapped to support - * negative ranges. - * - * @static - * @memberOf _ - * @since 3.3.0 - * @category Number - * @param {number} number The number to check. - * @param {number} [start=0] The start of the range. - * @param {number} end The end of the range. - * @returns {boolean} Returns `true` if `number` is in the range, else `false`. - * @see _.range, _.rangeRight - * @example - * - * _.inRange(3, 2, 4); - * // => true - * - * _.inRange(4, 8); - * // => true - * - * _.inRange(4, 2); - * // => false - * - * _.inRange(2, 2); - * // => false - * - * _.inRange(1.2, 2); - * // => true - * - * _.inRange(5.2, 4); - * // => false - * - * _.inRange(-3, -2, -6); - * // => true - */ - function inRange(number, start, end) { - start = toFinite(start); - if (end === undefined) { - end = start; - start = 0; - } else { - end = toFinite(end); - } - number = toNumber(number); - return baseInRange(number, start, end); - } - - /** - * Produces a random number between the inclusive `lower` and `upper` bounds. - * If only one argument is provided a number between `0` and the given number - * is returned. If `floating` is `true`, or either `lower` or `upper` are - * floats, a floating-point number is returned instead of an integer. - * - * **Note:** JavaScript follows the IEEE-754 standard for resolving - * floating-point values which can produce unexpected results. - * - * @static - * @memberOf _ - * @since 0.7.0 - * @category Number - * @param {number} [lower=0] The lower bound. - * @param {number} [upper=1] The upper bound. - * @param {boolean} [floating] Specify returning a floating-point number. - * @returns {number} Returns the random number. - * @example - * - * _.random(0, 5); - * // => an integer between 0 and 5 - * - * _.random(5); - * // => also an integer between 0 and 5 - * - * _.random(5, true); - * // => a floating-point number between 0 and 5 - * - * _.random(1.2, 5.2); - * // => a floating-point number between 1.2 and 5.2 - */ - function random(lower, upper, floating) { - if (floating && typeof floating != 'boolean' && isIterateeCall(lower, upper, floating)) { - upper = floating = undefined; - } - if (floating === undefined) { - if (typeof upper == 'boolean') { - floating = upper; - upper = undefined; - } - else if (typeof lower == 'boolean') { - floating = lower; - lower = undefined; - } - } - if (lower === undefined && upper === undefined) { - lower = 0; - upper = 1; - } - else { - lower = toFinite(lower); - if (upper === undefined) { - upper = lower; - lower = 0; - } else { - upper = toFinite(upper); - } - } - if (lower > upper) { - var temp = lower; - lower = upper; - upper = temp; - } - if (floating || lower % 1 || upper % 1) { - var rand = nativeRandom(); - return nativeMin(lower + (rand * (upper - lower + freeParseFloat('1e-' + ((rand + '').length - 1)))), upper); - } - return baseRandom(lower, upper); - } - - /*------------------------------------------------------------------------*/ - - /** - * Converts `string` to [camel case](https://en.wikipedia.org/wiki/CamelCase). - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to convert. - * @returns {string} Returns the camel cased string. - * @example - * - * _.camelCase('Foo Bar'); - * // => 'fooBar' - * - * _.camelCase('--foo-bar--'); - * // => 'fooBar' - * - * _.camelCase('__FOO_BAR__'); - * // => 'fooBar' - */ - var camelCase = createCompounder(function(result, word, index) { - word = word.toLowerCase(); - return result + (index ? capitalize(word) : word); - }); - - /** - * Converts the first character of `string` to upper case and the remaining - * to lower case. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to capitalize. - * @returns {string} Returns the capitalized string. - * @example - * - * _.capitalize('FRED'); - * // => 'Fred' - */ - function capitalize(string) { - return upperFirst(toString(string).toLowerCase()); - } - - /** - * Deburrs `string` by converting - * [Latin-1 Supplement](https://en.wikipedia.org/wiki/Latin-1_Supplement_(Unicode_block)#Character_table) - * and [Latin Extended-A](https://en.wikipedia.org/wiki/Latin_Extended-A) - * letters to basic Latin letters and removing - * [combining diacritical marks](https://en.wikipedia.org/wiki/Combining_Diacritical_Marks). - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to deburr. - * @returns {string} Returns the deburred string. - * @example - * - * _.deburr('déjà vu'); - * // => 'deja vu' - */ - function deburr(string) { - string = toString(string); - return string && string.replace(reLatin, deburrLetter).replace(reComboMark, ''); - } - - /** - * Checks if `string` ends with the given target string. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to inspect. - * @param {string} [target] The string to search for. - * @param {number} [position=string.length] The position to search up to. - * @returns {boolean} Returns `true` if `string` ends with `target`, - * else `false`. - * @example - * - * _.endsWith('abc', 'c'); - * // => true - * - * _.endsWith('abc', 'b'); - * // => false - * - * _.endsWith('abc', 'b', 2); - * // => true - */ - function endsWith(string, target, position) { - string = toString(string); - target = baseToString(target); - - var length = string.length; - position = position === undefined - ? length - : baseClamp(toInteger(position), 0, length); - - var end = position; - position -= target.length; - return position >= 0 && string.slice(position, end) == target; - } - - /** - * Converts the characters "&", "<", ">", '"', and "'" in `string` to their - * corresponding HTML entities. - * - * **Note:** No other characters are escaped. To escape additional - * characters use a third-party library like [_he_](https://mths.be/he). - * - * Though the ">" character is escaped for symmetry, characters like - * ">" and "/" don't need escaping in HTML and have no special meaning - * unless they're part of a tag or unquoted attribute value. See - * [Mathias Bynens's article](https://mathiasbynens.be/notes/ambiguous-ampersands) - * (under "semi-related fun fact") for more details. - * - * When working with HTML you should always - * [quote attribute values](http://wonko.com/post/html-escaping) to reduce - * XSS vectors. - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category String - * @param {string} [string=''] The string to escape. - * @returns {string} Returns the escaped string. - * @example - * - * _.escape('fred, barney, & pebbles'); - * // => 'fred, barney, & pebbles' - */ - function escape(string) { - string = toString(string); - return (string && reHasUnescapedHtml.test(string)) - ? string.replace(reUnescapedHtml, escapeHtmlChar) - : string; - } - - /** - * Escapes the `RegExp` special characters "^", "$", "\", ".", "*", "+", - * "?", "(", ")", "[", "]", "{", "}", and "|" in `string`. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to escape. - * @returns {string} Returns the escaped string. - * @example - * - * _.escapeRegExp('[lodash](https://lodash.com/)'); - * // => '\[lodash\]\(https://lodash\.com/\)' - */ - function escapeRegExp(string) { - string = toString(string); - return (string && reHasRegExpChar.test(string)) - ? string.replace(reRegExpChar, '\\$&') - : string; - } - - /** - * Converts `string` to - * [kebab case](https://en.wikipedia.org/wiki/Letter_case#Special_case_styles). - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to convert. - * @returns {string} Returns the kebab cased string. - * @example - * - * _.kebabCase('Foo Bar'); - * // => 'foo-bar' - * - * _.kebabCase('fooBar'); - * // => 'foo-bar' - * - * _.kebabCase('__FOO_BAR__'); - * // => 'foo-bar' - */ - var kebabCase = createCompounder(function(result, word, index) { - return result + (index ? '-' : '') + word.toLowerCase(); - }); - - /** - * Converts `string`, as space separated words, to lower case. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category String - * @param {string} [string=''] The string to convert. - * @returns {string} Returns the lower cased string. - * @example - * - * _.lowerCase('--Foo-Bar--'); - * // => 'foo bar' - * - * _.lowerCase('fooBar'); - * // => 'foo bar' - * - * _.lowerCase('__FOO_BAR__'); - * // => 'foo bar' - */ - var lowerCase = createCompounder(function(result, word, index) { - return result + (index ? ' ' : '') + word.toLowerCase(); - }); - - /** - * Converts the first character of `string` to lower case. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category String - * @param {string} [string=''] The string to convert. - * @returns {string} Returns the converted string. - * @example - * - * _.lowerFirst('Fred'); - * // => 'fred' - * - * _.lowerFirst('FRED'); - * // => 'fRED' - */ - var lowerFirst = createCaseFirst('toLowerCase'); - - /** - * Pads `string` on the left and right sides if it's shorter than `length`. - * Padding characters are truncated if they can't be evenly divided by `length`. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to pad. - * @param {number} [length=0] The padding length. - * @param {string} [chars=' '] The string used as padding. - * @returns {string} Returns the padded string. - * @example - * - * _.pad('abc', 8); - * // => ' abc ' - * - * _.pad('abc', 8, '_-'); - * // => '_-abc_-_' - * - * _.pad('abc', 3); - * // => 'abc' - */ - function pad(string, length, chars) { - string = toString(string); - length = toInteger(length); - - var strLength = length ? stringSize(string) : 0; - if (!length || strLength >= length) { - return string; - } - var mid = (length - strLength) / 2; - return ( - createPadding(nativeFloor(mid), chars) + - string + - createPadding(nativeCeil(mid), chars) - ); - } - - /** - * Pads `string` on the right side if it's shorter than `length`. Padding - * characters are truncated if they exceed `length`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category String - * @param {string} [string=''] The string to pad. - * @param {number} [length=0] The padding length. - * @param {string} [chars=' '] The string used as padding. - * @returns {string} Returns the padded string. - * @example - * - * _.padEnd('abc', 6); - * // => 'abc ' - * - * _.padEnd('abc', 6, '_-'); - * // => 'abc_-_' - * - * _.padEnd('abc', 3); - * // => 'abc' - */ - function padEnd(string, length, chars) { - string = toString(string); - length = toInteger(length); - - var strLength = length ? stringSize(string) : 0; - return (length && strLength < length) - ? (string + createPadding(length - strLength, chars)) - : string; - } - - /** - * Pads `string` on the left side if it's shorter than `length`. Padding - * characters are truncated if they exceed `length`. - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category String - * @param {string} [string=''] The string to pad. - * @param {number} [length=0] The padding length. - * @param {string} [chars=' '] The string used as padding. - * @returns {string} Returns the padded string. - * @example - * - * _.padStart('abc', 6); - * // => ' abc' - * - * _.padStart('abc', 6, '_-'); - * // => '_-_abc' - * - * _.padStart('abc', 3); - * // => 'abc' - */ - function padStart(string, length, chars) { - string = toString(string); - length = toInteger(length); - - var strLength = length ? stringSize(string) : 0; - return (length && strLength < length) - ? (createPadding(length - strLength, chars) + string) - : string; - } - - /** - * Converts `string` to an integer of the specified radix. If `radix` is - * `undefined` or `0`, a `radix` of `10` is used unless `value` is a - * hexadecimal, in which case a `radix` of `16` is used. - * - * **Note:** This method aligns with the - * [ES5 implementation](https://es5.github.io/#x15.1.2.2) of `parseInt`. - * - * @static - * @memberOf _ - * @since 1.1.0 - * @category String - * @param {string} string The string to convert. - * @param {number} [radix=10] The radix to interpret `value` by. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {number} Returns the converted integer. - * @example - * - * _.parseInt('08'); - * // => 8 - * - * _.map(['6', '08', '10'], _.parseInt); - * // => [6, 8, 10] - */ - function parseInt(string, radix, guard) { - if (guard || radix == null) { - radix = 0; - } else if (radix) { - radix = +radix; - } - return nativeParseInt(toString(string).replace(reTrimStart, ''), radix || 0); - } - - /** - * Repeats the given string `n` times. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to repeat. - * @param {number} [n=1] The number of times to repeat the string. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {string} Returns the repeated string. - * @example - * - * _.repeat('*', 3); - * // => '***' - * - * _.repeat('abc', 2); - * // => 'abcabc' - * - * _.repeat('abc', 0); - * // => '' - */ - function repeat(string, n, guard) { - if ((guard ? isIterateeCall(string, n, guard) : n === undefined)) { - n = 1; - } else { - n = toInteger(n); - } - return baseRepeat(toString(string), n); - } - - /** - * Replaces matches for `pattern` in `string` with `replacement`. - * - * **Note:** This method is based on - * [`String#replace`](https://mdn.io/String/replace). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category String - * @param {string} [string=''] The string to modify. - * @param {RegExp|string} pattern The pattern to replace. - * @param {Function|string} replacement The match replacement. - * @returns {string} Returns the modified string. - * @example - * - * _.replace('Hi Fred', 'Fred', 'Barney'); - * // => 'Hi Barney' - */ - function replace() { - var args = arguments, - string = toString(args[0]); - - return args.length < 3 ? string : string.replace(args[1], args[2]); - } - - /** - * Converts `string` to - * [snake case](https://en.wikipedia.org/wiki/Snake_case). - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to convert. - * @returns {string} Returns the snake cased string. - * @example - * - * _.snakeCase('Foo Bar'); - * // => 'foo_bar' - * - * _.snakeCase('fooBar'); - * // => 'foo_bar' - * - * _.snakeCase('--FOO-BAR--'); - * // => 'foo_bar' - */ - var snakeCase = createCompounder(function(result, word, index) { - return result + (index ? '_' : '') + word.toLowerCase(); - }); - - /** - * Splits `string` by `separator`. - * - * **Note:** This method is based on - * [`String#split`](https://mdn.io/String/split). - * - * @static - * @memberOf _ - * @since 4.0.0 - * @category String - * @param {string} [string=''] The string to split. - * @param {RegExp|string} separator The separator pattern to split by. - * @param {number} [limit] The length to truncate results to. - * @returns {Array} Returns the string segments. - * @example - * - * _.split('a-b-c', '-', 2); - * // => ['a', 'b'] - */ - function split(string, separator, limit) { - if (limit && typeof limit != 'number' && isIterateeCall(string, separator, limit)) { - separator = limit = undefined; - } - limit = limit === undefined ? MAX_ARRAY_LENGTH : limit >>> 0; - if (!limit) { - return []; - } - string = toString(string); - if (string && ( - typeof separator == 'string' || - (separator != null && !isRegExp(separator)) - )) { - separator = baseToString(separator); - if (!separator && hasUnicode(string)) { - return castSlice(stringToArray(string), 0, limit); - } - } - return string.split(separator, limit); - } - - /** - * Converts `string` to - * [start case](https://en.wikipedia.org/wiki/Letter_case#Stylistic_or_specialised_usage). - * - * @static - * @memberOf _ - * @since 3.1.0 - * @category String - * @param {string} [string=''] The string to convert. - * @returns {string} Returns the start cased string. - * @example - * - * _.startCase('--foo-bar--'); - * // => 'Foo Bar' - * - * _.startCase('fooBar'); - * // => 'Foo Bar' - * - * _.startCase('__FOO_BAR__'); - * // => 'FOO BAR' - */ - var startCase = createCompounder(function(result, word, index) { - return result + (index ? ' ' : '') + upperFirst(word); - }); - - /** - * Checks if `string` starts with the given target string. - * - * @static - * @memberOf _ - * @since 3.0.0 - * @category String - * @param {string} [string=''] The string to inspect. - * @param {string} [target] The string to search for. - * @param {number} [position=0] The position to search from. - * @returns {boolean} Returns `true` if `string` starts with `target`, - * else `false`. - * @example - * - * _.startsWith('abc', 'a'); - * // => true - * - * _.startsWith('abc', 'b'); - * // => false - * - * _.startsWith('abc', 'b', 1); - * // => true - */ - function startsWith(string, target, position) { - string = toString(string); - position = position == null - ? 0 - : baseClamp(toInteger(position), 0, string.length); - - target = baseToString(target); - return string.slice(position, position + target.length) == target; - } - - /** - * Creates a compiled template function that can interpolate data properties - * in "interpolate" delimiters, HTML-escape interpolated data properties in - * "escape" delimiters, and execute JavaScript in "evaluate" delimiters. Data - * properties may be accessed as free variables in the template. If a setting - * object is given, it takes precedence over `_.templateSettings` values. - * - * **Note:** In the development build `_.template` utilizes - * [sourceURLs](http://www.html5rocks.com/en/tutorials/developertools/sourcemaps/#toc-sourceurl) - * for easier debugging. - * - * For more information on precompiling templates see - * [lodash's custom builds documentation](https://lodash.com/custom-builds). - * - * For more information on Chrome extension sandboxes see - * [Chrome's extensions documentation](https://developer.chrome.com/extensions/sandboxingEval). - * - * @static - * @since 0.1.0 - * @memberOf _ - * @category String - * @param {string} [string=''] The template string. - * @param {Object} [options={}] The options object. - * @param {RegExp} [options.escape=_.templateSettings.escape] - * The HTML "escape" delimiter. - * @param {RegExp} [options.evaluate=_.templateSettings.evaluate] - * The "evaluate" delimiter. - * @param {Object} [options.imports=_.templateSettings.imports] - * An object to import into the template as free variables. - * @param {RegExp} [options.interpolate=_.templateSettings.interpolate] - * The "interpolate" delimiter. - * @param {string} [options.sourceURL='lodash.templateSources[n]'] - * The sourceURL of the compiled template. - * @param {string} [options.variable='obj'] - * The data object variable name. - * @param- {Object} [guard] Enables use as an iteratee for methods like `_.map`. - * @returns {Function} Returns the compiled template function. - * @example - * - * // Use the "interpolate" delimiter to create a compiled template. - * var compiled = _.template('hello <%= user %>!'); - * compiled({ 'user': 'fred' }); - * // => 'hello fred!' - * - * // Use the HTML "escape" delimiter to escape data property values. - * var compiled = _.template('<%- value %>'); - * compiled({ 'value': '